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Ignore:
Timestamp:
Apr 6, 2009, 1:59:00 AM (15 years ago)
Author:
landauf
Message:

Merged gui branch back to trunk.

I did 2 small changes in IngameManager.cc on line 777 and 888 (yes, really), because const_reverse_iterator strangely doesn't work on MinGW.

Location:
code/trunk
Files:
2 edited

Legend:

Unmodified
Added
Removed
  • code/trunk

  • code/trunk/src/core/GameState.cc

    r1764 r2896  
    3030@file
    3131@brief
    32     Implementation of GameStateBase class.
     32    Implementation of GameState class.
    3333*/
    3434
    3535#include "GameState.h"
     36#include <cassert>
    3637#include "util/Debug.h"
    3738#include "util/Exception.h"
     39#include "Clock.h"
    3840
    3941namespace orxonox
     
    4345        Constructor only initialises variables and sets the name permanently.
    4446    */
    45     GameStateBase::GameStateBase(const std::string& name)
     47    GameState::GameState(const std::string& name)
    4648        : name_(name)
    47         //, parent_(0)
    48         , activeChild_(0)
    49         //, bPausegetParent()(false)
     49        , parent_(0)
    5050    {
    51         Operations temp = {false, false, false, false, false};
    52         this->operation_ = temp;
     51        this->activity_.activating   = false;
     52        this->activity_.active       = false;
     53        this->activity_.deactivating = false;
     54        this->activity_.suspended    = false;
     55        this->activity_.topState     = false;
     56        this->activity_.updating     = false;
    5357    }
    5458
     
    5761        Destructor only checks that we don't delete an active state.
    5862    */
    59     GameStateBase::~GameStateBase()
     63    GameState::~GameState()
    6064    {
    61         OrxAssert(this->operation_.active == false, "Deleting an active GameState is a very bad idea..");
     65        OrxAssert(this->activity_.active == false, "Deleting an active GameState is a very bad idea..");
    6266    }
    6367
     
    6973        The state to be added.
    7074    */
    71     void GameStateBase::addChild(GameStateBase* state)
     75    void GameState::addChild(GameState* state)
    7276    {
    73         if (!state)
    74             return;
    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, GameStateBase*>::const_iterator it = state->allChildren_.begin();
    77             it != state->allChildren_.end(); ++it)
     77        assert(state != NULL);
     78
     79        std::map<std::string, GameState*>::const_iterator it = this->children_.find(state->getName());
     80        if (it == this->children_.end())
    7881        {
    79             if (this->getState(it->second->getName()))
    80             {
    81                 ThrowException(GameState, "Cannot add a GameState to the hierarchy twice.");
    82                 return;
    83             }
     82            this->children_[state->getName()] = state;
     83            // mark us as parent
     84            state->setParent(this);
    8485        }
    85         if (this->getState(state->name_))
     86        else
    8687        {
    87             ThrowException(GameState, "Cannot add a GameState to the hierarchy twice.");
    88             return;
     88            ThrowException(GameState, "Cannot add two children with the same name");
    8989        }
    90         // Make sure we don't add a tree that already has an active state.
    91         if (state->getCurrentState())
    92         {
    93             ThrowException(GameState, "Cannot merge a tree that is already active.");
    94             return;
    95         }
    96 
    97         // merge the child's children into this tree
    98         for (std::map<std::string, GameStateBase*>::const_iterator it = state->allChildren_.begin();
    99             it != state->allChildren_.end(); ++it)
    100             this->grandchildAdded(state, it->second);
    101         // merge 'state' into this tree
    102         this->grandchildAdded(state, state);
    103 
    104         // mark us as parent
    105         state->setParent(this);
    10690    }
    10791
     
