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state.rs
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state.rs
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//! Utilities for game state management.
use amethyst_input::is_close_requested;
use derivative::Derivative;
use crate::{ecs::World, GameData, StateEvent};
use std::fmt::{Debug, Display, Formatter, Result as FmtResult};
#[cfg(feature = "profiler")]
use thread_profiler::profile_scope;
/// Error type for errors occurring in `StateMachine`
#[derive(Debug)]
pub enum StateError {
NoStatesPresent,
}
impl Display for StateError {
fn fmt(&self, fmt: &mut Formatter<'_>) -> FmtResult {
match *self {
StateError::NoStatesPresent => write!(
fmt,
"Tried to start state machine without any states present"
),
}
}
}
/// State data encapsulates the data sent to all state functions from the application main loop.
#[allow(missing_debug_implementations)]
pub struct StateData<'a, T> {
/// Main `World`
pub world: &'a mut World,
/// User defined game data
pub data: &'a mut T,
}
impl<'a, T> StateData<'a, T>
where
T: 'a,
{
/// Create a new state data
pub fn new(world: &'a mut World, data: &'a mut T) -> Self {
StateData { world, data }
}
}
/// Types of state transitions.
/// T is the type of shared data between states.
/// E is the type of events
pub enum Trans<T, E> {
/// Continue as normal.
None,
/// Remove the active state and resume the next state on the stack or stop
/// if there are none.
Pop,
/// Pause the active state and push a new state onto the stack.
Push(Box<dyn State<T, E>>),
/// Remove the current state on the stack and insert a different one.
Switch(Box<dyn State<T, E>>),
/// Remove all states on the stack and insert a different one.
Replace(Box<dyn State<T, E>>),
/// Remove all states on the stack and insert new stack.
NewStack(Vec<Box<dyn State<T, E>>>),
/// Execute a series of Trans's.
Sequence(Vec<Trans<T, E>>),
/// Stop and remove all states and shut down the engine.
Quit,
}
impl<T, E> Debug for Trans<T, E> {
fn fmt(&self, f: &mut Formatter<'_>) -> FmtResult {
match self {
Trans::None => f.write_str("None"),
Trans::Pop => f.write_str("Pop"),
Trans::Push(_) => f.write_str("Push"),
Trans::Switch(_) => f.write_str("Switch"),
Trans::Replace(_) => f.write_str("Replace"),
Trans::NewStack(_) => f.write_str("NewStack"),
Trans::Sequence(sequence) => f.write_str(&format!("Sequence {:?}", sequence)),
Trans::Quit => f.write_str("Quit"),
}
}
}
/// Event queue to trigger state `Trans` from other places than a `State`'s methods.
/// # Example:
/// ```rust, ignore
/// world.write_resource::<EventChannel<TransEvent<MyGameData, StateEvent>>>().single_write(Box::new(|| Trans::Quit));
/// ```
///
/// Transitions will be executed sequentially by Amethyst's `CoreApplication` update loop.
pub type TransEvent<T, E> = Box<dyn Fn() -> Trans<T, E> + Send + Sync + 'static>;
/// An empty `Trans`. Made to be used with `EmptyState`.
pub type EmptyTrans = Trans<(), StateEvent>;
/// A simple default `Trans`. Made to be used with `SimpleState`.
/// By default it contains a `GameData` as its `StateData` and doesn't have a custom event type.
pub type SimpleTrans = Trans<GameData<'static, 'static>, StateEvent>;
/// A trait which defines game states that can be used by the state machine.
pub trait State<T, E: Send + Sync + 'static> {
/// Executed when the game state begins.
fn on_start(&mut self, _data: StateData<'_, T>) {}
/// Executed when the game state exits.
fn on_stop(&mut self, _data: StateData<'_, T>) {}
/// Executed when a different game state is pushed onto the stack.
fn on_pause(&mut self, _data: StateData<'_, T>) {}
/// Executed when the application returns to this game state once again.
