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source: code/branches/gui/src/core/GameState.h @ 2842

Last change on this file since 2842 was 2817, checked in by rgrieder, 16 years ago

Removed GameState template and renamed GameStateBase to GameState.
Moved statistics stuff (fps and tick time) to Game and removed the remaining hacks in GSGraphics and GSRoot.

  • Property svn:eol-style set to native
File size: 4.2 KB
Line 
1/*
2 *   ORXONOX - the hottest 3D action shooter ever to exist
3 *                    > www.orxonox.net <
4 *
5 *
6 *   License notice:
7 *
8 *   This program is free software; you can redistribute it and/or
9 *   modify it under the terms of the GNU General Public License
10 *   as published by the Free Software Foundation; either version 2
11 *   of the License, or (at your option) any later version.
12 *
13 *   This program is distributed in the hope that it will be useful,
14 *   but WITHOUT ANY WARRANTY; without even the implied warranty of
15 *   MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
16 *   GNU General Public License for more details.
17 *
18 *   You should have received a copy of the GNU General Public License
19 *   along with this program; if not, write to the Free Software
20 *   Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA  02110-1301, USA.
21 *
22 *   Author:
23 *      Reto Grieder
24 *   Co-authors:
25 *      ...
26 *
27 */
28
29/**
30@file
31@brief
32    Definition of GameState class.
33*/
34
35#ifndef _GameState_H__
36#define _GameState_H__
37
38#include "CorePrereqs.h"
39
40#include <string>
41#include <vector>
42#include <map>
43#include <cassert>
44#include "Clock.h"
45
46namespace orxonox
47{
48    /**
49    @brief
50        An implementation of a tree to manage game states.
51        This leads to a certain hierarchy that is created at runtime.
52        To actually use the structure, you will have to derive from it and
53        implement 'enter', 'leave' and 'tick'. The latter corresponds to an
54        update function.
55
56        Internally the tree is managed by two maps per node: One stores all its
57        children, grandchildren, etc. by name of the state. The other maps these
58        children states to the actual child of the node.
59        An example: Foo is a grandchildren of Bar and Foofoo is the Foo's parent.
60        Then Bar stores Foo in map by its name. The other one then maps Foo to Foofoo.
61    */
62    class _CoreExport GameState
63    {
64        friend class RootGameState;
65        // Hack
66        friend class Game;
67
68    public:
69        /**
70        @brief
71            Gives information about what the GameState is currently doing
72        */
73        struct Operations
74        {
75            unsigned active    : 1;
76            unsigned entering  : 1;
77            unsigned leaving   : 1;
78            unsigned running   : 1;
79            unsigned suspended : 1;
80        };
81
82    public:
83        GameState(const std::string& name);
84        virtual ~GameState();
85
86        const std::string& getName() const { return name_; }
87        const Operations getOperation() const { return this->operation_; }
88        bool isInSubtree(GameState* state) const;
89
90        GameState* getState(const std::string& name);
91        GameState* getRoot();
92        //! Returns the currently active game state
93        virtual GameState* getCurrentState();
94
95        virtual void requestState(const std::string& name);
96
97        void addChild(GameState* state);
98        void removeChild(GameState* state);
99        void removeChild(const std::string& name);
100
101    protected:
102        virtual void enter() = 0;
103        virtual void leave() = 0;
104        virtual void ticked(const Clock& time) = 0;
105
106        GameState* getActiveChild() { return this->activeChild_; }
107
108        void tickChild(const Clock& time) { if (this->getActiveChild()) this->getActiveChild()->tick(time); }
109
110        GameState* getParent() const     { return this->parent_; }
111        void setParent(GameState* state) { this->parent_ = state; }
112
113    private:
114        //! Performs a transition to 'destination'
115        virtual void makeTransition(GameState* source, GameState* destination);
116
117        void grandchildAdded(GameState* child, GameState* grandchild);
118        void grandchildRemoved(GameState* grandchild);
119
120        void tick(const Clock& time);
121        void activate();
122        void deactivate();
123
124        const std::string                        name_;
125        Operations                               operation_;
126        GameState*                               parent_;
127        GameState*                               activeChild_;
128        //bool                                     bPauseParent_;
129        std::map<std::string, GameState*>        allChildren_;
130        std::map<GameState*, GameState*>         grandchildrenToChildren_;
131    };
132}
133
134#endif /* _GameState_H__ */
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