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source: code/trunk/src/core/GameState.cc @ 3027

Last change on this file since 3027 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: 3.8 KB
RevLine 
[1660]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
[2896]32    Implementation of GameState class.
[1660]33*/
34
35#include "GameState.h"
[2896]36#include <cassert>
[1755]37#include "util/Debug.h"
[1764]38#include "util/Exception.h"
[2896]39#include "Clock.h"
[1660]40
41namespace orxonox
42{
43    /**
44    @brief
45        Constructor only initialises variables and sets the name permanently.
46    */
[2896]47    GameState::GameState(const std::string& name)
[1660]48        : name_(name)
[2896]49        , parent_(0)
[1660]50    {
[2896]51        this->activity_.activating   = false;
52        this->activity_.active       = false;
53        this->activity_.deactivating = false;
54        this->activity_.suspended    = false;
55        this->activity_.topState     = false;
56        this->activity_.updating     = false;
[1660]57    }
58
59    /**
60    @brief
[1661]61        Destructor only checks that we don't delete an active state.
62    */
[2896]63    GameState::~GameState()
[1661]64    {
[2896]65        OrxAssert(this->activity_.active == false, "Deleting an active GameState is a very bad idea..");
[1661]66    }
67
68    /**
69    @brief
[1660]70        Adds a child to the current tree. The Child can contain children of its own.
71        But you cannot a state tree that already has an active state.
72    @param state
73        The state to be added.
74    */
[2896]75    void GameState::addChild(GameState* state)
[1660]76    {
[2896]77        assert(state != NULL);
78
79        std::map<std::string, GameState*>::const_iterator it = this->children_.find(state->getName());
80        if (it == this->children_.end())
[1660]81        {
[2896]82            this->children_[state->getName()] = state;
83            // mark us as parent
84            state->setParent(this);
[1660]85        }
[2896]86        else
[1660]87        {
[2896]88            ThrowException(GameState, "Cannot add two children with the same name");
[1660]89        }
90    }
91
92    /**
93    @brief
[1661]94        Removes a child by instance. This splits the tree in two parts,
95        each of them functional on its own.
96    @param state
97        GameState by instance pointer
98    */
[2896]99    void GameState::removeChild(GameState* state)
[1661]100    {
[2896]101        assert(state != NULL);
102
103        std::map<std::string, GameState*>::iterator it = this->children_.find(state->getName());
104        if (it != this->children_.end())
105            this->children_.erase(it);
[1661]106        else
107        {
108            ThrowException(GameState, "Game state '" + name_ + "' doesn't have a child named '"
[1672]109                + state->getName() + "'.");
[1661]110        }
111    }
112
[2896]113    void GameState::activateInternal()
[1661]114    {
[2896]115        this->activity_.activating = true;
116        this->activate();
117        this->activity_.activating = false;
118        this->activity_.active = true;
[1661]119    }
120
[2896]121    void GameState::deactivateInternal()
[1660]122    {
[2896]123        this->activity_.active = false;
124        this->activity_.deactivating = true;
125        this->activate();
126        this->activity_.deactivating = false;
127        this->activity_.suspended = false;
128        this->activity_.updating = false;
[1660]129    }
130
[2896]131    void GameState::updateInternal(const Clock& time)
[1661]132    {
[2896]133        this->activity_.updating = true;
134        this->update(time);
135        this->activity_.updating = false;
[1661]136    }
[1660]137}
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