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openrw/rwgame/State.hpp
darkf d3084ad721 Rework how exiting and cleanup is handled.
This involves a few changes. The first changes involve
allocating GameWindow and WorkContext on the heap, so that
RWGame still owns them but chooses when they're freed.

The work queue is given a method to stop the worker thread
without destroying the work context, so that subsystems
relying on the work context may still function to shut down.

Then RWGame is rearranged to cleanup separate subsystems
in an order that does not conflict (i.e., stop the work queue,
shut down other subsystems, then the renderer, *then* the window.)

The window needs to be cleaned up *after* the renderer because it
owns the OpenGL context.
2016-07-31 07:04:52 -07:00

123 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 clear()
{
states.clear();
}
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