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#include "pch.h"
#include "stateMachine.h"




StateMachine::StateMachine()
:m_pcurrentState(NULL)
{
    
}


StateMachine::~StateMachine()
{

destroyAllState();
}


void StateMachine::update(float time)
{
if(m_pcurrentState==NULL)
return ;
    
static bool firstFrame=true;
    
StateType nextType = m_pcurrentState->update(firstFrame?0.01f:time);

///如果下一帧的状态和当前帧不同需要更换状态
if(nextType!=m_pcurrentState->getType())
{
m_pcurrentState->end();
            
State* ptemState = findState(nextType);
assert(ptemState);
m_pcurrentState=ptemState;
ptemState->begin();
firstFrame=true;
}
    
firstFrame=false;
}


void StateMachine::destroyAllState()
{
    
////如果当前有活动状态,首先结束状态
if(m_pcurrentState!=NULL)
{
m_pcurrentState->end();
}
    
StateCollect::iterator it = m_stateCollect.begin();
while(it!=m_stateCollect.end())
{
delete *it;
*it=NULL;
++it;
}
m_stateCollect.clear();
    
m_pcurrentState=NULL;
return ;
    
}


State* StateMachine::findState(StateType type)
{
    
StateCollect::iterator it = m_stateCollect.begin();
while(it!=m_stateCollect.end())
{
        if((*it)->getType()==type)
        {
            return *it;
        }
        ++it;
}
return NULL;
}



bool StateMachine::registerState(State* pState)
{
if(pState==NULL)
return false;
    
if(findState(pState->getType())!=NULL)
{
return false;
}
m_stateCollect.push_back(pState);
    
return true;
    
}


bool StateMachine::unregisterState(StateType type)
{
    
StateCollect::iterator it =m_stateCollect.begin();
while(it!=m_stateCollect.end())
{
if((*it)->getType()==type)
{
delete (*it);
m_stateCollect.erase(it);
return true;
}
++it;
}
return false;
    
}


State* StateMachine::getState(unsigned int index) const
{
if(index>=m_stateCollect.size())
return NULL;
return m_stateCollect[index];
    
}


///设置游戏开始的状态
void StateMachine::setBeginState(StateType GS)
{
State* pGameState=findState(GS);
if(pGameState==NULL)
{
        
        throw("can't find begin state StateMachine::setBeginState");
//OGRE_EXCEPT(0,"can't find begin state ","Application::setBeginState");
return ;
}
    
m_pcurrentState=pGameState;
m_pcurrentState->begin();
    
}
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