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source: code/branches/gui/src/core/GameState.h @ 1686

Last change on this file since 1686 was 1686, checked in by rgrieder, 16 years ago

Moved most of the GraphicsEngine code to GSRoot and GSGraphics.
GraphicsEngine is now more of a legacy object to ensure functionality until there is a new solution.

  • 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#include "Clock.h"
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    */
62    class _CoreExport GameState
63    {
64        friend class RootGameState;
65
66    public:
67        /**
68        @brief
69            Gives information about what the GameState is currently doing
70        */
71        struct Operations
72        {
73            unsigned active    : 1;
74            unsigned entering  : 1;
75            unsigned leaving   : 1;
76            unsigned running   : 1;
77            unsigned suspended : 1;
78        };
79
80    public:
81        GameState(const std::string& name);
82        virtual ~GameState();
83
84        const std::string& getName() const { return name_; }
85        const Operations getOperation() const { return this->operation_; }
86        bool isInSubtree(GameState* state) const;
87
88        GameState* getState(const std::string& name);
89        GameState* getRoot();
90        GameState* getParent() const { return this->parent_; }
91        //! Returns the currently active game state
92        virtual GameState* getCurrentState();
93
94        virtual void requestState(const std::string& name);
95
96        void addChild(GameState* state);
97        void removeChild(GameState* state);
98        void removeChild(const std::string& name);
99
100    protected:
101        virtual void enter() = 0;
102        virtual void leave() = 0;
103        virtual void ticked(const Clock& time) = 0;
104
105        GameState* getActiveChild() { return this->activeChild_; }
106
107        void tickChild(const Clock& time) { if (this->getActiveChild()) this->getActiveChild()->tick(time); }
108
109    private:
110        //! Performs a transition to 'destination'
111        virtual void makeTransition(GameState* source, GameState* destination);
112
113        void grandchildAdded(GameState* child, GameState* grandchild);
114        void grandchildRemoved(GameState* grandchild);
115
116        void tick(const Clock& time);
117        void activate();
118        void deactivate();
119
120        const std::string                   name_;
121        Operations                          operation_;
122        GameState*                          parent_;
123        GameState*                          activeChild_;
124        //bool                                bPauseParent_;
125        std::map<std::string, GameState*>   allChildren_;
126        std::map<GameState*, GameState*>    grandchildrenToChildren_;
127    };
128}
129
130#endif /* _GameState_H__ */
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