fn on_resume(&mut self, _data: StateData<'_, T>) {}
/// Executed on every frame before updating, for use in reacting to events.
fn handle_event(&mut self, _data: StateData<'_, T>, _event: E) -> Trans<T, E> {
Trans::None
}
/// Executed repeatedly at stable, predictable intervals (1/60th of a second
/// by default),
/// if this is the active state.
fn fixed_update(&mut self, _data: StateData<'_, T>) -> Trans<T, E> {
Trans::None
}
/// Executed on every frame immediately, as fast as the engine will allow (taking into account the frame rate limit),
/// if this is the active state.
fn update(&mut self, _data: StateData<'_, T>) -> Trans<T, E> {
Trans::None
}
/// Executed repeatedly at stable, predictable intervals (1/60th of a second
/// by default),
/// even when this is not the active state,
/// as long as this state is on the [StateMachine](struct.StateMachine.html)'s state-stack.
fn shadow_fixed_update(&mut self, _data: StateData<'_, T>) {}
/// Executed on every frame immediately, as fast as the engine will allow (taking into account the frame rate limit),
/// even when this is not the active state,
/// as long as this state is on the [StateMachine](struct.StateMachine.html)'s state-stack.
fn shadow_update(&mut self, _data: StateData<'_, T>) {}
}
/// An empty `State` trait. It contains no `StateData` or custom `StateEvent`.
pub trait EmptyState {
/// Executed when the game state begins.
fn on_start(&mut self, _data: StateData<'_, ()>) {}
/// Executed when the game state exits.
fn on_stop(&mut self, _data: StateData<'_, ()>) {}
/// Executed when a different game state is pushed onto the stack.
fn on_pause(&mut self, _data: StateData<'_, ()>) {}
/// Executed when the application returns to this game state once again.
fn on_resume(&mut self, _data: StateData<'_, ()>) {}
/// Executed on every frame before updating, for use in reacting to events.
fn handle_event(&mut self, _data: StateData<'_, ()>, event: StateEvent) -> EmptyTrans {
if let StateEvent::Window(event) = &event {
if is_close_requested(&event) {
Trans::Quit
} else {
Trans::None
}
} else {
Trans::None
}
}
/// Executed repeatedly at stable, predictable intervals (1/60th of a second
/// by default).
fn fixed_update(&mut self, _data: StateData<'_, ()>) -> EmptyTrans {
Trans::None
}
/// Executed on every frame immediately, as fast as the engine will allow (taking into account the frame rate limit).
fn update(&mut self, _data: StateData<'_, ()>) -> EmptyTrans {
Trans::None
}
/// Executed repeatedly at stable, predictable intervals (1/60th of a second
/// by default),
/// even when this is not the active state,
/// as long as this state is on the [StateMachine](struct.StateMachine.html)'s state-stack.
fn shadow_fixed_update(&mut self, _data: StateData<'_, ()>) {}
/// Executed on every frame immediately, as fast as the engine will allow (taking into account the frame rate limit),
/// even when this is not the active state,
/// as long as this state is on the [StateMachine](struct.StateMachine.html)'s state-stack.
fn shadow_update(&mut self, _data: StateData<'_, ()>) {}
}
impl<T: EmptyState> State<(), StateEvent> for T {
/// Executed when the game state begins.
fn on_start(&mut self, data: StateData<'_, ()>) {
self.on_start(data)
}
/// Executed when the game state exits.
fn on_stop(&mut self, data: StateData<'_, ()>) {
self.on_stop(data)
}
/// Executed when a different game state is pushed onto the stack.
fn on_pause(&mut self, data: StateData<'_, ()>) {
self.on_pause(data)
}
/// Executed when the application returns to this game state once again.
fn on_resume(&mut self, data: StateData<'_, ()>) {
self.on_resume(data)
}
/// Executed on every frame before updating, for use in reacting to events.
