forked from valve/halflife-sdk
85 lines
2.2 KiB
C++
85 lines
2.2 KiB
C++
// simple_state_machine.h
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// Simple finite state machine encapsulation
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// Author: Michael S. Booth (mike@turtlerockstudios.com), November 2003
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#ifndef _SIMPLE_STATE_MACHINE_H_
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#define _SIMPLE_STATE_MACHINE_H_
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//--------------------------------------------------------------------------------------------------------
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/**
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* Encapsulation of a finite-state-machine state
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*/
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template < typename T >
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class SimpleState
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{
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public:
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SimpleState( void )
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{
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m_parent = NULL;
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}
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virtual ~SimpleState() { }
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virtual void OnEnter( T userData ) { } ///< when state is entered
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virtual void OnUpdate( T userData ) { } ///< state behavior
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virtual void OnExit( T userData ) { } ///< when state exited
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virtual const char *GetName( void ) const = 0; ///< return state name
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void SetParent( SimpleState<T> *parent ) { m_parent = parent; }
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SimpleState<T> *GetParent( void ) const { return m_parent; }
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private:
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SimpleState<T> *m_parent; ///< the parent state that contains this state
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};
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//--------------------------------------------------------------------------------------------------------
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/**
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* Encapsulation of a finite state machine
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*/
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template < typename T, typename S >
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class SimpleStateMachine
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{
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public:
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SimpleStateMachine( void )
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{
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m_state = NULL;
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}
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void Reset( T userData )
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{
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m_userData = userData;
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m_state = NULL;
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}
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/// change behavior state - WARNING: not re-entrant. Do not SetState() from within OnEnter() or OnExit()
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void SetState( S *newState )
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{
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if (m_state)
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m_state->OnExit( m_userData );
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newState->OnEnter( m_userData );
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m_state = newState;
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m_stateTimer.Start();
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}
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float GetStateDuration( void ) const { return m_stateTimer.GetElapsedTime(); } ///< how long have we been in the current state
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bool IsState( const S *state ) const { return (state == m_state); } ///< return true if given state is current state of machine
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/// execute current state of machine
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void Update( void )
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{
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if (m_state)
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m_state->OnUpdate( m_userData );
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}
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protected:
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S *m_state; ///< current behavior state
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IntervalTimer m_stateTimer; ///< how long have we been in the current state
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T m_userData;
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};
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#endif // _SIMPLE_STATE_MACHINE_H_
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