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/*******************************************************************************
 * Copyright 2014 See AUTHORS file.
 * 
 * Licensed under the Apache License, Version 2.0 (the "License");
 * you may not use this file except in compliance with the License.
 * You may obtain a copy of the License at
 * 
 *   http://www.apache.org/licenses/LICENSE-2.0
 * 
 * Unless required by applicable law or agreed to in writing, software
 * distributed under the License is distributed on an "AS IS" BASIS,
 * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
 * See the License for the specific language governing permissions and
 * limitations under the License.
 ******************************************************************************/

package com.badlogic.gdx.ai.fsm;

import com.badlogic.gdx.utils.Array;

/** A {@link StateMachine} implementation that keeps track of all previous {@link State}s via a stack. This makes sense for example
 * in case of a hierarchical menu structure where each menu screen is one state and one wants to navigate back to the main menu
 * anytime, via {@link #revertToPreviousState()}.
 * 
 * @param  the type of the entity owning this state machine
 * @param  the type of the states of this state machine
 * 
 * @author Daniel Holderbaum */
public class StackStateMachine> extends DefaultStateMachine {

	private Array stateStack;

	/** Creates a {@code StackStateMachine} with no owner, initial state and global state. */
	public StackStateMachine () {
		this(null, null, null);
	}

	/** Creates a {@code StackStateMachine} for the specified owner.
	 * @param owner the owner of the state machine */
	public StackStateMachine (E owner) {
		this(owner, null, null);
	}

	/** Creates a {@code StackStateMachine} for the specified owner and initial state.
	 * @param owner the owner of the state machine
	 * @param initialState the initial state */
	public StackStateMachine (E owner, S initialState) {
		this(owner, initialState, null);
	}

	/** Creates a {@code StackStateMachine} for the specified owner, initial state and global state.
	 * @param owner the owner of the state machine
	 * @param initialState the initial state
	 * @param globalState the global state */
	public StackStateMachine (E owner, S initialState, S globalState) {
		super(owner, initialState, globalState);
	}

	@Override
	public void setInitialState (S state) {
		if (stateStack == null) {
			stateStack = new Array();
		}

		this.stateStack.clear();
		this.currentState = state;
	}

	@Override
	public S getCurrentState () {
		return currentState;
	}

	/** Returns the last state of this state machine. That is the high-most state on the internal stack of previous states. */
	@Override
	public S getPreviousState () {
		if (stateStack.size == 0) {
			return null;
		} else {
			return stateStack.peek();
		}
	}

	@Override
	public void changeState (S newState) {
		changeState(newState, true);
	}

	/** Changes the Change state back to the previous state. That is the high-most state on the internal stack of previous states.
	 * @return {@code True} in case there was a previous state that we were able to revert to. In case there is no previous state,
	 *         no state change occurs and {@code false} will be returned. */
	@Override
	public boolean revertToPreviousState () {
		if (stateStack.size == 0) {
			return false;
		}

		S previousState = stateStack.pop();
		changeState(previousState, false);
		return true;
	}

	private void changeState (S newState, boolean pushCurrentStateToStack) {
		if (pushCurrentStateToStack && currentState != null) {
			stateStack.add(currentState);
		}

		// Call the exit method of the existing state
		if (currentState != null) currentState.exit(owner);

		// Change state to the new state
		currentState = newState;

		// Call the entry method of the new state
		currentState.enter(owner);
	}

}