fn handle_event(&mut self, data: StateData<'_, ()>, event: StateEvent) -> EmptyTrans {
self.handle_event(data, event)
}
/// Executed repeatedly at stable, predictable intervals (1/60th of a second
/// by default).
fn fixed_update(&mut self, data: StateData<'_, ()>) -> EmptyTrans {
self.fixed_update(data)
}
/// Executed on every frame immediately, as fast as the engine will allow (taking into account the frame rate limit).
fn update(&mut self, data: StateData<'_, ()>) -> EmptyTrans {
self.update(data)
}
/// Executed repeatedly at stable, predictable intervals (1/60th of a second
/// by default),
/// even when this is not the active state,
/// as long as this state is on the [StateMachine](struct.StateMachine.html)'s state-stack.
fn shadow_fixed_update(&mut self, data: StateData<'_, ()>) {
self.shadow_fixed_update(data);
}
/// Executed on every frame immediately, as fast as the engine will allow (taking into account the frame rate limit),
/// even when this is not the active state,
/// as long as this state is on the [StateMachine](struct.StateMachine.html)'s state-stack.
fn shadow_update(&mut self, data: StateData<'_, ()>) {
self.shadow_update(data);
}
}
/// A simple `State` trait. It contains `GameData` as its `StateData` and no custom `StateEvent`.
pub trait SimpleState {
/// Executed when the game state begins.
fn on_start(&mut self, _data: StateData<'_, GameData<'_, '_>>) {}
/// Executed when the game state exits.
fn on_stop(&mut self, _data: StateData<'_, GameData<'_, '_>>) {}
/// Executed when a different game state is pushed onto the stack.
fn on_pause(&mut self, _data: StateData<'_, GameData<'_, '_>>) {}
/// Executed when the application returns to this game state once again.
fn on_resume(&mut self, _data: StateData<'_, GameData<'_, '_>>) {}
/// Executed on every frame before updating, for use in reacting to events.
fn handle_event(
&mut self,
_data: StateData<'_, GameData<'_, '_>>,
event: StateEvent,
) -> SimpleTrans {
if let StateEvent::Window(event) = &event {
if is_close_requested(&event) {
Trans::Quit
} else {
Trans::None
}
} else {
Trans::None
}
}
/// Executed repeatedly at stable, predictable intervals (1/60th of a second
/// by default).
fn fixed_update(&mut self, _data: StateData<'_, GameData<'_, '_>>) -> SimpleTrans {
Trans::None
}
/// Executed on every frame immediately, as fast as the engine will allow (taking into account the frame rate limit).
fn update(&mut self, _data: &mut StateData<'_, GameData<'_, '_>>) -> SimpleTrans {
Trans::None
}
/// Executed repeatedly at stable, predictable intervals (1/60th of a second
/// by default),
/// even when this is not the active state,
/// as long as this state is on the [StateMachine](struct.StateMachine.html)'s state-stack.
fn shadow_fixed_update(&mut self, _data: StateData<'_, GameData<'_, '_>>) {}
/// Executed on every frame immediately, as fast as the engine will allow (taking into account the frame rate limit),
/// even when this is not the active state,
/// as long as this state is on the [StateMachine](struct.StateMachine.html)'s state-stack.
fn shadow_update(&mut self, _data: StateData<'_, GameData<'_, '_>>) {}
}
impl<T: SimpleState> State<GameData<'static, 'static>, StateEvent> for T {
//pub trait SimpleState<'a,'b>: State<GameData<'a,'b>,()> {
/// Executed when the game state begins.
fn on_start(&mut self, data: StateData<'_, GameData<'_, '_>>) {
self.on_start(data)
}
/// Executed when the game state exits.
fn on_stop(&mut self, data: StateData<'_, GameData<'_, '_>>) {
self.on_stop(data)
}
/// Executed when a different game state is pushed onto the stack.
fn on_pause(&mut self, data: StateData<'_, GameData<'_, '_>>) {
self.on_pause(data)
}
/// Executed when the application returns to this game state once again.
