//----------------------------------------------------------------------------- // Verve // Copyright (C) 2014 - Violent Tulip // // Permission is hereby granted, free of charge, to any person obtaining a copy // of this software and associated documentation files (the "Software"), to // deal in the Software without restriction, including without limitation the // rights to use, copy, modify, merge, publish, distribute, sublicense, and/or // sell copies of the Software, and to permit persons to whom the Software is // furnished to do so, subject to the following conditions: // // The above copyright notice and this permission notice shall be included in // all copies or substantial portions of the Software. // // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR // IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, // FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE // AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER // LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING // FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS // IN THE SOFTWARE. //----------------------------------------------------------------------------- #include "VActorStateTable.h" #include "VActor.h" //----------------------------------------------------------------------------- bool VActorStateTable::isRegisteredState( VActorState *pState ) { for ( tStateConstIterator itr = mStateVector.begin(); itr != mStateVector.end(); itr++ ) { // Target State? if ( ( *itr ).State == pState ) { // Yes. return true; } } // No. return false; } void VActorStateTable::clear( void ) { // Clear the States. mLastState = NULL; mCurrentState = NULL; // Clear the State Vector. mStateVector.clear(); }; void VActorStateTable::sort( void ) { mStateVector.sort( &_onSortCallback ); } void VActorStateTable::registerState( VActorState *pState, const F32 &pPriority ) { // Already a State? if ( isRegisteredState( pState ) ) { // Exit Now. return; } // Create the Reference. sStateRef entry; entry.State = pState; entry.Priority = pPriority; // Push to Back. mStateVector.push_back( entry ); // Set Current? if ( mStateVector.size() == 1 ) { // Set State. setState( pState ); } }; void VActorStateTable::setState( VActorState *pState ) { if ( !mObject || !pState || pState == mCurrentState ) { // Invalid. return; } if ( mCurrentState ) { // Exit. exit(); // Exit the Old State. mCurrentState->exit( mObject ); } // Update States. mLastState = mCurrentState; mCurrentState = pState; // Enter. enter(); // Enter the New State. pState->enter( mObject ); }; VActorState *VActorStateTable::execute( void ) { if ( !mObject || !mCurrentState ) { // Invalid. return NULL; } for ( tStateConstIterator itr = mStateVector.begin(); itr != mStateVector.end(); itr++ ) { // Fetch State Reference. const sStateRef &stateRef = ( *itr ); // Enter State? if ( stateRef.State->execute( mObject ) ) { // Set the State. setState( stateRef.State ); // Return. return stateRef.State; } } // No Valid Entries, Ouch! Con::warnf( "VActorStateTable::execute() - No Valid Entries." ); // Return Current State. return mCurrentState; } S32 QSORT_CALLBACK VActorStateTable::_onSortCallback( const VActorStateTable::sStateRef *pA, const VActorStateTable::sStateRef *pB ) { if ( pB->Priority > pA->Priority ) { return 1; } else if ( pB->Priority < pA->Priority ) { return -1; } return 0; }