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source: code/branches/gui/src/core/RootGameState.cc @ 1688

Last change on this file since 1688 was 1688, checked in by rgrieder, 16 years ago

Modified the GameState hierarchy so that you can get the parent with the actual type by calling getParent().

  • Property svn:eol-style set to native
File size: 4.4 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#include "RootGameState.h"
30
31#include "Clock.h"
32#include "Debug.h"
33#include "Exception.h"
34#include "CommandLine.h"
35
36namespace orxonox
37{
38    SetCommandLineArgument(state, "gui").setShortcut("s");
39
40    RootGameState::RootGameState(const std::string& name)
41        : GameStateTyped<GameState>(name)
42        , stateRequest_("")
43    {
44    }
45
46    RootGameState::~RootGameState()
47    {
48    }
49
50    /**
51    @brief
52        Internal method that actually makes the state transition. Since it is internal,
53        the method can assume certain things to be granted (like 'this' is always active).
54    */
55    void RootGameState::makeTransition(GameState* source, GameState* destination)
56    {
57        if (source != 0)
58        {
59            // transition was not initiated by root itself
60            this->activeChild_ = 0;
61        }
62
63        if (destination == this)
64        {
65            // this marks the end of the game.
66            return;
67        }
68
69        // Check for 'destination' in the children map first
70        std::map<GameState*, GameState*>::const_iterator it
71            = this->grandchildrenToChildren_.find(destination);
72        if (it != this->grandchildrenToChildren_.end())
73        {
74            OrxAssert(dynamic_cast<GameState*>(it->second) != 0,
75                "There was a mix with RootGameState and GameState, could not cast.");
76            GameState* child = static_cast<GameState*>(it->second);
77            // child state. Don't use 'state', might be a grandchild!
78            this->activeChild_ = child;
79            child->makeTransition(this, destination);
80        }
81        else
82        {
83            // root doesn't have a parent..
84            OrxAssert(false, "GameState '" + destination->getName() + "' not found in children list of Root.");
85        }
86    }
87
88    void RootGameState::gotoState(const std::string& name)
89    {
90        GameState* request = getState(name);
91        if (request)
92        {
93            GameState* current = getCurrentState();
94            if (current)
95            {
96                current->makeTransition(0, request);
97            }
98            else
99            {
100                // Root is not yet active. This is a violation.
101                ThrowException(GameState, "Activate Root before requesting a state.");
102            }
103        }
104        else
105        {
106            COUT(2) << "Warning: GameState '" << name << "' doesn't exist." << std::endl;
107        }
108    }
109
110    /**
111    @brief
112        Makes a state transition according to the state tree. You can choose any state
113        in the tree to do the call. The function finds the current state on its own.
114    @param state
115        The state to be entered, has to exist in the tree.
116    */
117    void RootGameState::requestState(const std::string& name)
118    {
119        this->stateRequest_ = name;
120    }
121
122    /**
123    @brief
124        Starts the game. The little 'while' denotes the main loop.
125        Whenever the root state is selected, the game ends.
126    @param name
127        State to start with (usually main menu or specified by command line)
128    */
129    void RootGameState::start()
130    {
131        this->activate();
132
133        // get initial state from command line
134        std::string initialState;
135        CommandLine::getValue<std::string>("state", &initialState);
136        gotoState(initialState);
137
138        Clock clock;
139        while (this->activeChild_)
140        {
141            clock.capture();
142
143            this->tick(clock);
144
145            if (this->stateRequest_ != "")
146                gotoState(stateRequest_);
147        }
148
149        this->deactivate();
150    }
151}
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