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+#include "GameApp.h"
+#include "TitleScreen.h"
+#include "Board.h"
+#include "DemoDialog.h"
+#include "SexyAppFramework/WidgetManager.h"
+
+#include "SexyAppFramework/Checkbox.h"
+
+// We will be accessing the resource manager in this demo, so include it's header
+#include "SexyAppFramework/ResourceManager.h"
+
+// Required for playing music
+#include "SexyAppFramework/BassMusicInterface.h"
+
+// Contains all the resources from the resources.xml file in our
+// properties directory. See that file for more information.
+#include "Res.h"
+
+#include "SexyAppFramework/Dialog.h"
+
+// The SexyAppFramework resides in the "Sexy" namespace. As a convenience,
+// you'll see in all the .cpp files "using namespace Sexy" to avoid
+// having to prefix everything with Sexy::
+using namespace Sexy;
+
+
+//////////////////////////////////////////////////////////////////////////
+//////////////////////////////////////////////////////////////////////////
+GameApp::GameApp()
+{
+ // mProdName is used for internal purposes to indicate the game that we're working on
+ mProdName = "Demo 5";
+
+ // For internal uses, indicates the current product version
+ mProductVersion = "1.0";
+
+ // This is the text that appears in the title bar of the application window
+ mTitle = StringToSexyStringFast("SexyAppFramework: " + mProdName + " - " + mProductVersion);
+
+ // Indicates the registry location where all registry keys will be read from
+ // and written to. This is stored under the HKEY_CURRENT_USER tree on
+ // Windows systems.
+ mRegKey = "PopCap\\SexyAppFramework\\Demo5";
+
+ // Set the application width/height in terms of pixels here.
+ mWidth = 640;
+ mHeight = 480;
+
+ // By setting this to true, the framework will automatically check to see
+ // if hardware acceleration can be turned on. This doesn't guarantee that it
+ // WILL be turned on, however. Some cards just aren't compatible or have
+ // known issues. Also, cards with less than 8MB of video RAM aren't supported.
+ // There are ways to override the 3D enabled settings, which we will discuss
+ // in a later demo. As a side note, if you want to see if you app is
+ // running with 3D acceleration, first enable debug keys by pressing
+ // CTRL-ALT-D and then press F8. To toggle 3D on/off, press shift-F8. That is just
+ // for testing purposes.
+ mAutoEnable3D = true;
+
+ mBoard = NULL;
+ mTitleScreen = NULL;
+
+}
+
+//////////////////////////////////////////////////////////////////////////
+//////////////////////////////////////////////////////////////////////////
+GameApp::~GameApp()
+{
+ // Remove our "Board" class which was, in this particular demo,
+ // responsible for all our game drawing and updating.
+ // All widgets MUST be removed from the widget manager before deletion.
+ // More information on the basics of widgets can be found in the Board
+ // class file. If you tried to delete the Board widget before removing
+ // it, you will get an assert. Because our board might not have been
+ // added (if you shut down the app before closing the loading screen),
+ // only remove it if it isn't null.
+ if (mBoard != NULL)
+ mWidgetManager->RemoveWidget(mBoard);
+
+ // Take a look at TitleScreen::ButtonDepress if you haven't already.
+ // It explains a function called SafeDeleteWidget. Notice that we're
+ // directly deleting the widget here: that is because when our app's
+ // destructor is called, it's at the very end of the shutdown sequence
+ // and the safe delete widget list will NOT be processed. Thus we
+ // have to delete the memory manually.
+ delete mBoard;
+
+
+ // If you shut down the app before closing the loading screen, then
+ // it will need to be removed here. The rational for the next two
+ // steps is the same as for Board:
+ if (mTitleScreen != NULL)
+ mWidgetManager->RemoveWidget(mTitleScreen);
+ delete mTitleScreen;
+
+ // We should also free up all the resources that we loaded
+ // for ALL the resource groups. Deleting a group that was
+ // already deleted doesn't do anything, it's ignored.
+ mResourceManager->DeleteResources("Init");
+ mResourceManager->DeleteResources("TitleScreen");
+ mResourceManager->DeleteResources("Game");
+
+}
+
+//////////////////////////////////////////////////////////////////////////
+//////////////////////////////////////////////////////////////////////////
+void GameApp::Init()
+{
+ // Let the parent class perform any needed initializations first.
+ // This should always be done.
+ SexyAppBase::Init();
+
+ // We need to tell the resource manager to read in all the groups
+ // and information from that main group we made, called ResourceManifest,
+ // in the file "properties/resources.xml". The path/filename are
+ // by default set up to load that file, so you must name it exactly as such.
