package org.newdawn.slick.state;
import java.util.HashMap;
import java.util.Iterator;
import org.newdawn.slick.Game;
import org.newdawn.slick.GameContainer;
import org.newdawn.slick.Graphics;
import org.newdawn.slick.Input;
import org.newdawn.slick.InputListener;
import org.newdawn.slick.SlickException;
import org.newdawn.slick.state.transition.EmptyTransition;
import org.newdawn.slick.state.transition.Transition;
/**
* A state based game isolated different stages of the game (menu, ingame, hiscores, etc) into
* different states so they can be easily managed and maintained.
*
* @author kevin
*/
public abstract class StateBasedGame implements Game, InputListener {
/** The list of states making up this game */
private HashMap states = new HashMap();
/** The current state */
private GameState currentState;
/** The next state we're moving into */
private GameState nextState;
/** The container holding this game */
private GameContainer container;
/** The title of the game */
private String title;
/** The transition being used to enter the state */
private Transition enterTransition;
/** The transition being used to leave the state */
private Transition leaveTransition;
/**
* Create a new state based game
*
* @param name The name of the game
*/
public StateBasedGame(String name) {
this.title = name;
currentState = new BasicGameState() {
public int getID() {
return -1;
}
public void init(GameContainer container, StateBasedGame game) throws SlickException {
}
public void render(StateBasedGame game, Graphics g) throws SlickException {
}
public void update(GameContainer container, StateBasedGame game, int delta) throws SlickException {
}
public void render(GameContainer container, StateBasedGame game, Graphics g) throws SlickException {
}
};
}
/**
* Get the number of states that have been added to this game
*
* @return The number of states that have been added to this game
*/
public int getStateCount() {
return states.keySet().size();
}
/**
* Get the ID of the state the game is currently in
*
* @return The ID of the state the game is currently in
*/
public int getCurrentStateID() {
return currentState.getID();
}
/**
* Get the state the game is currently in
*
* @return The state the game is currently in
*/
public GameState getCurrentState() {
return currentState;
}
/**
* @see org.newdawn.slick.InputListener#setInput(org.newdawn.slick.Input)
*/
public void setInput(Input input) {
}
/**
* Add a state to the game. The state will be updated and maintained
* by the game
*
* @param state The state to be added
*/
public void addState(GameState state) {
states.put(new Integer(state.getID()), state);
if (currentState.getID() == -1) {
currentState = state;
}
}
/**
* Get a state based on it's identifier
*
* @param id The ID of the state to retrieve
* @return The state requested or null if no state with the specified ID exists
*/
public GameState getState(int id) {
return (GameState) states.get(new Integer(id));
}
/**
* Enter a particular game state with no transition
*
* @param id The ID of the state to enter
*/
public void enterState(int id) {
enterState(id, new EmptyTransition(), new EmptyTransition());
}
/**
* Enter a particular game state with the transitions provided
*
* @param id The ID of the state to enter
* @param leave The transition to use when leaving the current state
* @param enter The transition to use when entering the new state
*/
public void enterState(int id, Transition leave, Transition enter) {
if (leave == null) {
leave = new EmptyTransition();
}
if (enter == null) {
enter = new EmptyTransition();
}
leaveTransition = leave;
enterTransition = enter;
nextState = getState(id);
if (nextState == null) {
throw new RuntimeException("No game state registered with the ID: "+id);
}
leaveTransition.init(currentState, nextState);
}
/**
* @see org.newdawn.slick.BasicGame#init(org.newdawn.slick.GameContainer)
*/
public final void init(GameContainer container) throws SlickException {
this.container = container;
initStatesList(container);
Iterator gameStates = states.values().iterator();
while (gameStates.hasNext()) {
GameState state = (GameState) gameStates.next();
state.init(container, this);
}
if (currentState != null) {
currentState.enter(container, this);
}
}
/**
* Initialise the list of states making up this game
*
* @param container The container holding the game
* @throws SlickException Indicates a failure to initialise the state based game resources
*/
public abstract void initStatesList(GameContainer container) throws SlickException;
/**
* @see org.newdawn.slick.Game#render(org.newdawn.slick.GameContainer, org.newdawn.slick.Graphics)
*/
public final void render(GameContainer container, Graphics g) throws SlickException {
preRenderState(container, g);
if (leaveTransition != null) {
leaveTransition.preRender(this, container, g);
} else if (enterTransition != null) {
enterTransition.preRender(this, container, g);
}
currentState.render(container, this, g);
if (leaveTransition != null) {
leaveTransition.postRender(this, container, g);
} else if (enterTransition != null) {
enterTransition.postRender(this, container, g);
}
postRenderState(container, g);
}
/**
* User hook for rendering at the before the current state
* and/or transition have been rendered
*
* @param container The container in which the game is hosted
* @param g The graphics context on which to draw
* @throws SlickException Indicates a failure within render
*/
protected void preRenderState(GameContainer container, Graphics g) throws SlickException {
// NO-OP
}
/**
* User hook for rendering at the game level after the current state
* and/or transition have been rendered
*
* @param container The container in which the game is hosted
* @param g The graphics context on which to draw
* @throws SlickException Indicates a failure within render
*/
protected void postRenderState(GameContainer container, Graphics g) throws SlickException {
// NO-OP
}
/**
* @see org.newdawn.slick.BasicGame#update(org.newdawn.slick.GameContainer, int)
