NazaraEngine/include/Nazara/Core/StateMachine.inl

301 lines
9.1 KiB
C++

// Copyright (C) 2024 Jérôme "SirLynix" Leclercq (lynix680@gmail.com)
// This file is part of the "Nazara Engine - Core module"
// For conditions of distribution and use, see copyright notice in Config.hpp
#include <Nazara/Core/Error.hpp>
#include <utility>
#include <Nazara/Core/Debug.hpp>
namespace Nz
{
/*!
* \ingroup Core
* \class Nz::StateMachine
* \brief Core 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> initialState)
{
if (initialState)
PushState(std::move(initialState));
}
/*!
* \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 rit = m_states.rbegin(); rit != m_states.rend(); ++rit)
{
if (rit->enabled)
rit->state->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)
{
// Change state is just a pop followed by a push
StateTransition& popTransition = m_transitions.emplace_back();
popTransition.type = TransitionType::Pop;
if (state)
{
StateTransition& pushTransition = m_transitions.emplace_back();
pushTransition.state = std::move(state);
pushTransition.type = TransitionType::Push;
}
}
/*!
* \brief Disables a state, calling its Leave method and no longer Updating it
*
* \param state State to disable
*
* \remark Does nothing if the state is already disabled
* \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::Disable(std::shared_ptr<State> state)
{
StateTransition& disableTransition = m_transitions.emplace_back();
disableTransition.state = std::move(state);
disableTransition.type = TransitionType::Disable;
}
/*!
* \brief Enables a state, calling its Enter method and updating it
*
* \param state State to enable
*
* \remark Does nothing if the state is already enabled
* \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::Enable(std::shared_ptr<State> state)
{
StateTransition& disableTransition = m_transitions.emplace_back();
disableTransition.state = std::move(state);
disableTransition.type = TransitionType::Enable;
}
/*!
* \brief Checks whether the state is enabled on this state 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 enabled state
*/
inline bool StateMachine::IsStateEnabled(const State* state) const
{
auto it = std::find_if(m_states.begin(), m_states.end(), [&](const StateInfo& stateInfo) { return stateInfo.state.get() == state; });
assert(it != m_states.end());
return it->enabled;
}
/*!
* \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().state.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 = m_transitions.emplace_back();
transition.type = TransitionType::Pop;
}
/*!
* \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 = m_transitions.emplace_back();
transition.state = std::move(state);
transition.type = TransitionType::PopUntil;
}
}
/*!
* \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
* \param enable If the state should be enabled right after pushing it
*
* \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, bool enabled)
{
if (state)
{
StateTransition& transition = m_transitions.emplace_back();
transition.state = std::move(state);
transition.type = (enabled) ? TransitionType::Push : TransitionType::PushDisabled;
}
}
/*!
* \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 = m_transitions.emplace_back();
transition.type = TransitionType::PopUntil; //< Pop until nullptr, which basically clears the state machine
if (state)
{
StateTransition& pushTransition = m_transitions.emplace_back();
pushTransition.state = std::move(state);
pushTransition.type = TransitionType::Push;
}
}
/*!
* \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(Time 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::Disable:
{
auto it = std::find_if(m_states.begin(), m_states.end(), [&](const StateInfo& stateInfo) { return stateInfo.state == transition.state; });
assert(it != m_states.end());
if (it->enabled)
{
it->state->Leave(*this);
it->enabled = false;
}
break;
}
case TransitionType::Enable:
{
auto it = std::find_if(m_states.begin(), m_states.end(), [&](const StateInfo& stateInfo) { return stateInfo.state == transition.state; });
assert(it != m_states.end());
if (!it->enabled)
{
it->enabled = true;
it->state->Enter(*this);
}
break;
}
case TransitionType::Pop:
{
StateInfo& topState = m_states.back();
if (topState.enabled)
topState.state->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().state != transition.state)
{
StateInfo& topState = m_states.back();
if (topState.enabled)
topState.state->Leave(*this);
m_states.pop_back();
}
break;
}
case TransitionType::Push:
{
StateInfo& stateInfo = m_states.emplace_back();
stateInfo.enabled = true;
stateInfo.state = std::move(transition.state);
stateInfo.state->Enter(*this);
break;
}
case TransitionType::PushDisabled:
{
StateInfo& stateInfo = m_states.emplace_back();
stateInfo.enabled = false;
stateInfo.state = std::move(transition.state);
break;
}
}
}
m_transitions.clear();
for (StateInfo& stateInfo : m_states)
{
if (!stateInfo.enabled)
continue;
if (!stateInfo.state->Update(*this, elapsedTime))
return false;
}
return true;
}
}
#include <Nazara/Core/DebugOff.hpp>