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https://github.com/rwengine/openrw.git
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Merge pull request #677 from madebr/statemanager
rwgame: make StateManager non-static
This commit is contained in:
commit
76223438d7
@ -96,17 +96,17 @@ RWGame::RWGame(Logger& log, const std::optional<RWArgConfigLayer> &args)
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data.loadTXD(oss.str());
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data.loadTXD(oss.str());
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}
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}
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StateManager::get().enter<LoadingState>(this, [=]() {
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stateManager.enter<LoadingState>(this, [=]() {
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if (benchFile.has_value()) {
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if (benchFile.has_value()) {
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StateManager::get().enter<BenchmarkState>(this, *benchFile);
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stateManager.enter<BenchmarkState>(this, *benchFile);
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} else if (test) {
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} else if (test) {
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StateManager::get().enter<IngameState>(this, true, "test");
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stateManager.enter<IngameState>(this, true, "test");
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} else if (newgame) {
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} else if (newgame) {
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StateManager::get().enter<IngameState>(this, true);
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stateManager.enter<IngameState>(this, true);
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} else if (startSave.has_value()) {
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} else if (startSave.has_value()) {
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StateManager::get().enter<IngameState>(this, true, *startSave);
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stateManager.enter<IngameState>(this, true, *startSave);
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} else {
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} else {
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StateManager::get().enter<MenuState>(this);
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stateManager.enter<MenuState>(this);
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}
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}
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});
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});
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@ -370,7 +370,7 @@ int RWGame::run() {
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// Loop until we run out of states.
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// Loop until we run out of states.
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bool running = true;
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bool running = true;
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while (StateManager::currentState() && running) {
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while (stateManager.currentState() && running) {
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RW_PROFILE_FRAME_BOUNDARY();
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RW_PROFILE_FRAME_BOUNDARY();
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RW_PROFILE_SCOPE("Main Loop");
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RW_PROFILE_SCOPE("Main Loop");
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@ -397,12 +397,12 @@ int RWGame::run() {
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getWindow().swap();
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getWindow().swap();
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// Make sure the topmost state is the correct state
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// Make sure the topmost state is the correct state
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StateManager::get().updateStack();
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stateManager.updateStack();
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}
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}
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window.close();
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window.close();
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StateManager::get().clear();
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stateManager.clear();
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return 0;
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return 0;
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}
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}
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@ -413,7 +413,7 @@ float RWGame::tickWorld(const float deltaTime, float accumulatedTime) {
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deltaTime * world->state->basic.timeScale;
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deltaTime * world->state->basic.timeScale;
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while (accumulatedTime >= deltaTime) {
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while (accumulatedTime >= deltaTime) {
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if (!StateManager::currentState()) {
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if (!stateManager.currentState()) {
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break;
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break;
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}
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}
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@ -423,7 +423,7 @@ float RWGame::tickWorld(const float deltaTime, float accumulatedTime) {
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deltaTimeWithTimeScale, kMaxPhysicsSubSteps, deltaTime);
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deltaTimeWithTimeScale, kMaxPhysicsSubSteps, deltaTime);
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}
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}
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StateManager::get().tick(deltaTimeWithTimeScale);
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stateManager.tick(deltaTimeWithTimeScale);
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tick(deltaTimeWithTimeScale);
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tick(deltaTimeWithTimeScale);
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@ -466,9 +466,9 @@ bool RWGame::updateInput() {
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GameInput::updateGameInputState(&getState()->input[0], event);
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GameInput::updateGameInputState(&getState()->input[0], event);
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if (StateManager::currentState()) {
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if (stateManager.currentState()) {
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RW_PROFILE_SCOPE("State");
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RW_PROFILE_SCOPE("State");
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StateManager::currentState()->handleEvent(event);
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stateManager.currentState()->handleEvent(event);
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}
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}
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}
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}
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return true;
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return true;
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@ -476,7 +476,7 @@ bool RWGame::updateInput() {
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void RWGame::tick(float dt) {
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void RWGame::tick(float dt) {
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RW_PROFILE_SCOPE(__func__);
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RW_PROFILE_SCOPE(__func__);
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State* currState = StateManager::get().states.back().get();
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State* currState = stateManager.states.back().get();
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static float clockAccumulator = 0.f;
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static float clockAccumulator = 0.f;
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static float scriptTimerAccumulator = 0.f;
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static float scriptTimerAccumulator = 0.f;
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@ -593,8 +593,8 @@ void RWGame::render(float alpha, float time) {
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getRenderer().getRenderer().swap();
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getRenderer().getRenderer().swap();
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// Update the camera
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// Update the camera
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if (!StateManager::get().states.empty()) {
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if (!stateManager.states.empty()) {
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currentCam = StateManager::get().states.back()->getCamera(alpha);
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currentCam = stateManager.states.back()->getCamera(alpha);
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}
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}
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glm::ivec2 windowSize = getWindow().getSize();
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glm::ivec2 windowSize = getWindow().getSize();
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@ -624,9 +624,9 @@ void RWGame::render(float alpha, float time) {
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if (!world->isPaused()) hudDrawer.drawOnScreenText(world.get(), renderer);
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if (!world->isPaused()) hudDrawer.drawOnScreenText(world.get(), renderer);
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if (StateManager::currentState()) {
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if (stateManager.currentState()) {
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RW_PROFILE_SCOPE("state");
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RW_PROFILE_SCOPE("state");
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StateManager::get().draw(renderer);
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stateManager.draw(renderer);
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}
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}
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}
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}
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@ -5,6 +5,7 @@
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#include "GameBase.hpp"
