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#ifndef __BOARD_H__
#define __BOARD_H__

//////////////////////////////////////////////////////////////////////////
//                                              Board.h
//
//      This is the third class to look at in this particular demo
//      (after main.cpp and GameApp.h/.cpp). The Board class is where most of
//      your actual game programming will go. It is here that we will do
//      all our game drawing, updating, and input processing. Of course, in
//      a larger application, you would probably do drawing and updating in
//      multiple files, but you would still most likely use something similar
//      to a Board class as the master game logic class.
//
//      The reason that the Board class is a widget is because when a widget
//      is added to the GameApp's WidgetManager, it will automatically have its
//      Update and Draw methods called, and it will automatically receive input
//      at the appropriate times. Furthermore, by making it a widget and adding
//      it to the WidgetManager, the game logic loop, Update(), will be guaranteed
//      to run at a standard 100FPS on all machines. This is extremely important
//      as you always want your logic code to run at the same speed, but want
//      the drawing code to run as fast as possible. That way on faster machines
//      your program doesn't run its logic faster than on a slower machine.
//
//      You can think of the Board as a canvas upon which we do all our
//      drawing, and a central hub where if we need to, we instruct other
//      classes where and when to draw to.
//////////////////////////////////////////////////////////////////////////

// This file must be included so that we can derive our Board class from it
#include "SexyAppFramework/Widget.h"

// We place all our classes inside the "Sexy" namespace to avoid name collisions
// with other libraries that might be added.
namespace Sexy
{


// Forward declare the graphics class. You will see the graphics class used
// and explained in Board.cpp: it is the main object used to draw all
// images, fonts, etc.
class Graphics;

// We maintain a pointer to the main game application in the Board class.
// The main game app contains functions that are often times needed
// by the Board class, such as registry reading/writing, file reading/writing,
// etc.
class GameApp;

//////////////////////////////////////////////////////////////////////////
//////////////////////////////////////////////////////////////////////////
class Board : public Widget
{

        private:

                GameApp*        mApp;
                int                     mPulseAmt;              // See Draw(): used to make an image pulse over time
                bool            mIncPulse;              // If true, then we're increasing the pulse value, otherwise, decreasing
               

        public:

                //////////////////////////////////////////////////////////////////////////
                //      Function: Board
                //      Parameters:
                //              theApp  - Pointer to the main application class
                //     
                //      Returns: none
                //////////////////////////////////////////////////////////////////////////
                Board(GameApp* theApp);

                virtual ~Board();


                //////////////////////////////////////////////////////////////////////////
                //      Function: Draw
                //      Parameters:
                //              g       - Graphics object used to draw all images and fonts to the screen.
                //     
                //      Returns: none
                //
                //      Purpose: Called automatically by GameApp's WidgetManager, this function
                //      is the main method that is responsible for all graphical and textual
                //      displaying.
                //////////////////////////////////////////////////////////////////////////
                virtual void Draw(Graphics* g);

                //////////////////////////////////////////////////////////////////////////
                //      Function: Update
                //      Parameters: none
                //      Returns: none
                //
                //      Purpose: Called automatically by GameApp's WidgetManager, this method
                //      is GUARANTEED to be called 100 times per second (100FPS) and is where
                //      all main game logic is performed. Of course, if you had a larger more
                //      complex game, you'd most likely divide your logic between several
                //      other files, but this is commonly the central place where all game
                //      logic begins and is executed.
                //////////////////////////////////////////////////////////////////////////
                virtual void Update();

};


}

#endif // __BOARD_H__