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FState.hpp
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FState.hpp
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// ========================================================================= //
// Fighting game framework (2D) with online multiplayer.
// Copyright(C) 2014 Jordan Sparks <[email protected]>
//
// This program is free software; you can redistribute it and / or
// modify it under the terms of the GNU General Public License
// as published by the Free Software Foundation; either version 3
// of the License, or(at your option) any later version.
//
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU General Public License for more details.
//
// You should have received a copy of the GNU General Public License
// along with this program. If not, see <http://www.gnu.org/licenses/>.
// ========================================================================= //
// File: FState.hpp
// Author: Jordan Sparks <[email protected]>
// ================================================ //
// Defines FState class.
// ================================================ //
#ifndef __FSTATE_HPP__
#define __FSTATE_HPP__
// ================================================ //
#include "stdafx.hpp"
// ================================================ //
typedef Uint32 StateID;
// ================================================ //
// A state for use by the FSM (Finite State Machine) class.
class FState
{
public:
// Sets the state ID for the state.
explicit FState(const StateID id);
// Empty destructor.
~FState(void);
// Adds a new transition for this state. When this state is active
// in the FSM, the given input will make the FSM transition to the outputID
// state.
void addTransition(const int input, const StateID outputID);
// Getters
// Returns the ID of the state.
const StateID getID(void) const;
// Returns the ID of the state transition the input produces. Returns
// its own ID if one doesn't exist.
const StateID getOutput(const int input);
private:
std::vector<StateID> m_inputs;
std::vector<StateID> m_outputs;
StateID m_stateID;
};
// ================================================ //
inline const StateID FState::getID(void) const{
return m_stateID;
}
// ================================================ //
#endif
// ================================================ //