reworked ups/fps/paused logic
[physics.git] / src / game.cpp
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1/*
2 * Copyright (C) 2008 Patrik Gornicz, Gornicz_P (at) hotmail (dot) com.
3 *
4 * This program is free software: you can redistribute it and/or modify
5 * it under the terms of the GNU General Public License as published by
6 * the Free Software Foundation, either version 3 of the License, or
7 * (at your option) any later version.
8 *
9 * This program is distributed in the hope that it will be useful,
10 * but WITHOUT ANY WARRANTY; without even the implied warranty of
11 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
12 * GNU General Public License for more details.
13 *
14 * You should have received a copy of the GNU General Public License
15 * along with this program. If not, see <http://www.gnu.org/licenses/>.
16 */
17
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18#include "game.h"
19#include "debug.h"
20
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21#include <vector>
22using std::vector;
23
054d658f 24#include "entityCreator.h"
33b8c69b 25#include "effectManager.h"
054d658f 26
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27#include "GameStates/GameState.h"
28#include "GameStates/Running.h"
29#include "GameStates/Paused.h"
30#include "GameStates/CreatingPolygon.h"
31
68b2316d 32
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33/// ***** Private Variables *****
34
35// The stack of active game states
36vector<GameState*> active_States;
37
38// Pointers to each possible game state
39// inserted and removed from the active_States
40Running* running;
41Paused* paused;
42CreatingPolygon* creating_Polygon;
43
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44// true if the top state requested itself to be poped
45bool pop_State;
46// pointer to a state wishing to be added
47GameState* push_State;
48
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49
50/// ***** Public Methods *****
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51
52void game::init()
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53{
54 running = new Running();
55 paused = new Paused();
56 creating_Polygon = new CreatingPolygon();
054d658f 57
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58 pop_State = false;
59 push_State = NULL;
60
054d658f 61 // create starting entities
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62 creator::init();
63
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64 active_States.push_back(running);
65
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66 effect::init();
67
ca2d526e 68 DPF(0, "World Created");
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69}
70
68b2316d 71void game::clean()
ad9f1fb6 72{
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73 effect::clean();
74
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75 creator::clean();
76
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77 delete creating_Polygon;
78 delete paused;
79 delete running;
80}
81
10baa49b 82void game::handleInput()
ad9f1fb6 83{
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84 creator::handleInput();
85
c46074c1 86 int last = active_States.size() -1;
10baa49b 87
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88 if(active_States[last] != running && running->pushMe())
89 {
033c5535 90 push_State = running;
c46074c1 91 }
033c5535 92
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93 if(active_States[last] != paused && paused->pushMe())
94 {
033c5535 95 push_State = paused;
c46074c1 96 }
033c5535 97
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98 if(active_States[last] != creating_Polygon && creating_Polygon->pushMe())
99 {
033c5535 100 push_State = creating_Polygon;
c46074c1 101 }
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102
103
ad9f1fb6 104 for( int i = 0;
a483ed75 105 i <= last;
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106 i++ )
107 {
a483ed75 108 if( i == last )
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109 {
110 if(active_States[i]->popMe())
111 pop_State = true;
112 else
113 active_States[i]->handleInput(true);
114 }
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115 else
116 active_States[i]->handleInput(false);
117 }
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118}
119
68b2316d 120void game::update(float time_step)
ad9f1fb6 121{
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122 if(pop_State)
123 {
124 active_States.pop_back();
125 pop_State = false;
126 }
127
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128 if(push_State != NULL)
129 {
130 active_States.push_back(push_State);
131 push_State = NULL;
132 }
133
a483ed75 134 int last = active_States.size() -1;
ad9f1fb6 135 for( int i = 0;
a483ed75 136 i <= last;
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137 i++ )
138 {
a483ed75 139 if( i == last )
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140 active_States[i]->update(time_step, true);
141 else
142 active_States[i]->update(time_step, false);
143 }
144}
145
68b2316d 146void game::draw()
ad9f1fb6 147{
a483ed75 148 int last = active_States.size() -1;
ad9f1fb6 149 for( int i = 0;
a483ed75 150 i <= last;
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151 i++ )
152 {
a483ed75 153 if( i == last )
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154 active_States[i]->draw(true);
155 else
156 active_States[i]->draw(false);
157 }
158}