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Copy pathStateManager.cpp
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115 lines (100 loc) · 1.9 KB
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#include "StateManager.h"
StateManager::~StateManager()
{
for (auto state : m_states)
{
delete state;
}
}
void StateManager::swapState(StateType newState)
{
auto it = std::find_if(m_states.begin(), m_states.end(),
[newState](BaseState* st) { return st->getType() == newState; });
if (!m_states.empty()) {
m_states.back()->deactivate();
}
BaseState* temp = nullptr;
if (it == m_states.end())
{
switch (newState)
{
case StateType::Play: addState<StatePlay>(); break;
case StateType::Pause: addState<StatePause>(); break;
case StateType::GameComplete: addState<GameFinished>(); break;
case StateType::MainMenu: addState<StateMainMenu>(); break;
case StateType::Design: addState<StateDesign>(); break;
}
}
else
{
temp = *it;
m_states.erase(it);
m_states.emplace_back(temp);
}
m_states.back()->activate();
}
void StateManager::handleInput()
{
if(!m_states.empty())
m_states.back()->handleInput();
}
void StateManager::update()
{
if (!m_states.empty() && m_states.back()->isActive())
m_states.back()->update();
}
void StateManager::render()
{
if (m_states.empty())
{
return;
}
auto it = m_states.end() - 1;
while (it != m_states.begin())
{
if ((*it)->getTransparent())
{
--it;
}
else
{
break;
}
}
while (it != m_states.end())
{
(*it)->render();
++it;
}
}
void StateManager::onResize()
{
for (auto state : m_states)
{
state->onResize();
}
}
void StateManager::togglePause()
{
if (m_states.back()->getType() == StateType::Pause)
{
swapState(StateType::Play);
}
else if (m_states.back()->getType() == StateType::Play)
{
swapState(StateType::Pause);
}
}
bool StateManager::hasState(StateType type) const
{
for (const auto& state : m_states) {
if (state->getType() == type) {
return true;
}
}
return false;
}
StateType StateManager::getCurrentState() const
{
return m_states.empty() ? StateType(-1) : m_states.back()->getType();
}