]> git.localhorst.tv Git - blank.git/blobdiff - src/app/app.cpp
state management and control
[blank.git] / src / app / app.cpp
index 86c90d83f043d644f83a25fcfecc2b8ce99a0872..420dee70aad191c042ac90d719cc01caa70c5fa0 100644 (file)
@@ -1,6 +1,9 @@
 #include "Application.hpp"
 #include "Assets.hpp"
+#include "Environment.hpp"
 #include "FrameCounter.hpp"
+#include "State.hpp"
+#include "StateControl.hpp"
 
 #include "init.hpp"
 #include "../audio/Sound.hpp"
 using std::string;
 
 
-namespace {
-
-string get_asset_path() {
-       char *base = SDL_GetBasePath();
-       string assets(base);
-       assets += "assets/";
-       SDL_free(base);
-       return assets;
-}
-
-}
-
 namespace blank {
 
-Application::Application(Window &win, const Config &config)
-: window(win)
-, viewport()
-, assets(get_asset_path())
-, audio()
-, counter()
-, world(config.world)
-, interface(config.interface, assets, audio, counter, world)
-, spawner(world)
-, running(false) {
-       viewport.VSync(config.vsync);
+Application::Application(Environment &e)
+: env(e)
+, states() {
+
 }
 
 Application::~Application() {
-       audio.StopAll();
+       env.audio.StopAll();
 }
 
 
 void Application::RunN(size_t n) {
        Uint32 last = SDL_GetTicks();
-       for (size_t i = 0; i < n; ++i) {
+       for (size_t i = 0; HasState() && i < n; ++i) {
                Uint32 now = SDL_GetTicks();
                int delta = now - last;
                Loop(delta);
@@ -59,7 +43,7 @@ void Application::RunN(size_t n) {
 void Application::RunT(size_t t) {
        Uint32 last = SDL_GetTicks();
        Uint32 finish = last + t;
-       while (last < finish) {
+       while (HasState() && last < finish) {
                Uint32 now = SDL_GetTicks();
                int delta = now - last;
                Loop(delta);
@@ -68,17 +52,16 @@ void Application::RunT(size_t t) {
 }
 
 void Application::RunS(size_t n, size_t t) {
-       for (size_t i = 0; i < n; ++i) {
+       for (size_t i = 0; HasState() && i < n; ++i) {
                Loop(t);
        }
 }
 
 
 void Application::Run() {
-       running = true;
        Uint32 last = SDL_GetTicks();
-       window.GrabMouse();
-       while (running) {
+       env.window.GrabMouse();
+       while (HasState()) {
                Uint32 now = SDL_GetTicks();
                int delta = now - last;
                Loop(delta);
@@ -87,60 +70,51 @@ void Application::Run() {
 }
 
 void Application::Loop(int dt) {
-       counter.EnterFrame();
+       env.counter.EnterFrame();
        HandleEvents();
+       if (!HasState()) return;
        Update(dt);
+       env.state.Commit(*this);
+       if (!HasState()) return;
        Render();
-       counter.ExitFrame();
+       env.counter.ExitFrame();
 }
 
 
 void Application::HandleEvents() {
-       counter.EnterHandle();
+       env.counter.EnterHandle();
        SDL_Event event;
-       while (SDL_PollEvent(&event)) {
-               switch (event.type) {
-                       case SDL_KEYDOWN:
-                               interface.HandlePress(event.key);
-                               break;
-                       case SDL_KEYUP:
-                               interface.HandleRelease(event.key);
-                               break;
-                       case SDL_MOUSEBUTTONDOWN:
-                               interface.HandlePress(event.button);
-                               break;
-                       case SDL_MOUSEBUTTONUP:
-                               interface.HandleRelease(event.button);
-                               break;
-                       case SDL_MOUSEMOTION:
-                               interface.Handle(event.motion);
-                               break;
-                       case SDL_MOUSEWHEEL:
-                               interface.Handle(event.wheel);
-                               break;
-                       case SDL_QUIT:
-                               running = false;
-                               break;
-                       case SDL_WINDOWEVENT:
-                               Handle(event.window);
-                               break;
-                       default:
-                               break;
-               }
+       while (HasState() && SDL_PollEvent(&event)) {
+               Handle(event);
+               env.state.Commit(*this);
+       }
+       env.counter.ExitHandle();
+}
+
+void Application::Handle(const SDL_Event &event) {
+       switch (event.type) {
+               case SDL_QUIT:
+                       env.state.PopAll();
+                       break;
+               case SDL_WINDOWEVENT:
+                       Handle(event.window);
+                       break;
+               default:
+                       GetState().Handle(event);
+                       break;
        }
-       counter.ExitHandle();
 }
 
