changed src so the libpg headers are now used
[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
a483ed75 18#include "game.h"
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19
20#include <pg/debug.h>
a483ed75 21
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22#include <vector>
23using std::vector;
24
054d658f 25#include "entityCreator.h"
33b8c69b 26#include "effectManager.h"
054d658f 27
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28#include "GameStates/GameState.h"
29#include "GameStates/Running.h"
30#include "GameStates/Paused.h"
31#include "GameStates/CreatingPolygon.h"
32
68b2316d 33
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34/// ***** Private Variables *****
35
36// The stack of active game states
c16d1683 37static vector<GameState*> s_active_States;
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38
39// Pointers to each possible game state
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40// inserted and removed from the s_active_States
41static vector<GameState*> s_possible_States;
ad9f1fb6 42
033c5535 43// true if the top state requested itself to be poped
c16d1683 44static bool s_bPopState;
033c5535 45// pointer to a state wishing to be added
c16d1683 46static GameState* s_pPushState;
033c5535 47
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48
49/// ***** Public Methods *****
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50
51void game::init()
ad9f1fb6 52{
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53 s_bPopState = false;
54 s_pPushState = NULL;
033c5535 55
054d658f 56 // create starting entities
054d658f 57 creator::init();
c16d1683 58 effect::init();
054d658f 59
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60 Running* pRunning = new Running();
61 s_possible_States.push_back(pRunning);
62 s_possible_States.push_back(new Paused());
63 s_possible_States.push_back(new CreatingPolygon());
a483ed75 64
c16d1683 65 s_active_States.push_back(pRunning);
33b8c69b 66
ca2d526e 67 DPF(0, "World Created");
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68}
69
68b2316d 70void game::clean()
ad9f1fb6 71{
33b8c69b 72 effect::clean();
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73 creator::clean();
74
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75 for(unsigned int i=0; i < s_possible_States.size(); i++)
76 {
77 delete s_possible_States[i];
78 }
79 s_possible_States.clear();
80 s_active_States.clear();
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81}
82
10baa49b 83void game::handleInput()
ad9f1fb6 84{
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85 creator::handleInput();
86
c16d1683 87 int iLast = s_active_States.size() -1;
10baa49b 88
c16d1683 89 for(unsigned int i=0; i < s_possible_States.size(); i++)
c46074c1 90 {
c16d1683 91 GameState* pState = s_possible_States[i];
033c5535 92
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93 if(s_active_States[iLast] != pState && pState->pushMe())
94 {
95 s_pPushState = pState;
96 }
c46074c1 97 }
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98
99
ad9f1fb6 100 for( int i = 0;
c16d1683 101 i <= iLast;
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102 i++ )
103 {
c16d1683 104 if( i == iLast )
033c5535 105 {
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106 if(s_active_States[i]->popMe())
107 s_bPopState = true;
033c5535 108 else
c16d1683 109 s_active_States[i]->handleInput(true);
033c5535 110 }
ad9f1fb6 111 else
c16d1683 112 s_active_States[i]->handleInput(false);
ad9f1fb6 113 }
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114}
115
c16d1683 116void game::update(float fTimeStep)
ad9f1fb6 117{
c16d1683 118 if(s_bPopState)
033c5535 119 {
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120 s_active_States.pop_back();
121 s_bPopState = false;
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122 }
123
c16d1683 124 if(s_pPushState != NULL)
c46074c1 125 {
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126 s_active_States.push_back(s_pPushState);
127 s_pPushState = NULL;
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128 }
129
c16d1683 130 int iLast = s_active_States.size() -1;
ad9f1fb6 131 for( int i = 0;
c16d1683 132 i <= iLast;
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133 i++ )
134 {
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135 if( i == iLast )
136 s_active_States[i]->update(fTimeStep, true);
ad9f1fb6 137 else
c16d1683 138 s_active_States[i]->update(fTimeStep, false);
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139 }
140}
141
68b2316d 142void game::draw()
ad9f1fb6 143{
c16d1683 144 int iLast = s_active_States.size() -1;
ad9f1fb6 145 for( int i = 0;
c16d1683 146 i <= iLast;
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147 i++ )
148 {
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149 if( i == iLast )
150 s_active_States[i]->draw(true);
ad9f1fb6 151 else
c16d1683 152 s_active_States[i]->draw(false);
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153 }
154}