Planet
navi homePPSaboutscreenshotsdownloaddevelopmentforum

source: code/branches/resource/src/core/GameState.cc @ 3355

Last change on this file since 3355 was 3355, checked in by rgrieder, 15 years ago

Loading and unloading graphics automatically: As soon as a GameState requires graphics (defined at the GameState declaration with a bool) it gets loaded. And vice versa.

  • Property svn:eol-style set to native
File size: 3.9 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    Implementation of GameState class.
33*/
34
35#include "GameState.h"
36
37#include "util/Debug.h"
38#include "util/Exception.h"
39#include "util/OrxAssert.h"
40#include "Game.h"
41
42namespace orxonox
43{
44    /**
45    @brief
46        Constructor only initialises variables and sets the name permanently.
47    */
48    GameState::GameState(const GameStateInfo& info)
49        : info_(info)
50        , parent_(0)
51    {
52        this->activity_.activating   = false;
53        this->activity_.active       = false;
54        this->activity_.deactivating = false;
55        this->activity_.suspended    = false;
56        this->activity_.topState     = false;
57        this->activity_.updating     = false;
58    }
59
60    /**
61    @brief
62        Destructor only checks that we don't delete an active state.
63    */
64    GameState::~GameState()
65    {
66        OrxAssert(this->activity_.active == false, "Deleting an active GameState is a very bad idea..");
67    }
68
69    const std::string& GameState::getName() const
70    {
71        return info_.stateName;
72    }
73
74    /**
75    @brief
76        Adds a child to the current tree. The Child can contain children of its own.
77        But you cannot a state tree that already has an active state.
78    @param state
79        The state to be added.
80    */
81    void GameState::addChild(GameState* state)
82    {
83        assert(state != NULL);
84
85        std::map<std::string, GameState*>::const_iterator it = this->children_.find(state->getName());
86        if (it == this->children_.end())
87        {
88            this->children_[state->getName()] = state;
89            // mark us as parent
90            state->setParent(this);
91        }
92        else
93        {
94            ThrowException(GameState, "Cannot add two children with the same name");
95        }
96    }
97
98    /**
99    @brief
100        Removes a child by instance. This splits the tree in two parts,
101        each of them functional on its own.
102    @param state
103        GameState by instance pointer
104    */
105    void GameState::removeChild(GameState* state)
106    {
107        assert(state != NULL);
108
109        std::map<std::string, GameState*>::iterator it = this->children_.find(state->getName());
110        if (it != this->children_.end())
111            this->children_.erase(it);
112        else
113        {
114            ThrowException(GameState, "Game state '" + this->getName() + "' doesn't have a child named '"
115                + state->getName() + "'.");
116        }
117    }
118
119    void GameState::activateInternal()
120    {
121        this->activity_.activating = true;
122        this->activate();
123        this->activity_.activating = false;
124        this->activity_.active = true;
125    }
126
127    void GameState::deactivateInternal()
128    {
129        this->activity_.active = false;
130        this->activity_.deactivating = true;
131        this->activate();
132        this->activity_.deactivating = false;
133        this->activity_.suspended = false;
134        this->activity_.updating = false;
135    }
136
137    void GameState::updateInternal(const Clock& time)
138    {
139        this->activity_.updating = true;
140        this->update(time);
141        this->activity_.updating = false;
142    }
143}
Note: See TracBrowser for help on using the repository browser.