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Merge pull request #677 from madebr/statemanager

rwgame: make StateManager non-static
This commit is contained in:
Daniel Evans 2019-01-02 23:48:01 +00:00 committed by GitHub
commit 76223438d7
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GPG Key ID: 4AEE18F83AFDEB23
6 changed files with 35 additions and 33 deletions

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@ -96,17 +96,17 @@ RWGame::RWGame(Logger& log, const std::optional<RWArgConfigLayer> &args)
data.loadTXD(oss.str()); data.loadTXD(oss.str());
} }
StateManager::get().enter<LoadingState>(this, [=]() { stateManager.enter<LoadingState>(this, [=]() {
if (benchFile.has_value()) { if (benchFile.has_value()) {
StateManager::get().enter<BenchmarkState>(this, *benchFile); stateManager.enter<BenchmarkState>(this, *benchFile);
} else if (test) { } else if (test) {
StateManager::get().enter<IngameState>(this, true, "test"); stateManager.enter<IngameState>(this, true, "test");
} else if (newgame) { } else if (newgame) {
StateManager::get().enter<IngameState>(this, true); stateManager.enter<IngameState>(this, true);
} else if (startSave.has_value()) { } else if (startSave.has_value()) {
StateManager::get().enter<IngameState>(this, true, *startSave); stateManager.enter<IngameState>(this, true, *startSave);
} else { } else {
StateManager::get().enter<MenuState>(this); stateManager.enter<MenuState>(this);
} }
}); });
@ -370,7 +370,7 @@ int RWGame::run() {
// Loop until we run out of states. // Loop until we run out of states.
bool running = true; bool running = true;
while (StateManager::currentState() && running) { while (stateManager.currentState() && running) {
RW_PROFILE_FRAME_BOUNDARY(); RW_PROFILE_FRAME_BOUNDARY();
RW_PROFILE_SCOPE("Main Loop"); RW_PROFILE_SCOPE("Main Loop");
@ -397,12 +397,12 @@ int RWGame::run() {
getWindow().swap(); getWindow().swap();
// Make sure the topmost state is the correct state // Make sure the topmost state is the correct state
StateManager::get().updateStack(); stateManager.updateStack();
} }
window.close(); window.close();
StateManager::get().clear(); stateManager.clear();
return 0; return 0;
} }
@ -413,7 +413,7 @@ float RWGame::tickWorld(const float deltaTime, float accumulatedTime) {
deltaTime * world->state->basic.timeScale; deltaTime * world->state->basic.timeScale;
while (accumulatedTime >= deltaTime) { while (accumulatedTime >= deltaTime) {
if (!StateManager::currentState()) { if (!stateManager.currentState()) {
break; break;
} }
@ -423,7 +423,7 @@ float RWGame::tickWorld(const float deltaTime, float accumulatedTime) {
deltaTimeWithTimeScale, kMaxPhysicsSubSteps, deltaTime); deltaTimeWithTimeScale, kMaxPhysicsSubSteps, deltaTime);
} }
StateManager::get().tick(deltaTimeWithTimeScale); stateManager.tick(deltaTimeWithTimeScale);
tick(deltaTimeWithTimeScale); tick(deltaTimeWithTimeScale);
@ -466,9 +466,9 @@ bool RWGame::updateInput() {
GameInput::updateGameInputState(&getState()->input[0], event); GameInput::updateGameInputState(&getState()->input[0], event);
if (StateManager::currentState()) { if (stateManager.currentState()) {
RW_PROFILE_SCOPE("State"); RW_PROFILE_SCOPE("State");
StateManager::currentState()->handleEvent(event); stateManager.currentState()->handleEvent(event);
} }
} }
return true; return true;
@ -476,7 +476,7 @@ bool RWGame::updateInput() {
void RWGame::tick(float dt) { void RWGame::tick(float dt) {
RW_PROFILE_SCOPE(__func__); RW_PROFILE_SCOPE(__func__);
State* currState = StateManager::get().states.back().get(); State* currState = stateManager.states.back().get();
static float clockAccumulator = 0.f; static float clockAccumulator = 0.f;
static float scriptTimerAccumulator = 0.f; static float scriptTimerAccumulator = 0.f;
@ -593,8 +593,8 @@ void RWGame::render(float alpha, float time) {
getRenderer().getRenderer().swap(); getRenderer().getRenderer().swap();
// Update the camera // Update the camera
if (!StateManager::get().states.empty()) { if (!stateManager.states.empty()) {
currentCam = StateManager::get().states.back()->getCamera(alpha); currentCam = stateManager.states.back()->getCamera(alpha);
} }
glm::ivec2 windowSize = getWindow().getSize(); glm::ivec2 windowSize = getWindow().getSize();
@ -624,9 +624,9 @@ void RWGame::render(float alpha, float time) {
if (!world->isPaused()) hudDrawer.drawOnScreenText(world.get(), renderer); if (!world->isPaused()) hudDrawer.drawOnScreenText(world.get(), renderer);
if (StateManager::currentState()) { if (stateManager.currentState()) {
RW_PROFILE_SCOPE("state"); RW_PROFILE_SCOPE("state");
StateManager::get().draw(renderer); stateManager.draw(renderer);
} }
} }

