Beispiel #1
0
  void StateManager::resetActiveState(void)
  {
    // Is there no currently active state to reset?
    if(!mStack.empty())
    {
      // Retrieve the currently active state
      IState* anState = mStack.back();

      // Log the resetting of an active state
      ILOG() << "StateManager::resetActiveState(" << anState->getID() << ")" << std::endl;

      // Pause the currently active state
      anState->pause();

      // Call the ReInit method to Reset the currently active state
      anState->reInit();

      // Resume the currently active state
      anState->resume();

      // Don't keep pointers around we don't need anymore
      anState = NULL;
    }
    else
    {
      // Quit the application with an error status response
      if(NULL != mApp)
      {
        mApp->quit(StatusAppStackEmpty);
      }
      return;
    }
  }
Beispiel #2
0
  void StateManager::removeActiveState(void)
  {
    // Is there no currently active state to drop?
    if(!mStack.empty())
    {
      // Retrieve the currently active state
      IState* anState = mStack.back();

      // Log the removing of an active state
      ILOG() << "StateManager::removeActiveState(" << anState->getID() << ")" << std::endl;

      // Pause the currently active state
      anState->pause();
 
      // Deinitialize the currently active state before we pop it off the stack
      anState->deInit();

      // Pop the currently active state off the stack
      mStack.pop_back();

      // Move this state to our dropped stack
      mDead.push_back(anState);

      // Don't keep pointers around we don't need anymore
      anState = NULL;
    }
    else
    {
      // Quit the application with an error status response
      if(NULL != mApp)
      {
        mApp->quit(StatusAppStackEmpty);
      }
      return;
    }

    // Is there another state to activate? then call Resume to activate it
    if(!mStack.empty())
    {
      // Has this state ever been initialized?
      if(mStack.back()->isInitComplete())
      {
        // Resume the new active state
        mStack.back()->resume();
      }
      else
      {
        // Initialize the new active state
        mStack.back()->doInit();
      }
    }
    else
    {
      // There are no states on the stack, exit the program
      if(NULL != mApp)
      {
        mApp->quit(StatusAppOK);
      }
    }
  }
Beispiel #3
0
  void StateManager::setActiveState(Id theStateID)
  {
    std::vector<IState*>::iterator it;

    // Find the state that matches theStateID
    for(it=mStack.begin(); it < mStack.end(); it++)
    {
      // Does this state match theStateID? then activate it as the new
      // currently active state
      if((*it)->getID() == theStateID)
      {
        // Get a pointer to soon to be currently active state
        IState* anState = *it;

        // Log the setting of a previously active state as the current active state
        ILOG() << "StateManager::setActiveState(" << anState->getID() << ")" << std::endl;

        // Erase it from the list of previously active states
        mStack.erase(it);

        // Is there a state currently running? then Pause it
        if(!mStack.empty())
        {
          // Pause the currently running state since we are changing the
          // currently active state to the one specified by theStateID
          mStack.back()->pause();
        }

        // Add the new active state
        mStack.push_back(anState);

        // Don't keep pointers we don't need around
        anState = NULL;

        // Has this state ever been initialized?
        if(mStack.back()->isInitComplete())
        {
          // Resume the new active state
          mStack.back()->resume();
        }
        else
        {
          // Initialize the new active state
          mStack.back()->doInit();
        }

        // Exit our find loop
        break;
      } // if((*it)->getID() == theStateID)
    } // for(it=mStack.begin(); it < mStack.end(); it++)
  }
Beispiel #4
0
  void StateManager::dropActiveState(void)
  {
    // Is there no currently active state to drop?
    if(!mStack.empty())
    {
      // Retrieve the currently active state
      IState* anState = mStack.back();

      // Log the dropping of an active state
      ILOG() << "StateManager::dropActiveState(" << anState->getID() << ")" << std::endl;

      // Pause the currently active state
      anState->pause();

      // Deinit currently active state before we pop it off the stack
      // (handleCleanup() will be called by IState::doInit() method if this
      // state is ever set active again)
      anState->deInit();

      // Pop the currently active state off the stack
      mStack.pop_back();

      // Move this now inactive state to the absolute back of our stack
      mStack.insert(mStack.begin(), anState);

      // Don't keep pointers around we don't need anymore
      anState = NULL;
    }
    else
    {
      // Quit the application with an error status response
      if(NULL != mApp)
      {
        mApp->quit(StatusAppStackEmpty);
      }
      return;
    }

    // Is there another state to activate? then call Resume to activate it
    if(!mStack.empty())
    {
      // Has this state ever been initialized?
      if(mStack.back()->isInitComplete())
      {
        // Resume the new active state
        mStack.back()->resume();
      }
      else
      {
        // Initialize the new active state
        mStack.back()->doInit();
      }
    }
    else
    {
      // There are no states on the stack, exit the program
      if(NULL != mApp)
      {
        mApp->quit(StatusAppOK);
      }
    }
  }