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#include "GameApp.h"
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#include "TitleScreen.h"
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#include "Board.h"
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#include "SexyAppFramework/WidgetManager.h"
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// We will be accessing the resource manager in this demo, so include it's header
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#include "SexyAppFramework/ResourceManager.h"
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// Required for playing music
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#include "SexyAppFramework/BassMusicInterface.h"
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// Contains all the resources from the resources.xml file in our
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// properties directory. See that file for more information.
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#include "Res.h"
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// The SexyAppFramework resides in the "Sexy" namespace. As a convenience,
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// you'll see in all the .cpp files "using namespace Sexy" to avoid
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// having to prefix everything with Sexy::
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using namespace Sexy;
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//////////////////////////////////////////////////////////////////////////
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//////////////////////////////////////////////////////////////////////////
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GameApp::GameApp()
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{
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        // mProdName is used for internal purposes to indicate the game that we're working on
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        mProdName = "Demo 4";
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        // For internal uses, indicates the current product version
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        mProductVersion = "1.0";
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        // This is the text that appears in the title bar of the application window
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        mTitle = StringToSexyStringFast("SexyAppFramework: " + mProdName + " - " + mProductVersion);
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        // Indicates the registry location where all registry keys will be read from
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        // and written to. This is stored under the HKEY_CURRENT_USER tree on 
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        // Windows systems.
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        mRegKey = "PopCap\\SexyAppFramework\\Demo4";
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40
        // Set the application width/height in terms of pixels here. Let's
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        // use a different resolution from Demo 1 just for fun.
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        mWidth = 800;
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        mHeight = 600;
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        // By setting this to true, the framework will automatically check to see
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        // if hardware acceleration can be turned on. This doesn't guarantee that it
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        // WILL be turned on, however. Some cards just aren't compatible or have
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        // known issues. Also, cards with less than 8MB of video RAM aren't supported.
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        // There are ways to override the 3D enabled settings, which we will discuss
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        // in a later demo. As a side note, if you want to see if you app is
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        // running with 3D acceleration, first enable debug keys by pressing
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        // CTRL-ALT-D and then press F9. To toggle 3D on/off, press F8. That is just
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        // for testing purposes.
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        mAutoEnable3D = true;
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56
        mBoard = NULL;
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        mTitleScreen = NULL;
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59
        // See Board::UpdateF for a very lengthy explanation of this and smooth motion
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        mVSyncUpdates = true;
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}
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//////////////////////////////////////////////////////////////////////////
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//////////////////////////////////////////////////////////////////////////
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GameApp::~GameApp()
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{
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        // Remove our "Board" class which was, in this particular demo,
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        // responsible for all our game drawing and updating.
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        // All widgets MUST be removed from the widget manager before deletion.
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        // More information on the basics of widgets can be found in the Board
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        // class file. If you tried to delete the Board widget before removing
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        // it, you will get an assert. Because our board might not have been
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        // added (if you shut down the app before closing the loading screen),
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        // only remove it if it isn't null.
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        if (mBoard != NULL)
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                mWidgetManager->RemoveWidget(mBoard);
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78
        // Take a look at TitleScreen::ButtonDepress if you haven't already.
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        // It explains a function called SafeDeleteWidget. Notice that we're
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        // directly deleting the widget here: that is because when our app's
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        // destructor is called, it's at the very end of the shutdown sequence
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        // and the safe delete widget list will NOT be processed. Thus we
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        // have to delete the memory manually.
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        delete mBoard;
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        // If you shut down the app before closing the loading screen, then
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        // it will need to be removed here. The rational for the next two
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        // steps is the same as for Board:
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        if (mTitleScreen != NULL)
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                mWidgetManager->RemoveWidget(mTitleScreen);
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        delete mTitleScreen;
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94
        // We should also free up all the resources that we loaded
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        // for ALL the resource groups. Deleting a group that was
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        // already deleted doesn't do anything, it's ignored.
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        mResourceManager->DeleteResources("Init");
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        mResourceManager->DeleteResources("TitleScreen");
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        mResourceManager->DeleteResources("Game");
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101
}
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//////////////////////////////////////////////////////////////////////////
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//////////////////////////////////////////////////////////////////////////
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void GameApp::Init()
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{
107
        // Let the parent class perform any needed initializations first.
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        // This should always be done.
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        SexyAppBase::Init();
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111
        // We need to tell the resource manager to read in all the groups
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        // and information from that main group we made, called ResourceManifest,
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        // in the file "properties/resources.xml". The path/filename are
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        // by default set up to load that file, so you must name it exactly as such.
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        // This doesn't load any resources: it just parses the data and sets
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        // things up for loading.
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        LoadResourceManifest();
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119
        // Next, we want to load our absolutely necessary files that have to
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        // be loaded before anything else can run. You'll notice in the resources.xml
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        // file that we created a group called Init that contains these resources.
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        // You may call it whatever you like. Let's load those resources now.
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        // We do that by calling the LoadResources method of our mResourceManager
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        // variable and specifying in quotes the name of the resource group to 
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        // load. This string is case sensitive.
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        if (!mResourceManager->LoadResources("Init"))
127
        {
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                mLoadingFailed = true;
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                // This will display an informative error message indicating exactly
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                // what went wrong in the resource loading process.
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                ShowResourceError(true);
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                return;
133
        }
134
 
