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#include "StateManager.h"
#include "Log.h"
namespace Donut
{
void StateManager::Shutdown()
{
if (m_CurrentState)
m_CurrentState->OnExit();
DestroyStates();
DONUT_INFO("StateManager shutdown");
}
void StateManager::DestroyStates()
{
m_States.clear();
m_CurrentState = nullptr;
m_CurrentStateName = "";
}
void StateManager::RegisterState(const std::string& stateName, Scope<State> state)
{
if (m_States.find(stateName) != m_States.end())
DONUT_WARN("State '{}' already exists, overwriting", stateName);
m_States[stateName] = std::move(state);
DONUT_INFO("Registered state: {}", stateName);
}
void StateManager::SwitchToState(const std::string& stateName)
{
auto it = m_States.find(stateName);
if (it == m_States.end())
{
DONUT_ERROR("Attempted to switch to unknown state: {}", stateName);
return;
}
State* newState = it->second.get();
if (newState == m_CurrentState)
return;
if (m_CurrentState)
m_CurrentState->OnExit();
m_CurrentState = newState;
m_CurrentStateName = stateName;
m_CurrentState->OnEnter();
DONUT_INFO("Switched to state: {}", stateName);
}
State* StateManager::GetState(const std::string& stateName)
{
auto it = m_States.find(stateName);
if (it != m_States.end())
return it->second.get();
return nullptr;
}
bool StateManager::HasState(const std::string& stateName) const
{
return m_States.find(stateName) != m_States.end();
}
void StateManager::Update(float deltaTime)
{
if (m_CurrentState)
m_CurrentState->OnUpdate(deltaTime);
}
void StateManager::Render()
{
if (m_CurrentState)
m_CurrentState->OnRender();
}
void StateManager::OnEvent(Event& event)
{
if (m_CurrentState)
m_CurrentState->OnEvent(event);
}
}
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