+ // This doesn't load any resources: it just parses the data and sets
+ // things up for loading.
+ LoadResourceManifest();
+
+ // Next, we want to load our absolutely necessary files that have to
+ // be loaded before anything else can run. You'll notice in the resources.xml
+ // file that we created a group called Init that contains these resources.
+ // You may call it whatever you like. Let's load those resources now.
+ // We do that by calling the LoadResources method of our mResourceManager
+ // variable and specifying in quotes the name of the resource group to
+ // load. This string is case sensitive.
+ if (!mResourceManager->LoadResources("Init"))
+ {
+ mLoadingFailed = true;
+ // This will display an informative error message indicating exactly
+ // what went wrong in the resource loading process.
+ ShowResourceError(true);
+ return;
+ }
+
+ // Now we've loaded the resources, but we need to extract them.
+ // Extraction is the phase that converts sound files to raw WAV
+ // files, and sets up and initializes fonts and palletizes images.
+ // The ResourceGen.exe program, when it generates C++ code for our
+ // resources, also creates a function for EVERY resource group of the
+ // form: Extract<GROUP>Resources, where <GROUP> is the exact name
+ // of the resource group you made. In our case, we made an "Init"
+ // group, so we have an ExtractInitResources method. You pass to it
+ // the pointer to the resource manager. Because an error can occur
+ // during this step, you should make sure to check for it.
+ if (!ExtractInitResources(mResourceManager))
+ {
+ mLoadingFailed = true;
+ ShowResourceError(true);
+ return;
+ }
+
+ // We also need to load our title screen graphics in, since you can't
+ // display the title screen without any graphics. For an explanation of why
+ // we placed this in a separate group from Init, see properties/resources.xml.
+ // This code works exactly like the above did for the Init group.
+ if (!mResourceManager->LoadResources("TitleScreen"))
+ {
+ mLoadingFailed = true;
+ ShowResourceError(true);
+ return;
+ }
+
+ if (!ExtractTitleScreenResources(mResourceManager))
+ {
+ mLoadingFailed = true;
+ ShowResourceError(true);
+ return;
+ }
+
+ // Now let's create and add our title screen to the widget manager
+ mTitleScreen = new TitleScreen(this);
+ mTitleScreen->Resize(0, 0, mWidth, mHeight);
+
+ // Let's let the title screen initialize it's widgets and data
+ // before adding it to the widget manager:
+ mTitleScreen->Init();
+
+ mWidgetManager->AddWidget(mTitleScreen);
+
+ // Let's also load in some music to play. We use the mMusicInterface
+ // member for all our music needs, which requires the BassMusicInterface.h
+ // header to be loaded, since we use the library BASS to play our music.
+ // We can load in WAV, OGG, or MP3 files. BASS also supports a number
+ // of tracker formats, such as .it, .xm, .mod, etc. It also supports
+ // a format called MO3, which is a compressed version of a tracker
+ // file. For this example, we will use the MO3 from AstroPop.
+ // Why? Cause it's ours and we won't get sued for using it.
+ // We load our file manually, we do not use the resource manager for this.
+ // The first parameter is the ID to associate the song with. Just as sounds
+ // have IDs, so do music tracks.
+ mMusicInterface->LoadMusic(0, "music/music.mo3");
+
+ // Let's load another copy of the file. Why? In order to fade from one
+ // track to another, we need two instances of the track on different
+ // channels. Let's load it again and give it a different ID, 1.
+ mMusicInterface->LoadMusic(1, "music/music.mo3");
+
+ // Now we need to start playing a track. Because we are using an MO3
+ // and because the original format was a .it (Impulse Tracker) file,
+ // there are actually multiple songs inside of it, differentiated
+ // by various offsets. If you were just playing a single MP3 or OGG
+ // or WAV file instead of a tracker file, you would ignore this
+ // and use the default offset of 0 for the start of the song.
+ // Because the person that made the song file was nice and
+ // told us which offsets equated to which song pieces, I already
+ // know the magic offset numbers. In this particular case, the
+ // song for the intro screen is at offset 0, and the song
+ // for the main game music is at offset 9. Our music artist
+ // also was kind enough to put in tracker looping commands,
+ // so you'll notice that the songs play over and over. A discussion
+ // of tracker file formats is beyond the scope of this. Again,
+ // if you are just playing a WAV/OGG/MP3, you use offset 0 (the default)
+ // to indicate that you want to start playing from the start of the song.
