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source: code/branches/gui/src/core/RootGameState.cc @ 2805

Last change on this file since 2805 was 2805, checked in by rgrieder, 15 years ago

Added new class: Game
It represents basic operation related to the running game like start and stop or managing the new GameStates.
And since only three lines were left in Main.cc I thought I could move that to the very beginning of 'Game'.

  • Property svn:eol-style set to native
File size: 3.6 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 "util/Debug.h"
32#include "util/Exception.h"
33#include "Clock.h"
34
35namespace orxonox
36{
37    RootGameState::RootGameState(const std::string& name)
38        : GameState<GameStateBase>(name)
39        , stateRequest_("")
40    {
41    }
42
43    RootGameState::~RootGameState()
44    {
45    }
46
47    /**
48    @brief
49        Internal method that actually makes the state transition. Since it is internal,
50        the method can assume certain things to be granted (like 'this' is always active).
51    */
52    void RootGameState::makeTransition(GameStateBase* source, GameStateBase* destination)
53    {
54        if (source != 0)
55        {
56            // transition was not initiated by root itself
57            this->activeChild_ = 0;
58        }
59
60        if (destination == this)
61        {
62            // this marks the end of the game.
63            return;
64        }
65
66        // Check for 'destination' in the children map first
67        std::map<GameStateBase*, GameStateBase*>::const_iterator it
68            = this->grandchildrenToChildren_.find(destination);
69        if (it != this->grandchildrenToChildren_.end())
70        {
71            OrxAssert(dynamic_cast<GameStateBase*>(it->second) != 0,
72                "There was a mix with RootGameState and GameState, could not cast.");
73            GameStateBase* child = static_cast<GameStateBase*>(it->second);
74            // child state. Don't use 'state', might be a grandchild!
75            this->activeChild_ = child;
76            child->makeTransition(this, destination);
77        }
78        else
79        {
80            // root doesn't have a parent..
81            OrxAssert(false, "GameState '" + destination->getName() + "' not found in children list of Root.");
82        }
83    }
84
85    void RootGameState::gotoState(const std::string& name)
86    {
87        GameStateBase* request = getState(name);
88        if (request)
89        {
90            GameStateBase* current = getCurrentState();
91            if (current)
92            {
93                current->makeTransition(0, request);
94            }
95            else
96            {
97                // Root is not yet active. This is a violation.
98                ThrowException(GameState, "Activate Root before requesting a state.");
99            }
100        }
101        else
102        {
103            COUT(2) << "Warning: GameState '" << name << "' doesn't exist." << std::endl;
104        }
105    }
106
107    /**
108    @brief
109        Makes a state transition according to the state tree. You can choose any state
110        in the tree to do the call. The function finds the current state on its own.
111    @param state
112        The state to be entered, has to exist in the tree.
113    */
114    void RootGameState::requestState(const std::string& name)
115    {
116        this->stateRequest_ = name;
117    }
118}
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