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Copy pathGSM.cpp
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117 lines (101 loc) · 2.11 KB
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#include "GSM.h"
void GameStateMachine::pushState(GameState* pState)
{
m_gameStates.push_back(pState);
m_gameStates.back()->onEnter();
}
void GameStateMachine::popStatePrivate()
{
if (!m_gameStates.empty())
{
if (m_gameStates.back()->onExit())
{
delete m_gameStates.back();
m_gameStates.pop_back();
}
}
}
void GameStateMachine::changeStatePrivate(GameState* pState)
{
if (!m_gameStates.empty())
{
if (m_gameStates.back()->getStateID() == pState->getStateID())
{
return; // do nothing
}
if (m_gameStates.back()->onExit())
{
delete m_gameStates.back();
m_gameStates.pop_back();
}
// We check if the State exists in the StateMachine, if it exists
// we eliminate them to free memory and an unneeded State
for (auto it = m_gameStates.begin(); it != m_gameStates.end(); ++it)
{
if (((*it)->getStateID() == pState->getStateID()) && ((*it)->onExit()))
{
delete (*it);
m_gameStates.erase(it);
break;
}
}
}
// push back our new state
m_gameStates.push_back(pState);
// initialise it
m_gameStates.back()->onEnter();
}
void GameStateMachine::update()
{
if (!m_gameStates.empty())
{
m_gameStates.back()->update();
}
if (changeStateFlag)
{
changeStatePrivate(newState);
changeStateFlag = false;
}
else if (popStateFlag)
{
popStatePrivate();
popStateFlag = false;
}
}
void GameStateMachine::render()
{
if (!m_gameStates.empty())
{
m_gameStates.back()->render();
}
}
void GameStateMachine::popState()
{
if (!m_gameStates.empty())
{
if (m_gameStates.back()->onExit())
{
delete m_gameStates.back();
m_gameStates.pop_back();
}
}
}
void GameStateMachine::changeState(GameState* pState)
{
if (!m_gameStates.empty())
{
if (m_gameStates.back()->getStateID() == pState->getStateID())
{
return; //do nothing
}
if (m_gameStates.back()->onExit())
{
delete m_gameStates.back();
m_gameStates.pop_back();
}
}
//push back new state
m_gameStates.push_back(pState);
//initialize it
m_gameStates.back()->onEnter();
}