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#include <engine/state.h>
#include <engine/logging.h>
typedef StateType state_update_t(void*);
const char *StateTypeStr[] = {
"null",
#define State(name) #name,
#include <states/list_of_states.h>
#undef State
"quit",
};
// Setup API for states
#define State(name) \
typedef struct name##_state name##_state; \
typedef void (state_##name##_init_t)(name##_state*); \
typedef void (state_##name##_free_t)(name##_state*); \
typedef StateType (state_##name##_update_t)(name##_state*);
#include <states/all_states.h>
#undef State
#ifdef DAW_BUILD_HOTRELOAD
// When hotreloading is enabled, we want to assign state function pointers
// dynamically.
#define State(name) \
state_##name##_init_t *name##_init = NULL; \
state_##name##_free_t *name##_free = NULL; \
state_##name##_update_t *name##_update = NULL;
#else
// Otherwise we just declare them.
#define State(name) \
state_##name##_init_t name##_init; \
state_##name##_free_t name##_free; \
state_##name##_update_t name##_update;
#endif
#include <states/all_states.h>
#undef State
void State_init(StateType type, memory *mem) {
switch (type) {
#define State(name) \
case (STATE_##name): { \
name##_init(memory_allocate(mem, sizeof(name##_state))); \
break; \
}
#include <states/list_of_states.h>
#undef State
case STATE_null:
case STATE_quit:
DEBUG("Got %s state.\n", StateTypeStr[type]);
break;
default:
exit(EXIT_FAILURE);
}
}
void State_free(StateType type, memory *mem) {
switch (type) {
#define State(name) \
case (STATE_##name): { \
name##_free(mem->data); \
break; \
}
#include <states/list_of_states.h>
#undef State
case STATE_null:
case STATE_quit:
DEBUG("Got %s state.\n", StateTypeStr[type]);
break;
default:
exit(EXIT_FAILURE);
}
memory_clear(mem);
}
StateType (*State_updateFunc(StateType type))(void*) {
switch (type) {
#define State(name) \
case (STATE_##name): { \
return (state_update_t*)&name##_update; \
break; \
}
#include <states/list_of_states.h>
#undef State
case STATE_null:
case STATE_quit:
return NULL; //DEBUG("Got %s state.\n", StateTypeStr[type]);
break;
default:
exit(EXIT_FAILURE);
}
return NULL;
}
StateType State_update(StateType type, memory *mem) {
StateType next_state = STATE_null;
switch (type) {
#define State(name) \
case (STATE_##name): { \
next_state = name##_update(mem->data); \
break; \
}
#include <states/list_of_states.h>
#undef State
case STATE_null:
case STATE_quit:
DEBUG("Got %s state.\n", StateTypeStr[type]);
break;
default:
exit(EXIT_FAILURE);
}
return next_state;
}
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