Async State Manager¶
- class game_state.AsyncStateManager(*, bound_state_type=<class 'game_state.async_machine.state.AsyncState'>, **kwargs)¶
The State Manager used for managing multiple State(s).
- Parameters:
- Variables:
is_running (bool) –
Added in version 2.4.
A bool for controlling the game loop.
Trueby default.
- property current_state: S | None¶
The current state if applied. Will be
Noneotherwise.- Type:
AsyncState|None
Added in version 2.4.
Note
This is a read-only attribute. To change states use
change_state()instead.
- property last_state: S | None¶
The last state object if any. Will be
Noneotherwise.- Type:
AsyncState | None
Added in version 2.4.
Note
This is a read-only attribute.
- property lazy_state_map: Dict[str, Tuple[Type[S], List[StateArgs] | None]]¶
A dictionary copy of all the added lazy state names mapped to their respective type and state args.
Added in version 2.4.
Note
This is a read-only attribute.
Note
Once the lazy state has been fully initialized, it will be removed from the lazy state map.
- property state_map: Dict[str, S]¶
A dictionary copy of all the state names mapped to their respective instance.
- Type:
Added in version 2.4.
Note
This is a read-only attribute.
- property global_on_enter: Callable[[S, S | None], Awaitable[None]] | None¶
The global on_enter listener called right before a state’s on_enter listener.
- Type:
None | Callable[[AsyncState, Optional[AsyncState]], None]
Added in version 2.4.
Note
This has to be assigned before changing the states.
The first argument passed to the function is the current state and the second is the previous state which may be
None.Example for a
global_on_enterfunction-async def global_on_enter( current_state: AsyncState, previous_state: None | AsyncState ) -> None: if previous_state: print( f"GLOBAL ENTER - Entering {current_state.state_name} from {previous_state.state_name}" ) your_manager_instance.global_on_enter = global_on_enter
- property global_on_leave: Callable[[S | None, S], Awaitable[None]] | None¶
The global on_leave listener called right before a state’s on_leave listener.
- Type:
None | Callable[[Optional[AsyncState], AsyncState], None]
Added in version 2.4.
Note
This has to be assigned before changing the states.
The first argument passed to the function is the current state which may be
Noneand the second is the next state to take place.Example for a
global_on_leavefunction-async def global_on_leave( current_state: None | AsyncState, next_state: AsyncState ) -> None: if current_state: print( f"GLOBAL LEAVE - Leaving {current_state.state_name} to {next_state.state_name}" ) your_manager_instance.global_on_leave = global_on_leave
- property global_on_load: Callable[[S, bool], Awaitable[None]] | None¶
The global
AsyncState.on_load()function for all states.- Type:
None | Callable[[AsyncState, bool], None]
Added in version 2.4.
Note
This has to be assigned before loading the states into the manager.
The first argument passed to the function is the current state which has been set up.
Example for a
global_on_loadfunction-async def global_on_load(state: AsyncState, reload: bool) -> None: print(f"GLOBAL LOAD - Loading up state: {state.state_name}") if reload: print("The state is being reloaded.") else: print("The state is not being reloaded.") your_manager_instance.global_on_load = global_on_load
- property global_on_unload: Callable[[S, bool], Awaitable[None]] | None¶
The global
AsyncState.on_unload()function for all states.- Type:
None | Callable[[AsyncState, bool], None]
Added in version 2.4.
Note
This has to be assigned before loading the states into the manager.
The first argument passed to the function is the current state which has been set up.
Example for a
global_on_unloadfunction-def global_on_unload(state: AsyncState, reload: bool) -> None: print(f"GLOBAL UNLOAD - Loading up state: {state.state_name}") if reload: print("The state is being reloaded.") else: print("The state is not being reloaded.") your_manager_instance.global_on_unload = global_on_unload
- async change_state(state_name, clear_overlays=False)¶
Changes the current state and updates the last state. This method executes the
AsyncState.on_leave()&AsyncState.on_enter()state & global listeners (global_on_leave()&global_on_enter()).Changed in version 2.5.
Added in version 2.4.
- Parameters:
- Raises:
game_state.errors.StateError- Raised when the state name doesn’t exist in the manager.
- Return type:
- async connect_state_hook(path, **kwargs)¶
Calls the hook function of the state file.
Added in version 2.4.
- Parameters:
- Raises:
game_state.errors.StateError- Raised when the hook function was not found in the state file to be loaded.
- Return type:
- add_lazy_states(*lazy_states, force=False, state_args=None)¶
Lazily adds the States into the StateManager. Unlike
load_states(), it only initializes the state when required i.e. whenchange_state()switches to the lazy state.Added in version 2.4.
- Parameters:
lazy_states (Type[S]) –
The states to be loaded into the manager as lazy states.force (bool) –
DefaultFalse.Loads the state regardless of whether the state has already been loaded or notwithout raising any internal error.Warning
If set to
Trueit may lead to unexpected behavior.state_args (Optional[Iterable[StateArgs]]) –
The data to be passed to the subclassed states upon their initialization in the manager.