fn on_resume(&mut self, data: StateData<'_, GameData<'_, '_>>) {
self.on_resume(data)
}
/// Executed on every frame before updating, for use in reacting to events.
fn handle_event(
&mut self,
data: StateData<'_, GameData<'_, '_>>,
event: StateEvent,
) -> SimpleTrans {
self.handle_event(data, event)
}
/// Executed repeatedly at stable, predictable intervals (1/60th of a second
/// by default).
fn fixed_update(&mut self, data: StateData<'_, GameData<'_, '_>>) -> SimpleTrans {
self.fixed_update(data)
}
/// Executed on every frame immediately, as fast as the engine will allow (taking into account the frame rate limit).
fn update(&mut self, mut data: StateData<'_, GameData<'_, '_>>) -> SimpleTrans {
let r = self.update(&mut data);
data.data.update(&data.world);
r
}
/// Executed repeatedly at stable, predictable intervals (1/60th of a second
/// by default),
/// even when this is not the active state,
/// as long as this state is on the [StateMachine](struct.StateMachine.html)'s state-stack.
fn shadow_fixed_update(&mut self, data: StateData<'_, GameData<'_, '_>>) {
self.shadow_fixed_update(data);
}
/// Executed on every frame immediately, as fast as the engine will allow (taking into account the frame rate limit),
/// even when this is not the active state,
/// as long as this state is on the [StateMachine](struct.StateMachine.html)'s state-stack.
fn shadow_update(&mut self, data: StateData<'_, GameData<'_, '_>>) {
self.shadow_update(data);
}
}
/// A simple stack-based state machine (pushdown automaton).
#[derive(Derivative)]
#[derivative(Debug)]
pub struct StateMachine<'a, T, E> {
running: bool,
#[derivative(Debug = "ignore")]
state_stack: Vec<Box<dyn State<T, E> + 'a>>,
}
impl<'a, T, E: Send + Sync + 'static> StateMachine<'a, T, E> {
/// Creates a new state machine with the given initial state.
pub fn new<S: State<T, E> + 'a>(initial_state: S) -> StateMachine<'a, T, E> {
StateMachine {
running: false,
state_stack: vec![Box::new(initial_state)],
}
}
/// Checks whether the state machine is running.
pub fn is_running(&self) -> bool {
self.running
}
/// Initializes the state machine.
pub fn start(&mut self, data: StateData<'_, T>) -> Result<(), StateError> {
if !self.running {
let state = self
.state_stack
.last_mut()
.ok_or(StateError::NoStatesPresent)?;
state.on_start(data);
self.running = true;
}
Ok(())
}
/// Passes a single event to the active state to handle.
pub fn handle_event(&mut self, data: StateData<'_, T>, event: E) {
let StateData { world, data } = data;
if self.running {
let trans = match self.state_stack.last_mut() {
Some(state) => state.handle_event(StateData { world, data }, event),
None => Trans::None,
};
self.transition(trans, StateData { world, data });
}
}
/// Updates the currently active state at a steady, fixed interval.
pub fn fixed_update(&mut self, data: StateData<'_, T>) {
let StateData { world, data } = data;
if self.running {
let trans = match self.state_stack.last_mut() {
Some(state) => {
#[cfg(feature = "profiler")]
profile_scope!("stack fixed_update");
state.fixed_update(StateData { world, data })
}
None => Trans::None,
};
for state in &mut self.state_stack {
#[cfg(feature = "profiler")]
profile_scope!("stack shadow_fixed_update");
state.shadow_fixed_update(StateData { world, data });
}
{
#[cfg(feature = "profiler")]
profile_scope!("stack fixed transition");
self.transition(trans, StateData { world, data });
}
}
}
/// Updates the currently active state immediately.
pub fn update(&mut self, data: StateData<'_, T>) {
let StateData { world, data } = data;
if self.running {
let trans = match self.state_stack.last_mut() {
Some(state) => {
#[cfg(feature = "profiler")]
profile_scope!("stack update");
state.update(StateData { world, data })
}
None => Trans::None,
};
for state in &mut self.state_stack {
#[cfg(feature = "profiler")]
profile_scope!("stack shadow_update");
state.shadow_update(StateData { world, data });
}
{
#[cfg(feature = "profiler")]
profile_scope!("stack transition");
self.transition(trans, StateData { world, data });
}
}
}
/// Performs a state transition.
