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source: code/branches/gui/src/core/GameState.h @ 2845

Last change on this file since 2845 was 2844, checked in by rgrieder, 16 years ago

Implemented new GameState concept. It doesn't differ that much from the old one, but there's still lots of changes.
The most important change is that one GameState can occur multiple times in the hierarchy.

Short log:

  • No RootGameState anymore. Simply the highest is root.
  • Game::requestGameState(name) can refer to the parent, grandparent, great-grandparent, etc. or one of the children.
  • Requested states are saved. So if you select "level", the next request (even right after the call) will be relative to "level"
  • Game::popState() will simply unload the current one
  • Re added Main.cc again because Game as well as GameState have been moved to the core
  • Adapted all GameStates to the new system

Things should already work, except for network support because standalone only works with a little hack.
We can now start creating a better hierarchy.

  • Property svn:eol-style set to native
File size: 3.3 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 <map>
42#include "CorePrereqs.h"
43
44namespace orxonox
45{
46    /**
47    @brief
48        An implementation of a tree to manage game states.
49        This leads to a certain hierarchy that is created at runtime.
50        To actually use the structure, you will have to derive from it and
51        implement 'enter', 'leave' and 'tick'. The latter corresponds to an
52        update function.
53
54        Internally the tree is managed by two maps per node: One stores all its
55        children, grandchildren, etc. by name of the state. The other maps these
56        children states to the actual child of the node.
57        An example: Foo is a grandchildren of Bar and Foofoo is the Foo's parent.
58        Then Bar stores Foo in map by its name. The other one then maps Foo to Foofoo.
59    */
60    class _CoreExport GameState
61    {
62        friend class Game;
63
64    public:
65        /**
66        @brief
67            Gives information about what the GameState is currently doing
68        */
69        struct State
70        {
71            unsigned active       : 1;
72            unsigned activating   : 1;
73            unsigned deactivating : 1;
74            unsigned updating     : 1;
75            unsigned suspended    : 1;
76        };
77
78    public:
79        GameState(const std::string& name);
80        virtual ~GameState();
81
82        const std::string& getName() const { return name_; }
83        const State getActivity() const    { return this->activity_; }
84        GameState* getParent() const       { return this->parent_; }
85
86        void addChild(GameState* state);
87        void removeChild(GameState* state);
88
89    protected:
90        virtual void activate() = 0;
91        virtual void deactivate() = 0;
92        virtual void update(const Clock& time) = 0;
93
94    private:
95        void setParent(GameState* state) { this->parent_ = state; }
96        void setActivity(State activity);
97        void activateInternal();
98        void deactivateInternal();
99        void updateInternal(const Clock& time);
100
101        const std::string                        name_;
102        State                                    activity_;
103        GameState*                               parent_;
104        std::map<std::string, GameState*>        children_;
105    };
106}
107
108#endif /* _GameState_H__ */
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