135
        // Now we've loaded the resources, but we need to extract them.
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        // Extraction is the phase that converts sound files to raw WAV
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        // files, and sets up and initializes fonts and palletizes images.
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        // The ResourceGen.exe program, when it generates C++ code for our
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        // resources, also creates a function for EVERY resource group of the
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        // form: Extract<GROUP>Resources, where <GROUP> is the exact name
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        // of the resource group you made. In our case, we made an "Init"
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        // group, so we have an ExtractInitResources method. You pass to it
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        // the pointer to the resource manager. Because an error can occur
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        // during this step, you should make sure to check for it.
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        if (!ExtractInitResources(mResourceManager))
146
        {
147
                mLoadingFailed = true;
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                ShowResourceError(true);
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                return;
150
        }
151
 
152
        // We also need to load our title screen graphics in, since you can't 
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        // display the title screen without any graphics. For an explanation of why
154
        // we placed this in a separate group from Init, see properties/resources.xml.
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        // This code works exactly like the above did for the Init group.
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        if (!mResourceManager->LoadResources("TitleScreen"))
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        {
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                mLoadingFailed = true;
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                ShowResourceError(true);
160
                return;
161
        }
162
 
163
        if (!ExtractTitleScreenResources(mResourceManager))
164
        {
165
                mLoadingFailed = true;
166
                ShowResourceError(true);
167
                return;
168
        }
169
 
170
        // Now let's create and add our title screen to the widget manager
171
        mTitleScreen = new TitleScreen(this);
172
        mTitleScreen->Resize(0, 0, mWidth, mHeight);
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174
        // Let's let the title screen initialize it's widgets and data
175
        // before adding it to the widget manager:
176
        mTitleScreen->Init();
177
 
178
        mWidgetManager->AddWidget(mTitleScreen);
179
 
180
        // Let's also load in some music to play. We use the mMusicInterface
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        // member for all our music needs, which requires the BassMusicInterface.h
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        // header to be loaded, since we use the library BASS to play our music.
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        // We can load in WAV, OGG, or MP3 files. BASS also supports a number
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        // of tracker formats, such as .it, .xm, .mod, etc. It also supports
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        // a format called MO3, which is a compressed version of a tracker
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        // file. For this example, we will use the MO3 from AstroPop.
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        // Why? Cause it's ours and we won't get sued for using it.
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        // We load our file manually, we do not use the resource manager for this.
189
        // The first parameter is the ID to associate the song with. Just as sounds
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        // have IDs, so do music tracks.
191
        mMusicInterface->LoadMusic(0, "music/music.mo3");
192
 
