291 lines
7.7 KiB
C++
291 lines
7.7 KiB
C++
// SuperTuxKart - a fun racing game with go-kart
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// Copyright (C) 2009-2015 Marianne Gagnon
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//
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// This program is free software; you can redistribute it and/or
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// modify it under the terms of the GNU General Public License
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// as published by the Free Software Foundation; either version 3
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// of the License, or (at your option) any later version.
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//
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU General Public License for more details.
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//
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// You should have received a copy of the GNU General Public License
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// along with this program; if not, write to the Free Software
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// Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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#include "guiengine/abstract_state_manager.hpp"
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#include "config/user_config.hpp"
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#include "guiengine/engine.hpp"
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#include "guiengine/modaldialog.hpp"
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#include "guiengine/screen.hpp"
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#include "input/device_manager.hpp"
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#include <vector>
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#include <iostream>
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using namespace GUIEngine;
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static const char RACE_STATE_NAME[] = "race";
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AbstractStateManager::AbstractStateManager()
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{
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m_game_mode = MENU;
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} // AbstractStateManager
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#if 0
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#pragma mark -
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#pragma mark Game State Management
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#endif
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// ----------------------------------------------------------------------------
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void AbstractStateManager::enterGameState()
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{
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// you need to close any dialog before calling this
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assert(!ModalDialog::isADialogActive());
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if (getCurrentScreen() != NULL) getCurrentScreen()->tearDown();
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m_menu_stack.clear();
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m_menu_stack.push_back(RACE_STATE_NAME);
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setGameState(GAME);
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GUIEngine::cleanForGame();
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} // enterGameState
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// ----------------------------------------------------------------------------
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GameState AbstractStateManager::getGameState()
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{
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return m_game_mode;
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} // getGameState
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// ----------------------------------------------------------------------------
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void AbstractStateManager::setGameState(GameState state)
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{
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if (m_game_mode == state) return; // no change
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m_game_mode = state;
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onGameStateChange(state);
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} // setGameState
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// ----------------------------------------------------------------------------
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#if 0
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#pragma mark -
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#pragma mark Push/pop menus
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#endif
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void AbstractStateManager::pushMenu(std::string name)
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{
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// currently, only a single in-game menu is supported
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assert(m_game_mode != INGAME_MENU);
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// you need to close any dialog before calling this
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assert(!ModalDialog::isADialogActive());
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if (UserConfigParams::logGUI())
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{
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Log::info("AbstractStateManager::pushMenu", "Switching to screen %s",
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name.c_str());
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}
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// Send tear-down event to previous menu
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if (m_menu_stack.size() > 0 && m_game_mode != GAME)
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getCurrentScreen()->tearDown();
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m_menu_stack.push_back(name);
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if (m_game_mode == GAME)
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{
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setGameState(INGAME_MENU);
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}
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else
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{
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setGameState(MENU);
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}
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switchToScreen(name.c_str());
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onTopMostScreenChanged();
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} // pushMenu
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// ----------------------------------------------------------------------------
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void AbstractStateManager::pushScreen(Screen* screen)
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{
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// you need to close any dialog before calling this
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assert(!ModalDialog::isADialogActive());
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if (UserConfigParams::logGUI())
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{
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Log::info("AbstractStateManager::pushScreen", "Switching to screen %s",
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screen->getName().c_str());
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}
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if (!screen->isLoaded()) screen->loadFromFile();
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pushMenu(screen->getName());
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screen->init();
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onTopMostScreenChanged();
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} // pushScreen%
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// ----------------------------------------------------------------------------
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void AbstractStateManager::replaceTopMostScreen(Screen* screen, GUIEngine::GameState gameState)
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{
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if (gameState == GUIEngine::CURRENT)
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gameState = getGameState();
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//assert(m_game_mode != GAME);
