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mjStateManager.cpp
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147 lines (125 loc) · 2.72 KB
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#include "mjStateManager.h"
MjStateManager::MjStateManager()
{
m_bShutdown = false;
}
MjStateManager::~MjStateManager()
{
state_info si;
while(!m_ActiveStateStack.empty())
{
m_ActiveStateStack.back()->exit();
m_ActiveStateStack.pop_back();
}
while(!m_States.empty())
{
si = m_States.back();
si.state->destroy();
m_States.pop_back();
}
}
void MjStateManager::manageState(GameState stateName, MjState* state)
{
try
{
state_info new_state_info;
new_state_info.name = stateName;
new_state_info.state = state;
m_States.push_back(new_state_info);
}
catch(std::exception& e)
{
delete state;
throw "";
}
}
MjState* MjStateManager::findByName(GameState stateName)
{
std::vector<state_info>::iterator itr;
for(itr=m_States.begin();itr!=m_States.end();itr++)
{
if(itr->name==stateName)
return itr->state;
}
return 0;
}
void MjStateManager::changeState(MjState* state)
{
if(!m_ActiveStateStack.empty())
{
m_ActiveStateStack.back()->exit();
m_ActiveStateStack.pop_back();
}
m_ActiveStateStack.push_back(state);
init(state);
m_ActiveStateStack.back()->enter();
}
bool MjStateManager::pushState(MjState* state)
{
if(!m_ActiveStateStack.empty())
{
if(!m_ActiveStateStack.back()->pause())
return false;
}
m_ActiveStateStack.push_back(state);
init(state);
m_ActiveStateStack.back()->enter();
return true;
}
void MjStateManager::popState()
{
if(!m_ActiveStateStack.empty())
{
m_ActiveStateStack.back()->exit();
m_ActiveStateStack.pop_back();
}
if(!m_ActiveStateStack.empty())
{
init(m_ActiveStateStack.back());
m_ActiveStateStack.back()->resume();
}
else
{
shutdown();
}
}
void MjStateManager::pauseState()
{
if(!m_ActiveStateStack.empty())
{
m_ActiveStateStack.back()->pause();
}
if(m_ActiveStateStack.size() > 2)
{
init(m_ActiveStateStack.at(m_ActiveStateStack.size() - 2));
m_ActiveStateStack.at(m_ActiveStateStack.size() - 2)->resume();
}
}
void MjStateManager::shutdown()
{
m_bShutdown = true;
}
void MjStateManager::popAllAndPushState(MjState* state)
{
while(!m_ActiveStateStack.empty())
{
m_ActiveStateStack.back()->exit();
m_ActiveStateStack.pop_back();
}
pushState(state);
}
void MjStateManager::init(MjState* state)
{
// set state to listener
}
void MjStateManager::start(MjState* state)
{
changeState(state);
}
void MjStateManager::loop()
{
// while(!m_bShutdown)
// {
m_ActiveStateStack.back()->update();
// }
}