remove game state classes

scripting improvements
This commit is contained in:
Eduardo Bart
2011-04-22 10:49:46 -03:00
parent a3901b0251
commit e611734396
32 changed files with 428 additions and 435 deletions

View File

@@ -42,14 +42,23 @@ void Engine::init()
void Engine::terminate()
{
// force last state exit
changeState(NULL);
// terminate stuff
g_fonts.terminate();
g_graphics.terminate();
}
void Engine::poll()
{
// poll platform events
Platform::poll();
// poll network events
Connection::poll();
// poll diaptcher tasks
g_dispatcher.poll();
}
void Engine::run()
{
std::string fpsText;
@@ -65,14 +74,7 @@ void Engine::run()
while(!m_stopping) {
m_lastFrameTicks = Platform::getTicks();
// poll platform events
Platform::poll();
// poll network events
Connection::poll();
// poll diaptcher tasks
g_dispatcher.poll();
poll();
// render only when visible
if(Platform::isWindowVisible()) {
@@ -93,8 +95,6 @@ void Engine::run()
// render
g_graphics.beginRender();
if(m_currentState)
m_currentState->render();
UIContainer::getRootContainer()->render();
// render fps
@@ -117,39 +117,19 @@ void Engine::stop()
m_stopping = true;
}
void Engine::changeState(GameState* newState)
{
if(m_currentState)
m_currentState->onLeave();
m_currentState = newState;
if(m_currentState)
m_currentState->onEnter();
}
void Engine::onClose()
{
if(m_currentState)
m_currentState->onClose();
if(m_onCloseCallback)
g_dispatcher.addTask(m_onCloseCallback);
}
void Engine::onResize(const Size& size)
{
g_graphics.resize(size);
UIContainer::getRootContainer()->setSize(size);
if(m_currentState)
m_currentState->onResize(size);
}
void Engine::onInputEvent(const InputEvent& event)
{
bool eventCaptured = false;
// events goes to the state first
if(m_currentState)
eventCaptured = m_currentState->onInputEvent(event);
// if the state didn't capture the input then goes to the gui
if(!eventCaptured)
UIContainer::getRootContainer()->onInputEvent(event);
UIContainer::getRootContainer()->onInputEvent(event);
}

View File

@@ -26,19 +26,20 @@
#define ENGINE_H
#include <prerequisites.h>
#include <core/gamestate.h>
#include <core/input.h>
class Engine
{
public:
Engine() : m_stopping(false),
m_running(false),
m_calculateFps(false),
m_currentState(NULL) { }
m_calculateFps(false) { }
void init();
void terminate();
/// Poll events
void poll();
/// Main loop
void run();
@@ -46,8 +47,6 @@ public:
void stop();
/// Change current game state
void changeState(GameState *newState);
bool isRunning() const { return m_running; }
bool isStopping() const { return m_stopping; }
@@ -64,13 +63,16 @@ public:
/// Return the current ticks on this frame
int getCurrentFrameTicks() const { return m_lastFrameTicks; }
void setOnClose(Callback onCloseCallback) { m_onCloseCallback = onCloseCallback; }
private:
bool m_stopping;
bool m_running;
bool m_calculateFps;
GameState *m_currentState;
int m_lastFrameTicks;
Callback m_onCloseCallback;
};
extern Engine g_engine;

View File

@@ -0,0 +1,26 @@
/* The MIT License
*
* Copyright (c) 2010 OTClient, https://github.com/edubart/otclient
*
* Permission is hereby granted, free of charge, to any person obtaining a copy
* of this software and associated documentation files (the "Software"), to deal
* in the Software without restriction, including without limitation the rights
* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
* copies of the Software, and to permit persons to whom the Software is
* furnished to do so, subject to the following conditions:
*
* The above copyright notice and this permission notice shall be included in
* all copies or substantial portions of the Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
* THE SOFTWARE.
*/
#include "modules.h"

View File

@@ -22,34 +22,11 @@
*/
#ifndef GAMESTATE_H
#define GAMESTATE_H
#ifndef MODULES_H
#define MODULES_H
#include <prerequisites.h>
#include <core/input.h>
struct InputEvent;
class GameState
class Modules
{
public:
GameState() { }
virtual ~GameState() { }
/// Fired when enter the state
virtual void onEnter() = 0;
/// Fired when leaves the state
virtual void onLeave() = 0;
/// Fired when user tries to close the window
virtual void onClose() = 0;
/// Fired for every user input event, this is called before processing UI input and if it returns false the input is not passed to the UI
virtual bool onInputEvent(const InputEvent& event) = 0;
/// Fired when main window is resized
virtual void onResize(const Size& size) = 0;
/// Fired before redering the UI
virtual void render() = 0;
};
#endif // GAMESTATE_H
#endif // MODULES_H