/// Usually called by update or fixed_update by the user's defined `State`.
/// This method can also be called when there are one or multiple `Trans` stored in the
/// global `EventChannel<TransEvent<T, E>>`. Such `Trans` will be passed to this method
/// sequentially in the order of insertion.
pub fn transition(&mut self, request: Trans<T, E>, data: StateData<'_, T>) {
if self.running {
match request {
Trans::None => (),
Trans::Pop => self.pop(data),
Trans::Push(state) => self.push(state, data),
Trans::Switch(state) => self.switch(state, data),
Trans::Replace(state) => self.replace(state, data),
Trans::NewStack(states) => self.new_stack(states, data),
Trans::Sequence(sequence) => {
for trans in sequence {
let temp_data = StateData {
world: data.world,
data: data.data,
};
self.transition(trans, temp_data);
}
}
Trans::Quit => self.stop(data),
}
}
}
/// Removes the current state on the stack and inserts a different one.
fn switch(&mut self, state: Box<dyn State<T, E>>, data: StateData<'_, T>) {
if self.running {
let StateData { world, data } = data;
if let Some(mut state) = self.state_stack.pop() {
state.on_stop(StateData { world, data });
}
self.state_stack.push(state);
//State was just pushed, thus pop will always succeed
let new_state = self.state_stack.last_mut().unwrap();
new_state.on_start(StateData { world, data });
}
}
/// Pauses the active state and pushes a new state onto the state stack.
fn push(&mut self, state: Box<dyn State<T, E>>, data: StateData<'_, T>) {
if self.running {
let StateData { world, data } = data;
if let Some(state) = self.state_stack.last_mut() {
state.on_pause(StateData { world, data });
}
self.state_stack.push(state);
//State was just pushed, thus pop will always succeed
let new_state = self.state_stack.last_mut().unwrap();
new_state.on_start(StateData { world, data });
}
}
/// Stops and removes the active state and un-pauses the next state on the
/// stack (if any).
fn pop(&mut self, data: StateData<'_, T>) {
if self.running {
let StateData { world, data } = data;
if let Some(mut state) = self.state_stack.pop() {
state.on_stop(StateData { world, data });
}
if let Some(state) = self.state_stack.last_mut() {
state.on_resume(StateData { world, data });
} else {
self.running = false;
}
}
}
/// Removes all states from the stack and replaces it with a new state.
pub(crate) fn replace(&mut self, state: Box<dyn State<T, E>>, data: StateData<'_, T>) {
if self.running {
//Pemove all current states
let StateData { world, data } = data;
while let Some(mut state) = self.state_stack.pop() {
state.on_stop(StateData { world, data });
}
//Push the new state
self.state_stack.push(state);
//State was just pushed, thus pop will always succeed
let new_state = self.state_stack.last_mut().unwrap();
new_state.on_start(StateData { world, data });
}
}
/// Removes all states from the stack and replaces it with a new stack.
pub(crate) fn new_stack(&mut self, states: Vec<Box<dyn State<T, E>>>, data: StateData<'_, T>) {
if self.running {
//remove all current states
let StateData { world, data } = data;
while let Some(mut state) = self.state_stack.pop() {
state.on_stop(StateData { world, data });
}
//push the new states
let state_count = states.len();
for (count, state) in states.into_iter().enumerate() {
self.state_stack.push(state);
//State was just pushed, thus pop will always succeed
let new_state = self.state_stack.last_mut().unwrap();
new_state.on_start(StateData { world, data });
if count != state_count - 1 {
//pause on each state but the last
new_state.on_pause(StateData { world, data });
}
}
}
}
/// Shuts the state machine down.
