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FSM.cpp
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74 lines (55 loc) · 1.07 KB
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#include "FSM.h"
#include <iostream>
void FSM::clean()
{
if(!m_gameStates.empty())
{
m_gameStates.back()->onExit();
delete m_gameStates.back();
m_gameStates.clear();
}
}
void FSM::update()
{
if(!m_gameStates.empty())
{
m_gameStates.back()->update();
}
}
void FSM::render()
{
if(!m_gameStates.empty())
{
m_gameStates.back()->render();
}
}
void FSM::pushState(GameState *pState)
{
m_gameStates.push_back(pState);
m_gameStates.back()->onEnter();
}
void FSM::popState()
{
if(!m_gameStates.empty())
{
m_gameStates.back()->onExit();
m_gameStates.pop_back();
}
m_gameStates.back()->resume();
}
void FSM::changeState(GameState *pState)
{
if(!m_gameStates.empty())
{
if(m_gameStates.back()->getStateID() == pState->getStateID())
{
return; // do nothing
}
m_gameStates.back()->onExit();
m_gameStates.pop_back();
}
// initialize it
pState->onEnter();
// push back our new state
m_gameStates.push_back(pState);
}