some minor cleanups and new asserts
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6de773f270
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c18ed56011
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@ -11,13 +11,14 @@ GameState::GameState(GameApp *gameApp, StateManager *stateManager)
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: EventListenerEx(gameApp->GetEventManager())
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{
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STACK_TRACE;
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ASSERT(gameApp != NULL);
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ASSERT(stateManager != NULL);
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m_gameApp = gameApp;
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m_stateManager = stateManager;
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m_effectManager = new EffectManager();
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ASSERT(m_effectManager != NULL);
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m_processManager = new ProcessManager(this);
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ASSERT(m_processManager != NULL);
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m_isFinished = FALSE;
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m_returnValue = 0;
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@ -14,6 +14,8 @@
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GwenGameStateUIController::GwenGameStateUIController(GwenGameState *gameState)
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{
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STACK_TRACE;
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ASSERT(gameState != NULL);
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m_gameState = gameState;
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m_canvas = NULL;
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m_inputProcessor = NULL;
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@ -13,6 +13,7 @@
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StateManager::StateManager(GameApp *gameApp)
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{
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STACK_TRACE;
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ASSERT(gameApp != NULL);
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m_gameApp = gameApp;
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m_stateReturnValue = 0;
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m_hasStateReturnValue = FALSE;
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@ -43,12 +43,12 @@ public:
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void OnUpdate(float delta);
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BOOL IsTransitioning() const;
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BOOL IsEmpty() const { return (m_states.empty() && m_pushQueue.empty() && m_swapQueue.empty()); }
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BOOL IsTop(const GameState *state) const { return GetTop()->gameState == state; }
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BOOL IsTransitioning(const GameState *state) const { return GetStateInfoFor(state)->isTransitioning; }
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BOOL IsEmpty() const;
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BOOL IsTop(const GameState *state) const;
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BOOL IsTransitioning(const GameState *state) const;
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GameState* GetTopState() const { return GetTop()->gameState; }
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GameState* GetTopNonOverlayState() const { return GetTopNonOverlay()->gameState; }
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GameState* GetTopState() const;
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GameState* GetTopNonOverlayState() const;
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uint32_t GetLastReturnValue() const { return m_stateReturnValue; }
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BOOL HasLastReturnValue() const { return m_hasStateReturnValue; }
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@ -151,6 +151,31 @@ T* StateManager::SwapTopNonOverlayWith(const stl::string &name)
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return newState;
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}
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inline BOOL StateManager::IsEmpty() const
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{
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return (m_states.empty() && m_pushQueue.empty() && m_swapQueue.empty());
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}
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inline BOOL StateManager::IsTop(const GameState *state) const
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{
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return GetTop()->gameState == state;
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}
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inline BOOL StateManager::IsTransitioning(const GameState *state) const
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{
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return GetStateInfoFor(state)->isTransitioning;
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}
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inline GameState* StateManager::GetTopState() const
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{
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return GetTop()->gameState;
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}
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inline GameState* StateManager::GetTopNonOverlayState() const
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{
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return GetTopNonOverlay()->gameState;
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}
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inline StateInfo* StateManager::GetTop() const
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{
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if (m_states.empty())
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