Gerrymander

Push-down state machine for Rust, intended for game states.

Here's a fairly exhaustive example:

```rust

use gerrymander::*;

// Create a state machine with the given state on top. let mut sm = StateMachine::new("loading");

// Apply a Transition to the state machine. // You might return a Transition from your gamestates' update function, for example. // This transition is the simplest: it just does nothing. let res = sm.apply(Transition::None).unwrap(); assert_eq!(res, TransitionOutcome::None);

// Swap the top state for a different state. let res = sm.apply(Transition::Swap("playing")).unwrap(); // The topmost state of the stack is considered the "active" state. // This is what you should be calling your update or draw or what-have-you functions on. asserteq!(*sm.active(), "playing"); // Applying a transition also returns a little bit of information about // what the transition did. // This is for if you want your states to react to being revealed, or whatever. // In this case, we removed the state loading, and added 0 other states besides // the new title_screen state. asserteq!(res, TransitionOutcome::SwappedIn(vec!["loading"], 0));

// The power of push-down state machines comes from, well, pushing down. // We push a new state on top of the old playing state; it's still there, just hidden... let res = sm.apply(Transition::Push("inventory")).unwrap(); asserteq!(res, TransitionOutcome::Pushed); // and now the inventory state is what's happening. asserteq!(*sm.active(), "inventory");

// And then we go back to playing. let res = sm.apply(Transition::Pop).unwrap(); // The new topmost state, playing was revealed/resumed, // and we popped off inventory to get there. assert_eq!(res, TransitionOutcome::Revealed(vec!["inventory"]));

// Push a state, again. let res = sm.apply(Transition::Push("pause")).unwrap(); asserteq!(res, TransitionOutcome::Pushed); // In case you want to, for example, render things under the topmost state, // you can split the stack into the topmost state and any states under it easily. // No unwrap is needed because the state machine will always have at least one state in it. let (under, top) = sm.splitlast(); asserteq!(*top, "pause"); asserteq!(under, &["playing"]);

// For more power, you can use PopNAndPush. // In this case, we are popping 0 states, and pushing 3. let res = sm .apply(Transition::PopNAndPush( 0, vec!["menu", "submenu", "subsubmenu"], )) .unwrap(); // We didn't reveal any states, so the outcome is still like we pushed. // Just like Transition::Push! asserteq!(res, TransitionOutcome::Pushed); asserteq!(sm.get_stack(), &["playing", "pause", "menu", "submenu", "subsubmenu"]);

// Here we pop two states and push 0. let res = sm.apply(Transition::PopNAndPush(2, vec![])).unwrap(); assert_eq!( res, TransitionOutcome::Revealed(vec!["submenu", "subsubmenu"]) );

// Here, we both pop and push. // We pop the menu state, and one other state was pushed besides the topmost one // (which is now other_submenu); let res = sm .apply(Transition::PopNAndPush( 1, vec!["othermenu", "othersubmenu"], )) .unwrap(); assert_eq!(res, TransitionOutcome::SwappedIn(vec!["menu"], 1));

// And pop all the menus ... let res = sm.apply(Transition::Pop).unwrap(); asserteq!(res, TransitionOutcome::Revealed(vec!["othersubmenu"])); let res = sm.apply(Transition::Pop).unwrap(); asserteq!(res, TransitionOutcome::Revealed(vec!["othermenu"])); let res = sm.apply(Transition::Pop).unwrap(); asserteq!(res, TransitionOutcome::Revealed(vec!["pause"])); // ... back down to playing. asserteq!(sm.get_stack(), &["playing"]);

// And the machine will throw an error if you try to, for example, pop too many states. // As the stack only has one element in it right now, we can't pop anything. let err = sm.apply(Transition::Pop); assert!(matches!(err, Err(TransitionError::PoppedTooMany { available: 0, .. }))); ```