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2026-06-24 21:28:16 -05:00

111 lines
2.8 KiB
C++

#include "AdeptHeaders.hpp"
#include "Entity.hpp"
//#############################################################################
//################# Entity::ExecutionStateEngine #####################
//#############################################################################
const StateEngine::StateEntry
Entity__ExecutionStateEngine::StateEntries[]=
{
STATE_ENTRY(Entity__ExecutionStateEngine, NeverExecute),
STATE_ENTRY(Entity__ExecutionStateEngine, AlwaysExecute),
STATE_ENTRY(Entity__ExecutionStateEngine, ExecuteOnce)
};
Entity__ExecutionStateEngine::ClassData*
Entity__ExecutionStateEngine::DefaultData = NULL;
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
void
Entity__ExecutionStateEngine::InitializeClass()
{
Check_Object(BaseClass::DefaultData);
Verify(!DefaultData);
DefaultData =
new ClassData(
Entity__ExecutionStateEngineClassID,
"Adept::EntityExecutionStateEngine",
BaseClass::DefaultData,
ELEMENTS(StateEntries), StateEntries,
Make,
&FactoryRequest::ConstructFactoryRequest
);
Register_Object(DefaultData);
}
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
void
Entity__ExecutionStateEngine::TerminateClass()
{
Unregister_Object(DefaultData);
delete DefaultData;
DefaultData = NULL;
}
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
Entity__ExecutionStateEngine*
Entity__ExecutionStateEngine::Make(
Entity *entity,
const FactoryRequest *request
)
{
Check_Object(entity);
Check_Object(request);
Entity__ExecutionStateEngine* engine =
new Entity__ExecutionStateEngine(DefaultData, entity, request);
return engine;
}
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
int
Entity__ExecutionStateEngine::RequestState(
int new_state,
void* data
)
{
Check_Object(this);
Check_Object(owningEntity);
//
//----------------------------------------------
// Now, switch the state and tickle the watchers
//----------------------------------------------
//
switch (BaseClass::RequestState(new_state, data))
{
case NeverExecuteState:
if (oldState != NeverExecuteState)
owningEntity->EnterNeverExecuteState();
break;
default:
if (oldState == NeverExecuteState)
owningEntity->LeaveNeverExecuteState();
break;
}
return currentState;
}
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
void
Entity__ExecutionStateEngine::TestInstance()
{
Verify(IsDerivedFrom(DefaultData));
}
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
void
Entity__ExecutionStateEngine__ClassData::TestInstance()
{
Verify(IsDerivedFrom(Entity__ExecutionStateEngine::DefaultData));
}