Application::Application(sdl::InitScreen *screen, State *initialState)
: screen(screen)
, states()
-, last(SDL_GetTicks()) {
+, last(SDL_GetTicks())
+, toPop(0) {
assert(screen && "cannot create application without screen");
assert(initialState && "cannot create application without initial state");
RealPushState(initialState);
}
-Application::~Application(void) {
+Application::~Application() {
PopAllStates();
}
-State *Application::CurrentState(void) {
+State *Application::CurrentState() {
return states.top();
}
+void Application::UpdateState() {
+ while (toPop > 0) {
+ RealPopState();
+ --toPop;
+ }
+ while (!toPush.empty()) {
+ State *s(toPush.front());
+ toPush.pop();
+ RealPushState(s);
+ }
+}
+
void Application::ChangeState(State *s) {
- RealPopState();
- RealPushState(s);
+ PopState();
+ PushState(s);
}
void Application::PushState(State *s) {
- RealPushState(s);
+ toPush.push(s);
}
void Application::RealPushState(State *s) {
s->EnterState(*this, screen->Screen());
}
-void Application::PopState(void) {
- RealPopState();
+void Application::PopState() {
+ ++toPop;
}
-void Application::RealPopState(void) {
+void Application::RealPopState() {
if (states.empty()) return;
states.top()->ExitState();
delete states.top();
states.pop();
}
-void Application::Quit(void) {
+void Application::Quit() {
PopAllStates();
}
-void Application::PopAllStates(void) {
+void Application::PopAllStates() {
while (!states.empty()) {
RealPopState();
}
}
-void Application::Run(void) {
+void Application::Run() {
while (CurrentState()) {
Loop();
}
}
-void Application::Loop(void) {
+void Application::Loop() {
Uint32 now(SDL_GetTicks());
Uint32 deltaT(now - last);
if (deltaT > 34) deltaT = 34;
Render();
last = now;
+ UpdateState();
}
-void Application::HandleEvents(void) {
+void Application::HandleEvents() {
if (!CurrentState()) return;
input.ResetInteractiveState();
SDL_Event event;