    11397        GameState by instance pointer
    11498    */
    115     void GameStateBase::removeChild(GameStateBase* state)
     99    void GameState::removeChild(GameState* state)
    116100    {
    117         std::map<GameStateBase*, GameStateBase*>::iterator it = this->grandchildrenToChildren_.find(state);
    118         if (it != this->grandchildrenToChildren_.end())
    119         {
    120             if (state->isInSubtree(getCurrentState()))
    121             {
    122                 ThrowException(GameState, "Cannot remove an active game state child '"
    123                     + state->getName() + "' from '" + name_ + "'.");
    124                 //COUT(2) << "Warning: Cannot remove an active game state child '" << state->getName()
    125                 //    << "' from '" << name_ << "'." << std::endl;
    126             }
    127             else
    128             {
    129                 for (std::map<GameStateBase*, GameStateBase*>::const_iterator it = state->grandchildrenToChildren_.begin();
    130                     it != state->grandchildrenToChildren_.end(); ++it)
    131                     this->grandchildRemoved(it->first);
    132                 this->grandchildRemoved(state);
    133             }
    134         }
     101        assert(state != NULL);
     102
     103        std::map<std::string, GameState*>::iterator it = this->children_.find(state->getName());
     104        if (it != this->children_.end())
     105            this->children_.erase(it);
    135106        else
    136107        {
    137108            ThrowException(GameState, "Game state '" + name_ + "' doesn't have a child named '"
    138109                + state->getName() + "'.");
    139             //COUT(2) << "Warning: Game state '" << name_ << "' doesn't have a child named '"
    140             //    << state->getName() << "'. Removal skipped." << std::endl;
    141110        }
    142111    }
    143112
    144     /**
    145     @brief
    146         Removes a child by name. This splits the tree in two parts,
    147         each of them functional on its own.
    148     @param state
    149         GameState by name
    150     */
    151 
    152     void GameStateBase::removeChild(const std::string& name)
     113    void GameState::activateInternal()
    153114    {
    154         GameStateBase* state = getState(name);
    155         if (state)
    156         {
    157             removeChild(state);
    158         }
    159         else
    160         {
    161             ThrowException(GameState, "GameState '" + name + "' doesn't exist.");
    162             //COUT(2) << "Warning: GameState '" << name << "' doesn't exist." << std::endl;
    163         }
     115        this->activity_.activating = true;
     116        this->activate();
     117        this->activity_.activating = false;
     118        this->activity_.active = true;
    164119    }
    165120
    166     /**
    167     @brief
    168         Tells a state that one of its children has added a child. This is necessary
    169         to fill the internal maps correctly.
    170     @param child
    171         The child who notices this state.
    172     @param grandchild
    173         The child that has been added.
    174     */
    175     inline void GameStateBase::grandchildAdded(GameStateBase* child, GameStateBase* grandchild)
     121    void GameState::deactivateInternal()
    176122    {
    177         // fill the two maps correctly.
    178         this->allChildren_[grandchild->getName()] = grandchild;
    179         this->grandchildrenToChildren_[grandchild] = child;
    180         if (this->getParent())
    181             this->getParent()->grandchildAdded(this, grandchild);
     123        this->activity_.active = false;
     124        this->activity_.deactivating = true;
     125        this->activate();
     126        this->activity_.deactivating = false;
     127        this->activity_.suspended = false;
     128        this->activity_.updating = false;
    182129    }
    183130
    184     /**
    185     @brief
    186         Tells a state that one of its children has removed a child. This is necessary
    187         to fill the internal maps correctly.
    188     @param child
    189         The child who notices this state.
    190     @param grandchild
    191         The child that has been removed.
    192     */
    193     inline void GameStateBase::grandchildRemoved(GameStateBase* grandchild)
     131    void GameState::updateInternal(const Clock& time)
    194132    {
    195         // adjust the two maps correctly.
    196         this->allChildren_.erase(grandchild->getName());
    197         this->grandchildrenToChildren_.erase(grandchild);
    198         if (this->getParent())
    199             this->getParent()->grandchildRemoved(grandchild);
    200     }
    201 
    202     /**
    203     @brief
    204         Checks whether a specific game states exists in the hierarchy.
    205     @remarks
    206         Remember that the every node has a map with all its child nodes.
    207     */
    208     GameStateBase* GameStateBase::getState(const std::string& name)
    209     {
    210         if (this->getParent())
    211             return this->getParent()->getState(name);
    212         else
    213         {
    214             // The map only contains children, so check ourself first
    215             if (name == this->name_)
    216                 return this;
    217             // Search in the map. If there is no entry, we can be sure the state doesn't exist.
