summaryrefslogtreecommitdiff
path: root/osframework/source/demos/Demo2/Board.h
diff options
context:
space:
mode:
Diffstat (limited to 'osframework/source/demos/Demo2/Board.h')
-rw-r--r--osframework/source/demos/Demo2/Board.h108
1 files changed, 108 insertions, 0 deletions
diff --git a/osframework/source/demos/Demo2/Board.h b/osframework/source/demos/Demo2/Board.h
new file mode 100644
index 0000000..04d84cd
--- /dev/null
+++ b/osframework/source/demos/Demo2/Board.h
@@ -0,0 +1,108 @@
+#ifndef __BOARD_H__
+#define __BOARD_H__
+
+//////////////////////////////////////////////////////////////////////////
+// Board.h
+//
+// This is the third class to look at in this particular demo
+// (after main.cpp and GameApp.h/.cpp). The Board class is where most of
+// your actual game programming will go. It is here that we will do
+// all our game drawing, updating, and input processing. Of course, in
+// a larger application, you would probably do drawing and updating in
+// multiple files, but you would still most likely use something similar
+// to a Board class as the master game logic class.
+//
+// The reason that the Board class is a widget is because when a widget
+// is added to the GameApp's WidgetManager, it will automatically have its
+// Update and Draw methods called, and it will automatically receive input
+// at the appropriate times. Furthermore, by making it a widget and adding
+// it to the WidgetManager, the game logic loop, Update(), will be guaranteed
+// to run at a standard 100FPS on all machines. This is extremely important
+// as you always want your logic code to run at the same speed, but want
+// the drawing code to run as fast as possible. That way on faster machines
+// your program doesn't run its logic faster than on a slower machine.
+//
+// You can think of the Board as a canvas upon which we do all our
+// drawing, and a central hub where if we need to, we instruct other
+// classes where and when to draw to.
+//////////////////////////////////////////////////////////////////////////
+
+// This file must be included so that we can derive our Board class from it
+#include "SexyAppFramework/Widget.h"
+
+// We place all our classes inside the "Sexy" namespace to avoid name collisions
+// with other libraries that might be added.
+namespace Sexy
+{
+
+
+// Forward declare the graphics class. You will see the graphics class used
+// and explained in Board.cpp: it is the main object used to draw all
+// images, fonts, etc.
+class Graphics;
+
+// We maintain a pointer to the main game application in the Board class.
+// The main game app contains functions that are often times needed
+// by the Board class, such as registry reading/writing, file reading/writing,
+// etc.
+class GameApp;
+
+//////////////////////////////////////////////////////////////////////////
+//////////////////////////////////////////////////////////////////////////
+class Board : public Widget
+{
+
+ private:
+
+ GameApp* mApp;
+ int mPulseAmt; // See Draw(): used to make an image pulse over time
+ bool mIncPulse; // If true, then we're increasing the pulse value, otherwise, decreasing
+
+
+ public:
+
+ //////////////////////////////////////////////////////////////////////////
+ // Function: Board
+ // Parameters:
+ // theApp - Pointer to the main application class
+ //
+ // Returns: none
+ //////////////////////////////////////////////////////////////////////////
+ Board(GameApp* theApp);
+
+ virtual ~Board();
+
+
+ //////////////////////////////////////////////////////////////////////////
+ // Function: Draw
+ // Parameters:
+ // g - Graphics object used to draw all images and fonts to the screen.
+ //
+ // Returns: none
+ //
+ // Purpose: Called automatically by GameApp's WidgetManager, this function
+ // is the main method that is responsible for all graphical and textual
+ // displaying.
+ //////////////////////////////////////////////////////////////////////////
+ virtual void Draw(Graphics* g);
+
+ //////////////////////////////////////////////////////////////////////////
+ // Function: Update
+ // Parameters: none
+ // Returns: none
+ //
+ // Purpose: Called automatically by GameApp's WidgetManager, this method
+ // is GUARANTEED to be called 100 times per second (100FPS) and is where
+ // all main game logic is performed. Of course, if you had a larger more
+ // complex game, you'd most likely divide your logic between several
+ // other files, but this is commonly the central place where all game
+ // logic begins and is executed.
+ //////////////////////////////////////////////////////////////////////////
+ virtual void Update();
+
+};
+
+
+}
+
+#endif // __BOARD_H__ \ No newline at end of file