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| Rev | Author | Line No. | Line |
|---|---|---|---|
| 244 | chris | 1 | #include "GameApp.h" |
| 2 | #include "TitleScreen.h" |
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| 3 | #include "Board.h" |
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| 4 | #include "DemoDialog.h" |
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| 5 | #include "SexyAppFramework/WidgetManager.h" |
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| 6 | |||
| 7 | #include "SexyAppFramework/Checkbox.h" |
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| 8 | |||
| 9 | // We will be accessing the resource manager in this demo, so include it's header |
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| 10 | #include "SexyAppFramework/ResourceManager.h" |
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| 11 | |||
| 12 | // Required for playing music |
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| 13 | #include "SexyAppFramework/BassMusicInterface.h" |
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| 14 | |||
| 15 | // Contains all the resources from the resources.xml file in our |
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| 16 | // properties directory. See that file for more information. |
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| 17 | #include "Res.h" |
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| 18 | |||
| 19 | #include "SexyAppFramework/Dialog.h" |
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| 20 | |||
| 21 | // The SexyAppFramework resides in the "Sexy" namespace. As a convenience, |
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| 22 | // you'll see in all the .cpp files "using namespace Sexy" to avoid |
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| 23 | // having to prefix everything with Sexy:: |
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| 24 | using namespace Sexy; |
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| 25 | |||
| 26 | |||
| 27 | ////////////////////////////////////////////////////////////////////////// |
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| 28 | ////////////////////////////////////////////////////////////////////////// |
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| 29 | GameApp::GameApp() |
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| 30 | { |
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| 31 | // mProdName is used for internal purposes to indicate the game that we're working on |
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| 32 | mProdName = "Demo 5"; |
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| 33 | |||
| 34 | // For internal uses, indicates the current product version |
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| 35 | mProductVersion = "1.0"; |
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| 36 | |||
| 37 | // This is the text that appears in the title bar of the application window |
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| 38 | mTitle = StringToSexyStringFast("SexyAppFramework: " + mProdName + " - " + mProductVersion); |
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| 39 | |||
| 40 | // Indicates the registry location where all registry keys will be read from |
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| 41 | // and written to. This is stored under the HKEY_CURRENT_USER tree on |
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| 42 | // Windows systems. |
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| 43 | mRegKey = "PopCap\\SexyAppFramework\\Demo5"; |
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| 44 | |||
| 45 | // Set the application width/height in terms of pixels here. |
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| 46 | mWidth = 640; |
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| 47 | mHeight = 480; |
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| 48 | |||
| 49 | // By setting this to true, the framework will automatically check to see |
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| 50 | // if hardware acceleration can be turned on. This doesn't guarantee that it |
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| 51 | // WILL be turned on, however. Some cards just aren't compatible or have |
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| 52 | // known issues. Also, cards with less than 8MB of video RAM aren't supported. |
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| 53 | // There are ways to override the 3D enabled settings, which we will discuss |
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| 54 | // in a later demo. As a side note, if you want to see if you app is |
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| 55 | // running with 3D acceleration, first enable debug keys by pressing |
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| 56 | // CTRL-ALT-D and then press F8. To toggle 3D on/off, press shift-F8. That is just |
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| 57 | // for testing purposes. |
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| 58 | mAutoEnable3D = true; |
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| 59 | |||
| 60 | mBoard = NULL; |
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| 61 | mTitleScreen = NULL; |
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| 62 | |||
| 63 | } |
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| 64 | |||
| 65 | ////////////////////////////////////////////////////////////////////////// |
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| 66 | ////////////////////////////////////////////////////////////////////////// |
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| 67 | GameApp::~GameApp() |
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| 68 | { |
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| 69 | // Remove our "Board" class which was, in this particular demo, |
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| 70 | // responsible for all our game drawing and updating. |
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| 71 | // All widgets MUST be removed from the widget manager before deletion. |
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| 72 | // More information on the basics of widgets can be found in the Board |
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| 73 | // class file. If you tried to delete the Board widget before removing |
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| 74 | // it, you will get an assert. Because our board might not have been |
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| 75 | // added (if you shut down the app before closing the loading screen), |
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| 76 | // only remove it if it isn't null. |
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| 77 | if (mBoard != NULL) |
