add (very) basic main menu
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69
include/td/common/StateStack.h
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69
include/td/common/StateStack.h
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#pragma once
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#include <cassert>
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#include <vector>
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#include <memory>
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namespace td {
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template <typename TDerived, typename TReturn, typename... TArgs>
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class StateStack {
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public:
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class State {
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public:
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State(TDerived& a_StateStack) : m_StateStack(a_StateStack) {}
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virtual ~State() {}
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virtual TReturn Update(TArgs... args) = 0;
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protected:
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/**
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* \brief Called when enabled (can be used to connect signals)
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*/
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virtual void OnEnable() {}
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/**
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* \brief Called when disabled (can be used to disconnect signals)
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*/
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virtual void OnDisable() {}
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protected:
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TDerived& m_StateStack;
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friend class StateStack;
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};
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StateStack() {}
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StateStack(StateStack&&) = default;
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virtual ~StateStack() {}
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virtual TReturn Update(TArgs... args) {
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assert(!m_States.empty() && "You must push at least one state before updating !");
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return m_States.back()->Update(args...);
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}
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void PopState() {
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assert(!m_States.empty() && "You must push at least one state before poping !");
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m_States.back()->OnDisable();
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m_States.pop_back();
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if (m_States.empty())
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return;
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m_States.back()->OnEnable();
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}
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template <typename T, typename... Args>
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T* PushState(Args&&... args) {
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if (!m_States.empty())
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m_States.back()->OnDisable();
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auto newState = std::make_unique<T>(static_cast<TDerived&>(*this), std::forward<Args>(args)...);
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newState->OnEnable();
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m_States.push_back(std::move(newState));
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return static_cast<T*>(newState.get());
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}
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private:
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std::vector<std::unique_ptr<State>> m_States;
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};
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} // namespace td
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