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source: code/branches/weapons/src/core/GameState.h @ 3200

Last change on this file since 3200 was 2896, checked in by landauf, 16 years ago

Merged gui branch back to trunk.

I did 2 small changes in IngameManager.cc on line 777 and 888 (yes, really), because const_reverse_iterator strangely doesn't work on MinGW.

  • 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            unsigned topState     : 1;
77        };
78
79    public:
80        GameState(const std::string& name);
81        virtual ~GameState();
82
83        const std::string& getName() const { return name_; }
84        State getActivity() const    { return this->activity_; }
85        GameState* getParent() const       { return this->parent_; }
86
87        void addChild(GameState* state);
88        void removeChild(GameState* state);
89
90    protected:
91        virtual void activate() = 0;
92        virtual void deactivate() = 0;
93        virtual void update(const Clock& time) = 0;
94
95    private:
96        void setParent(GameState* state) { this->parent_ = state; }
97        void setActivity(State activity);
98        void activateInternal();
99        void deactivateInternal();
100        void updateInternal(const Clock& time);
101
102        const std::string                        name_;
103        State                                    activity_;
104        GameState*                               parent_;
105        std::map<std::string, GameState*>        children_;
106    };
107}
108
109#endif /* _GameState_H__ */
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