 void Application::Handle(const SDL_WindowEvent &event) {
        switch (event.event) {
                case SDL_WINDOWEVENT_FOCUS_GAINED:
-                       window.GrabMouse();
+                       env.window.GrabMouse();
                        break;
                case SDL_WINDOWEVENT_FOCUS_LOST:
-                       window.ReleaseMouse();
+                       env.window.ReleaseMouse();
                        break;
                case SDL_WINDOWEVENT_RESIZED:
-                       viewport.Resize(event.data1, event.data2);
+                       env.viewport.Resize(event.data1, event.data2);
                        break;
                default:
                        break;
@@ -148,32 +122,74 @@ void Application::Handle(const SDL_WindowEvent &event) {
 }
 
 void Application::Update(int dt) {
-       counter.EnterUpdate();
-       interface.Update(dt);
-       spawner.Update(dt);
-       world.Update(dt);
-
-       glm::mat4 trans = world.Player().Transform(Chunk::Pos(0, 0, 0));
-       glm::vec3 dir(trans * glm::vec4(0.0f, 0.0f, -1.0f, 0.0f));
-       glm::vec3 up(trans * glm::vec4(0.0f, 1.0f, 0.0f, 0.0f));
-       audio.Position(world.Player().Position());
-       audio.Velocity(world.Player().Velocity());
-       audio.Orientation(dir, up);
-
-       counter.ExitUpdate();
+       env.counter.EnterUpdate();
+       if (HasState()) {
+               GetState().Update(dt);
+       }
+       env.counter.ExitUpdate();
 }
 
 void Application::Render() {
        // gl implementation may (and will probably) delay vsync blocking until
        // the first write after flipping, which is this clear call
-       viewport.Clear();
-       counter.EnterRender();
+       env.viewport.Clear();
+       env.counter.EnterRender();
+
+       if (HasState()) {
+               GetState().Render(env.viewport);
+       }
+
+       env.counter.ExitRender();
+       env.window.Flip();
+}
 
-       world.Render(viewport);
-       interface.Render(viewport);
 
-       counter.ExitRender();
-       window.Flip();
+void Application::PushState(State *s) {
+       states.emplace(s);
+}
+
+State *Application::PopState() {
+       State *s = states.top();
+       states.pop();
+       return s;
+}
+
+State *Application::SwitchState(State *s_new) {
+       State *s_old = states.top();
+       states.top() = s_new;
+       return s_old;
+}
+
+State &Application::GetState() {
+       return *states.top();
+}
+
+bool Application::HasState() const noexcept {
+       return !states.empty();
+}
+
+
+void StateControl::Commit(Application &app) {
+       while (!cue.empty()) {
+               Memo m(cue.front());
+               cue.pop();
+               switch (m.cmd) {
+                       case PUSH:
+                               app.PushState(m.state);
+                               break;
+                       case SWITCH:
+                               app.SwitchState(m.state);
+                               break;
+                       case POP:
+                               app.PopState();
+                               break;
+                       case POP_ALL:
+                               while (app.HasState()) {
+                                       app.PopState();
+                               }
+                               break;
+               }
+       }
 }