Torque3D/Engine/modules/Verve/VActor/VActorStateTable.cpp

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2019-03-07 22:23:41 +00:00
//-----------------------------------------------------------------------------
// Verve
// Copyright (C) 2014 - Violent Tulip
//
// 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 "VActorStateTable.h"
#include "VActor.h"
//-----------------------------------------------------------------------------
bool VActorStateTable::isRegisteredState( VActorState *pState )
{
for ( tStateConstIterator itr = mStateVector.begin(); itr != mStateVector.end(); itr++ )
{
// Target State?
if ( ( *itr ).State == pState )
{
// Yes.
return true;
}
}
// No.
return false;
}
void VActorStateTable::clear( void )
{
// Clear the States.
mLastState = NULL;
mCurrentState = NULL;
// Clear the State Vector.
mStateVector.clear();
};
void VActorStateTable::sort( void )
{
mStateVector.sort( &_onSortCallback );
}
void VActorStateTable::registerState( VActorState *pState, const F32 &pPriority )
{
// Already a State?
if ( isRegisteredState( pState ) )
{
// Exit Now.
return;
}
// Create the Reference.
sStateRef entry;
entry.State = pState;
entry.Priority = pPriority;
// Push to Back.
mStateVector.push_back( entry );
// Set Current?
if ( mStateVector.size() == 1 )
{
// Set State.
setState( pState );
}
};
void VActorStateTable::setState( VActorState *pState )
{
if ( !mObject || !pState || pState == mCurrentState )
{
// Invalid.
return;
}
if ( mCurrentState )
{
// Exit.
exit();
// Exit the Old State.
mCurrentState->exit( mObject );
}
// Update States.
mLastState = mCurrentState;
mCurrentState = pState;
// Enter.
enter();
// Enter the New State.
pState->enter( mObject );
};
VActorState *VActorStateTable::execute( void )
{
if ( !mObject || !mCurrentState )
{
// Invalid.
return NULL;
}
for ( tStateConstIterator itr = mStateVector.begin(); itr != mStateVector.end(); itr++ )
{
// Fetch State Reference.
const sStateRef &stateRef = ( *itr );
// Enter State?
if ( stateRef.State->execute( mObject ) )
{
// Set the State.
setState( stateRef.State );
// Return.
return stateRef.State;
}
}
// No Valid Entries, Ouch!
Con::warnf( "VActorStateTable::execute() - No Valid Entries." );
// Return Current State.
return mCurrentState;
}
S32 QSORT_CALLBACK VActorStateTable::_onSortCallback( const VActorStateTable::sStateRef *pA, const VActorStateTable::sStateRef *pB )
{
if ( pB->Priority > pA->Priority )
{
return 1;
}
else if ( pB->Priority < pA->Priority )
{
return -1;
}
return 0;
}