Changeset 1689 for code/branches/gui/src/core/GameState.cc
- Timestamp:
- Aug 31, 2008, 6:07:57 PM (17 years ago)
- File:
-
- 1 edited
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code/branches/gui/src/core/GameState.cc
r1688 r1689 30 30 @file 31 31 @brief 32 Implementation of GameState class.32 Implementation of GameStateBase class. 33 33 */ 34 34 … … 43 43 Constructor only initialises variables and sets the name permanently. 44 44 */ 45 GameState ::GameState(const std::string& name)45 GameStateBase::GameStateBase(const std::string& name) 46 46 : name_(name) 47 47 //, parent_(0) … … 57 57 Destructor only checks that we don't delete an active state. 58 58 */ 59 GameState ::~GameState()59 GameStateBase::~GameStateBase() 60 60 { 61 61 OrxAssert(!isInSubtree(getCurrentState()), "Deleting an active GameState is a very bad idea.."); … … 69 69 The state to be added. 70 70 */ 71 void GameState ::addChild(GameState* state)71 void GameStateBase::addChild(GameStateBase* state) 72 72 { 73 73 if (!state) 74 74 return; 75 75 // check if the state/tree to be added has states in it that already exist in this tree. 76 for (std::map<std::string, GameState *>::const_iterator it = state->allChildren_.begin();76 for (std::map<std::string, GameStateBase*>::const_iterator it = state->allChildren_.begin(); 77 77 it != state->allChildren_.end(); ++it) 78 78 { … … 96 96 97 97 // merge the child's children into this tree 98 for (std::map<std::string, GameState *>::const_iterator it = state->allChildren_.begin();98 for (std::map<std::string, GameStateBase*>::const_iterator it = state->allChildren_.begin(); 99 99 it != state->allChildren_.end(); ++it) 100 100 this->grandchildAdded(state, it->second); … … 113 113 GameState by instance pointer 114 114 */ 115 void GameState ::removeChild(GameState* state)116 { 117 std::map<GameState *, GameState*>::iterator it = this->grandchildrenToChildren_.find(state);115 void GameStateBase::removeChild(GameStateBase* state) 116 { 117 std::map<GameStateBase*, GameStateBase*>::iterator it = this->grandchildrenToChildren_.find(state); 118 118 if (it != this->grandchildrenToChildren_.end()) 119 119 { … … 127 127 else 128 128 { 129 for (std::map<GameState *, GameState*>::const_iterator it = state->grandchildrenToChildren_.begin();129 for (std::map<GameStateBase*, GameStateBase*>::const_iterator it = state->grandchildrenToChildren_.begin(); 130 130 it != state->grandchildrenToChildren_.end(); ++it) 131 131 this->grandchildRemoved(it->first); … … 150 150 */ 151 151 152 void GameState ::removeChild(const std::string& name)153 { 154 GameState * state = getState(name);152 void GameStateBase::removeChild(const std::string& name) 153 { 154 GameStateBase* state = getState(name); 155 155 if (state) 156 156 { … … 173 173 The child that has been added. 174 174 */ 175 inline void GameState ::grandchildAdded(GameState* child, GameState* grandchild)175 inline void GameStateBase::grandchildAdded(GameStateBase* child, GameStateBase* grandchild) 176 176 { 177 177 // fill the two maps correctly. … … 191 191 The child that has been removed. 192 192 */ 193 inline void GameState ::grandchildRemoved(GameState* grandchild)193 inline void GameStateBase::grandchildRemoved(GameStateBase* grandchild) 194 194 { 195 195 // adjust the two maps correctly. … … 206 206 Remember that the every node has a map with all its child nodes. 207 207 */ 208 GameState * GameState::getState(const std::string& name)208 GameStateBase* GameStateBase::getState(const std::string& name) 209 209 { 210 210 if (this->getParent()) … … 216 216 return this; 217 217 // Search in the map. If there is no entry, we can be sure the state doesn't exist. 218 std::map<std::string, GameState *>::const_iterator it = this->allChildren_.find(name);218 std::map<std::string, GameStateBase*>::const_iterator it = this->allChildren_.find(name); 219 219 return (it!= this->allChildren_.end() ? it->second : 0); 220 220 } … … 225 225 Returns the root node of the tree. 226 226 */ 227 GameState * GameState::getRoot()227 GameStateBase* GameStateBase::getRoot() 228 228 { 229 229 if (this->getParent()) … … 240 240 have active children itself. Many states can be active at once. 241 241 */ 242 GameState * GameState::getCurrentState()242 GameStateBase* GameStateBase::getCurrentState() 243 243 { 244 244 if (this->operation_.active) … … 262 262 Determines whether 'state' is in this subtree, including this node. 263 263 */ 264 bool GameState ::isInSubtree(GameState* state) const264 bool GameStateBase::isInSubtree(GameStateBase* state) const 265 265 { 266 266 return (grandchildrenToChildren_.find(state) != grandchildrenToChildren_.end() … … 275 275 The state to be entered, has to exist in the tree. 276 276 */ 277 void GameState ::requestState(const std::string& name)277 void GameStateBase::requestState(const std::string& name) 278 278 { 279 279 assert(getRoot()); … … 286 286 the method can assume certain things to be granted (like 'this' is always active). 287 287 */ 288 void GameState ::makeTransition(GameState* source, GameState* destination)288 void GameStateBase::makeTransition(GameStateBase* source, GameStateBase* destination) 289 289 { 290 290 if (source == this->getParent()) … … 308 308 309 309 // Check for 'destination' in the children map first 310 std::map<GameState *, GameState*>::const_iterator it310 std::map<GameStateBase*, GameStateBase*>::const_iterator it 311 311 = this->grandchildrenToChildren_.find(destination); 312 312 if (it != this->grandchildrenToChildren_.end()) … … 330 330 Activates the state. Only sets bActive_ to true and notifies the parent. 331 331 */ 332 void GameState ::activate()332 void GameStateBase::activate() 333 333 { 334 334 this->operation_.active = true; … … 341 341 Activates the state. Only sets bActive_ to false and notifies the parent. 342 342 */ 343 void GameState ::deactivate()343 void GameStateBase::deactivate() 344 344 { 345 345 this->operation_.leaving = true; … … 358 358 This method is not virtual! You cannot override it therefore. 359 359 */ 360 void GameState ::tick(const Clock& time)360 void GameStateBase::tick(const Clock& time) 361 361 { 362 362 this->operation_.running = true;
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