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@ -5,6 +5,7 @@
#include "GameBase.hpp" #include "GameBase.hpp"
#include "HUDDrawer.hpp" #include "HUDDrawer.hpp"
#include "RWConfig.hpp" #include "RWConfig.hpp"
#include "StateManager.hpp"
#ifdef _MSC_VER #ifdef _MSC_VER
#pragma warning(disable : 4305 5033) #pragma warning(disable : 4305 5033)
@ -41,6 +42,8 @@ class RWGame final : public GameBase {
std::unique_ptr<ScriptMachine> vm; std::unique_ptr<ScriptMachine> vm;
SCMFile script; SCMFile script;
StateManager stateManager;
bool inFocus = true; bool inFocus = true;
ViewCamera currentCam; ViewCamera currentCam;
@ -68,6 +71,10 @@ public:
*/ */
void newGame(); void newGame();
StateManager& getStateManager() {
return stateManager;
}
GameState* getState() { GameState* getState() {
return &state; return &state;
} }

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@ -19,11 +19,6 @@
*/ */
class StateManager { class StateManager {
public: public:
static StateManager& get() {
static StateManager m;
return m;
}
std::deque<std::unique_ptr<State>> states; std::deque<std::unique_ptr<State>> states;
void clear() { void clear() {
@ -63,11 +58,11 @@ public:
states.back()->draw(r); states.back()->draw(r);
} }
static State* currentState() { State* currentState() {
if (StateManager::get().states.empty()) { if (states.empty()) {
return nullptr; return nullptr;
} }
return StateManager::get().states.back().get(); return states.back().get();
} }
private: private:

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@ -297,10 +297,10 @@ void IngameState::handleEvent(const SDL_Event& event) {
case SDL_KEYDOWN: case SDL_KEYDOWN:
switch (event.key.keysym.sym) { switch (event.key.keysym.sym) {
case SDLK_ESCAPE: case SDLK_ESCAPE:
StateManager::get().enter<PauseState>(game); game->getStateManager().enter<PauseState>(game);
break; break;
case SDLK_m: case SDLK_m:
StateManager::get().enter<DebugState>(game, _look.position, game->getStateManager().enter<DebugState>(game, _look.position,
_look.rotation); _look.rotation);
break; break;
case SDLK_SPACE: case SDLK_SPACE:

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@ -15,14 +15,14 @@ void MenuState::enterMainMenu() {
Menu menu{ Menu menu{
{{t.text(MenuDefaults::kStartGameId), {{t.text(MenuDefaults::kStartGameId),
[=] { StateManager::get().enter<IngameState>(game); }}, [=] { game->getStateManager().enter<IngameState>(game); }},
{t.text(MenuDefaults::kLoadGameId), [=] { enterLoadMenu(); }}, {t.text(MenuDefaults::kLoadGameId), [=] { enterLoadMenu(); }},
{t.text(MenuDefaults::kDebugId), {t.text(MenuDefaults::kDebugId),
[=] { StateManager::get().enter<IngameState>(game, true, "test"); }}, [=] { game->getStateManager().enter<IngameState>(game, true, "test"); }},
{t.text(MenuDefaults::kOptionsId), {t.text(MenuDefaults::kOptionsId),
[] { RW_UNIMPLEMENTED("Options Menu"); }}, [] { RW_UNIMPLEMENTED("Options Menu"); }},
{t.text(MenuDefaults::kQuitGameId), {t.text(MenuDefaults::kQuitGameId),
[] { StateManager::get().clear(); }}}, [=] { game->getStateManager().clear(); }}},
glm::vec2(200.f, 200.f)}; glm::vec2(200.f, 200.f)};
setNextMenu(std::move(menu)); setNextMenu(std::move(menu));
@ -43,7 +43,7 @@ void MenuState::enterLoadMenu() {
auto name = GameStringUtil::fromString(ss.str(), FONT_ARIAL); auto name = GameStringUtil::fromString(ss.str(), FONT_ARIAL);
name += save.basicState.saveName; name += save.basicState.saveName;
auto loadsave = [=] { auto loadsave = [=] {
StateManager::get().enter<IngameState>(game, false); game->getStateManager().enter<IngameState>(game, false);
game->loadGame(save.savePath); game->loadGame(save.savePath);
}; };
menu.lambda(name, loadsave); menu.lambda(name, loadsave);

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@ -10,7 +10,7 @@ PauseState::PauseState(RWGame* game) : State(game) {
{t.text(MenuDefaults::kOptionsId), {t.text(MenuDefaults::kOptionsId),
[] { std::cout << "Options" << std::endl; }}, [] { std::cout << "Options" << std::endl; }},
{t.text(MenuDefaults::kQuitGameId), {t.text(MenuDefaults::kQuitGameId),
[] { StateManager::get().clear(); }}}, [=] { game->getStateManager().clear(); }}},
glm::vec2(200.f, 200.f)}; glm::vec2(200.f, 200.f)};
setNextMenu(menu); setNextMenu(menu);
} }