Planet
navi homePPSaboutscreenshotsdownloaddevelopmentforum

source: code/branches/gui/src/core/GameState.h @ 1670

Last change on this file since 1670 was 1670, checked in by rgrieder, 17 years ago

Still working on the GameStates, but I have to save the work because of some major changes.

  • Exported InputManager- and TclThreadManager-tick to GSGraphics instead of Core
  • Fixed a few bugs in GameState by adding an internal state variable as bitfield (quite practical)
  • Fixed a bug in InputManager that occurred when destroying an active InputState
  • Added GSIO and GSIOConsole (3 lines of loop code with std::cin, but works ;))
  • Added more boost thread includes to OrxonoxStableHeaders.h
  • Many changes in all GameState derived classes
  • Property svn:eol-style set to native
File size: 4.2 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 <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        struct Operations
64        {
65            unsigned active    : 1;
66            unsigned entering  : 1;
67            unsigned leaving   : 1;
68            unsigned running   : 1;
69            unsigned suspended : 1;
70        };
71
72        GameState(const std::string& name);
73        virtual ~GameState();
74
75        const std::string& getName() const { return name_; }
76
77        void addChild(GameState* state);
78        void removeChild(GameState* state);
79        void removeChild(const std::string& name);
80        void requestState(const std::string& name);
81
82        ////! Determines whether the state is active.
83        //bool isActive()       { return this->bActive_; }
84        ////! Determines whether the state is suspended.
85        //bool isSuspended()    { return this->bSuspended_; }
86        ////! Determines whether the state is the current
87        //bool isCurrentState() { return this->bActive_ && !this->activeChild_; }
88        const Operations getOperation() { return this->operation_; }
89
90        void tick(float dt);
91        void tickChild(float dt) { if (this->activeChild_) this->activeChild_->tick(dt); }
92
93    protected:
94        virtual void enter() = 0;
95        virtual void leave() = 0;
96        virtual void ticked(float dt) = 0;
97        //virtual void enter() { }
98        //virtual void leave() { }
99        //virtual void ticked(float dt) { }
100
101        GameState* getActiveChild() { return this->activeChild_; }
102        bool hasScheduledTransition() { return this->scheduledTransition_; }
103
104    private:
105        GameState* checkState(const std::string& name);
106        GameState* getCurrentState();
107        GameState* getRootNode();
108        void grandchildAdded(GameState* child, GameState* grandchild);
109        void grandchildRemoved(GameState* grandchild);
110        void makeTransition(GameState* state);
111        void activate();
112        void deactivate();
113
114        const std::string                    name_;
115        bool                                 bPauseParent_;
116
117        Operations                           operation_;
118
119        GameState*                           parent_;
120        GameState*                           activeChild_;
121        GameState*                           scheduledTransition_;
122        std::map<std::string, GameState*>    allChildren_;
123        std::map<GameState*, GameState*>     grandchildrenToChildren_;
124    };
125}
126
127#endif /* _GameState_H__ */
Note: See TracBrowser for help on using the repository browser.