reworked ups/fps/paused logic
[physics.git] / src / game.cpp
... / ...
CommitLineData
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
18#include "game.h"
19#include "debug.h"
20
21#include <vector>
22using std::vector;
23
24#include "entityCreator.h"
25#include "effectManager.h"
26
27#include "GameStates/GameState.h"
28#include "GameStates/Running.h"
29#include "GameStates/Paused.h"
30#include "GameStates/CreatingPolygon.h"
31
32
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
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
49
50/// ***** Public Methods *****
51
52void game::init()
53{
54 running = new Running();
55 paused = new Paused();
56 creating_Polygon = new CreatingPolygon();
57
58 pop_State = false;
59 push_State = NULL;
60
61 // create starting entities
62 creator::init();
63
64 active_States.push_back(running);
65
66 effect::init();
67
68 DPF(0, "World Created");
69}
70
71void game::clean()
72{
73 effect::clean();
74
75 creator::clean();
76
77 delete creating_Polygon;
78 delete paused;
79 delete running;
80}
81
82void game::handleInput()
83{
84 creator::handleInput();
85
86 int last = active_States.size() -1;
87
88 if(active_States[last] != running && running->pushMe())
89 {
90 push_State = running;
91 }
92
93 if(active_States[last] != paused && paused->pushMe())
94 {
95 push_State = paused;
96 }
97
98 if(active_States[last] != creating_Polygon && creating_Polygon->pushMe())
99 {
100 push_State = creating_Polygon;
101 }
102
103
104 for( int i = 0;
105 i <= last;
106 i++ )
107 {
108 if( i == last )
109 {
110 if(active_States[i]->popMe())
111 pop_State = true;
112 else
113 active_States[i]->handleInput(true);
114 }
115 else
116 active_States[i]->handleInput(false);
117 }
118}
119
120void game::update(float time_step)
121{
122 if(pop_State)
123 {
124 active_States.pop_back();
125 pop_State = false;
126 }
127
128 if(push_State != NULL)
129 {
130 active_States.push_back(push_State);
131 push_State = NULL;
132 }
133
134 int last = active_States.size() -1;
135 for( int i = 0;
136 i <= last;
137 i++ )
138 {
139 if( i == last )
140 active_States[i]->update(time_step, true);
141 else
142 active_States[i]->update(time_step, false);
143 }
144}
145
146void game::draw()
147{
148 int last = active_States.size() -1;
149 for( int i = 0;
150 i <= last;
151 i++ )
152 {
153 if( i == last )
154 active_States[i]->draw(true);
155 else
156 active_States[i]->draw(false);
157 }
158}