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State.pde
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State.pde
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// ============ State template classes ============ //<>// //<>// //<>// //<>// //<>// //<>// //<>// //<>// //<>// //<>// //<>// //<>//
// Do not change anything here unless you know what
// you are doing!
//
// check for usage tabs with a State at the end
class State
{
private String name;
public StateTransition enterTransition;
public StateTransition leaveTransition;
boolean stateAllowMousePressed = true;
protected State( String stateName )
{
name = stateName;
println( "new State() : " + name );
}
protected State()
{
String className = this.getClass().getSimpleName();
name = className;
println( "new State() : " + name );
}
String getName() {
return name;
}
public void enterState( State oldState ) {
invManager.checkAndEnableHiddenImageForFlashLight(this);
}
public void doStepWhileInState(float delta) {
}
public void leaveState( State newState ) {
}
public void handleMousePressed() {
}
public void handleMouseClicked() {
}
public void handleMouseReleased() {
}
public void handleMouseDragged() {
}
public void handleMouseMoved() {
}
public void handleMouseWheel( MouseEvent mouseEvent ) {
}
public void handleKeyTyped() {
}
public void handleKeyPressed() {
}
public void handleKeyReleased() {
}
}
// ============ Embedded State ============
// if you want to embed a program with everything
// within a single class, this makes it easy peasy
// you still can use enterState end leaveState
class EmbeddedState extends State {
EmbeddedState( String stateName )
{
super( stateName );
setup();
}
protected EmbeddedState() {
super();
}
public void doStepWhileInState(float delta)
{
draw();
loop(); // to prevent stuck programs because the original
// program contained noLoop()
}
void setup() {
}
void draw() {
}
void mousePressed() {
}
void mouseClicked() {
}
void mouseReleased() {
}
void mouseDragged() {
}
void mouseMoved() {
}
void mouseWheel( MouseEvent event ) {
}
void keyTyped() {
}
void keyPressed() {
}
void keyReleased() {
}
void handleMousePressed() {
mousePressed();
}
void handleMouseClicked() {
mouseClicked();
}
void handleMouseReleased() {
mouseReleased();
}
void handleMouseDragged() {
mouseDragged();
}
void handleMouseMoved() {
mouseMoved();
}
void handleMouseWheel(MouseEvent mouseEvent) {
mouseWheel( mouseEvent );
}
void handleKeyTyped() {
keyTyped();
}
void handleKeyPressed() {
keyPressed();
}
void handleKeyReleased() {
keyReleased();
}
}
// ============ StateHandler ============
// Handles everything from keeping the state
// executing a single step, calling enterState
// and leaveState and passing on events
// (mousePressed etc.) to the current state
class StateHandler
{
private String name;
private State currentState = null;
private State nextState = null;
private long nsAtStateStart;
protected StateHandler( String handlerName )
{
name = handlerName;
}
String getName() {
return name;
}
String getStateName() {
return currentState != null ? currentState.getName() : "" ;
}
long secondsInState() {
return ( System.nanoTime() - nsAtStateStart ) / 1000000000 ;
}
long milliSecondsInState() {
return ( System.nanoTime() - nsAtStateStart ) / 1000000 ;
}
void handleMousePressed() {
if ( currentState != null ) {
if (currentState.stateAllowMousePressed == true) {
currentState.handleMousePressed();
}
else {
println("statehandler currentState.stateAllowMousePressed", currentState.stateAllowMousePressed);
}
}
}
void handleMouseClicked() {
if ( currentState != null ) currentState.handleMouseClicked();
}
void handleMouseReleased() {
if ( currentState != null ) currentState.handleMouseReleased();
}
void handleMouseDragged() {
if ( currentState != null ) currentState.handleMouseDragged();
}
void handleMouseMoved() {
if ( currentState != null ) currentState.handleMouseMoved();
}
void handleMouseWheel(MouseEvent event) {
currentState.handleMouseWheel( event );
}
void handleKeyTyped() {
if ( currentState != null ) currentState.handleKeyTyped();
}
void handleKeyPressed() {
if ( currentState != null ) currentState.handleKeyPressed();
}
void handleKeyReleased() {
if ( currentState != null ) currentState.handleKeyReleased();
}
void executeCurrentStateStep(float delta)
{
if ( currentState != null ) {
currentState.doStepWhileInState(delta);
changeStateIfNecessary();
traceIfChanged( name, getStateName() ); // remove for no tracing
}
}
public void changeStateTo( State newState )
{
if ( currentState != newState && newState != null ) {
nsAtStateStart = System.nanoTime();
nextState = newState;
changeStateIfNecessary();
}
}
private void changeStateIfNecessary()
{
if ( nextState != null && nextState != currentState) {
if ( currentState != null ) {
if (currentState.leaveTransition != null) {
if (currentState.leaveTransition.isPlaying == false)
currentState.leaveTransition.execute();
} else {
currentState.leaveState( nextState );
}
} else {
nextState.enterState(currentState);
currentState = nextState;
nextState = null;
}
}
}
void leaveStateAfterTransition() {
nextState.enterState(currentState);
currentState = nextState;
nextState = null;
if (currentState != null && currentState.enterTransition != null) {
currentState.enterTransition.execute();
} else {
}
currentState.leaveTransition.isPlaying = false;
currentState.leaveTransition.enabled = false;
println((currentState != null) ? currentState.name : "null", nextState != null ? nextState.name : "null");
}
void enterStateAfterTransition() {
//currentState.enterTransition.enabled = false;
//currentState.enterTransition.isPlaying = false;
}
}