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| 78 | mWidgetManager->RemoveWidget(mBoard); |
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| 79 | |||
| 80 | // Take a look at TitleScreen::ButtonDepress if you haven't already. |
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| 81 | // It explains a function called SafeDeleteWidget. Notice that we're |
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| 82 | // directly deleting the widget here: that is because when our app's |
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| 83 | // destructor is called, it's at the very end of the shutdown sequence |
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| 84 | // and the safe delete widget list will NOT be processed. Thus we |
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| 85 | // have to delete the memory manually. |
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| 86 | delete mBoard; |
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| 87 | |||
| 88 | |||
| 89 | // If you shut down the app before closing the loading screen, then |
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| 90 | // it will need to be removed here. The rational for the next two |
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| 91 | // steps is the same as for Board: |
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| 92 | if (mTitleScreen != NULL) |
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| 93 | mWidgetManager->RemoveWidget(mTitleScreen); |
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| 94 | delete mTitleScreen; |
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| 95 | |||
| 96 | // We should also free up all the resources that we loaded |
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| 97 | // for ALL the resource groups. Deleting a group that was |
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| 98 | // already deleted doesn't do anything, it's ignored. |
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| 99 | mResourceManager->DeleteResources("Init"); |
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| 100 | mResourceManager->DeleteResources("TitleScreen"); |
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| 101 | mResourceManager->DeleteResources("Game"); |
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| 102 | |||
| 103 | } |
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| 104 | |||
| 105 | ////////////////////////////////////////////////////////////////////////// |
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| 106 | ////////////////////////////////////////////////////////////////////////// |
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| 107 | void GameApp::Init() |
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| 108 | { |
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| 109 | // Let the parent class perform any needed initializations first. |
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| 110 | // This should always be done. |
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| 111 | SexyAppBase::Init(); |
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| 112 | |||
| 113 | // We need to tell the resource manager to read in all the groups |
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| 114 | // and information from that main group we made, called ResourceManifest, |
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| 115 | // in the file "properties/resources.xml". The path/filename are |
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| 116 | // by default set up to load that file, so you must name it exactly as such. |
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| 117 | // This doesn't load any resources: it just parses the data and sets |
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| 118 | // things up for loading. |
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| 119 | LoadResourceManifest(); |
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| 120 | |||
| 121 | // Next, we want to load our absolutely necessary files that have to |
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| 122 | // be loaded before anything else can run. You'll notice in the resources.xml |
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| 123 | // file that we created a group called Init that contains these resources. |
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| 124 | // You may call it whatever you like. Let's load those resources now. |
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| 125 | // We do that by calling the LoadResources method of our mResourceManager |
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| 126 | // variable and specifying in quotes the name of the resource group to |
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| 127 | // load. This string is case sensitive. |
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| 128 | if (!mResourceManager->LoadResources("Init")) |
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| 129 | { |
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| 130 | mLoadingFailed = true; |
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| 131 | // This will display an informative error message indicating exactly |
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| 132 | // what went wrong in the resource loading process. |
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| 133 | ShowResourceError(true); |
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| 134 | return; |
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| 135 | } |
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| 136 | |||
| 137 | // Now we've loaded the resources, but we need to extract them. |
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| 138 | // Extraction is the phase that converts sound files to raw WAV |
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| 139 | // files, and sets up and initializes fonts and palletizes images. |
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| 140 | // The ResourceGen.exe program, when it generates C++ code for our |
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| 141 | // resources, also creates a function for EVERY resource group of the |
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| 142 | // form: Extract<GROUP>Resources, where <GROUP> is the exact name |
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| 143 | // of the resource group you made. In our case, we made an "Init" |
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| 144 | // group, so we have an ExtractInitResources method. You pass to it |
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| 145 | // the pointer to the resource manager. Because an error can occur |
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| 146 | // during this step, you should make sure to check for it. |