pub(crate) fn stop(&mut self, data: StateData<'_, T>) {
if self.running {
let StateData { world, data } = data;
while let Some(mut state) = self.state_stack.pop() {
state.on_stop(StateData { world, data });
}
self.running = false;
}
}
}
#[cfg(test)]
mod tests {
use super::*;
struct State0;
struct State1(u8);
struct State2;
struct StateNewStack;
struct StateSequence;
struct StateReplace(u8);
impl State<(), ()> for State0 {
fn update(&mut self, _: StateData<'_, ()>) -> Trans<(), ()> {
Trans::None
}
}
impl State<(), ()> for State1 {
fn update(&mut self, _: StateData<'_, ()>) -> Trans<(), ()> {
if self.0 > 0 {
self.0 -= 1;
Trans::None
} else {
Trans::Switch(Box::new(State2))
}
}
}
impl State<(), ()> for State2 {
fn update(&mut self, _: StateData<'_, ()>) -> Trans<(), ()> {
Trans::Pop
}
}
impl State<(), ()> for StateNewStack {
fn update(&mut self, _: StateData<'_, ()>) -> Trans<(), ()> {
Trans::NewStack(vec![
Box::new(State0),
Box::new(State0),
Box::new(State0),
Box::new(State0),
])
}
}
impl State<(), ()> for StateSequence {
fn update(&mut self, _: StateData<'_, ()>) -> Trans<(), ()> {
Trans::Sequence(vec![
Trans::Push(Box::new(State0)),
Trans::Push(Box::new(State0)),
Trans::Push(Box::new(State0)),
Trans::Pop,
])
}
}
impl State<(), ()> for StateReplace {
fn update(&mut self, _: StateData<'_, ()>) -> Trans<(), ()> {
if self.0 == 0 {
Trans::Replace(Box::new(State0))
} else {
Trans::Push(Box::new(StateReplace(self.0 - 1)))
}
}
}
#[test]
fn switch_pop() {
use crate::ecs::prelude::{World, WorldExt};
let mut world = World::new();
let mut sm = StateMachine::new(State1(7));
// Unwrap here is fine because start can only fail when there are no states in the machine.
sm.start(StateData::new(&mut world, &mut ())).unwrap();
for _ in 0..8 {
sm.update(StateData::new(&mut world, &mut ()));
assert!(sm.is_running());
}
sm.update(StateData::new(&mut world, &mut ()));
assert!(!sm.is_running());
}
#[test]
fn new_stack() {
use crate::ecs::prelude::{World, WorldExt};
let mut world = World::new();
let mut sm = StateMachine::new(StateNewStack);
// Unwrap here is fine because start can only fail when there are no states in the machine.
sm.start(StateData::new(&mut world, &mut ())).unwrap();
sm.update(StateData::new(&mut world, &mut ()));
assert_eq!(sm.state_stack.len(), 4);
}
#[test]
fn sequence() {
use crate::ecs::prelude::{World, WorldExt};
let mut world = World::new();
let mut sm = StateMachine::new(StateSequence);
// Unwrap here is fine because start can only fail when there are no states in the machine.
sm.start(StateData::new(&mut world, &mut ())).unwrap();
sm.update(StateData::new(&mut world, &mut ()));
assert_eq!(sm.state_stack.len(), 3);
}
#[test]
fn replace() {
use crate::ecs::prelude::{World, WorldExt};
let mut world = World::new();
let mut sm = StateMachine::new(StateReplace(3));
// Unwrap here is fine because start can only fail when there are no states in the machine.
sm.start(StateData::new(&mut world, &mut ())).unwrap();
for i in 0..3 {
sm.update(StateData::new(&mut world, &mut ()));
assert_eq!(sm.state_stack.len(), i + 2);
}
sm.update(StateData::new(&mut world, &mut ()));
assert_eq!(sm.state_stack.len(), 1);
}
}