    218             std::map<std::string, GameStateBase*>::const_iterator it = this->allChildren_.find(name);
    219             return (it!= this->allChildren_.end() ? it->second : 0);
    220         }
    221     }
    222 
    223     /**
    224     @brief
    225         Returns the root node of the tree.
    226     */
    227     GameStateBase* GameStateBase::getRoot()
    228     {
    229         if (this->getParent())
    230             return this->getParent()->getRoot();
    231         else
    232             return this;
    233     }
    234 
    235     /**
    236     @brief
    237         Returns the current active state.
    238     @remarks
    239         Remember that the current active state is the one that does not
    240         have active children itself. Many states can be active at once.
    241     */
    242     GameStateBase* GameStateBase::getCurrentState()
    243     {
    244         if (this->operation_.active)
    245         {
    246             if (this->activeChild_)
    247                 return this->activeChild_->getCurrentState();
    248             else
    249                 return this;
    250         }
    251         else
    252         {
    253             if (this->getParent())
    254                 return this->getParent()->getCurrentState();
    255             else
    256                 return 0;
    257         }
    258     }
    259 
    260     /**
    261     @brief
    262         Determines whether 'state' is in this subtree, including this node.
    263     */
    264     bool GameStateBase::isInSubtree(GameStateBase* state) const
    265     {
    266         return (grandchildrenToChildren_.find(state) != grandchildrenToChildren_.end()
    267                 || state == this);
    268     }
    269 
    270     /**
    271     @brief
    272         Makes a state transition according to the state tree. You can choose any state
    273         in the tree to do the call. The function finds the current state on its own.
    274     @param state
    275         The state to be entered, has to exist in the tree.
    276     */
    277     void GameStateBase::requestState(const std::string& name)
    278     {
    279         assert(getRoot());
    280         getRoot()->requestState(name);
    281     }
    282 
    283     /**
    284     @brief
    285         Internal method that actually makes the state transition. Since it is internal,
    286         the method can assume certain things to be granted (like 'this' is always active).
    287     */
    288     void GameStateBase::makeTransition(GameStateBase* source, GameStateBase* destination)
    289     {
    290         if (source == this->getParent())
    291         {
    292             // call is from the parent
    293             this->activate();
    294         }
    295         else if (source == 0)
    296         {
    297             // call was just started by root
    298             // don't do anyting yet
    299         }
    300         else
    301         {
    302             // call is from a child
    303             this->activeChild_ = 0;
    304         }
    305 
    306         if (destination == this)
    307             return;
    308 
    309         // Check for 'destination' in the children map first
    310         std::map<GameStateBase*, GameStateBase*>::const_iterator it
    311             = this->grandchildrenToChildren_.find(destination);
    312         if (it != this->grandchildrenToChildren_.end())
    313         {
    314             // child state. Don't use 'state', might be a grandchild!
    315             this->activeChild_ = it->second;
    316             it->second->makeTransition(this, destination);
    317         }
    318         else
    319         {
    320             // parent. We can be sure of this.
    321             assert(this->getParent() != 0);
    322 
    323             this->deactivate();
    324             this->getParent()->makeTransition(this, destination);
    325         }
    326     }
    327 
    328     /**
    329     @brief
    330         Activates the state. Only sets bActive_ to true and notifies the parent.
    331     */
    332     void GameStateBase::activate()
    333     {
    334         this->operation_.active = true;
    335         this->operation_.entering = true;
    336         this->enter();
    337         this->operation_.entering = false;
    338     }
    339 
    340     /**
    341         Activates the state. Only sets bActive_ to false and notifies the parent.
    342     */
    343     void GameStateBase::deactivate()
    344     {
    345         this->operation_.leaving = true;
    346         this->leave();
    347         this->operation_.leaving = false;
    348         this->operation_.active = false;
    349     }
    350 
    351     /**
    352     @brief
    353         Update method that calls ticked() with enclosed bRunning_ = true
    354         If there was a state transition request within ticked() then this
    355         method will transition in the end.
    356     @param dt Delta time
    357     @note
    358         This method is not virtual! You cannot override it therefore.
    359     */
    360     void GameStateBase::tick(const Clock& time)
    361     {
    362         this->operation_.running = true;
    363         this->ticked(time);
    364         this->operation_.running = false;
     133        this->activity_.updating = true;
     134        this->update(time);
     135        this->activity_.updating = false;
    365136    }
    366137}
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