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| 147 | if (!ExtractInitResources(mResourceManager)) |
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| 148 | { |
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| 149 | mLoadingFailed = true; |
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| 150 | ShowResourceError(true); |
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| 151 | return; |
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| 152 | } |
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| 153 | |||
| 154 | // We also need to load our title screen graphics in, since you can't |
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| 155 | // display the title screen without any graphics. For an explanation of why |
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| 156 | // we placed this in a separate group from Init, see properties/resources.xml. |
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| 157 | // This code works exactly like the above did for the Init group. |
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| 158 | if (!mResourceManager->LoadResources("TitleScreen")) |
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| 159 | { |
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| 160 | mLoadingFailed = true; |
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| 161 | ShowResourceError(true); |
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| 162 | return; |
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| 163 | } |
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| 164 | |||
| 165 | if (!ExtractTitleScreenResources(mResourceManager)) |
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| 166 | { |
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| 167 | mLoadingFailed = true; |
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| 168 | ShowResourceError(true); |
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| 169 | return; |
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| 170 | } |
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| 171 | |||
| 172 | // Now let's create and add our title screen to the widget manager |
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| 173 | mTitleScreen = new TitleScreen(this); |
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| 174 | mTitleScreen->Resize(0, 0, mWidth, mHeight); |
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| 175 | |||
| 176 | // Let's let the title screen initialize it's widgets and data |
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| 177 | // before adding it to the widget manager: |
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| 178 | mTitleScreen->Init(); |
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| 179 | |||
| 180 | mWidgetManager->AddWidget(mTitleScreen); |
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| 181 | |||
| 182 | // Let's also load in some music to play. We use the mMusicInterface |
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| 183 | // member for all our music needs, which requires the BassMusicInterface.h |
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| 184 | // header to be loaded, since we use the library BASS to play our music. |
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| 185 | // We can load in WAV, OGG, or MP3 files. BASS also supports a number |
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| 186 | // of tracker formats, such as .it, .xm, .mod, etc. It also supports |
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| 187 | // a format called MO3, which is a compressed version of a tracker |
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| 188 | // file. For this example, we will use the MO3 from AstroPop. |
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| 189 | // Why? Cause it's ours and we won't get sued for using it. |
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| 190 | // We load our file manually, we do not use the resource manager for this. |
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| 191 | // The first parameter is the ID to associate the song with. Just as sounds |
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| 192 | // have IDs, so do music tracks. |
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| 193 | mMusicInterface->LoadMusic(0, "music/music.mo3"); |
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| 194 | |||
| 195 | // Let's load another copy of the file. Why? In order to fade from one |
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| 196 | // track to another, we need two instances of the track on different |
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| 197 | // channels. Let's load it again and give it a different ID, 1. |
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| 198 | mMusicInterface->LoadMusic(1, "music/music.mo3"); |
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| 199 | |||
| 200 | // Now we need to start playing a track. Because we are using an MO3 |
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| 201 | // and because the original format was a .it (Impulse Tracker) file, |
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| 202 | // there are actually multiple songs inside of it, differentiated |
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| 203 | // by various offsets. If you were just playing a single MP3 or OGG |
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| 204 | // or WAV file instead of a tracker file, you would ignore this |
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| 205 | // and use the default offset of 0 for the start of the song. |
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| 206 | // Because the person that made the song file was nice and |
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| 207 | // told us which offsets equated to which song pieces, I already |
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| 208 | // know the magic offset numbers. In this particular case, the |
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| 209 | // song for the intro screen is at offset 0, and the song |
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| 210 | // for the main game music is at offset 9. Our music artist |
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| 211 | // also was kind enough to put in tracker looping commands, |
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| 212 | // so you'll notice that the songs play over and over. A discussion |
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| 213 | // of tracker file formats is beyond the scope of this. Again, |
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| 214 | // if you are just playing a WAV/OGG/MP3, you use offset 0 (the default) |
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| 215 | // to indicate that you want to start playing from the start of the song. |