+ //
+ // You can use PlayMusic to instantly play the track, or, like below,
+ // you can use FadeIn to smoothly fade the song in. The first parameter
+ // for both methods is the channel or song id that was used when the
+ // track was first loaded (In our case, either 0 or 1 works). For both,
+ // the second parameter is the offset to start playing at. Again, I just
+ // happen to know that the intro song is at offset 0. For FadeIn, the
+ // third parameter is how quickly to fade in, out of 1.0. The last parameter
+ // for both indicates whether or not you want to loop. This is kind of weird,
+ // but specify "false" to loop and "true" to not loop.
+ mMusicInterface->FadeIn(0, 0, 0.002, false);
+
+ // We'll cover changing the music and sound volumes in a later demo.
+
+ // Next, we need to know how many resources there are to load.
+ // This is necessary so we can display our progress bar on the title screen
+ // and make it be the appropriate length. There's a variable in SexyAppBase
+ // called mNumLoadingThreadTasks which holds the number of resources to
+ // load in the LoadingThreadProc function. You get the number of resources
+ // in a given group with a call to the resource manager's GetNumResources function
+ // for each of your groups that you are going to load:
+ mNumLoadingThreadTasks = mResourceManager->GetNumResources("Game");
+}
+
+//////////////////////////////////////////////////////////////////////////
+//////////////////////////////////////////////////////////////////////////
+void GameApp::LoadingThreadProc()
+{
+ // For each of the groups that we want to load,
+ // we first have to instruct the resource manager to begin the
+ // loading phase and initialize its internal variables.
+ // We do that with the StartLoadResources method and pass in the
+ // exact string name of the group to begin loading:
+ mResourceManager->StartLoadResources("Game");
+
+ // Now we need to load each individual resource. We will loop,
+ // calling LoadNextResource at the start. When it returns true,
+ // there are no more resources to load for the current group.
+ // LoadNextResource knows what group to load from because
+ // of the call to StartLoadResources above:
+ while (mResourceManager->LoadNextResource())
+ {
+ // The SexyAppBase variable, mCompletedLoadingThreadTasks, indicates the
+ // total number of resources that have so far been loaded. This is used
+ // to tell our loading screen the % progress we've made. See TitleScreen::Draw
+ // for an example of how this is used. We need to increment this value
+ // ourselves everytime we load a resource:
+ mCompletedLoadingThreadTasks++;
+
+ // If there was an error loading our resource, the resource manager
+ // will tell us to shut down by setting mShutdown to true. If that
+ // happened, immediately abort and return:
+ if (mShutdown)
+ return;
+
+ // Remember in demos 1-3 how we had the Board class call MarkDirty
+ // every update? Well, the title screen doesn't need to be such a hog.
+ // The title screen only needs to repaint when its progress bar changes
+ // size. The progress bar only changes size when a resource gets loaded.
+ // Because the game app is the only one that knows when this happens,
+ // the game app will be the one to tell the title screen that it's a
+ // dirty, dirty widget and that it needs a good and proper repainting.
+ // You COULD make an update method for the title screen and mark dirty
+ // every frame. But because this consumes more CPU time, it will take
+ // longer to load our resources. And since you want the loading time
+ // to be as quick as possible, you should only repaint when you need to.
+ mTitleScreen->MarkDirty();
+ }
+
+ // Just like in our Init function, after loading resources we
+ // need to extract them. Let's do that. Let's also ask the resource
+ // manager if an error occurred in the above loop that we
+ // didn't yet catch. We do that with the HadError method:
+ if (mResourceManager->HadError() || !ExtractGameResources(mResourceManager))
+ {
+ ShowResourceError(false);
+ mLoadingFailed = true;
+ return;
+ }
+
+}
+
+//////////////////////////////////////////////////////////////////////////
+//////////////////////////////////////////////////////////////////////////
+void GameApp::LoadingThreadCompleted()
+{
+ // Let the base app class also know that we have completed
+ SexyAppBase::LoadingThreadCompleted();
+
+ // When we're actually loading resources, we'll set the
+ // mLoadingFailed variable to "true" if there were any problems
+ // encountered along the way. If that is the case, just return
+ // because we won't want the user to get to the main menu or any
+ // other part of the game. We will want them to exit out.
+ if (mLoadingFailed)
+ return;
+
+
+ // We aren't going to make and add the Board class here like we
+ // did in the previous demos. Instead, since we are done loading
+ // everything, we're going to tell the title screen that
+ // we're done and that it should unhide the continue link and let
+ // the user enter the game.
