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o3de/Gems/GameState/Code/Include/GameState/GameState.h

82 lines
3.4 KiB
C++

/*
* All or portions of this file Copyright (c) Amazon.com, Inc. or its affiliates or
* its licensors.
*
* For complete copyright and license terms please see the LICENSE at the root of this
* distribution (the "License"). All use of this software is governed by the License,
* or, if provided, by the license below or the license accompanying this file. Do not
* remove or modify any license notices. This file is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
*
*/
#pragma once
#include <AzCore/Memory/SystemAllocator.h>
#include <AzCore/std/smart_ptr/make_shared.h>
////////////////////////////////////////////////////////////////////////////////////////////////////
namespace GameState
{
////////////////////////////////////////////////////////////////////////////////////////////////
//! Base class for all game states
class IGameState
{
public:
////////////////////////////////////////////////////////////////////////////////////////////
// Allocator
AZ_CLASS_ALLOCATOR(IGameState, AZ::SystemAllocator, 0);
////////////////////////////////////////////////////////////////////////////////////////////
// Type Info
AZ_RTTI(IGameState, "{AF3F218C-37E0-4351-86EC-03B9BA49C5C7}");
////////////////////////////////////////////////////////////////////////////////////////////
//! Default constructor
IGameState() = default;
////////////////////////////////////////////////////////////////////////////////////////////
//! Default destructor
virtual ~IGameState() = default;
protected:
////////////////////////////////////////////////////////////////////////////////////////////
// GameStateSystemComponent is a friend so it can call the state transition functions below,
// which flow as follows:
//
// state1->OnPushed
// | state1->OnEnter
// | | (state1 active, user pushes state2)
// | state1->OnExit
// | state2->OnPushed
// | | state2->OnEnter
// | | | (state2 active, state1 stil in stack, user pops state2)
// | | state2->OnExit
// | state2->OnPopped
// | state1->OnEnter
// | | (state1 active, user pops state1)
// | state1->OnExit
// state1->OnPopped
friend class GameStateSystemComponent;
////////////////////////////////////////////////////////////////////////////////////////////
//! Called when this game state is pushed onto the stack
virtual void OnPushed() {};
////////////////////////////////////////////////////////////////////////////////////////////
//! Called when this game state is popped from the stack
virtual void OnPopped() {};
////////////////////////////////////////////////////////////////////////////////////////////
//! Called when this game state is set as the active game state
virtual void OnEnter() {};
////////////////////////////////////////////////////////////////////////////////////////////
//! Called when this game state is replaced as the active game state
virtual void OnExit() {};
////////////////////////////////////////////////////////////////////////////////////////////
//! Called each frame while this game state is the active game state
virtual void OnUpdate() {};
};
} // namespace GameState