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path: root/examples/state_machine/main.cpp
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#include <iostream>

#include "libjin/jin.h"

using namespace std;
using namespace JinEngine::AI;
using namespace JinEngine::Game;
using namespace JinEngine::Input;
using namespace JinEngine::Graphics;
using namespace JinEngine::Graphics::Particles;
using namespace JinEngine::Filesystem;
using namespace JinEngine::Time;

ParticleSystem* p;
StateMachine sm;
Timer timer;
enum
{
    STATE_EMPTY = 0,
    STATE_RUN, 
    STATE_IDLE, 
    STATE_SLEEP,
    STATE_JUMP
};

enum
{
    PARAM_RUN = 1, 
    PARAM_IDLE = 2, 
    PARAM_IDLE2 = 3, 
    PARAM_RUN = 4
};

void onLoad()
{
    sm.addState(STATE_RUN);
    sm.addState(STATE_IDLE);
    sm.addState(STATE_SLEEP);
    sm.addState(STATE_JUMP);
    sm.addParametert(PARAM_RUN);
    sm.addParameterb(PARAM_IDLE);
    sm.addParameterb(PARAM_IDLE2);
    sm.addTransition(STATE_EMPTY, STATE_IDLE, StateMachine::Conditions().andt(PARAM_RUN));
    sm.addTransition("Idle", "Run", StateMachine::Conditions().andb("idle", StateMachine::BOOL_IS, true).andb("idle2", StateMachine::BOOL_IS, true));
    sm.setEnterListener([](const string& state, void* p) {
        cout << "Enter: " << state << endl;
    });
    sm.addEnterListener("Run", [](void* p) {
        cout << "A Run state enter callback" << endl;
    });
    sm.addTranslateListener("Idle", "Run", [](void* p) {
        cout << "From Idle to Run" << endl;
    });
    sm.addUpdateListener("Run", [](void* p) {
        cout << "run" << endl;
    });
    Window::get()->show();
    Timer::Handler* hnd = timer.every(500, [](void*) {
        cout << sm.getCurrentState() << endl;
    }, NULL);
    timer.after(2500, [](void*) {
        //sm.setParameterb("run", true);
        sm.setParametert("run");
    }, NULL);
    timer.after(5000, [=](void*) {
        sm.setParameterb("idle", true);
        sm.setParametert("run");
        timer.cancel(hnd);
        //sm.setParameterb("run", false);
    }, NULL);
    timer.after(8000, [](void*) {
        sm.setParameterb("idle2", true);
        //sm.setParameterb("run", false);
    }, NULL);
}

void onEvent(Event* e)
{
    static Application* Application = Application::get();
    if (e->type == EventType::QUIT)
        Application->stop();
}

void onUpdate(int ms)
{
    timer.update(ms);
    sm.update();
}

void onDraw()
{
}

int main(int argc, char* argv[])
{
    Application* Application = Application::get();
    Application::Setting setting;
    setting.loader = onLoad;
    setting.eventHandler = onEvent;
    setting.updater = onUpdate;
    setting.drawer = onDraw;
    Application->init(&setting);

    AssetDatabase::get()->mount(".");

    Window* wnd = Window::get();
    Window::Setting wndSetting;
    wndSetting.width = 600;
    wndSetting.height = 512;
    wndSetting.title = "Jin v0.1.1";
    wndSetting.fps = 60;
    wndSetting.vsync = false;
    wndSetting.fullscreen = false;
    wndSetting.resizable = false;
    wndSetting.icon = ".";
    wnd->init(&wndSetting);

    Application->run();

    Application->quit();
    wnd->quit();

    return 0;
}