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source: code/branches/gui/src/core/GameState.h @ 1660

Last change on this file since 1660 was 1660, checked in by rgrieder, 17 years ago

GameState class added. Tested and working, but now comes the hard part: Implementing the actual states…

  • Property svn:eol-style set to native
File size: 3.4 KB
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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>
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    public:
63        GameState(const std::string& name);
64        virtual ~GameState() { }
65
66        const std::string& getName() const { return name_; }
67
68        void addChild(GameState* state);
69        void requestState(const std::string& name);
70
71        //! Determines whether the state is active.
72        bool isActive()       { return this->bActive_; }
73        //! Determines whether the state is suspended.
74        bool isSuspended()    { return this->bSuspended_; }
75        //! Determines whether the state is the current
76        bool isCurrentState() { return this->bActive_ && !this->activeChild_; }
77
78    protected:
79        virtual void enter() { }
80        virtual void leave() { }
81        virtual void tick(float dt) { }
82
83    private:
84        GameState* checkState(const std::string& name);
85        GameState* getCurrentState();
86        GameState* getRootNode();
87        void grandchildAdded(GameState* child, GameState* grandchild);
88        void makeTransition(GameState* state);
89        void activate();
90        void deactivate();
91
92        const std::string                    name_;
93        bool                                 bPauseParent_;
94
95        bool                                 bActive_;
96        bool                                 bSuspended_;
97
98        GameState*                           parent_;
99        GameState*                           activeChild_;
100        std::map<std::string, GameState*>    allChildren_;
101        std::map<GameState*, GameState*>     grandchildrenToChildren_;
102    };
103}
104
105#endif /* _GameState_H__ */
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