/******************************************************************************* * Copyright 2014 See AUTHORS file. * * Licensed under the Apache License, Version 2.0 (the "License"); * you may not use this file except in compliance with the License. * You may obtain a copy of the License at * * http://www.apache.org/licenses/LICENSE-2.0 * * Unless required by applicable law or agreed to in writing, software * distributed under the License is distributed on an "AS IS" BASIS, * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. * See the License for the specific language governing permissions and * limitations under the License. ******************************************************************************/ package com.badlogic.gdx.ai.fsm; import com.badlogic.gdx.utils.Array; /** A {@link StateMachine} implementation that keeps track of all previous {@link State}s via a stack. This makes sense for example * in case of a hierarchical menu structure where each menu screen is one state and one wants to navigate back to the main menu * anytime, via {@link #revertToPreviousState()}. * * @param <E> the type of the entity owning this state machine * @param <S> the type of the states of this state machine * * @author Daniel Holderbaum */ public class StackStateMachine<E, S extends State<E>> extends DefaultStateMachine<E, S> { private Array<S> stateStack; /** Creates a {@code StackStateMachine} with no owner, initial state and global state. */ public StackStateMachine () { this(null, null, null); } /** Creates a {@code StackStateMachine} for the specified owner. * @param owner the owner of the state machine */ public StackStateMachine (E owner) { this(owner, null, null); } /** Creates a {@code StackStateMachine} for the specified owner and initial state. * @param owner the owner of the state machine * @param initialState the initial state */ public StackStateMachine (E owner, S initialState) { this(owner, initialState, null); } /** Creates a {@code StackStateMachine} for the specified owner, initial state and global state. * @param owner the owner of the state machine * @param initialState the initial state * @param globalState the global state */ public StackStateMachine (E owner, S initialState, S globalState) { super(owner, initialState, globalState); } @Override public void setInitialState (S state) { if (stateStack == null) { stateStack = new Array<S>(); } this.stateStack.clear(); this.currentState = state; } @Override public S getCurrentState () { return currentState; } /** Returns the last state of this state machine. That is the high-most state on the internal stack of previous states. */ @Override public S getPreviousState () { if (stateStack.size == 0) { return null; } else { return stateStack.peek(); } } @Override public void changeState (S newState) { changeState(newState, true); } /** Changes the Change state back to the previous state. That is the high-most state on the internal stack of previous states. * @return {@code True} in case there was a previous state that we were able to revert to. In case there is no previous state, * no state change occurs and {@code false} will be returned. */ @Override public boolean revertToPreviousState () { if (stateStack.size == 0) { return false; } S previousState = stateStack.pop(); changeState(previousState, false); return true; } private void changeState (S newState, boolean pushCurrentStateToStack) { if (pushCurrentStateToStack && currentState != null) { stateStack.add(currentState); } // Call the exit method of the existing state if (currentState != null) currentState.exit(owner); // Change state to the new state currentState = newState; // Call the entry method of the new state currentState.enter(owner); } }