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