+/*
+ * Copyright (C) 2008 Patrik Gornicz, Gornicz_P (at) hotmail (dot) com.
+ *
+ * This program is free software: you can redistribute it and/or modify
+ * it under the terms of the GNU General Public License as published by
+ * the Free Software Foundation, either version 3 of the License, or
+ * (at your option) any later version.
+ *
+ * This program is distributed in the hope that it will be useful,
+ * but WITHOUT ANY WARRANTY; without even the implied warranty of
+ * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+ * GNU General Public License for more details.
+ *
+ * You should have received a copy of the GNU General Public License
+ * along with this program. If not, see <http://www.gnu.org/licenses/>.
+ */
+
#include "game.h"
-#include "debug.h"
+
+#include <pg/debug.h>
+using namespace pg;
#include <vector>
using std::vector;
#include "entityCreator.h"
+#include "effectManager.h"
#include "GameStates/GameState.h"
#include "GameStates/Running.h"
#include "GameStates/Paused.h"
#include "GameStates/CreatingPolygon.h"
+
/// ***** Private Variables *****
// The stack of active game states
-vector<GameState*> active_States;
+static vector<GameState*> s_active_States;
// Pointers to each possible game state
-// inserted and removed from the active_States
-Running* running;
-Paused* paused;
-CreatingPolygon* creating_Polygon;
+// inserted and removed from the s_active_States
+static vector<GameState*> s_possible_States;
+
+// true if the top state requested itself to be poped
+static bool s_bPopState;
+// pointer to a state wishing to be added
+static GameState* s_pPushState;
/// ***** Public Methods *****
-void gameInit()
+
+void game::init()
{
- running = new Running();
- paused = new Paused();
- creating_Polygon = new CreatingPolygon();
+ s_bPopState = false;
+ s_pPushState = NULL;
// create starting entities
creator::init();
+ effect::init();
+
+ Running* pRunning = new Running();
+ s_possible_States.push_back(pRunning);
+ s_possible_States.push_back(new Paused());
+ s_possible_States.push_back(new CreatingPolygon());
- active_States.push_back(running);
+ s_active_States.push_back(pRunning);
-#ifdef DEBUGGING
- cout << "World Created" << endl;
-#endif
+ DPF(0, "World Created");
}
-void gameClean()
+void game::clean()
{
+ effect::clean();
creator::clean();
- delete creating_Polygon;
- delete paused;
- delete running;
+ for(unsigned int i=0; i < s_possible_States.size(); i++)
+ {
+ delete s_possible_States[i];
+ }
+ s_possible_States.clear();
+ s_active_States.clear();
}
-void gameInput()
+void game::handleInput()
{
- int last = active_States.size() -1;
+ creator::handleInput();
+
+ int iLast = s_active_States.size() -1;
+
+ for(unsigned int i=0; i < s_possible_States.size(); i++)
+ {
+ GameState* pState = s_possible_States[i];
+
+ if(s_active_States[iLast] != pState && pState->pushMe())
+ {
+ s_pPushState = pState;
+ }
+ }
+
+
for( int i = 0;
- i <= last;
+ i <= iLast;
i++ )
{
- if( i == last )
- active_States[i]->handleInput(true);
+ if( i == iLast )
+ {
+ if(s_active_States[i]->popMe())
+ s_bPopState = true;
+ else
+ s_active_States[i]->handleInput(true);
+ }
else
- active_States[i]->handleInput(false);
+ s_active_States[i]->handleInput(false);
}
}
-void gameUpdate(float time_step)
+void game::update(float fTimeStep)
{
- int last = active_States.size() -1;
+ if(s_bPopState)
+ {
+ s_active_States.pop_back();
+ s_bPopState = false;
+ }
+
+ if(s_pPushState != NULL)
+ {
+ s_active_States.push_back(s_pPushState);
+ s_pPushState = NULL;
+ }
+
+ int iLast = s_active_States.size() -1;
for( int i = 0;
- i <= last;
+ i <= iLast;
i++ )
{
- if( i == last )
- active_States[i]->update(time_step, true);
+ if( i == iLast )
+ s_active_States[i]->update(fTimeStep, true);
else
- active_States[i]->update(time_step, false);
+ s_active_States[i]->update(fTimeStep, false);
}
}
-void gameDraw()
+void game::draw()
{
- int last = active_States.size() -1;
+ int iLast = s_active_States.size() -1;
for( int i = 0;
- i <= last;
+ i <= iLast;
i++ )
{
- if( i == last )
- active_States[i]->draw(true);
+ if( i == iLast )
+ s_active_States[i]->draw(true);
else
- active_States[i]->draw(false);
+ s_active_States[i]->draw(false);
}
}