nomlib
Loading...
Searching...
No Matches
StateMachine.hpp
1/******************************************************************************
2
3 nomlib - C++11 cross-platform game engine
4
5Copyright (c) 2013, 2014 Jeffrey Carpenter <i8degrees@gmail.com>
6All rights reserved.
7
8Redistribution and use in source and binary forms, with or without
9modification, are permitted provided that the following conditions are met:
10
111. Redistributions of source code must retain the above copyright notice, this
12 list of conditions and the following disclaimer.
132. Redistributions in binary form must reproduce the above copyright notice,
14 this list of conditions and the following disclaimer in the documentation
15 and/or other materials provided with the distribution.
16
17THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND
18ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
19WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
20DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR CONTRIBUTORS BE LIABLE FOR
21ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
22(INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
23LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
24ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
25(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
26SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
27
28******************************************************************************/
29#ifndef NOMLIB_SYSTEM_STATE_MACHINE_HPP
30#define NOMLIB_SYSTEM_STATE_MACHINE_HPP
31
32#include <memory>
33#include <vector>
34#include <queue>
35
36#include "nomlib/config.hpp"
37
38namespace nom {
39
40// Forward declarations
41struct Event;
42class IState;
43class RenderWindow;
44
45namespace priv {
46
51{
52 bool deferred;
53 std::unique_ptr<IState> state;
54 void* data;
55};
56
57} // namespace priv
58
61{
62 public:
65
68
69 // virtual void set_state ( uint32 id, void_ptr data = nullptr );
70
74 uint32 count() const;
75
82 uint32 current_state_id( void ) const;
83
90 uint32 next_state_id( void ) const;
91
98 void set_state( std::unique_ptr<IState> state, void_ptr data );
99
106 void pop_state( void_ptr data );
107
111 void on_event(const Event& ev);
112
116 void update( float delta );
117
120
121 private:
137 void set_deferred_state( std::unique_ptr<IState> state, void_ptr data );
138
141
143 std::vector<std::unique_ptr<IState>> states_;
144};
145
146} // namespace nom
147
148#endif // include guard defined
Abstract interface for game states.
Definition IState.hpp:44
void on_event(const Event &ev)
Event handling logic for the active state.
StateMachine()
Default constructor.
void pop_state(void_ptr data)
uint32 current_state_id(void) const
Obtain the current state's identifier.
void update(float delta)
State logic handling.
uint32 next_state_id(void) const
Obtain the next state's identifier.
void set_state(std::unique_ptr< IState > state, void_ptr data)
std::vector< std::unique_ptr< IState > > states_
Stack of states.
priv::DeferredState next_state_
The pending state to be set on the next frame update.
void set_deferred_state(std::unique_ptr< IState > state, void_ptr data)
Set the next state.
~StateMachine()
Destructor.
void draw(RenderWindow &)
State rendering handling.
uint32 count() const
Get the number of active states.
Event handling types.
Definition Event.hpp:457