mirror of
https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-01-19 20:24:49 +00:00
155 lines
3.9 KiB
C++
155 lines
3.9 KiB
C++
//-----------------------------------------------------------------------------
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// Verve
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// Copyright (C) 2014 - Violent Tulip
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//
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// Permission is hereby granted, free of charge, to any person obtaining a copy
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// of this software and associated documentation files (the "Software"), to
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// deal in the Software without restriction, including without limitation the
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// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
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// sell copies of the Software, and to permit persons to whom the Software is
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// furnished to do so, subject to the following conditions:
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//
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// The above copyright notice and this permission notice shall be included in
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// all copies or substantial portions of the Software.
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//
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// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
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// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
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// IN THE SOFTWARE.
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//-----------------------------------------------------------------------------
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#include "VActorStateTable.h"
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#include "VActor.h"
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//-----------------------------------------------------------------------------
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bool VActorStateTable::isRegisteredState( VActorState *pState )
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{
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for ( tStateConstIterator itr = mStateVector.begin(); itr != mStateVector.end(); itr++ )
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{
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// Target State?
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if ( ( *itr ).State == pState )
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{
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// Yes.
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return true;
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}
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}
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// No.
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return false;
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}
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void VActorStateTable::clear( void )
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{
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// Clear the States.
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mLastState = NULL;
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mCurrentState = NULL;
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// Clear the State Vector.
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mStateVector.clear();
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};
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void VActorStateTable::sort( void )
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{
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mStateVector.sort( &_onSortCallback );
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}
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void VActorStateTable::registerState( VActorState *pState, const F32 &pPriority )
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{
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// Already a State?
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if ( isRegisteredState( pState ) )
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{
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// Exit Now.
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return;
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}
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// Create the Reference.
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sStateRef entry;
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entry.State = pState;
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entry.Priority = pPriority;
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// Push to Back.
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mStateVector.push_back( entry );
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// Set Current?
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if ( mStateVector.size() == 1 )
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{
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// Set State.
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setState( pState );
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}
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};
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void VActorStateTable::setState( VActorState *pState )
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{
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if ( !mObject || !pState || pState == mCurrentState )
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{
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// Invalid.
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return;
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}
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if ( mCurrentState )
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{
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// Exit.
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exit();
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// Exit the Old State.
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mCurrentState->exit( mObject );
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}
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// Update States.
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mLastState = mCurrentState;
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mCurrentState = pState;
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// Enter.
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enter();
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// Enter the New State.
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pState->enter( mObject );
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};
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VActorState *VActorStateTable::execute( void )
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{
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if ( !mObject || !mCurrentState )
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{
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// Invalid.
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return NULL;
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}
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for ( tStateConstIterator itr = mStateVector.begin(); itr != mStateVector.end(); itr++ )
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{
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// Fetch State Reference.
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const sStateRef &stateRef = ( *itr );
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// Enter State?
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if ( stateRef.State->execute( mObject ) )
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{
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// Set the State.
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setState( stateRef.State );
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// Return.
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return stateRef.State;
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}
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}
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// No Valid Entries, Ouch!
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Con::warnf( "VActorStateTable::execute() - No Valid Entries." );
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// Return Current State.
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return mCurrentState;
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}
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S32 QSORT_CALLBACK VActorStateTable::_onSortCallback( const VActorStateTable::sStateRef *pA, const VActorStateTable::sStateRef *pB )
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{
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if ( pB->Priority > pA->Priority )
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{
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return 1;
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}
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else if ( pB->Priority < pA->Priority )
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{
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return -1;
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}
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return 0;
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} |