193
        // Let's load another copy of the file. Why? In order to fade from one
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        // track to another, we need two instances of the track on different
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        // channels. Let's load it again and give it a different ID, 1.
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        mMusicInterface->LoadMusic(1, "music/music.mo3");
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198
        // Now we need to start playing a track. Because we are using an MO3
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        // and because the original format was a .it (Impulse Tracker) file,
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        // there are actually multiple songs inside of it, differentiated
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        // by various offsets. If you were just playing a single MP3 or OGG
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        // or WAV file instead of a tracker file, you would ignore this
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        // and use the default offset of 0 for the start of the song.
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        // Because the person that made the song file was nice and
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        // told us which offsets equated to which song pieces, I already
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        // know the magic offset numbers. In this particular case, the
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        // song for the intro screen is at offset 0, and the song
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        // for the main game music is at offset 9. Our music artist
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        // also was kind enough to put in tracker looping commands,
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        // so you'll notice that the songs play over and over. A discussion
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        // of tracker file formats is beyond the scope of this. Again,
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        // if you are just playing a WAV/OGG/MP3, you use offset 0 (the default)
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        // to indicate that you want to start playing from the start of the song.
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        //
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        // You can use PlayMusic to instantly play the track, or, like below,
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        // you can use FadeIn to smoothly fade the song in. The first parameter
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        // for both methods is the channel or song id that was used when the
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        // track was first loaded (In our case, either 0 or 1 works). For both,
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        // the second parameter is the offset to start playing at. Again, I just
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        // happen to know that the intro song is at offset 0. For FadeIn, the
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        // third parameter is how quickly to fade in, out of 1.0. The last parameter
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        // for both indicates whether or not you want to loop. This is kind of weird,
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        // but specify "false" to loop and "true" to not loop.
224
        mMusicInterface->FadeIn(0, 0, 0.002, false);
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226
        // We'll cover changing the music and sound volumes in a later demo.
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228
        // Next, we need to know how many resources there are to load.
229
        // This is necessary so we can display our progress bar on the title screen
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        // and make it be the appropriate length. There's a variable in SexyAppBase
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        // called mNumLoadingThreadTasks which holds the number of resources to
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        // load in the LoadingThreadProc function. You get the number of resources
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        // in a given group with a call to the resource manager's GetNumResources function
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        // for each of your groups that you are going to load:
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        mNumLoadingThreadTasks = mResourceManager->GetNumResources("Game");
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}
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238
//////////////////////////////////////////////////////////////////////////
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//////////////////////////////////////////////////////////////////////////
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void GameApp::LoadingThreadProc()
241
{
242
        // This time, things are different. We aren't manually loading
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        // our fonts, sounds, and images. The resource manager is doing
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        // it for us. For each of the groups that we want to load,
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        // we first have to instruct the resource manager to begin the
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        // loading phase and initialize its internal variables. 
247
        // We do that with the StartLoadResources method and pass in the 
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        // exact string name of the group to begin loading:
249
        mResourceManager->StartLoadResources("Game");
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251
        // Now we need to load each individual resource. We will loop,
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        // calling LoadNextResource at the start. When it returns false,
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        // there are no more resources to load for the current group.
254
        // LoadNextResource knows what group to load from because 
255
        // of the call to StartLoadResources above:
256
        while (mResourceManager->LoadNextResource())
257
        {
258
                // The SexyAppBase variable, mCompletedLoadingThreadTasks, indicates the
259
                // total number of resources that have so far been loaded. This is used
260
                // to tell our loading screen the % progress we've made. See TitleScreen::Draw
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                // for an example of how this is used. We need to increment this value
262
                // ourselves everytime we load a resource:
263
                mCompletedLoadingThreadTasks++;
264
 
265
                // If there was an error loading our resource, the resource manager
266
                // will tell us to shut down by setting mShutdown to true. If that
267
                // happened, immediately abort and return:
268
                if (mShutdown)
269
                        return;
270
 
271
                // Remember in demos 1-3 how we had the Board class call MarkDirty
272
                // every update? Well, the title screen doesn't need to be such a hog.
273
                // The title screen only needs to repaint when its progress bar changes
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                // size. The progress bar only changes size when a resource gets loaded.
275
                // Because the game app is the only one that knows when this happens,
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                // the game app will be the one to tell the title screen that it's a
277
                // dirty, dirty widget and that it needs a good and proper repainting.
278
                // You COULD make an update method for the title screen and mark dirty
279
                // every frame. But because this consumes more CPU time, it will take
280
                // longer to load our resources. And since you want the loading time
281
                // to be as quick as possible, you should only repaint when you need to.
282
                mTitleScreen->MarkDirty();
283
        }
284
 
285
        // Just like in our Init function, after loading resources we
286
        // need to extract them. Let's do that. Let's also ask the resource
287
        // manager if an error occurred in the above loop that we
288
        // didn't yet catch. We do that with the HadError method:
289
        if (mResourceManager->HadError() || !ExtractGameResources(mResourceManager))
290
        {              
291
                ShowResourceError(false);
292
                mLoadingFailed = true;
293
 
294
                return;
295
        }
296
 
297
}
298
 
299
//////////////////////////////////////////////////////////////////////////
300
//////////////////////////////////////////////////////////////////////////
301
void GameApp::LoadingThreadCompleted()
302
{
303
        // Let the base app class also know that we have completed
304
        SexyAppBase::LoadingThreadCompleted();
305
 
