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source: code/trunk/src/core/GameState.h @ 2308

Last change on this file since 2308 was 1755, checked in by rgrieder, 16 years ago

merged gui back to trunk.
update the media repository!

  • Property svn:eol-style set to native
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[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
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>
[1688]43#include <cassert>
[1674]44#include "Clock.h"
[1660]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    */
[1689]62    class _CoreExport GameStateBase
[1660]63    {
[1672]64        friend class RootGameState;
[1688]65        template <class ParentType>
[1689]66        friend class GameState;
[1672]67
[1660]68    public:
[1672]69        /**
70        @brief
71            Gives information about what the GameState is currently doing
72        */
[1670]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
[1672]82    public:
[1689]83        virtual ~GameStateBase();
[1660]84
85        const std::string& getName() const { return name_; }
[1672]86        const Operations getOperation() const { return this->operation_; }
[1689]87        bool isInSubtree(GameStateBase* state) const;
[1660]88
[1689]89        GameStateBase* getState(const std::string& name);
90        GameStateBase* getRoot();
[1672]91        //! Returns the currently active game state
[1689]92        virtual GameStateBase* getCurrentState();
[1672]93
94        virtual void requestState(const std::string& name);
95
[1689]96        void addChild(GameStateBase* state);
97        void removeChild(GameStateBase* state);
[1661]98        void removeChild(const std::string& name);
[1660]99
100    protected:
[1670]101        virtual void enter() = 0;
102        virtual void leave() = 0;
[1674]103        virtual void ticked(const Clock& time) = 0;
[1660]104
[1689]105        GameStateBase* getActiveChild() { return this->activeChild_; }
[1661]106
[1674]107        void tickChild(const Clock& time) { if (this->getActiveChild()) this->getActiveChild()->tick(time); }
[1672]108
[1689]109        virtual GameStateBase* getParent() const = 0;
110        virtual void setParent(GameStateBase* state) = 0;
[1688]111
[1660]112    private:
[1688]113        // Making the constructor private ensures that game states
[1689]114        // are always derivates of GameState<T>. Note the friend declaration above.
115        GameStateBase(const std::string& name);
[1688]116
[1672]117        //! Performs a transition to 'destination'
[1689]118        virtual void makeTransition(GameStateBase* source, GameStateBase* destination);
[1672]119
[1689]120        void grandchildAdded(GameStateBase* child, GameStateBase* grandchild);
121        void grandchildRemoved(GameStateBase* grandchild);
[1672]122
[1674]123        void tick(const Clock& time);
[1660]124        void activate();
125        void deactivate();
126
[1689]127        const std::string                        name_;
128        Operations                               operation_;
129        GameStateBase*                           activeChild_;
130        //bool                                     bPauseParent_;
131        std::map<std::string, GameStateBase*>    allChildren_;
132        std::map<GameStateBase*, GameStateBase*> grandchildrenToChildren_;
[1660]133    };
[1688]134
[1689]135
[1688]136    template <class ParentType>
[1689]137    class GameState : public GameStateBase
[1688]138    {
139    public:
[1690]140        GameState(const std::string& name)
141            : GameStateBase(name)
142            , parent_(0)
143        { }
[1689]144        virtual ~GameState() { }
[1688]145
146        ParentType* getParent() const
147            { return parent_; }
148
149    protected:
[1689]150        void setParent(GameStateBase* state)
[1688]151        {
152            assert(dynamic_cast<ParentType*>(state) != 0);
153            this->parent_ = dynamic_cast<ParentType*>(state);
154        }
155
156    private:
157        ParentType* parent_;
158    };
[1660]159}
160
161#endif /* _GameState_H__ */
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