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| 216 | // |
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| 217 | // You can use PlayMusic to instantly play the track, or, like below, |
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| 218 | // you can use FadeIn to smoothly fade the song in. The first parameter |
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| 219 | // for both methods is the channel or song id that was used when the |
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| 220 | // track was first loaded (In our case, either 0 or 1 works). For both, |
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| 221 | // the second parameter is the offset to start playing at. Again, I just |
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| 222 | // happen to know that the intro song is at offset 0. For FadeIn, the |
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| 223 | // third parameter is how quickly to fade in, out of 1.0. The last parameter |
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| 224 | // for both indicates whether or not you want to loop. This is kind of weird, |
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| 225 | // but specify "false" to loop and "true" to not loop. |
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| 226 | mMusicInterface->FadeIn(0, 0, 0.002, false); |
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| 227 | |||
| 228 | // We'll cover changing the music and sound volumes in a later demo. |
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| 229 | |||
| 230 | // Next, we need to know how many resources there are to load. |
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| 231 | // This is necessary so we can display our progress bar on the title screen |
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| 232 | // and make it be the appropriate length. There's a variable in SexyAppBase |
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| 233 | // called mNumLoadingThreadTasks which holds the number of resources to |
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| 234 | // load in the LoadingThreadProc function. You get the number of resources |
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| 235 | // in a given group with a call to the resource manager's GetNumResources function |
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| 236 | // for each of your groups that you are going to load: |
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| 237 | mNumLoadingThreadTasks = mResourceManager->GetNumResources("Game"); |
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| 238 | } |
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| 239 | |||
| 240 | ////////////////////////////////////////////////////////////////////////// |
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| 241 | ////////////////////////////////////////////////////////////////////////// |
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| 242 | void GameApp::LoadingThreadProc() |
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| 243 | { |
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| 244 | // For each of the groups that we want to load, |
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| 245 | // we first have to instruct the resource manager to begin the |
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| 246 | // loading phase and initialize its internal variables. |
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| 247 | // We do that with the StartLoadResources method and pass in the |
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| 248 | // exact string name of the group to begin loading: |
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| 249 | mResourceManager->StartLoadResources("Game"); |
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| 250 | |||
| 251 | // Now we need to load each individual resource. We will loop, |
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| 252 | // calling LoadNextResource at the start. When it returns true, |
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| 253 | // there are no more resources to load for the current group. |
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| 254 | // LoadNextResource knows what group to load from because |
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| 255 | // of the call to StartLoadResources above: |
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| 256 | while (mResourceManager->LoadNextResource()) |
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| 257 | { |
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| 258 | // The SexyAppBase variable, mCompletedLoadingThreadTasks, indicates the |
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| 259 | // total number of resources that have so far been loaded. This is used |
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| 260 | // to tell our loading screen the % progress we've made. See TitleScreen::Draw |
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| 261 | // for an example of how this is used. We need to increment this value |
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| 262 | // ourselves everytime we load a resource: |
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| 263 | mCompletedLoadingThreadTasks++; |
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| 264 | |||
| 265 | // If there was an error loading our resource, the resource manager |
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| 266 | // will tell us to shut down by setting mShutdown to true. If that |
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| 267 | // happened, immediately abort and return: |
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| 268 | if (mShutdown) |
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| 269 | return; |
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| 270 | |||
| 271 | // Remember in demos 1-3 how we had the Board class call MarkDirty |
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| 272 | // every update? Well, the title screen doesn't need to be such a hog. |
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| 273 | // The title screen only needs to repaint when its progress bar changes |
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| 274 | // size. The progress bar only changes size when a resource gets loaded. |
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| 275 | // Because the game app is the only one that knows when this happens, |
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| 276 | // the game app will be the one to tell the title screen that it's a |
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| 277 | // dirty, dirty widget and that it needs a good and proper repainting. |
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| 278 | // You COULD make an update method for the title screen and mark dirty |
