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#ifndef __GAMEAPP_H__
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#define __GAMEAPP_H__
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//////////////////////////////////////////////////////////////////////////
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//                                                      GameApp.h
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//
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//      This is what drives the whole game. In here, you derive your class
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//      from SexyAppBase and implement common game tasks, such as 
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//      responding to widgets (covered later), initializing and loading
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//      resources, setting up the various game screens, etc.
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//      All applications at minimum must have a class that derives from
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//      SexyAppBase.
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//
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//      The GameApp class is used to do such things as create the main 
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//      menu screen, create the main game class (where all drawing/updating/
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//      interaction takes place), etc.
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//////////////////////////////////////////////////////////////////////////
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#include "SexyAppFramework/SexyAppBase.h"
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// We place all our classes inside the "Sexy" namespace to avoid name collisions
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// with other libraries that might be added.
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namespace Sexy
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{
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        // The GameApp class will be responsible for creating a class by the name
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        // of "Board", which we will use to do all the game's drawing, input processing,
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        // etc. Board is the second most important class and is where almost all of your
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        // game logic code will originate from. It is a widget, which allows for
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        // easy and automatic invocation of its update, drawing, and input processing
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        // functions. See the "Board" class for more details. 
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        class Board;
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class GameApp : public SexyAppBase
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{
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        private:
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                Board*          mBoard;
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        public:
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                GameApp();
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                virtual ~GameApp();
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                //////////////////////////////////////////////////////////////////////////
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                //      Function: Init
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                //      Parameters: none
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                //      Returns: none
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                //
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                //      Purpose: Initializes the application. Sets the resolution, overrides
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                //      any default settings, and if there is a loader/intro screen (not in this demo)
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                //      creates it and displays it. The framework will then automatically
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                //      call the LoadingThreadProc() method after this method returns.
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                //////////////////////////////////////////////////////////////////////////              
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                virtual void    Init();
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                //////////////////////////////////////////////////////////////////////////
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                //      Function: LoadingThreadProc
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                //      Parameters: none
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                //      Returns: none
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                //
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                //      Purpose: Loads all resources in a separate thread. If there is a 
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                //      loader/intro screen (not in this demo), would also update the
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                //      loader progress indicator. When the function returns, the
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                //      LoadingThreadCompleted() method is automatically called.
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                //////////////////////////////////////////////////////////////////////////              
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                virtual void    LoadingThreadProc();
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                //////////////////////////////////////////////////////////////////////////
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                //      Function: LoadingThreadCompleted
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                //      Parameters: none
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                //      Returns: none
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                //
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                //      Purpose: Called when LoadingThreadProc is complete and all resources
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                //      have been loaded. It is in this function that you would then set up
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                //      your main menu or similar screen. For this particular demo however,
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                //      we will go straight to the main game class, "Board".
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                //////////////////////////////////////////////////////////////////////////              
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                virtual void    LoadingThreadCompleted();
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};
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}
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#endif  // __GAMEAPP_H__