2 * Copyright (C) 2008 Patrik Gornicz, Gornicz_P (at) hotmail (dot) com.
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.
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.
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/>.
25 #include "entityCreator.h"
26 #include "effectManager.h"
28 #include "GameStates/GameState.h"
29 #include "GameStates/Running.h"
30 #include "GameStates/Paused.h"
31 #include "GameStates/CreatingPolygon.h"
34 /// ***** Private Variables *****
36 // The stack of active game states
37 static vector<GameState*> s_active_States;
39 // Pointers to each possible game state
40 // inserted and removed from the s_active_States
41 static vector<GameState*> s_possible_States;
43 // true if the top state requested itself to be poped
44 static bool s_bPopState;
45 // pointer to a state wishing to be added
46 static GameState* s_pPushState;
49 /// ***** Public Methods *****
56 // create starting entities
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());
65 s_active_States.push_back(pRunning);
67 DPF(0, "World Created");
75 for(unsigned int i=0; i < s_possible_States.size(); i++)
77 delete s_possible_States[i];
79 s_possible_States.clear();
80 s_active_States.clear();
83 void game::handleInput()
85 creator::handleInput();
87 int iLast = s_active_States.size() -1;
89 for(unsigned int i=0; i < s_possible_States.size(); i++)
91 GameState* pState = s_possible_States[i];
93 if(s_active_States[iLast] != pState && pState->pushMe())
95 s_pPushState = pState;
106 if(s_active_States[i]->popMe())
109 s_active_States[i]->handleInput(true);
112 s_active_States[i]->handleInput(false);
116 void game::update(float fTimeStep)
120 s_active_States.pop_back();
124 if(s_pPushState != NULL)
126 s_active_States.push_back(s_pPushState);
130 int iLast = s_active_States.size() -1;
136 s_active_States[i]->update(fTimeStep, true);
138 s_active_States[i]->update(fTimeStep, false);
144 int iLast = s_active_States.size() -1;
150 s_active_States[i]->draw(true);
152 s_active_States[i]->draw(false);