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include/NazaraSDK/StateMachine.inl
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204
include/NazaraSDK/StateMachine.inl
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// Copyright (C) 2017 Jérôme Leclercq
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// This file is part of the "Nazara Development Kit"
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// For conditions of distribution and use, see copyright notice in Prerequisites.hpp
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#include <NazaraSDK/StateMachine.hpp>
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#include <Nazara/Core/Error.hpp>
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#include <utility>
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namespace Ndk
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{
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/*!
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* \ingroup NDK
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* \class Ndk::StateMachine
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* \brief NDK class that represents a state machine, to represent the multiple states of your program as a stack
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*/
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/*!
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* \brief Constructs a StateMachine object with an original state
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*
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* \param originalState State which is the entry point of the application, a nullptr will create an empty state machine
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*/
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inline StateMachine::StateMachine(std::shared_ptr<State> originalState)
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{
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if (originalState)
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PushState(std::move(originalState));
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}
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/*!
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* \brief Destructs the object
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*
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* \remark Calls "Leave" on all the states from top to bottom
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*/
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inline StateMachine::~StateMachine()
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{
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// Leave state from top to bottom (as if states were popped out)
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for (auto it = m_states.rbegin(); it != m_states.rend(); ++it)
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(*it)->Leave(*this);
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}
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/*!
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* \brief Replaces the current state on the top of the machine
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*
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* \param state State to replace the top one if it is nullptr, no action is performed
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*
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* \remark It is forbidden for a state machine to have (at any moment) the same state in its list multiple times
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* \remark Like all actions popping or pushing a state, this is not immediate and will only take effect when state machine is updated
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*/
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inline void StateMachine::ChangeState(std::shared_ptr<State> state)
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{
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if (state)
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{
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// Change state is just a pop followed by a push
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StateTransition transition;
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transition.type = TransitionType::Pop;
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m_transitions.emplace_back(std::move(transition));
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transition.state = std::move(state);
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transition.type = TransitionType::Push;
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m_transitions.emplace_back(std::move(transition));
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}
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}
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/*!
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* \brief Checks whether the state is on the top of the machine
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* \return true If it is the case
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*
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* \param state State to compare the top with
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* \remark Because all actions popping or pushing a state don't take effect until next state machine update, this can return false on a just pushed state
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*/
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inline bool StateMachine::IsTopState(const State* state) const
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{
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if (m_states.empty())
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return false;
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return m_states.back().get() == state;
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}
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/*!
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* \brief Pops the state on the top of the machine
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*
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* \remark This method can completely empty the stack
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* \remark Like all actions popping or pushing a state, this is not immediate and will only take effect when state machine is updated
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*/
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inline void StateMachine::PopState()
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{
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StateTransition transition;
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transition.type = TransitionType::Pop;
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m_transitions.emplace_back(std::move(transition));
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}
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/*!
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* \brief Pops all states of the machine until a specific one is reached
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*
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* \param state State to find on the stack. If nullptr is passed, no action is performed
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*
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* \remark This method will completely empty the stack if state is not present
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* \remark Like all actions popping or pushing a state, this is not immediate and will only take effect when state machine is updated
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*/
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inline void StateMachine::PopStatesUntil(std::shared_ptr<State> state)
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{
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if (state)
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{
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StateTransition transition;
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transition.state = std::move(state);
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transition.type = TransitionType::PopUntil;
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m_transitions.emplace_back(std::move(transition));
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}
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}
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/*!
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* \brief Pushes a new state on the top of the machine
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*
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* \param state Next state to represent if it is nullptr, it performs no action
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*
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* \remark It is forbidden for a state machine to have (at any moment) the same state in its list multiple times
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* \remark Like all actions popping or pushing a state, this is not immediate and will only take effect when state machine is updated
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*/
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inline void StateMachine::PushState(std::shared_ptr<State> state)
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{
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if (state)
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{
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StateTransition transition;
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transition.state = std::move(state);
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transition.type = TransitionType::Push;
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m_transitions.emplace_back(std::move(transition));
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}
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}
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/*!
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* \brief Pops every states of the machine to put a new one
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*
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* \param state State to reset the stack with. If state is invalid, this will clear the state machine
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*
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* \remark It is forbidden for a state machine to have (at any moment) the same state in its list multiple times
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* \remark Like all actions popping or pushing a state, this is not immediate and will only take effect when state machine is updated
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*/
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inline void StateMachine::ResetState(std::shared_ptr<State> state)
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{
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StateTransition transition;
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transition.type = TransitionType::PopUntil; //< Pop until nullptr, which basically clears the state machine
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m_transitions.emplace_back(std::move(transition));
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if (state)
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{
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transition.state = std::move(state);
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transition.type = TransitionType::Push;
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m_transitions.emplace_back(std::move(transition));
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}
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}
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/*!
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* \brief Updates all the states
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* \return true If update is successful for everyone of them
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*
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* \param elapsedTime Delta time used for the update
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*/
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inline bool StateMachine::Update(float elapsedTime)
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{
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// Use a classic for instead of a range-for because some state may push/pop on enter/leave, adding new transitions as we iterate
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// (range-for is a problem here because it doesn't handle mutable containers)
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for (std::size_t i = 0; i < m_transitions.size(); ++i)
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{
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StateTransition& transition = m_transitions[i];
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switch (transition.type)
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{
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case TransitionType::Pop:
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{
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std::shared_ptr<State>& topState = m_states.back();
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topState->Leave(*this); //< Call leave before popping to ensure consistent IsTopState behavior
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m_states.pop_back();
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break;
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}
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case TransitionType::PopUntil:
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{
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while (!m_states.empty() && m_states.back() != transition.state)
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{
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m_states.back()->Leave(*this);
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m_states.pop_back();
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}
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break;
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}
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case TransitionType::Push:
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{
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m_states.emplace_back(std::move(transition.state));
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m_states.back()->Enter(*this);
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break;
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}
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}
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}
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m_transitions.clear();
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return std::all_of(m_states.begin(), m_states.end(), [=](std::shared_ptr<State>& state) {
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return state->Update(*this, elapsedTime);
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});
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}
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}
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