Voxellancer
0.3
A game about voxels in space
|
#include <gamestate.h>
Public Member Functions | |
GameState (const std::string &name, GameState *parent) | |
GameState * | parentGameState () |
virtual const Scene & | scene () const |
virtual const CameraHead & | cameraHead () const |
virtual void | update (float deltaSec) override |
virtual void | onEntered () override |
virtual void | onLeft () override |
Public Member Functions inherited from State | |
State (State *parent=nullptr) | |
State (const std::string &name, State *parent=nullptr) | |
const std::string & | name () const |
void | setName (const std::string &name) |
State * | parentState () |
const State * | parentState () const |
State * | initialSubState () |
const State * | initialSubState () const |
void | setInitialSubState (State *initialSubState) |
State * | finalSubState () |
const State * | finalSubState () const |
void | setFinalSubState (State *finalSubState) |
State * | currentSubState () |
const State * | currentSubState () const |
void | setCurrentSubState (State *substate) |
bool | finished () const |
std::list< State * > & | substates () |
const std::list< State * > & | substates () const |
void | addSubState (State *state) |
void | removeSubState (State *state) |
std::list< Transition * > & | transitions () |
const std::list< Transition * > & | transitions () const |
void | addTransition (Transition *transition) |
void | removeTransition (Transition *transition) |
Protected Attributes | |
GameState * | m_parentGameState |
Protected Attributes inherited from State | |
std::string | m_name |
State * | m_parentState |
std::list< State * > | m_subStates |
std::list< Transition * > | m_transitions |
State * | m_initialSubState |
State * | m_finalSubState |
State * | m_currentSubState |
Additional Inherited Members | |
Protected Member Functions inherited from State | |
State * | pathToDescendant (State *descendant) |
void | transit (State *target) |
void | leave () |
Base class for a State the game can be in - for example Menu, OptionsMenu, normal Gameplay or ingame menu
A GameState has to provide a Scene and a CameraHead so that it can be displayed by the Viewer of Game. Per default these 2 return their parents Scene and CameraHead so that GameStates can be arbirtarily nested
|
overridevirtual |
Overrideable method that is called whenever a state or any of its substates come to be currentSubState This happens recursively up to the root-state
Reimplemented from State.
Reimplemented in GamePlay, GamePlayRunning, and GamePlayPaused.
|
overridevirtual |
Overrideable method that is called whenever a state ceases to be currentSubState This happens recursively up to the root-state
Reimplemented from State.
Reimplemented in GamePlay, GamePlayRunning, and GamePlayPaused.
|
overridevirtual |
Performs a Transition from the currentSubState, if such isPossible()
Reimplemented from State.
Reimplemented in GamePlay, Game, GamePlayRunning, and GamePlayPaused.