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source: code/branches/gui/src/core/GameState.h @ 1672

Last change on this file since 1672 was 1672, checked in by rgrieder, 16 years ago
  • Changed GameState so that the new RootGameState can override 2 virtual methods
  • added RootGameState that takes care of state transitions (can only happen between ticks)
  • moved main loop to GSRoot instead of GSGraphics
  • network GameStates not yet finished
  • GraphicsEngine not yet merged into GSGraphics
  • Property svn:eol-style set to native
File size: 4.1 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#include "util/Integers.h"
44
45namespace orxonox
46{
47    /**
48    @brief
49        An implementation of a tree to manage game states.
50        This leads to a certain hierarchy that is created at runtime.
51        To actually use the structure, you will have to derive from it and
52        implement 'enter', 'leave' and 'tick'. The latter corresponds to an
53        update function.
54
55        Internally the tree is managed by two maps per node: One stores all its
56        children, grandchildren, etc. by name of the state. The other maps these
57        children states to the actual child of the node.
58        An example: Foo is a grandchildren of Bar and Foofoo is the Foo's parent.
59        Then Bar stores Foo in map by its name. The other one then maps Foo to Foofoo.
60    */
61    class _CoreExport GameState
62    {
63        friend class RootGameState;
64
65    public:
66        /**
67        @brief
68            Gives information about what the GameState is currently doing
69        */
70        struct Operations
71        {
72            unsigned active    : 1;
73            unsigned entering  : 1;
74            unsigned leaving   : 1;
75            unsigned running   : 1;
76            unsigned suspended : 1;
77        };
78
79    public:
80        GameState(const std::string& name);
81        virtual ~GameState();
82
83        const std::string& getName() const { return name_; }
84        const Operations getOperation() const { return this->operation_; }
85        bool isInSubtree(GameState* state) const;
86
87        GameState* getState(const std::string& name);
88        GameState* getRoot();
89        GameState* getParent() const { return this->parent_; }
90        //! Returns the currently active game state
91        virtual GameState* getCurrentState();
92
93        virtual void requestState(const std::string& name);
94
95        void addChild(GameState* state);
96        void removeChild(GameState* state);
97        void removeChild(const std::string& name);
98
99    protected:
100        virtual void enter() = 0;
101        virtual void leave() = 0;
102        virtual void ticked(float dt, uint64_t time) = 0;
103
104        GameState* getActiveChild() { return this->activeChild_; }
105
106        void tickChild(float dt, uint64_t time) { if (this->getActiveChild()) this->getActiveChild()->tick(dt, time); }
107
108    private:
109        //! Performs a transition to 'destination'
110        virtual void makeTransition(GameState* source, GameState* destination);
111
112        void grandchildAdded(GameState* child, GameState* grandchild);
113        void grandchildRemoved(GameState* grandchild);
114
115        void tick(float dt, uint64_t time);
116        void activate();
117        void deactivate();
118
119        const std::string                          name_;
120        Operations                                 operation_;
121        GameState*                             parent_;
122        GameState*                                 activeChild_;
123        //bool                                       bPauseParent_;
124        std::map<std::string, GameState*>      allChildren_;
125        std::map<GameState*, GameState*>   grandchildrenToChildren_;
126    };
127}
128
129#endif /* _GameState_H__ */
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