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#include "GameBase.hpp"
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#include "HUDDrawer.hpp"
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#include "HUDDrawer.hpp"
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#include "RWConfig.hpp"
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#include "RWConfig.hpp"
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#include "StateManager.hpp"
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#ifdef _MSC_VER
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#ifdef _MSC_VER
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#pragma warning(disable : 4305 5033)
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#pragma warning(disable : 4305 5033)
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@ -41,6 +42,8 @@ class RWGame final : public GameBase {
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std::unique_ptr<ScriptMachine> vm;
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std::unique_ptr<ScriptMachine> vm;
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SCMFile script;
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SCMFile script;
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StateManager stateManager;
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bool inFocus = true;
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bool inFocus = true;
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ViewCamera currentCam;
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ViewCamera currentCam;
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@ -68,6 +71,10 @@ public:
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*/
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*/
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void newGame();
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void newGame();
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StateManager& getStateManager() {
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return stateManager;
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}
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GameState* getState() {
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GameState* getState() {
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return &state;
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return &state;
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}
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}
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@ -19,11 +19,6 @@
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*/
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*/
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class StateManager {
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class StateManager {
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public:
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public:
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static StateManager& get() {
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static StateManager m;
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return m;
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}
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std::deque<std::unique_ptr<State>> states;
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std::deque<std::unique_ptr<State>> states;
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void clear() {
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void clear() {
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@ -63,11 +58,11 @@ public:
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states.back()->draw(r);
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states.back()->draw(r);
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}
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}
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static State* currentState() {
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State* currentState() {
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if (StateManager::get().states.empty()) {
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if (states.empty()) {
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return nullptr;
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return nullptr;
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}
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}
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return StateManager::get().states.back().get();
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return states.back().get();
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}
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}
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private:
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private:
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@ -297,10 +297,10 @@ void IngameState::handleEvent(const SDL_Event& event) {
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case SDL_KEYDOWN:
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case SDL_KEYDOWN:
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switch (event.key.keysym.sym) {
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switch (event.key.keysym.sym) {
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case SDLK_ESCAPE:
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case SDLK_ESCAPE:
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StateManager::get().enter<PauseState>(game);
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game->getStateManager().enter<PauseState>(game);
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break;
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break;
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case SDLK_m:
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case SDLK_m:
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StateManager::get().enter<DebugState>(game, _look.position,
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game->getStateManager().enter<DebugState>(game, _look.position,
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_look.rotation);
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_look.rotation);
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break;
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break;
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case SDLK_SPACE:
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case SDLK_SPACE:
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@ -15,14 +15,14 @@ void MenuState::enterMainMenu() {
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Menu menu{
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Menu menu{
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{{t.text(MenuDefaults::kStartGameId),
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{{t.text(MenuDefaults::kStartGameId),
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[=] { StateManager::get().enter<IngameState>(game); }},
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[=] { game->getStateManager().enter<IngameState>(game); }},
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{t.text(MenuDefaults::kLoadGameId), [=] { enterLoadMenu(); }},
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{t.text(MenuDefaults::kLoadGameId), [=] { enterLoadMenu(); }},
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{t.text(MenuDefaults::kDebugId),
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{t.text(MenuDefaults::kDebugId),
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[=] { StateManager::get().enter<IngameState>(game, true, "test"); }},
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[=] { game->getStateManager().enter<IngameState>(game, true, "test"); }},
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{t.text(MenuDefaults::kOptionsId),
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{t.text(MenuDefaults::kOptionsId),
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[] { RW_UNIMPLEMENTED("Options Menu"); }},
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[] { RW_UNIMPLEMENTED("Options Menu"); }},
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{t.text(MenuDefaults::kQuitGameId),
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{t.text(MenuDefaults::kQuitGameId),
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[] { StateManager::get().clear(); }}},
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[=] { game->getStateManager().clear(); }}},
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glm::vec2(200.f, 200.f)};
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glm::vec2(200.f, 200.f)};
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setNextMenu(std::move(menu));
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setNextMenu(std::move(menu));
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@ -43,7 +43,7 @@ void MenuState::enterLoadMenu() {
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auto name = GameStringUtil::fromString(ss.str(), FONT_ARIAL);
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auto name = GameStringUtil::fromString(ss.str(), FONT_ARIAL);
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name += save.basicState.saveName;
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name += save.basicState.saveName;
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auto loadsave = [=] {
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auto loadsave = [=] {
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StateManager::get().enter<IngameState>(game, false);
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game->getStateManager().enter<IngameState>(game, false);
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game->loadGame(save.savePath);
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game->loadGame(save.savePath);
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};
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};
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menu.lambda(name, loadsave);
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menu.lambda(name, loadsave);
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@ -10,7 +10,7 @@ PauseState::PauseState(RWGame* game) : State(game) {
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{t.text(MenuDefaults::kOptionsId),
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{t.text(MenuDefaults::kOptionsId),
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[] { std::cout << "Options" << std::endl; }},
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[] { std::cout << "Options" << std::endl; }},
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{t.text(MenuDefaults::kQuitGameId),
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{t.text(MenuDefaults::kQuitGameId),
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[] { StateManager::get().clear(); }}},
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[=] { game->getStateManager().clear(); }}},
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glm::vec2(200.f, 200.f)};
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glm::vec2(200.f, 200.f)};
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setNextMenu(menu);
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setNextMenu(menu);
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}
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}
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