kobodl/gamestate.h
Ville Lindholm dbc223eb84
Initial commit
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Co-Authored-By: Claude <noreply@anthropic.com>
2026-05-28 16:35:31 +03:00

85 lines
2.2 KiB
C++

/*(LGPL)
------------------------------------------------------------
Game State Manager
------------------------------------------------------------
* Copyright (C) 2001-2003, David Olofson
*
* This program is free software; you can redistribute it and/or modify it
* under the terms of the GNU Lesser General Public License as published by
* the Free Software Foundation; either version 2.1 of the License, or (at
* your option) any later version.
*
* This program is distributed in the hope that it will be useful, but
* WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
* Lesser General Public License for more details.
*
* You should have received a copy of the GNU Lesser General Public License
* along with this program; if not, write to the Free Software Foundation,
* Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
*/
#ifndef _GAMESTATEMANAGER_H_
#define _GAMESTATEMANAGER_H_
class gamestatemanager_t;
class gamestate_t
{
friend class gamestatemanager_t;
private:
gamestate_t *next; //LIFO stack
gamestatemanager_t *manager;
protected:
const char *name;
int unicode; //for last press()/release()
void pop();
virtual void press(int button);
virtual void release(int button);
virtual void pos(int x, int y);
virtual void delta(int dx, int dy);
virtual void enter();
virtual void leave();
virtual void yield();
virtual void reenter();
virtual void frame(); //Control system stuff
virtual void pre_render(); //Background rendering
virtual void post_render(); //Foreground rendering
public:
gamestate_t();
virtual ~gamestate_t();
};
class gamestatemanager_t
{
private:
gamestate_t *top; //Stack top
public:
gamestatemanager_t();
~gamestatemanager_t();
/* Event router interface */
void press(int button, int unicode = 0);
void release(int button, int unicode = 0);
void pos(int x, int y);
void delta(int dx, int dy);
/* CS frame and rendering callbacks */
void frame();
void pre_render();
void post_render();
/* State management */
void change(gamestate_t *gs);
void push(gamestate_t *gs);
void pop();
gamestate_t *current();
gamestate_t *previous();
};
#endif /*_GAMESTATEMANAGER_H_*/