Controller State Machine
Track a complicated state process with a controller.
void Animation::doProcess() { switch( animState ) { case RUNNING_STARTING: case RUNNING: case RUNNING_STOPPING: ...Each state updates and checks for transition conditions. For example, RUNNIG may check to see if it is at the end of the cycle, if so, restart it. It might also check to see if the mouse button is still down, if not, change to RUNNING_STOPPING. State machines can become very complicated and difficult to maintain using this technique. One alternative is to use function pointers and setjmp/longjmp.[/bquote] Related Tutorials
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