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| Rev | Author | Line No. | Line |
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| 244 | chris | 1 | #ifndef __GAMEAPP_H__ |
| 2 | #define __GAMEAPP_H__ |
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| 3 | |||
| 4 | ////////////////////////////////////////////////////////////////////////// |
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| 5 | // GameApp.h |
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| 6 | // |
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| 7 | // This is what drives the whole game. In here, you derive your class |
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| 8 | // from SexyAppBase and implement common game tasks, such as |
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| 9 | // responding to widgets (covered later), initializing and loading |
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| 10 | // resources, setting up the various game screens, etc. |
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| 11 | // All applications at minimum must have a class that derives from |
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| 12 | // SexyAppBase. |
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| 13 | // |
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| 14 | // The GameApp class is used to do such things as create the main |
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| 15 | // menu screen, create the main game class (where all drawing/updating/ |
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| 16 | // interaction takes place), etc. |
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| 17 | ////////////////////////////////////////////////////////////////////////// |
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| 18 | |||
| 19 | #include "SexyAppFramework/SexyAppBase.h" |
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| 20 | |||
| 21 | // We place all our classes inside the "Sexy" namespace to avoid name collisions |
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| 22 | // with other libraries that might be added. |
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| 23 | namespace Sexy |
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| 24 | { |
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| 25 | |||
| 26 | // The GameApp class will be responsible for creating a class by the name |
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| 27 | // of "Board", which we will use to do all the game's drawing, input processing, |
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| 28 | // etc. Board is the second most important class and is where almost all of your |
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| 29 | // game logic code will originate from. It is a widget, which allows for |
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| 30 | // easy and automatic invocation of its update, drawing, and input processing |
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| 31 | // functions. See the "Board" class for more details. |
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| 32 | class Board; |
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| 33 | |||
| 34 | // We're going to be responsible for creating and adding the title screen widget |
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| 35 | class TitleScreen; |
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| 36 | |||
| 37 | class GameApp : public SexyAppBase |
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| 38 | { |
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| 39 | |||
| 40 | private: |
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| 41 | |||
| 42 | Board* mBoard; |
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| 43 | TitleScreen* mTitleScreen; |
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| 44 | |||
| 45 | public: |
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| 46 | |||
| 47 | GameApp(); |
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| 48 | virtual ~GameApp(); |
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| 49 | |||
| 50 | ////////////////////////////////////////////////////////////////////////// |
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| 51 | // Function: Init |
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| 52 | // Parameters: none |
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| 53 | // Returns: none |
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| 54 | // |
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| 55 | // Purpose: Initializes the application. Sets the resolution, overrides |
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| 56 | // any default settings, and if there is a loader/intro screen (not in this demo) |
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| 57 | // creates it and displays it. The framework will then automatically |
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| 58 | // call the LoadingThreadProc() method after this method returns. |
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| 59 | ////////////////////////////////////////////////////////////////////////// |
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| 60 | virtual void Init(); |
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| 61 | |||
| 62 | ////////////////////////////////////////////////////////////////////////// |
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| 63 | // Function: LoadingThreadProc |
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| 64 | // Parameters: none |
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| 65 | // Returns: none |
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| 66 | // |
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| 67 | // Purpose: Loads all resources in a separate thread. If there is a |
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| 68 | // loader/intro screen (not in this demo), would also update the |
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| 69 | // loader progress indicator. When the function returns, the |
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| 70 | // LoadingThreadCompleted() method is automatically called. |
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| 71 | ////////////////////////////////////////////////////////////////////////// |
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| 72 | virtual void LoadingThreadProc(); |
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| 73 | |||
| 74 | ////////////////////////////////////////////////////////////////////////// |
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| 75 | // Function: LoadingThreadCompleted |
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| 76 | // Parameters: none |
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| 77 | // Returns: none |
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| 78 | // |
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| 79 | // Purpose: Called when LoadingThreadProc is complete and all resources |
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| 80 | // have been loaded. It is in this function that you would then set up |
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| 81 | // your main menu or similar screen. For this particular demo however, |
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| 82 | // we will go straight to the main game class, "Board". |
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| 83 | ////////////////////////////////////////////////////////////////////////// |
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| 84 | virtual void LoadingThreadCompleted(); |
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| 85 | |||
| 86 | ////////////////////////////////////////////////////////////////////////// |
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| 87 | // Function: TitleScreenIsFinished |
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| 88 | // Parameters: none |
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| 89 | // Returns: none |
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| 90 | // |
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| 91 | // Purpose: Called by the TitleScreen widget when it is about to close |
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| 92 | // down, this indicates that we should now add the board widget and |
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| 93 | // start the game. |
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| 94 | ////////////////////////////////////////////////////////////////////////// |
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| 95 | void TitleScreenIsFinished(); |
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| 96 | |||
| 97 | ////////////////////////////////////////////////////////////////////////// |
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| 98 | // Function: HandleCmdLineParam |
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| 99 | // Parameters: |
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| 100 | // theParamName - The name of the parameter, will be of the form |
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| 101 | // "-paramname". Note the "-" prefix. |
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| 102 | // theParamValue - The parameter associated with the param name, |
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| 103 | // or "" if none. |
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| 104 | // |
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| 105 | // Returns: none |
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| 106 | // |
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| 107 | // Purpose: This function lets you parse command line parameters and |
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| 108 | // their associated values. Command line parameters are of the form: |
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| 109 | // -paramname or -paramname="some value" |
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| 110 | // Example: |
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| 111 | // Demo4.exe -debug -printmsg="A test message" results in: |
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| 112 | // |
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| 113 | // theParamName = "-debug", theParamValue = "" |
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| 114 | // theParamName = "-printmsg", theParamValue = "A test message" |
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| 115 | ////////////////////////////////////////////////////////////////////////// |
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| 116 | virtual void HandleCmdLineParam(const std::string& theParamName, const std::string& theParamValue); |
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| 117 | }; |
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| 118 | |||
| 119 | } |
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| 120 | |||
| 121 | |||
| 122 | #endif // __GAMEAPP_H__ |