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path: root/src/core/state_manager.cpp
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#include "state_manager.h"
#include "log.h"

namespace Donut
{
    void StateManager::shutdown()
    {
        if (m_current_state)
            m_current_state->on_exit();
            
        destroy_states();
        DONUT_INFO("StateManager shutdown");
    }

    void StateManager::destroy_states()
    {
        m_states.clear();
        m_current_state = nullptr;
        m_current_state_name = "";
    }

    void StateManager::register_state(const std::string& state_name, std::unique_ptr<State> state)
    {
        if (m_states.find(state_name) != m_states.end())
            DONUT_WARN("State '{}' already exists, overwriting", state_name);
        m_states[state_name] = std::move(state);
        DONUT_INFO("Registered state: {}", state_name);
    }

    void StateManager::switch_to_state(const std::string& state_name)
    {
        auto it = m_states.find(state_name);
        if (it == m_states.end())
        {
            DONUT_ERROR("Attempted to switch to unknown state: {}", state_name);
            return;
        }

        State* new_state = it->second.get();
        if (new_state == m_current_state)
            return;

        if (m_current_state)
            m_current_state->on_exit();

        m_current_state = new_state;
        m_current_state_name = state_name;
        m_current_state->on_enter();
        DONUT_INFO("Switched to state: {}", state_name);
    }

    State* StateManager::get_state(const std::string& state_name)
    {
        auto it = m_states.find(state_name);
        if (it != m_states.end())
            return it->second.get();
        return nullptr;
    }

    bool StateManager::has_state(const std::string& state_name) const
    {
        return m_states.find(state_name) != m_states.end();
    }

    void StateManager::update(float delta_time)
    {
        if (m_current_state)
            m_current_state->on_update(delta_time);
    }

    void StateManager::render()
    {
        if (m_current_state)
            m_current_state->on_render();
    }

    void StateManager::on_event(Event& event)
    {
        if (m_current_state)
            m_current_state->on_event(event);
    }
}