1 | /* |
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2 | * ORXONOX - the hottest 3D action shooter ever to exist |
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3 | * > www.orxonox.net < |
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4 | * |
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5 | * |
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6 | * License notice: |
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7 | * |
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8 | * This program is free software; you can redistribute it and/or |
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9 | * modify it under the terms of the GNU General Public License |
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10 | * as published by the Free Software Foundation; either version 2 |
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11 | * of the License, or (at your option) any later version. |
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12 | * |
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13 | * This program is distributed in the hope that it will be useful, |
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14 | * but WITHOUT ANY WARRANTY; without even the implied warranty of |
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15 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
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16 | * GNU General Public License for more details. |
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17 | * |
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18 | * You should have received a copy of the GNU General Public License |
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19 | * along with this program; if not, write to the Free Software |
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20 | * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. |
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21 | * |
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22 | * Author: |
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23 | * Reto Grieder |
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24 | * Co-authors: |
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25 | * ... |
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26 | * |
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27 | */ |
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28 | |
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29 | /** |
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30 | @file |
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31 | @brief |
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32 | Definition of GameState class. |
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33 | */ |
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34 | |
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35 | #ifndef _GameState_H__ |
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36 | #define _GameState_H__ |
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37 | |
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38 | #include "CorePrereqs.h" |
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39 | |
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40 | #include <string> |
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41 | #include <vector> |
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42 | #include <map> |
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43 | |
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44 | namespace orxonox |
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45 | { |
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46 | /** |
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47 | @brief |
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48 | An implementation of a tree to manage game states. |
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49 | This leads to a certain hierarchy that is created at runtime. |
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50 | To actually use the structure, you will have to derive from it and |
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51 | implement 'enter', 'leave' and 'tick'. The latter corresponds to an |
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52 | update function. |
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53 | |
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54 | Internally the tree is managed by two maps per node: One stores all its |
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55 | children, grandchildren, etc. by name of the state. The other maps these |
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56 | children states to the actual child of the node. |
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57 | An example: Foo is a grandchildren of Bar and Foofoo is the Foo's parent. |
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58 | Then Bar stores Foo in map by its name. The other one then maps Foo to Foofoo. |
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59 | */ |
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60 | class _CoreExport GameState |
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61 | { |
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62 | public: |
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63 | GameState(const std::string& name); |
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64 | virtual ~GameState(); |
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65 | |
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66 | const std::string& getName() const { return name_; } |
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67 | |
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68 | void addChild(GameState* state); |
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69 | void removeChild(GameState* state); |
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70 | void removeChild(const std::string& name); |
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71 | void requestState(const std::string& name); |
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72 | |
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73 | //! Determines whether the state is active. |
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74 | bool isActive() { return this->bActive_; } |
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75 | //! Determines whether the state is suspended. |
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76 | bool isSuspended() { return this->bSuspended_; } |
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77 | //! Determines whether the state is the current |
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78 | bool isCurrentState() { return this->bActive_ && !this->activeChild_; } |
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79 | |
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80 | virtual bool tick(float dt) { return true; } |
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81 | |
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82 | protected: |
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83 | //virtual void enter() = 0; |
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84 | //virtual void leave() = 0; |
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85 | //virtual void tick(float dt) = 0; |
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86 | virtual void enter() { } |
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87 | virtual void leave() { } |
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88 | |
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89 | GameState* getActiveChild() { return this->activeChild_; } |
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90 | |
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91 | private: |
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92 | GameState* checkState(const std::string& name); |
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93 | GameState* getCurrentState(); |
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94 | GameState* getRootNode(); |
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95 | void grandchildAdded(GameState* child, GameState* grandchild); |
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96 | void grandchildRemoved(GameState* grandchild); |
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97 | void makeTransition(GameState* state); |
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98 | void activate(); |
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99 | void deactivate(); |
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100 | |
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101 | const std::string name_; |
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102 | bool bPauseParent_; |
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103 | |
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104 | bool bActive_; |
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105 | bool bSuspended_; |
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106 | |
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107 | GameState* parent_; |
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108 | GameState* activeChild_; |
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109 | std::map<std::string, GameState*> allChildren_; |
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110 | std::map<GameState*, GameState*> grandchildrenToChildren_; |
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111 | }; |
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112 | } |
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113 | |
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114 | #endif /* _GameState_H__ */ |
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