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/*!
@file
@author Albert Semenov
@date 08/2010
*/
#include "Precompiled.h"
#include "StateManager.h"
template <> tools::StateManager* MyGUI::Singleton<tools::StateManager>::msInstance = nullptr;
template <> const char* MyGUI::Singleton<tools::StateManager>::mClassTypeName = "StateManager";
namespace tools
{
StateManager::StateManager()
{
}
StateManager::~StateManager()
{
}
void StateManager::initialise()
{
}
void StateManager::shutdown()
{
rollbackToState(nullptr);
for (MapStateController::iterator state = mStateName.begin(); state != mStateName.end(); state ++)
delete (*state).second;
mStateName.clear();
}
void StateManager::pushState(StateController* _state)
{
MYGUI_ASSERT(_state != nullptr, "State not found");
MYGUI_ASSERT(std::find(mStates.begin(), mStates.end(), _state) == mStates.end(), "State already added");
StateController* pauseState = getCurentState();
mStates.push_back(_state);
if (pauseState != nullptr)
pauseState->pauseState();
_state->initState();
}
void StateManager::pushState(const std::string& _stateName)
{
StateController* state = getStateByName(_stateName);
MYGUI_ASSERT(state != nullptr, "State not found");
MYGUI_ASSERT(std::find(mStates.begin(), mStates.end(), state) == mStates.end(), "State already added");
pushState(state);
}
void StateManager::popState()
{
StateController* clenupState = getCurentState();
if (!mStates.empty())
mStates.pop_back();
StateController* resumeState = getCurentState();
if (clenupState != nullptr)
clenupState->cleanupState();
if (resumeState != nullptr)
resumeState->resumeState();
}
bool StateManager::getStateActivate(StateController* _state)
{
return getCurentState() == _state;
}
StateController* StateManager::getCurentState()
{
if (mStates.empty())
return nullptr;
return mStates.back();
}
void StateManager::rollbackToState(StateController* _state)
{
while (getCurentState() != _state && getCurentState() != nullptr)
popState();
}
void StateManager::stateEvent(const std::string& _stateName, const std::string& _event)
{
StateController* state = getStateByName(_stateName);
MYGUI_ASSERT(state != nullptr, "State not found");
stateEvent(state, _event);
}
void StateManager::stateEvent(StateController* _state, const std::string& _event)
{
std::string currentStateName = getNameState(_state);
std::string toStateName = getEventToState(currentStateName, _event);
StateController* state = getStateByName(toStateName);
if (state == nullptr)
return;
if (std::find(mStates.begin(), mStates.end(), state) == mStates.end())
{
pushState(state);
}
else
{
rollbackToState(state);
}
}
void StateManager::registerState(StateController* _state, const std::string& _name)
{
mStateName[_name] = _state;
}
void StateManager::registerEventState(const std::string& _stateName, const std::string& _eventName, const std::string& _toState)
{
mLinks.push_back(std::make_pair(_stateName, std::make_pair(_eventName, _toState)));
}
std::string StateManager::getNameState(StateController* _state)
{
for (MapStateController::const_iterator item = mStateName.begin(); item != mStateName.end(); ++item)
{
if ((*item).second == _state)
return (*item).first;
}
return "";
}
std::string StateManager::getEventToState(const std::string& _currentStateName, const std::string& _eventName)
{
for (VectorPairPairString::const_iterator item = mLinks.begin(); item != mLinks.end(); ++item)
{
if ((*item).first == _currentStateName && (*item).second.first == _eventName)
return (*item).second.second;
}
return "";
}
StateController* StateManager::getStateByName(const std::string& _stateName)
{
MapStateController::iterator item = mStateName.find(_stateName);
if (item != mStateName.end())
return (*item).second;
return nullptr;
}
}
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