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openrw/rwgame/State.hpp
Christoph Heiss 649f7b144d Replace SFML with SDL2
This entirely replaces all remaining SFML pieces with SDL2 and
brings OpenRW up to OpenGL 3.3
2016-06-22 12:29:39 +02:00

118 lines
1.8 KiB
C++

#ifndef _GAME_STATE_HPP_
#define _GAME_STATE_HPP_
#include <functional>
#include <queue>
#include <render/ViewCamera.hpp>
#include "MenuSystem.hpp"
#include <glm/gtc/quaternion.hpp>
#include <SDL2/SDL.h>
#include "GameWindow.hpp"
class RWGame;
class GameWorld;
struct State
{
// Helper for global menu behaviour
Menu* currentMenu;
Menu* nextMenu;
RWGame* game;
State(RWGame* game)
: currentMenu(nullptr), nextMenu(nullptr), game(game) {}
virtual void enter() = 0;
virtual void exit() = 0;
virtual void tick(float dt) = 0;
virtual void draw(GameRenderer* r)
{
if(getCurrentMenu()) {
getCurrentMenu()->draw(r);
}
}
virtual ~State() {
if(getCurrentMenu()) {
delete getCurrentMenu();
}
}
void enterMenu(Menu* menu)
{
nextMenu = menu;
}
Menu* getCurrentMenu()
{
if(nextMenu) {
if(currentMenu) {
delete currentMenu;
}
currentMenu = nextMenu;
nextMenu = nullptr;
}
return currentMenu;
}
virtual void handleEvent(const SDL_Event& e);
virtual const ViewCamera& getCamera();
/**
* Returns false if the game world should not should
* not update while this state is active
*/
virtual bool shouldWorldUpdate();
GameWorld* getWorld();
GameWindow& getWindow();
};
struct StateManager
{
static StateManager& get()
{
static StateManager m;
return m;
}
std::deque<State*> states;
void enter(State* state)
{
states.push_back(state);
state->enter();
}
void exec(State* state)
{
exit();
enter(state);
}
void tick(float dt)
{
states.back()->tick(dt);
}
void draw(GameRenderer* r)
{
states.back()->draw(r);
}
void exit()
{
// TODO: Resole states being leaked.
states.back()->exit();
states.pop_back();
if(states.size() > 0) {
states.back()->enter();
}
}
};
#endif