Application::Application(sdl::InitScreen *screen, State *initialState)
: screen(screen)
, states()
-, last(SDL_GetTicks())
-, toPop(0) {
+, last(SDL_GetTicks()) {
assert(screen && "cannot create application without screen");
assert(initialState && "cannot create application without initial state");
RealPushState(initialState);
State *Application::CurrentState() {
- return states.top();
+ return states.empty() ? 0 : states.top();
}
void Application::UpdateState() {
- while (toPop > 0) {
- RealPopState();
- --toPop;
- }
- while (!toPush.empty()) {
- State *s(toPush.front());
- toPush.pop();
- RealPushState(s);
+ while (!stateChanges.empty()) {
+ switch (stateChanges.front().type) {
+ case StateCommand::PUSH:
+ RealPushState(stateChanges.front().state);
+ break;
+ case StateCommand::POP:
+ RealPopState();
+ break;
+ case StateCommand::CHANGE:
+ RealChangeState(stateChanges.front().state);
+ break;
+ }
+ stateChanges.pop();
}
}
void Application::ChangeState(State *s) {
- PopState();
- PushState(s);
+ StateCommand cmd;
+ cmd.type = StateCommand::CHANGE;
+ cmd.state = s;
+ stateChanges.push(cmd);
}
void Application::PushState(State *s) {
- toPush.push(s);
+ StateCommand cmd;
+ cmd.type = StateCommand::PUSH;
+ cmd.state = s;
+ stateChanges.push(cmd);
}
-void Application::RealPushState(State *s) {
+void Application::PopState() {
+ StateCommand cmd;
+ cmd.type = StateCommand::POP;
+ cmd.state = 0;
+ stateChanges.push(cmd);
+}
+
+void Application::RealChangeState(State *s) {
+ if (!states.empty()) {
+ states.top()->PauseState(*this, screen->Screen());
+ states.top()->ExitState(*this, screen->Screen());
+ states.pop();
+ }
states.push(s);
s->EnterState(*this, screen->Screen());
+ s->ResumeState(*this, screen->Screen());
}
-void Application::PopState() {
- ++toPop;
+void Application::RealPushState(State *s) {
+ if (!states.empty()) {
+ states.top()->PauseState(*this, screen->Screen());
+ }
+ states.push(s);
+ s->EnterState(*this, screen->Screen());
+ s->ResumeState(*this, screen->Screen());
}
void Application::RealPopState() {
if (states.empty()) return;
- states.top()->ExitState();
+ states.top()->PauseState(*this, screen->Screen());
+ states.top()->ExitState(*this, screen->Screen());
delete states.top();
states.pop();
+ if (!states.empty()) {
+ states.top()->ResumeState(*this, screen->Screen());
+ }
}
void Application::Quit() {
void Application::Loop() {
Uint32 now(SDL_GetTicks());
Uint32 deltaT(now - last);
+ GlobalTimers().Update(deltaT);
if (deltaT > 34) deltaT = 34;
+ if (CurrentState()) {
+ CurrentState()->GraphicsTimers().Update(deltaT);
+ }
HandleEvents();
- UpdateWorld(deltaT);
- Render();
+ if (!StateChangePending()) {
+ UpdateWorld(deltaT);
+ Render();
+ }
last = now;
UpdateState();
break;
}
}
- CurrentState()->HandleInput(input);
+ CurrentState()->HandleEvents(input);
}
void Application::UpdateWorld(Uint32 deltaT) {
if (!CurrentState()) return;
for (Uint32 i(0); i < deltaT; ++i) {
+ CurrentState()->PhysicsTimers().Update(0.001f);
CurrentState()->UpdateWorld(0.001f);
}
}