Java tutorial
/******************************************************************************* * Copyright 2011 See AUTHORS file. * * Licensed under the Apache License, Version 2.0 (the "License"); * you may not use this file except in compliance with the License. * You may obtain a copy of the License at * * http://www.apache.org/licenses/LICENSE-2.0 * * Unless required by applicable law or agreed to in writing, software * distributed under the License is distributed on an "AS IS" BASIS, * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. * See the License for the specific language governing permissions and * limitations under the License. ******************************************************************************/ package com.badlogic.gdx.ai.fsm; import com.badlogic.gdx.utils.Array; /** A {@link StateMachine} implementation that keeps track of all previous {@link State}s via a stack. This makes sense for example * in case of a hierarchical menu structure where each menu screen is one state and one wants to navigate back to the main menu * anytime, via {@link #revertToPreviousState()}. * @param <E> is the type of the entity handled by this state machine. * @author Daniel Holderbaum */ public class StackStateMachine<E> extends DefaultStateMachine<E> { private Array<State<E>> stateStack; /** Creates a StackStateMachine for the specified owner. * @param owner the owner of the state machine */ public StackStateMachine(E owner) { this(owner, null, null); } /** Creates a StackStateMachine for the specified owner and initial state. * @param owner the owner of the state machine * @param initialState the initial state */ public StackStateMachine(E owner, State<E> initialState) { this(owner, initialState, null); } /** Creates a StackStateMachine for the specified owner, initial state and global state. * @param owner the owner of the state machine * @param initialState the initial state * @param globalState the global state */ public StackStateMachine(E owner, State<E> initialState, State<E> globalState) { super(owner, initialState, globalState); } @Override public void setInitialState(State<E> state) { if (stateStack == null) { stateStack = new Array<State<E>>(); } this.stateStack.clear(); this.currentState = state; } @Override public State<E> getCurrentState() { return currentState; } /** Returns the last state of this state machine. That is the high-most state on the internal stack of previous states. */ @Override public State<E> getPreviousState() { if (stateStack.size == 0) { return null; } else { return stateStack.peek(); } } @Override public void changeState(State<E> newState) { changeState(newState, true); } /** Change state back to the previous state. That is the high-most state on the internal stack of previous states. */ @Override public boolean revertToPreviousState() { if (stateStack.size == 0) { return false; } State<E> previousState = stateStack.pop(); changeState(previousState, false); return true; } private void changeState(State<E> newState, boolean pushCurrentStateToStack) { if (pushCurrentStateToStack && currentState != null) { stateStack.add(currentState); } // Call the exit method of the existing state if (currentState != null) currentState.exit(owner); // Change state to the new state currentState = newState; // Call the entry method of the new state currentState.enter(owner); } }