| 1 | /* | 
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| 2 | *   ORXONOX - the hottest 3D action shooter ever to exist | 
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| 3 | *                    > www.orxonox.net < | 
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| 4 | * | 
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| 5 | * | 
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| 6 | *   License notice: | 
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| 7 | * | 
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| 8 | *   This program is free software; you can redistribute it and/or | 
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| 9 | *   modify it under the terms of the GNU General Public License | 
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| 10 | *   as published by the Free Software Foundation; either version 2 | 
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| 11 | *   of the License, or (at your option) any later version. | 
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| 12 | * | 
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| 13 | *   This program is distributed in the hope that it will be useful, | 
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| 14 | *   but WITHOUT ANY WARRANTY; without even the implied warranty of | 
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| 15 | *   MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the | 
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| 16 | *   GNU General Public License for more details. | 
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| 17 | * | 
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| 18 | *   You should have received a copy of the GNU General Public License | 
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| 19 | *   along with this program; if not, write to the Free Software | 
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| 20 | *   Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA  02110-1301, USA. | 
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| 21 | * | 
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| 22 | *   Author: | 
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| 23 | *      Reto Grieder | 
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| 24 | *   Co-authors: | 
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| 25 | *      ... | 
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| 26 | * | 
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| 27 | */ | 
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| 28 |  | 
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| 29 | /** | 
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| 30 | @file | 
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| 31 | @ingroup Management CoreGame | 
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| 32 | @brief | 
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| 33 | Definition of GameState class. | 
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| 34 | */ | 
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| 35 |  | 
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| 36 | #ifndef _GameState_H__ | 
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| 37 | #define _GameState_H__ | 
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| 38 |  | 
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| 39 | #include "CorePrereqs.h" | 
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| 40 |  | 
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| 41 | #include <map> | 
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| 42 | #include <string> | 
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| 43 | #include "util/UtilPrereqs.h" | 
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| 44 |  | 
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| 45 | namespace orxonox | 
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| 46 | { | 
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| 47 | /** | 
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| 48 | @brief | 
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| 49 | An implementation of a tree to manage game states. | 
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| 50 | This leads to a certain hierarchy that is created at runtime. | 
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| 51 | To actually use the structure, you will have to derive from it and | 
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| 52 | implement 'enter', 'leave' and 'tick'. The latter corresponds to an | 
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| 53 | update function. | 
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| 54 |  | 
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| 55 | Internally the tree is managed by two maps per node: One stores all its | 
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| 56 | children, grandchildren, etc. by name of the state. The other maps these | 
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| 57 | children states to the actual child of the node. | 
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| 58 | An example: Foo is a grandchildren of Bar and Foofoo is the Foo's parent. | 
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| 59 | Then Bar stores Foo in map by its name. The other one then maps Foo to Foofoo. | 
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| 60 | */ | 
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| 61 | class _CoreExport GameState | 
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| 62 | { | 
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| 63 | friend class Game; | 
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| 64 |  | 
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| 65 | public: | 
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| 66 | /** | 
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| 67 | @brief | 
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| 68 | Gives information about what the GameState is currently doing | 
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| 69 | */ | 
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| 70 | struct State | 
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| 71 | { | 
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| 72 | unsigned active       : 1; | 
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| 73 | unsigned activating   : 1; | 
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| 74 | unsigned deactivating : 1; | 
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| 75 | unsigned updating     : 1; | 
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| 76 | unsigned suspended    : 1; | 
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| 77 | unsigned topState     : 1; | 
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| 78 | }; | 
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| 79 |  | 
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| 80 | public: | 
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| 81 | GameState(const GameStateInfo& info); | 
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| 82 | virtual ~GameState(); | 
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| 83 |  | 
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| 84 | const std::string& getName()   const; | 
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| 85 | State getActivity()            const { return activity_; } | 
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| 86 | const GameStateInfo& getInfo() const { return info_; } | 
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| 87 |  | 
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| 88 | protected: | 
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| 89 | virtual void activate() { } | 
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| 90 | virtual void deactivate() { } | 
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| 91 | virtual void update(const Clock& time) { } | 
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| 92 |  | 
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| 93 | private: | 
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| 94 | void setActivity(State activity); | 
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| 95 | void activateInternal(); | 
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| 96 | void deactivateInternal(); | 
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| 97 | void updateInternal(const Clock& time); | 
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| 98 |  | 
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| 99 | const GameStateInfo& info_; | 
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| 100 | State                activity_; | 
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| 101 | }; | 
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| 102 | } | 
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| 103 |  | 
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| 104 | #endif /* _GameState_H__ */ | 
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