- Raises:
game_state.errors.StateLoadError- Raised when the state has already been loaded.Only raised when
forceis set toFalse.
- Return type:
None
- async load_states(*states, force=False, state_args=None)¶
Loads the States into the StateManager.
Added in version 2.4.
- Parameters:
states (Type[S]) –
The States to be loaded into the manager.force (bool) –
DefaultFalse.Loads the state regardless of whether the state has already been loaded or notwithout raising any internal error.Warning
If set to
Trueit may lead to unexpected behavior.state_args (Optional[Iterable[StateArgs]]) –
The data to be passed to the subclassed states upon their initialization in the manager.
- Raises:
game_state.errors.StateLoadError- Raised when the state has already been loaded.Only raised when
forceis set toFalse.
- Return type:
None
- async reload_state(state_name, force=False, **kwargs)¶
Reloads the specified state. A shorthand to
unload_state()&load_states().Added in version 2.4.
- Parameters:
state_name (
str) –The state name to be reloaded.force (
bool) –DefaultFalse.Reloads the state even if it’s an actively running state withoutraising any internal error.Warning
If set to
Trueit may lead to unexpected behavior.**kwargs (
Any) –The keyword arguments to be passed to theunload_state()&load_states().
- Return type:
TypeVar(S, bound= AsyncState[Any])- Returns:
- Returns the newly made
AsyncStateinstance. - Raises:
game_state.errors.StateLoadError- Raised when the state has already been loaded.Only raised when
forceis set toFalse.
- remove_lazy_state(state_name)¶
Removes the specified lazy state from the
StateManager. This will silently fail if the lazy state has been loaded to the manager, which in case you will have to unload viaunload_state().Added in version 2.4.
- Parameters:
state_name (str) –
The state to be removed from the manager.- Return type:
Optional[Tuple[Type[S], Optional[List[StateArgs]]]]
- Returns:
- Either returns
Noneif the lazy state was not found, or it returns atuple with the first element being the lazy state and the second beingtheStateArgsif any were passed.
- async unload_state(state_name, force=False, **kwargs)¶
Unloads the specified state from the
StateManager.Added in version 2.4.
- Parameters:
state_name (
str) –The state name to be unloaded from the manager.force (
bool) –DefaultFalse.Unloads the state even if it’s an actively running state without raising any internal error.Warning
If set to
Trueit may lead to unexpected behavior.**kwargs (
Any) –The keyword arguments to be passed on to the raised errors.
- Return type:
- Returns:
- The
AsyncStateclass of the deleted state name. - Raises:
game_state.errors.StateLoadError- Raised when the state doesn’t exist in the manager to be unloaded.
game_state.errors.StateError- Raised when trying to unload an actively running state.Only raised when
forceis set toFalse.
- async close_overlay(state_id, **kwargs)¶
Closes an overlay state. You can close any of the opened overlay state and not just the active overlay state.
Added in version 2.5.
- Parameters:
- The state ID with which it was opened with. This is not the state name.
Note
Only the following state listener will execute upon calling this method:
AsyncState.on_overlay_close()on the current active overlay.
No other global or state listeners are called.
**kwargs (
Any) –The keyword arguments to be passed on to the raised errors.
- Raises:
game_state.errors.OverlayError- Raised when no state of
state_idwas found to close.
- Return type:
- async close_all_overlays()¶
Closes all opened overlay states.
Added in version 2.5.
Note
Only the following state listener executes upon calling this method:
AsyncState.on_overlay_close()on every opened overlay state.
For all overlay states, this is called in order from most recently opened to first opened.
No other global or state listeners are called.
- Parameters:
**kwargs –
The keyword arguments to be passed on to the raised errors.- Return type:
- async open_overlay(state_name, state_id=None)¶
- Overloads:
self, state_name (str), state_id (int) → int
self, state_name (str), state_id (str) → str
self, state_name (str), state_id (None) → int
- Return type:
Opens a new overlay state without losing the context of the original state.
Added in version 2.5.
Note
Only the following state listener executes upon calling this method:
AsyncState.on_overlay_open()on the newly opened overlay state.
Warning
Although it is possible to use this method as a replacement to
AsyncStateManager.change_state(), it is discouraged to do so as it progressively uses more memory if the overlay states are never cleared.- Parameters:
state_name (
str) –The name of the state to use as an overlay.state_id (
Union[int,str,None]) –The ID bound to this overlay. As the overlay system allows you to openmultiple overlay states of the same type, the manager needs to differentiatebetween them by using a unique ID.Note
It’s recommended to use a string rather than an integer when assigning a custom ID. When no ID is supplied, the manager defaults to an incremental integer counter for its overlay elements, which can conflict with custom integer IDs.
- Return type: