NazaraEngine/include/NazaraSDK/StateMachine.inl

206 lines
6.2 KiB
C++

// Copyright (C) 2020 Jérôme Leclercq
// This file is part of the "Nazara Development Kit"
// For conditions of distribution and use, see copyright notice in Prerequisites.hpp
#include <NazaraSDK/StateMachine.hpp>
#include <Nazara/Core/Error.hpp>
#include <algorithm>
#include <utility>
namespace Ndk
{
/*!
* \ingroup NDK
* \class Ndk::StateMachine
* \brief NDK class that represents a state machine, to represent the multiple states of your program as a stack
*/
/*!
* \brief Constructs a StateMachine object with an original state
*
* \param originalState State which is the entry point of the application, a nullptr will create an empty state machine
*/
inline StateMachine::StateMachine(std::shared_ptr<State> originalState)
{
if (originalState)
PushState(std::move(originalState));
}
/*!
* \brief Destructs the object
*
* \remark Calls "Leave" on all the states from top to bottom
*/
inline StateMachine::~StateMachine()
{
// Leave state from top to bottom (as if states were popped out)
for (auto it = m_states.rbegin(); it != m_states.rend(); ++it)
(*it)->Leave(*this);
}
/*!
* \brief Replaces the current state on the top of the machine
*
* \param state State to replace the top one if it is nullptr, no action is performed
*
* \remark It is forbidden for a state machine to have (at any moment) the same state in its list multiple times
* \remark Like all actions popping or pushing a state, this is not immediate and will only take effect when state machine is updated
*/
inline void StateMachine::ChangeState(std::shared_ptr<State> state)
{
if (state)
{
// Change state is just a pop followed by a push
StateTransition transition;
transition.type = TransitionType::Pop;
m_transitions.emplace_back(std::move(transition));
transition.state = std::move(state);
transition.type = TransitionType::Push;
m_transitions.emplace_back(std::move(transition));
}
}
/*!
* \brief Checks whether the state is on the top of the machine
* \return true If it is the case
*
* \param state State to compare the top with
* \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
*/
inline bool StateMachine::IsTopState(const State* state) const
{
if (m_states.empty())
return false;
return m_states.back().get() == state;
}
/*!
* \brief Pops the state on the top of the machine
*
* \remark This method can completely empty the stack
* \remark Like all actions popping or pushing a state, this is not immediate and will only take effect when state machine is updated
*/
inline void StateMachine::PopState()
{
StateTransition transition;
transition.type = TransitionType::Pop;
m_transitions.emplace_back(std::move(transition));
}
/*!
* \brief Pops all states of the machine until a specific one is reached
*
* \param state State to find on the stack. If nullptr is passed, no action is performed
*
* \remark This method will completely empty the stack if state is not present
* \remark Like all actions popping or pushing a state, this is not immediate and will only take effect when state machine is updated
*/
inline void StateMachine::PopStatesUntil(std::shared_ptr<State> state)
{
if (state)
{
StateTransition transition;
transition.state = std::move(state);
transition.type = TransitionType::PopUntil;
m_transitions.emplace_back(std::move(transition));
}
}
/*!
* \brief Pushes a new state on the top of the machine
*
* \param state Next state to represent if it is nullptr, it performs no action
*
* \remark It is forbidden for a state machine to have (at any moment) the same state in its list multiple times
* \remark Like all actions popping or pushing a state, this is not immediate and will only take effect when state machine is updated
*/
inline void StateMachine::PushState(std::shared_ptr<State> state)
{
if (state)
{
StateTransition transition;
transition.state = std::move(state);
transition.type = TransitionType::Push;
m_transitions.emplace_back(std::move(transition));
}
}
/*!
* \brief Pops every states of the machine to put a new one
*
* \param state State to reset the stack with. If state is invalid, this will clear the state machine
*
* \remark It is forbidden for a state machine to have (at any moment) the same state in its list multiple times
* \remark Like all actions popping or pushing a state, this is not immediate and will only take effect when state machine is updated
*/
inline void StateMachine::ResetState(std::shared_ptr<State> state)
{
StateTransition transition;
transition.type = TransitionType::PopUntil; //< Pop until nullptr, which basically clears the state machine
m_transitions.emplace_back(std::move(transition));
if (state)
{
transition.state = std::move(state);
transition.type = TransitionType::Push;
m_transitions.emplace_back(std::move(transition));
}
}
/*!
* \brief Updates all the states
* \return true If update is successful for everyone of them
*
* \param elapsedTime Delta time used for the update
*/
inline bool StateMachine::Update(float elapsedTime)
{
// Use a classic for instead of a range-for because some state may push/pop on enter/leave, adding new transitions as we iterate
// (range-for is a problem here because it doesn't handle mutable containers)
for (std::size_t i = 0; i < m_transitions.size(); ++i)
{
StateTransition& transition = m_transitions[i];
switch (transition.type)
{
case TransitionType::Pop:
{
std::shared_ptr<State>& topState = m_states.back();
topState->Leave(*this); //< Call leave before popping to ensure consistent IsTopState behavior
m_states.pop_back();
break;
}
case TransitionType::PopUntil:
{
while (!m_states.empty() && m_states.back() != transition.state)
{
m_states.back()->Leave(*this);
m_states.pop_back();
}
break;
}
case TransitionType::Push:
{
m_states.emplace_back(std::move(transition.state));
m_states.back()->Enter(*this);
break;
}
}
}
m_transitions.clear();
return std::all_of(m_states.begin(), m_states.end(), [=](std::shared_ptr<State>& state) {
return state->Update(*this, elapsedTime);
});
}
}