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| 279 | // every frame. But because this consumes more CPU time, it will take |
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| 280 | // longer to load our resources. And since you want the loading time |
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| 281 | // to be as quick as possible, you should only repaint when you need to. |
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| 282 | mTitleScreen->MarkDirty(); |
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| 283 | } |
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| 284 | |||
| 285 | // Just like in our Init function, after loading resources we |
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| 286 | // need to extract them. Let's do that. Let's also ask the resource |
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| 287 | // manager if an error occurred in the above loop that we |
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| 288 | // didn't yet catch. We do that with the HadError method: |
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| 289 | if (mResourceManager->HadError() || !ExtractGameResources(mResourceManager)) |
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| 290 | { |
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| 291 | ShowResourceError(false); |
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| 292 | mLoadingFailed = true; |
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| 293 | return; |
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| 294 | } |
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| 295 | |||
| 296 | } |
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| 297 | |||
| 298 | ////////////////////////////////////////////////////////////////////////// |
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| 299 | ////////////////////////////////////////////////////////////////////////// |
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| 300 | void GameApp::LoadingThreadCompleted() |
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| 301 | { |
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| 302 | // Let the base app class also know that we have completed |
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| 303 | SexyAppBase::LoadingThreadCompleted(); |
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| 304 | |||
| 305 | // When we're actually loading resources, we'll set the |
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| 306 | // mLoadingFailed variable to "true" if there were any problems |
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| 307 | // encountered along the way. If that is the case, just return |
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| 308 | // because we won't want the user to get to the main menu or any |
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| 309 | // other part of the game. We will want them to exit out. |
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| 310 | if (mLoadingFailed) |
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| 311 | return; |
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| 312 | |||
| 313 | |||
| 314 | // We aren't going to make and add the Board class here like we |
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| 315 | // did in the previous demos. Instead, since we are done loading |
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| 316 | // everything, we're going to tell the title screen that |
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| 317 | // we're done and that it should unhide the continue link and let |
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| 318 | // the user enter the game. |
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| 319 | mTitleScreen->LoadingComplete(); |
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| 320 | |||
| 321 | // Remember: since we didn't give our title screen an Update method, |
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| 322 | // this class is responsible for telling it when to repaint. If we |
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| 323 | // don't mark it dirty, you won't see the hyperlink widget |
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| 324 | // appear. So mark it dirty now: |
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| 325 | mTitleScreen->MarkDirty(); |
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| 326 | } |
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| 327 | |||
| 328 | ////////////////////////////////////////////////////////////////////////// |
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| 329 | ////////////////////////////////////////////////////////////////////////// |
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| 330 | void GameApp::TitleScreenIsFinished() |
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| 331 | { |
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| 332 | mTitleScreen = NULL; |
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| 333 | mBoard = new Board(this); |
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| 334 | |||
| 335 | // Now that the title screen is done, we don't need its resources |
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| 336 | // wasting memory. Let's delete all of its resources. We do that |
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| 337 | // by calling DeleteResources and specifying the exact name of the |
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| 338 | // resource group we want to free up: |
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| 339 | mResourceManager->DeleteResources("TitleScreen"); |
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| 340 | |||
| 341 | mBoard->Resize(0, 0, mWidth, mHeight); |
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| 342 | mWidgetManager->AddWidget(mBoard); |
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| 343 | |||
| 344 | // This is a new step: We're going to tell the WidgetManager |
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| 345 | // that keyboard input and mouse wheel notifications should go to |
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| 346 | // the board object. This way, we'll be able to respond to keypresses: |
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| 347 | mWidgetManager->SetFocus(mBoard); |
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| 348 | |||
| 349 | |||
| 350 | |||
| 351 | // Let's fade out the intro song and fade in the main game music. |
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| 352 | // FadeOut works just like FadeIn did in Init() but with some |
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| 353 | // slightly different parameters. The first, is like with FadeIn and |
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| 354 | // PlayMusic, the channel or song id that you want to mess with. |
