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#include <engine/state.h>
#include <engine/logging.h>
#include <states/all_states.h>
typedef StateType state_update_t (void*);
const char *StateTypeStr[] = {
"null",
#define State(name) #name,
#include <states/list_of_states.h>
#undef State
"quit",
};
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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