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Copy pathState.cpp
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128 lines (117 loc) · 3.48 KB
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/*
* Copyright 2010 Daniel Albano
*
* This file is part of OpenXcom.
*
* OpenXcom is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* OpenXcom is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with OpenXcom. If not, see <http://www.gnu.org/licenses/>.
*/
#include "State.h"
#include "InteractiveSurface.h"
#include "Game.h"
#include "Screen.h"
#include "Surface.h"
/**
* Initializes a brand new state with no child elements.
* By default states are full-screen.
* @param game Pointer to the core game.
*/
State::State(Game *game) : _game(game), _screen(true)
{
}
/**
* Deletes all the child elements contained in the state.
*/
State::~State()
{
for (std::vector<Surface*>::iterator i = _surfaces.begin(); i < _surfaces.end(); i++)
delete *i;
}
/**
* Returns the set of surfaces currently attached to this state.
* @return List of surfaces.
*/
std::vector<Surface*> *State::getSurfaces()
{
return &_surfaces;
}
/**
* Adds a new child surface for the state to take care of,
* giving it the game's display palette. Once associated,
* the state handles all of the surface's behaviour
* and management automatically.
* @param surface Child surface.
* @note Since visible elements can overlap one another,
* they have to be added in ascending Z-Order to be blitted
* correctly onto the screen.
*/
void State::add(Surface *surface)
{
surface->setPalette(_game->getScreen()->getPalette());
_surfaces.push_back(surface);
}
/**
* Returns whether this is a full-screen state.
* This is used to optimize the state machine since full-screen
* states automatically cover the whole screen, (whether they
* actually use it all or not) so states behind them can be
* safely ignored since they'd be covered up.
* @return True if it's a screen, False otherwise.
*/
bool State::isScreen()
{
return _screen;
}
/**
* Initializes the state and its child elements. This is
* used for settings that have to be reset everytime the
* state is returned to focus (eg. palettes), so can't
* just be put in the constructor (remember there's a stack
* of states, so they can be created once while being
* repeatedly switched back into focus).
*/
void State::init()
{
}
/**
* Runs any code the state needs to keep updating every
* game cycle, like timers and other real-time elements.
*/
void State::think()
{
for (std::vector<Surface*>::iterator i = _surfaces.begin(); i < _surfaces.end(); i++)
(*i)->think();
}
/**
* Takes care of any events from the core game engine,
* and passes them on to its InteractiveSurface child elements.
* @param action Pointer to an action.
*/
void State::handle(Action *action)
{
for (std::vector<Surface*>::iterator i = _surfaces.begin(); i < _surfaces.end(); i++)
{
InteractiveSurface* j = dynamic_cast<InteractiveSurface*>(*i);
if (j != 0)
j->handle(action, this);
}
}
/**
* Blits all the visible Surface child elements onto the
* display screen, by order of addition.
*/
void State::blit()
{
for (std::vector<Surface*>::iterator i = _surfaces.begin(); i < _surfaces.end(); i++)
(*i)->blit(_game->getScreen()->getSurface());
}