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| 355 | // The second indicates that the song fading out should stop when |
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| 356 | // done, if it is true. The final parameter indicates how fast |
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| 357 | // to fade out, and is from 0 to 1. |
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| 358 | mMusicInterface->FadeOut(0, true, 0.004); |
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| 359 | |||
| 360 | // Let's fade in the main game music. This is the same as in Init. |
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| 361 | // The only difference is we're using 1 instead of 0 for our song id. |
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| 362 | // Why? Well, channel/song id 0 is being used to fade out the |
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| 363 | // previously playing track, we can't use it to also fade in. |
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| 364 | // That's why we loaded another copy of the song into channel 1. |
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| 365 | // Again, as explained in Init, I happen to know that offset 9 |
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| 366 | // is the start of the main game music. |
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| 367 | mMusicInterface->FadeIn(1, 9, 0.002, false); |
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| 368 | |||
| 369 | // We'll cover changing the music and sound volumes in our options dialog. |
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| 370 | } |
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| 371 | |||
| 372 | ////////////////////////////////////////////////////////////////////////// |
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| 373 | ////////////////////////////////////////////////////////////////////////// |
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| 374 | Dialog* GameApp::NewDialog(int theDialogId, bool isModal, const std::string& theDialogHeader, |
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| 375 | const std::string& theDialogLines, const std::string& theDialogFooter, int theButtonMode) |
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| 376 | { |
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| 377 | // Rather than dupliate a lengthy explanation, check out the top of DemoDialog.cpp for a complete description |
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| 378 | // of what all the parameters and functions are. |
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| 379 | Dialog* d = new Dialog(IMAGE_DIALOG_BOX, IMAGE_DIALOG_BUTTON, theDialogId, isModal, |
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| 380 | StringToSexyStringFast(theDialogHeader), StringToSexyStringFast(theDialogLines), StringToSexyStringFast(theDialogFooter), theButtonMode); |
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| 381 | |||
| 382 | d->SetButtonFont(FONT_DEFAULT); |
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| 383 | d->SetLinesFont(FONT_DEFAULT); |
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| 384 | d->SetHeaderFont(FONT_DEFAULT); |
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| 385 | |||
| 386 | d->SetColor(Dialog::COLOR_HEADER, Color::Black); |
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| 387 | d->SetColor(Dialog::COLOR_LINES, Color::Black); |
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| 388 | |||
| 389 | d->mSpaceAfterHeader = 30; |
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| 390 | d->Resize(100, 100, 300, 250); |
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| 391 | |||
| 392 | return d; |
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| 393 | } |
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| 394 | |||
| 395 | ////////////////////////////////////////////////////////////////////////// |
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| 396 | ////////////////////////////////////////////////////////////////////////// |
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| 397 | void GameApp::SwitchScreenMode(bool wantWindowed, bool is3d) |
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| 398 | { |
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| 399 | // Let the app handle the actual details of this call... |
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| 400 | SexyAppBase::SwitchScreenMode(wantWindowed, is3d); |
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| 401 | |||
| 402 | // We can see if the options dialog is up with a call to |
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| 403 | // GetDialog. You pass GetDialog the unique ID of the dialog box, |
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| 404 | // and if it exists it is returned to you, otherwise NULL is returned. |
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| 405 | DemoDialog* d = (DemoDialog*) GetDialog(DemoDialog::DIALOG_ID); |
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| 406 | |||
| 407 | // Set the checkbox state to our windowed state |
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| 408 | if ((d != NULL) && (d->mFSCheckbox != NULL)) |
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| 409 | d->mFSCheckbox->SetChecked(!wantWindowed); |
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| 410 | |||
| 411 | } |
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| 412 | |||
| 413 | ////////////////////////////////////////////////////////////////////////// |
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| 414 | ////////////////////////////////////////////////////////////////////////// |
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| 415 | void GameApp::ButtonPress(int theId) |
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| 416 | { |
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| 417 | if (theId == DemoDialog::MESSAGE_BOX_ID + 2000) |
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| 418 | KillDialog(theId - 2000); |
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| 419 | } |
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| 420 | |||
| 421 | ////////////////////////////////////////////////////////////////////////// |
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| 422 | ////////////////////////////////////////////////////////////////////////// |
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| 423 | void GameApp::SetFocusToBoard() |
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| 424 | { |
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| 425 | if (mBoard != NULL) |
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| 426 | mWidgetManager->SetFocus(mBoard); |
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| 427 | } |