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// you need to close any dialog before calling this
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assert(!ModalDialog::isADialogActive());
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if (!screen->isLoaded()) screen->loadFromFile();
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std::string name = screen->getName();
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if (UserConfigParams::logGUI())
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{
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Log::info("AbstractStateManager::replaceTopMostScreen", "Switching to screen %s",
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name.c_str());
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}
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assert(m_menu_stack.size() > 0);
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// Send tear-down event to previous menu
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if (getCurrentScreen() != NULL)
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getCurrentScreen()->tearDown();
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m_menu_stack[m_menu_stack.size()-1] = name;
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setGameState(gameState);
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switchToScreen(name.c_str());
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// Send init event to new menu
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getCurrentScreen()->init();
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onTopMostScreenChanged();
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} // replaceTopMostScreen
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// ----------------------------------------------------------------------------
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void AbstractStateManager::reshowTopMostMenu()
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{
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assert(m_game_mode != GAME);
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// you need to close any dialog before calling this
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assert(!ModalDialog::isADialogActive());
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// Send tear-down event to previous menu
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if (m_menu_stack.size() > 0)
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{
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Screen* currScreen = getCurrentScreen();
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if (currScreen != NULL) getCurrentScreen()->tearDown();
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}
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switchToScreen( m_menu_stack[m_menu_stack.size()-1].c_str() );
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// Send init event to new menu
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Screen* screen = getCurrentScreen();
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if (!screen->isLoaded()) screen->loadFromFile();
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screen->init();
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onTopMostScreenChanged();
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} // reshowTopMostMenu
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// ----------------------------------------------------------------------------
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void AbstractStateManager::popMenu()
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{
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assert(m_game_mode != GAME);
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// Send tear-down event to menu
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getCurrentScreen()->tearDown();
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m_menu_stack.pop_back();
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if (m_menu_stack.size() == 0)
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{
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onStackEmptied();
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return;
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}
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if (UserConfigParams::logGUI())
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{
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Log::info("AbstractStateManager::popMenu", "Switching to screen %s",
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m_menu_stack[m_menu_stack.size()-1].c_str());
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}
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if (m_menu_stack[m_menu_stack.size()-1] == RACE_STATE_NAME)
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{
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setGameState(GAME);
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GUIEngine::cleanForGame();
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}
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else
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{
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setGameState(MENU);
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switchToScreen(m_menu_stack[m_menu_stack.size()-1].c_str());
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Screen* screen = getCurrentScreen();
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if (!screen->isLoaded()) screen->loadFromFile();
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screen->init();
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}
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onTopMostScreenChanged();
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} // popMenu
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// ----------------------------------------------------------------------------
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void AbstractStateManager::resetAndGoToScreen(Screen* screen)
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{
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// you need to close any dialog before calling this
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assert(!ModalDialog::isADialogActive());
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std::string name = screen->getName();
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if (UserConfigParams::logGUI())
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Log::info("AbstractStateManager::resetAndGoToScreen", "Switching to screen %s",
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name.c_str());
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if (m_game_mode != GAME) getCurrentScreen()->tearDown();
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m_menu_stack.clear();
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if (!screen->isLoaded()) screen->loadFromFile();
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m_menu_stack.push_back(name);
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setGameState(MENU);
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switchToScreen(name.c_str());
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getCurrentScreen()->init();
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onTopMostScreenChanged();
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} // resetAndGoToScreen
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// ----------------------------------------------------------------------------
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void AbstractStateManager::resetAndSetStack(Screen* screens[])
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{
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assert(screens != NULL);
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assert(screens[0] != NULL);
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// you need to close any dialog before calling this
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assert(!ModalDialog::isADialogActive());
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if (m_game_mode != GAME) getCurrentScreen()->tearDown();
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m_menu_stack.clear();
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for (int n=0; screens[n] != NULL; n++)
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{
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m_menu_stack.push_back(screens[n]->getName());
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}
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setGameState(MENU);
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switchToScreen(m_menu_stack[m_menu_stack.size()-1].c_str());
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getCurrentScreen()->init();
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onTopMostScreenChanged();
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} // resetAndSetStack
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