+ mTitleScreen->LoadingComplete();
+
+ // Remember: since we didn't give our title screen an Update method,
+ // this class is responsible for telling it when to repaint. If we
+ // don't mark it dirty, you won't see the hyperlink widget
+ // appear. So mark it dirty now:
+ mTitleScreen->MarkDirty();
+}
+
+//////////////////////////////////////////////////////////////////////////
+//////////////////////////////////////////////////////////////////////////
+void GameApp::TitleScreenIsFinished()
+{
+ mTitleScreen = NULL;
+ mBoard = new Board(this);
+
+ // Now that the title screen is done, we don't need its resources
+ // wasting memory. Let's delete all of its resources. We do that
+ // by calling DeleteResources and specifying the exact name of the
+ // resource group we want to free up:
+ mResourceManager->DeleteResources("TitleScreen");
+
+ mBoard->Resize(0, 0, mWidth, mHeight);
+ mWidgetManager->AddWidget(mBoard);
+
+ // This is a new step: We're going to tell the WidgetManager
+ // that keyboard input and mouse wheel notifications should go to
+ // the board object. This way, we'll be able to respond to keypresses:
+ mWidgetManager->SetFocus(mBoard);
+
+
+
+ // Let's fade out the intro song and fade in the main game music.
+ // FadeOut works just like FadeIn did in Init() but with some
+ // slightly different parameters. The first, is like with FadeIn and
+ // PlayMusic, the channel or song id that you want to mess with.
+ // The second indicates that the song fading out should stop when
+ // done, if it is true. The final parameter indicates how fast
+ // to fade out, and is from 0 to 1.
+ mMusicInterface->FadeOut(0, true, 0.004);
+
+ // Let's fade in the main game music. This is the same as in Init.
+ // The only difference is we're using 1 instead of 0 for our song id.
+ // Why? Well, channel/song id 0 is being used to fade out the
+ // previously playing track, we can't use it to also fade in.
+ // That's why we loaded another copy of the song into channel 1.
+ // Again, as explained in Init, I happen to know that offset 9
+ // is the start of the main game music.
+ mMusicInterface->FadeIn(1, 9, 0.002, false);
+
+ // We'll cover changing the music and sound volumes in our options dialog.
+}
+
+//////////////////////////////////////////////////////////////////////////
+//////////////////////////////////////////////////////////////////////////
+Dialog* GameApp::NewDialog(int theDialogId, bool isModal, const std::string& theDialogHeader,
+ const std::string& theDialogLines, const std::string& theDialogFooter, int theButtonMode)
+{
+ // Rather than dupliate a lengthy explanation, check out the top of DemoDialog.cpp for a complete description
+ // of what all the parameters and functions are.
+ Dialog* d = new Dialog(IMAGE_DIALOG_BOX, IMAGE_DIALOG_BUTTON, theDialogId, isModal,
+ StringToSexyStringFast(theDialogHeader), StringToSexyStringFast(theDialogLines), StringToSexyStringFast(theDialogFooter), theButtonMode);
+
+ d->SetButtonFont(FONT_DEFAULT);
+ d->SetLinesFont(FONT_DEFAULT);
+ d->SetHeaderFont(FONT_DEFAULT);
+
+ d->SetColor(Dialog::COLOR_HEADER, Color::Black);
+ d->SetColor(Dialog::COLOR_LINES, Color::Black);
+
+ d->mSpaceAfterHeader = 30;
+ d->Resize(100, 100, 300, 250);
+
+ return d;
+}
+
+//////////////////////////////////////////////////////////////////////////
+//////////////////////////////////////////////////////////////////////////
+void GameApp::SwitchScreenMode(bool wantWindowed, bool is3d)
+{
+ // Let the app handle the actual details of this call...
+ SexyAppBase::SwitchScreenMode(wantWindowed, is3d);
+
+ // We can see if the options dialog is up with a call to
+ // GetDialog. You pass GetDialog the unique ID of the dialog box,
+ // and if it exists it is returned to you, otherwise NULL is returned.
+ DemoDialog* d = (DemoDialog*) GetDialog(DemoDialog::DIALOG_ID);
+
+ // Set the checkbox state to our windowed state
+ if ((d != NULL) && (d->mFSCheckbox != NULL))
+ d->mFSCheckbox->SetChecked(!wantWindowed);
+
+}
+
+//////////////////////////////////////////////////////////////////////////
+//////////////////////////////////////////////////////////////////////////
+void GameApp::ButtonPress(int theId)
+{
+ if (theId == DemoDialog::MESSAGE_BOX_ID + 2000)
+ KillDialog(theId - 2000);
+}
+
+//////////////////////////////////////////////////////////////////////////
+//////////////////////////////////////////////////////////////////////////
+void GameApp::SetFocusToBoard()
+{
+ if (mBoard != NULL)
+ mWidgetManager->SetFocus(mBoard);
+} \ No newline at end of file