306
        // When we're actually loading resources, we'll set the
307
        // mLoadingFailed variable to "true" if there were any problems
308
        // encountered along the way. If that is the case, just return
309
        // because we won't want the user to get to the main menu or any
310
        // other part of the game. We will want them to exit out.
311
        if (mLoadingFailed)
312
                return;
313
 
314
 
315
        // We aren't going to make and add the Board class here like we
316
        // did in the previous demos. Instead, since we are done loading
317
        // everything, we're going to tell the title screen that 
318
        // we're done and that it should unhide the continue link and let
319
        // the user enter the game.
320
        mTitleScreen->LoadingComplete();
321
 
322
        // Remember: since we didn't give our title screen an Update method,
323
        // this class is responsible for telling it when to repaint. If we
324
        // don't mark it dirty, you won't see the hyperlink widget
325
        // appear. So mark it dirty now:
326
        mTitleScreen->MarkDirty();
327
}
328
 
329
//////////////////////////////////////////////////////////////////////////
330
//////////////////////////////////////////////////////////////////////////
331
void GameApp::TitleScreenIsFinished()
332
{
333
        // This function is called by the title screen when the user clicks
334
        // on the hyperlink widget to continue. At this point, the title screen
335
        // has already removed itself and its widgets and we should set up our
336
        // Board class and begin the game. Let's also set our title screen
337
        // pointer to NULL, since it will be safely deleted automatically at a
338
        // later point, and we don't want to delete it twice.
339
        mTitleScreen = NULL;
340
        mBoard = new Board(this);
341
 
342
        // Now that the title screen is done, we don't need its resources
343
        // wasting memory. Let's delete all of its resources. We do that
344
        // by calling DeleteResources and specifying the exact name of the
345
        // resource group we want to free up:
346
        mResourceManager->DeleteResources("TitleScreen");
347
 
348
        // This is a very important step: Because the Board class is a widget
349
        // (see Board.h/.cpp for more details) we need to tell it what
350
        // dimensions it has and where to place it. 
351
        // By default a widget is invisible because its
352
        // width/height are 0, 0. Since the Board class is our main
353
        // drawing area and game logic class, we want to make it the
354
        // same size as the application. For this particular demo, that means
355
        // 800x600. We will use mWidth and mHeight though, as those were
356
        // already set to the proper resolution in GameApp::Init().
357
        mBoard->Resize(0, 0, mWidth, mHeight);
358
 
359
        // Also an important step is to add the newly created Board widget to
360
        // the widget manager so that it will automatically have its update, draw,
361
        // and input processing methods called.
362
        mWidgetManager->AddWidget(mBoard);
363
 
364
        // Let's fade out the intro song and fade in the main game music.
365
        // FadeOut works just like FadeIn did in Init() but with some
366
        // slightly different parameters. The first, is like with FadeIn and
367
        // PlayMusic, the channel or song id that you want to mess with.
368
        // The second indicates that the song fading out should stop when
369
        // done, if it is true. The final parameter indicates how fast
370
        // to fade out, and is from 0 to 1.
371
        mMusicInterface->FadeOut(0, true, 0.004);
372
 
373
        // Let's fade in the main game music. This is the same as in Init.
374
        // The only difference is we're using 1 instead of 0 for our song id.
375
        // Why? Well, channel/song id 0 is being used to fade out the 
376
        // previously playing track, we can't use it to also fade in.
377
        // That's why we loaded another copy of the song into channel 1.
378
        // Again, as explained in Init, I happen to know that offset 9
379
        // is the start of the main game music.
380
        mMusicInterface->FadeIn(1, 9, 0.002, false);
381
 
382
        // We'll cover changing the music and sound volumes in a later demo.
383
}
384
 
385
//////////////////////////////////////////////////////////////////////////
386
//////////////////////////////////////////////////////////////////////////
387
void GameApp::HandleCmdLineParam(const std::string& theParamName, const std::string& theParamValue)
388
{
389
        // If you wanted to, in here you could examine command line parameters and their values.
390
        // We actually don't care to, in this. The purpose was to show you how you'd do it,
391
        // and this function is the one you use to read those values. We'll just print the
392
        // parameters out for now:
393
        OutputDebugString(StrFormat("theParamName = \"%s\", theParamValue = \"%s\"",
394
                theParamName.c_str(), theParamValue.c_str()).c_str());
395
}