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use crate::{Player, Room}; | |
use macroquad::coroutines::Coroutine; | |
type UpdateFn<T, U> = Box<dyn FnMut(&mut T, &mut U, f32)>; | |
type CoroutineFn<T, U> = Box<dyn FnMut(&mut T, &mut U) -> Coroutine>; | |
type OnEndFn<T, U> = Box<dyn FnMut(&mut T, &mut U)>; | |
pub struct State<T, U> { | |
update: Option<UpdateFn<T, U>>, | |
coroutine: Option<CoroutineFn<T, U>>, | |
on_end: Option<OnEndFn<T, U>> | |
} | |
impl<T, U> State<T, U> { | |
pub fn new() -> Self { | |
State { | |
update: None, | |
coroutine: None, | |
on_end: None | |
} | |
} | |
pub fn update(self, update: impl FnMut(&mut T, &mut U, f32) + 'static) -> Self { | |
State { | |
update: Some(Box::new(update)), | |
..self | |
} | |
} | |
pub fn coroutine(self, coroutine: impl FnMut(&mut T, &mut U) -> Coroutine + 'static) -> Self { | |
State { | |
coroutine: Some(Box::new(coroutine)), | |
..self | |
} | |
} | |
pub fn on_end(self, on_end: impl FnMut(&mut T, &mut U) + 'static) -> Self { | |
State { | |
on_end: Some(Box::new(on_end)), | |
..self | |
} | |
} | |
} | |
pub enum StateMachineContainer<T, U> { | |
Ready(StateMachine<T, U>), | |
InUse { | |
next_state: Option<usize>, | |
current_state: usize, | |
}, | |
} | |
impl<T, U> StateMachineContainer<T, U> { | |
pub fn take(&mut self) -> StateMachine<T, U> { | |
let current_state = self.state(); | |
match std::mem::replace( | |
self, | |
StateMachineContainer::InUse { | |
next_state: None, | |
current_state, | |
}, | |
) { | |
StateMachineContainer::InUse { .. } => panic!(), | |
StateMachineContainer::Ready(state_machine) => state_machine, | |
} | |
} | |
pub fn put_back(&mut self, mut state_machine: StateMachine<T, U>) { | |
match self { | |
StateMachineContainer::Ready(_) => panic!(), | |
StateMachineContainer::InUse { next_state, .. } => { | |
if let Some(next_state) = next_state { | |
state_machine.set_state(*next_state); | |
} | |
} | |
} | |
*self = StateMachineContainer::Ready(state_machine); | |
} | |
pub fn set_state(&mut self, state: usize) { | |
match self { | |
StateMachineContainer::Ready(state_machine) => { | |
state_machine.set_state(state); | |
} | |
StateMachineContainer::InUse { | |
ref mut next_state, .. | |
} => { | |
*next_state = Some(state); | |
} | |
} | |
} | |
pub fn state(&self) -> usize { | |
match self { | |
StateMachineContainer::Ready(state_machine) => state_machine.state(), | |
StateMachineContainer::InUse { | |
ref current_state, .. | |
} => *current_state, | |
} | |
} | |
} | |
pub struct StateMachine<T, U> { | |
states: Vec<State<T, U>>, | |
next_state: Option<usize>, | |
current_state: usize, | |
} | |
impl<T, U> StateMachine<T, U> { | |
const MAX_STATE: usize = 32; | |
pub fn new() -> Self { | |
let mut states = vec![]; | |
for _ in 0..Self::MAX_STATE { | |
states.push(State::new()); | |
} | |
StateMachine { | |
states, | |
next_state: None, | |
current_state: 0, | |
} | |
} | |
pub fn insert(&mut self, id: usize, state: State<T, U>) { | |
assert!(id < Self::MAX_STATE); | |
self.states[id] = state; | |
} | |
pub fn set_state(&mut self, state: usize) { | |
self.next_state = Some(state); | |
} | |
pub fn state(&self) -> usize { | |
self.current_state | |
} | |
pub fn update(&mut self, player: &mut T, room: &mut U, dt: f32) { | |
if let Some(next_state) = self.next_state { | |
if next_state != self.current_state { | |
if let Some(on_end) = &mut self.states[self.current_state].on_end { | |
on_end(player, room); | |
} | |
if let Some(coroutine) = &mut self.states[next_state].coroutine { | |
coroutine(player, room); | |
} | |
} | |
self.current_state = next_state; | |
self.next_state = None; | |
} | |
if let Some(update) = self.states[self.current_state].update.as_mut() { | |
(update)(player, room, dt); | |
} | |
} | |
} |
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