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GameStateManager.cpp
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68 lines (60 loc) · 1.13 KB
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#include "GameStateManager.h"
void GameStateManager::ChangeState(GameState* state, int GamePlay)
{
// Cleanup the current state.
if (!states.empty())
{
states.back()->Cleanup();
delete states.back();
states.pop_back();
if (!states.empty() && GamePlay == 1)
{
states.back()->Cleanup();
delete states.back();
states.pop_back();
}
}
// Store and init the new state.
states.push_back(state);
states.back()->Init();
}
// Pause the current state and go to a new state.
void GameStateManager::PushState(GameState* state)
{
if (!states.empty())
states.back()->Pause();
states.push_back(state);
states.back()->Init();
}
// Leave current state and go to previous state.
void GameStateManager::PopState()
{
if (!states.empty())
{
states.back()->Cleanup();
delete states.back();
states.pop_back();
}
if (!states.empty())
states.back()->Resume();
}
void GameStateManager::Clear()
{
while (!states.empty())
{
states.back()->Cleanup();
delete states.back();
states.pop_back();
}
}
GameState* GameStateManager::GetCurrent()
{
if (!states.empty())
{
return states.back();
}
else
{
return nullptr;
}
}