*/
public final void update(GameContainer container, int delta) throws SlickException {
preUpdateState(container, delta);
if (leaveTransition != null) {
leaveTransition.update(this, container, delta);
if (leaveTransition.isComplete()) {
currentState.leave(container, this);
GameState prevState = currentState;
currentState = nextState;
nextState = null;
leaveTransition = null;
if (enterTransition == null) {
currentState.enter(container, this);
} else {
enterTransition.init(currentState, prevState);
}
} else {
return;
}
}
if (enterTransition != null) {
enterTransition.update(this, container, delta);
if (enterTransition.isComplete()) {
currentState.enter(container, this);
enterTransition = null;
} else {
return;
}
}
currentState.update(container, this, delta);
postUpdateState(container, delta);
}
/**
* User hook for updating at the game before the current state
* and/or transition have been updated
*
* @param container The container in which the game is hosted
* @param delta The amount of time in milliseconds since last update
* @throws SlickException Indicates a failure within render
*/
protected void preUpdateState(GameContainer container, int delta) throws SlickException {
// NO-OP
}
/**
* User hook for rendering at the game level after the current state
* and/or transition have been updated
*
* @param container The container in which the game is hosted
* @param delta The amount of time in milliseconds since last update
* @throws SlickException Indicates a failure within render
*/
protected void postUpdateState(GameContainer container, int delta) throws SlickException {
// NO-OP
}
/**
* Check if the game is transitioning between states
*
* @return True if we're transitioning between states
*/
private boolean transitioning() {
return (leaveTransition != null) || (enterTransition != null);
}
/**
* @see org.newdawn.slick.Game#closeRequested()
*/
public boolean closeRequested() {
return true;
}
/**
* @see org.newdawn.slick.Game#getTitle()
*/
public String getTitle() {
return title;
}
/**
* Get the container holding this game
*
* @return The game container holding this game
*/
public GameContainer getContainer() {
return container;
}
/**
* @see org.newdawn.slick.InputListener#controllerButtonPressed(int, int)
*/
public void controllerButtonPressed(int controller, int button) {
if (transitioning()) {
return;
}
currentState.controllerButtonPressed(controller, button);
}
/**
* @see org.newdawn.slick.InputListener#controllerButtonReleased(int, int)
*/
public void controllerButtonReleased(int controller, int button) {
if (transitioning()) {
return;
}
currentState.controllerButtonReleased(controller, button);
}
/**
* @see org.newdawn.slick.InputListener#controllerDownPressed(int)
*/
public void controllerDownPressed(int controller) {
if (transitioning()) {
return;
}
currentState.controllerDownPressed(controller);
}
/**
* @see org.newdawn.slick.InputListener#controllerDownReleased(int)
*/
public void controllerDownReleased(int controller) {
if (transitioning()) {
return;
}
currentState.controllerDownReleased(controller);
}
/**
* @see org.newdawn.slick.InputListener#controllerLeftPressed(int)
*/
public void controllerLeftPressed(int controller) {
if (transitioning()) {
return;
}
currentState.controllerLeftPressed(controller);
}
/**
* @see org.newdawn.slick.InputListener#controllerLeftReleased(int)
*/
public void controllerLeftReleased(int controller) {
if (transitioning()) {
return;
}
currentState.controllerLeftReleased(controller);
}
/**
* @see org.newdawn.slick.InputListener#controllerRightPressed(int)
*/
public void controllerRightPressed(int controller) {
if (transitioning()) {
return;
}
currentState.controllerRightPressed(controller);
}
/**
* @see org.newdawn.slick.InputListener#controllerRightReleased(int)
*/
public void controllerRightReleased(int controller) {
if (transitioning()) {
return;
}
currentState.controllerRightReleased(controller);
}
/**
* @see org.newdawn.slick.InputListener#controllerUpPressed(int)
*/
public void controllerUpPressed(int controller) {
if (transitioning()) {
return;
}
currentState.controllerUpPressed(controller);
}
/**
* @see org.newdawn.slick.InputListener#controllerUpReleased(int)
*/
public void controllerUpReleased(int controller) {
if (transitioning()) {
return;
}
currentState.controllerUpReleased(controller);
}
/**
* @see org.newdawn.slick.InputListener#keyPressed(int, char)
*/
public void keyPressed(int key, char c) {
if (transitioning()) {
return;
}
currentState.keyPressed(key, c);
}
/**
* @see org.newdawn.slick.InputListener#keyReleased(int, char)
*/
public void keyReleased(int key, char c) {
if (transitioning()) {
return;
}
currentState.keyReleased(key, c);
}
/**
* @see org.newdawn.slick.InputListener#mouseMoved(int, int, int, int)
*/
public void mouseMoved(int oldx, int oldy, int newx, int newy) {
if (transitioning()) {
return;
}
currentState.mouseMoved(oldx, oldy, newx, newy);
}
/**
* @see org.newdawn.slick.InputListener#mouseClicked(int, int, int, int)
*/
public void mouseClicked(int button, int x, int y, int clickCount) {
if (transitioning()) {
return;
}
currentState.mouseClicked(button, x, y, clickCount);
}
/**
* @see org.newdawn.slick.InputListener#mousePressed(int, int, int)
*/
public void mousePressed(int button, int x, int y) {
if (transitioning()) {
return;
}
currentState.mousePressed(button, x, y);
}
/**
* @see org.newdawn.slick.InputListener#mouseReleased(int, int, int)
*/
public void mouseReleased(int button, int x, int y) {
if (transitioning()) {
return;
}
currentState.mouseReleased(button, x, y);
}
/**
* @see org.newdawn.slick.InputListener#isAcceptingInput()
*/
public boolean isAcceptingInput() {
if (transitioning()) {
return false;
}
return currentState.isAcceptingInput();
}
/**
* @see org.newdawn.slick.InputListener#inputEnded()
*/
public void inputEnded() {
}
/**
* @see org.newdawn.slick.InputListener#mouseWheelMoved(int)
*/
public void mouseWheelMoved(int newValue) {
currentState.mouseWheelMoved(newValue);
}
}