added using namespace pg to relavent files ... will remove at some point
[physics.git] / src / game.cpp
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 using namespace pg;
22
23 #include <vector>
24 using std::vector;
25
26 #include "entityCreator.h"
27 #include "effectManager.h"
28
29 #include "GameStates/GameState.h"
30 #include "GameStates/Running.h"
31 #include "GameStates/Paused.h"
32 #include "GameStates/CreatingPolygon.h"
33
34
35 /// ***** Private Variables *****
36
37 // The stack of active game states
38 static vector<GameState*> s_active_States;
39
40 // Pointers to each possible game state
41 // inserted and removed from the s_active_States
42 static vector<GameState*> s_possible_States;
43
44 // true if the top state requested itself to be poped
45 static bool s_bPopState;
46 // pointer to a state wishing to be added
47 static GameState* s_pPushState;
48
49
50 /// ***** Public Methods *****
51
52 void game::init()
53 {
54     s_bPopState = false;
55     s_pPushState = NULL;
56
57     // create starting entities
58     creator::init();
59     effect::init();
60
61     Running* pRunning = new Running();
62     s_possible_States.push_back(pRunning);
63     s_possible_States.push_back(new Paused());
64     s_possible_States.push_back(new CreatingPolygon());
65
66     s_active_States.push_back(pRunning);
67
68     DPF(0, "World Created");
69 }
70
71 void game::clean()
72 {
73     effect::clean();
74     creator::clean();
75
76     for(unsigned int i=0; i < s_possible_States.size(); i++)
77     {
78         delete s_possible_States[i];
79     }
80     s_possible_States.clear();
81     s_active_States.clear();
82 }
83
84 void game::handleInput()
85 {
86     creator::handleInput();
87
88     int iLast = s_active_States.size() -1;
89
90     for(unsigned int i=0; i < s_possible_States.size(); i++)
91     {
92         GameState* pState = s_possible_States[i];
93
94         if(s_active_States[iLast] != pState && pState->pushMe())
95         {
96             s_pPushState = pState;
97         }
98     }
99
100
101     for( int i = 0;
102          i <= iLast;
103          i++ )
104     {
105         if( i == iLast )
106         {
107             if(s_active_States[i]->popMe())
108                 s_bPopState = true;
109             else
110                 s_active_States[i]->handleInput(true);
111         }
112         else
113             s_active_States[i]->handleInput(false);
114     }
115 }
116
117 void game::update(float fTimeStep)
118 {
119     if(s_bPopState)
120     {
121         s_active_States.pop_back();
122         s_bPopState = false;
123     }
124
125     if(s_pPushState != NULL)
126     {
127         s_active_States.push_back(s_pPushState);
128         s_pPushState = NULL;
129     }
130
131     int iLast = s_active_States.size() -1;
132     for( int i = 0;
133          i <= iLast;
134          i++ )
135     {
136         if( i == iLast )
137             s_active_States[i]->update(fTimeStep, true);
138         else
139             s_active_States[i]->update(fTimeStep, false);
140     }
141 }
142
143 void game::draw()
144 {
145     int iLast = s_active_States.size() -1;
146     for( int i = 0;
147          i <= iLast;
148          i++ )
149     {
150         if( i == iLast )
151             s_active_States[i]->draw(true);
152         else
153             s_active_States[i]->draw(false);
154     }
155 }