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207 lines
3.7 KiB
C++
207 lines
3.7 KiB
C++
/*(LGPL)
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------------------------------------------------------------
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Game State Manager
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------------------------------------------------------------
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* Copyright (C) 2001-2003, David Olofson
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*
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* This program is free software; you can redistribute it and/or modify it
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* under the terms of the GNU Lesser General Public License as published by
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* the Free Software Foundation; either version 2.1 of the License, or (at
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* your option) any later version.
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*
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* This program is distributed in the hope that it will be useful, but
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* WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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* Lesser General Public License for more details.
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*
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* You should have received a copy of the GNU Lesser General Public License
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* along with this program; if not, write to the Free Software Foundation,
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* Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
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*/
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#define DBG(x)
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#include <stdio.h>
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#include "logger.h"
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#include "gamestate.h"
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/*----------------------------------------------------------
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gamestate_t
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----------------------------------------------------------*/
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gamestate_t::gamestate_t()
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{
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next = 0;
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manager = 0;
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unicode = 0;
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}
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gamestate_t::~gamestate_t() {}
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void gamestate_t::pop()
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{
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if(!manager)
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return;
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//This is far from fool-proof, but it should
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//handle the most common cases of "trying to
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//pop 'this' more than once"...
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if(manager->current() == this)
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manager->pop();
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else
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log_printf(WLOG, "GameStateManager: "
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"WARNING: Tried to pop state more than once!\n");
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}
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void gamestate_t::enter() {}
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void gamestate_t::leave() {}
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void gamestate_t::yield() {}
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void gamestate_t::reenter() {}
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void gamestate_t::press(int button) {}
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void gamestate_t::release(int button) {}
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void gamestate_t::pos(int x, int y) {}
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void gamestate_t::delta(int dx, int dy) {}
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void gamestate_t::frame() {}
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void gamestate_t::pre_render() {}
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void gamestate_t::post_render() {}
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/*----------------------------------------------------------
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gamestatemanager_t
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----------------------------------------------------------*/
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gamestatemanager_t::gamestatemanager_t()
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{
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top = 0;
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}
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gamestatemanager_t::~gamestatemanager_t()
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{
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}
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void gamestatemanager_t::change(gamestate_t *gs)
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{
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gs->manager = this;
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gamestate_t *oldtop = top;
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if(top)
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top = top->next;
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gs->next = top;
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top = gs;
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if(oldtop)
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{
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oldtop->leave();
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oldtop->manager = 0;
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}
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if(top)
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top->enter();
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log_printf(DLOG, "GameStateManager: Switched to '%s'\n", gs->name);
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}
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void gamestatemanager_t::push(gamestate_t *gs)
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{
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gs->manager = this;
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gamestate_t *oldtop = top;
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gs->next = top;
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top = gs;
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if(oldtop)
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oldtop->yield();
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if(top)
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top->enter();
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log_printf(DLOG, "GameStateManager: Pushed state '%s'\n", gs->name);
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}
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void gamestatemanager_t::pop()
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{
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gamestate_t *oldtop = top;
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if(top)
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top = top->next;
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if(oldtop)
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{
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oldtop->leave();
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oldtop->manager = 0;
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log_printf(DLOG, "GameStateManager: Popped state '%s'\n", oldtop->name);
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}
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if(top)
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top->reenter();
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}
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gamestate_t *gamestatemanager_t::current()
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{
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return top;
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}
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gamestate_t *gamestatemanager_t::previous()
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{
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if(top)
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return top->next;
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else
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return NULL;
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}
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void gamestatemanager_t::press(int button, int unicode)
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{
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if(top)
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{
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top->unicode = unicode;
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top->press(button);
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}
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}
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void gamestatemanager_t::release(int button, int unicode)
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{
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if(top)
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{
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top->unicode = unicode;
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top->release(button);
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}
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}
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void gamestatemanager_t::pos(int x, int y)
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{
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if(top)
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top->pos(x, y);
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}
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void gamestatemanager_t::delta(int dx, int dy)
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{
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if(top)
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top->delta(dx, dy);
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}
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void gamestatemanager_t::frame()
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{
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if(top)
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top->frame();
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}
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void gamestatemanager_t::pre_render()
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{
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if(top)
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top->pre_render();
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}
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void gamestatemanager_t::post_render()
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{
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if(top)
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top->post_render();
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}
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