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 <map> |
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42 | #include "CorePrereqs.h" |
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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 | friend class Game; |
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63 | |
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64 | public: |
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65 | /** |
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66 | @brief |
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67 | Gives information about what the GameState is currently doing |
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68 | */ |
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69 | struct State |
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70 | { |
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71 | unsigned active : 1; |
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72 | unsigned activating : 1; |
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73 | unsigned deactivating : 1; |
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74 | unsigned updating : 1; |
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75 | unsigned suspended : 1; |
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76 | unsigned topState : 1; |
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77 | }; |
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78 | |
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79 | public: |
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80 | GameState(const std::string& name, bool countTicktime = true); |
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81 | virtual ~GameState(); |
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82 | |
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83 | const std::string& getName() const { return name_; } |
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84 | State getActivity() const { return this->activity_; } |
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85 | GameState* getParent() const { return this->parent_; } |
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86 | |
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87 | bool getCountTickTime() const { return this->bCountTickTime_; } |
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88 | |
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89 | void addChild(GameState* state); |
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90 | void removeChild(GameState* state); |
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91 | |
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92 | protected: |
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93 | virtual void activate() = 0; |
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94 | virtual void deactivate() = 0; |
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95 | virtual void update(const Clock& time) = 0; |
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96 | |
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97 | private: |
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98 | void setParent(GameState* state) { this->parent_ = state; } |
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99 | void setActivity(State activity); |
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100 | void activateInternal(); |
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101 | void deactivateInternal(); |
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102 | void updateInternal(const Clock& time); |
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103 | |
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104 | const std::string name_; |
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105 | State activity_; |
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106 | const bool bCountTickTime_; |
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107 | GameState* parent_; |
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108 | std::map<std::string, GameState*> children_; |
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109 | }; |
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110 | } |
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111 | |
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112 | #endif /* _GameState_H__ */ |
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