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