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openrw/rwgame/State.hpp
2014-06-06 13:12:20 +01:00

151 lines
2.6 KiB
C++

#ifndef _GAME_STATE_HPP_
#define _GAME_STATE_HPP_
#include <functional>
#include <queue>
#include <SFML/Graphics/RenderWindow.hpp>
#include "MenuSystem.hpp"
struct State
{
// Helper for global menu behaviour
Menu* currentMenu;
Menu* nextMenu;
State()
: currentMenu(nullptr), nextMenu(nullptr) {}
virtual void enter() = 0;
virtual void exit() = 0;
virtual void tick(float dt) = 0;
virtual void draw(sf::RenderWindow& w)
{
if(getCurrentMenu()) {
getCurrentMenu()->draw(w);
}
}
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 sf::Event& e)
{
auto m = getCurrentMenu();
if(! m) return;
switch(e.type) {
case sf::Event::MouseButtonReleased:
m->click(e.mouseButton.x, e.mouseButton.y);
break;
case sf::Event::MouseMoved:
m->hover(e.mouseMove.x, e.mouseMove.y);
break;
case sf::Event::KeyPressed:
switch(e.key.code) {
default: break;
case sf::Keyboard::Up:
m->move(-1);
break;
case sf::Keyboard::Down:
m->move(1);
break;
case sf::Keyboard::Return:
m->activate();
break;
}
default: break;
};
}
};
struct GenericState : public State
{
typedef std::function<void (State*)> StateChange;
typedef std::function<void (State*, float)> Tick;
typedef std::function<void (State*, const sf::Event&)> Event;
StateChange enter_lambda;
Tick tick_lambda;
StateChange exit_lambda;
Event event_lambda;
GenericState(StateChange start, Tick think, StateChange end, Event event)
: enter_lambda(start), tick_lambda(think),
exit_lambda(end), event_lambda(event) {}
virtual void enter() { enter_lambda(this); }
virtual void exit() { exit_lambda(this); }
virtual void tick(float dt) { tick_lambda(this, dt); }
virtual void handleEvent(const sf::Event& event) {
event_lambda(this, event);
State::handleEvent(event);
}
};
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(sf::RenderWindow& w)
{
states.back()->draw(w);
}
void exit()
{
// TODO: Resole states being leaked.
states.back()->exit();
states.pop_back();
if(states.size() > 0) {
states.back()->enter();
}
}
};
#endif