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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"

// You'll learn about responding to button events in this demo.
// Any class that wants to respond to them must derive from ButtonListener.
#include "SexyAppFramework/ButtonListener.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;

// We're going to make a modified copy of GameApp::mTurbotImg, so we'll
// need to forward declare the DDImage class. See Board::CreateMirroredStretchedImg.
class DDImage;

// We're going to create a button in this demo and respond to its
// click event.
class ButtonWidget;

// In this demo, we're going to do some more advanced things like
// handle the two cases where Board is added and removed from the
// WidgetManager.
class WidgetManager;

//////////////////////////////////////////////////////////////////////////
//////////////////////////////////////////////////////////////////////////
class Board : public Widget, public ButtonListener
{

        private:

                GameApp*                mApp;
                ButtonWidget*   mButton;                        // The button that we're going to create in this demo
                int                             mAnimFrame;                     // The current frame of animation we're on for the mLightningImg image.
                int                             mMouseX, mMouseY;       // As an example, we'll keep track of the mouse cursor position and display it on screen
               
                // We'll also keep track of which button is down
                bool                    mLeftDown;
                bool                    mRightDown;
                bool                    mMiddleDown;

        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();

                //////////////////////////////////////////////////////////////////////////
                //      Function: ButtonDepress
                //      Parameters:
                //              theId   - Integer ID of the button that was clicked
                //
                //      Returns: none
                //
                //      Purpose: This method is called by the WidgetManager when a button widget
                //      is first pressed and THEN released. You can use ButtonPress if you want
                //      to know when the button is first pressed (before it is released).
                //      theId is the integer ID that was assigned to the button when it was
                //      first created.
                //////////////////////////////////////////////////////////////////////////             
                virtual void    ButtonDepress(int theId);

                //////////////////////////////////////////////////////////////////////////
                //      Function: AddedToManager
                //      Parameters:
                //              theWidgetManager        - Pointer to the main widget manager from
                //                                                              GameApp.
                //
                //      Returns: none
                //
                //      Purpose: This function is automatically called by the widget manager
                //      which also passes a pointer to itself, when the Board class is
                //      added to its list of widgets. Every widget gets this function
                //      called when it is first added. It useful to use this function to
                //      set up any other widgets that the class might contain, such as buttons.
                //////////////////////////////////////////////////////////////////////////             
                virtual void    AddedToManager(WidgetManager* theWidgetManager);

                //////////////////////////////////////////////////////////////////////////
                //      Function: RemovedFromManager
                //      Parameters:
                //              theWidgetManager        - Pointer to the main widget manager from
                //                                                              GameApp.
                //
                //      Returns: none
                //
                //      Purpose: This function is automatically called by the widget manager
                //      which also passes a pointer to itself, when the Board class is
                //      removed from its list of widgets. Every widget gets this function
                //      called when it is finally removed. It useful to use this function to
                //      also remove any widgets that were added and created in AddedToManager.
                //////////////////////////////////////////////////////////////////////////
                virtual void    RemovedFromManager(WidgetManager* theWidgetManager);

                //////////////////////////////////////////////////////////////////////////
                //      Function: MouseMove
                //      Parameters:
                //              x - X coordinate relative to the application of the mouse
                //              y - Y coordinate relative to the application of the mouse
                //
                //      Returns: none
                //
                //      Purpose: Called by the WidgetManager automatically anytime the
                //      mouse moves. The topmost widget (i.e. the widget most immediately
                //      under the cursor) is the one who gets the function call, and any
                //      widgets underneath by default are ignored (you'll learn about how
                //      to bypass that in a later demo).
                //////////////////////////////////////////////////////////////////////////             
                virtual void    MouseMove(int x, int y);

                //////////////////////////////////////////////////////////////////////////
                //      Function: MouseDrag
                //      Parameters:
                //              x - X coordinate relative to the application of the mouse
                //              y - Y coordinate relative to the application of the mouse
                //
                //      Returns: none
                //
                //      Purpose: Called by the WidgetManager automatically anytime the
                //      mouse moves AND a button is held down. This is the same thing as
                //      MouseMove except that it represents a drag operation. When dragging,
                //      MouseDrag will be called INSTEAD OF MouseMove.
                //      The topmost widget (i.e. the widget most immediately
                //      under the cursor) is the one who gets the function call, and any
                //      widgets underneath by default are ignored (you'll learn about how
                //      to bypass that in a later demo).
                //////////////////////////////////////////////////////////////////////////
                virtual void    MouseDrag(int x, int y);

                //////////////////////////////////////////////////////////////////////////
                //      Function: MouseDown
                //      Parameters:
                //              x - X coordinate relative to the application of the mouse
                //              y - Y coordinate relative to the application of the mouse
                //              theClickCount - An integer indicating which mouse button
                //                                              was pressed. One of the following:
                //                      1:  Left button
                //                      2:  Double-left-click
                //                      3:  Middle button
                //                      -1: Right button
                //                      -2: Double-right-click
                //
                //              IMPORTANT: Because you can't have a double click with a
                //              single click, you will receive BOTH a left (or right) button as well
                //              as a double left (or right) button message whenever you double-click.
                //
                //      Returns: none
                //
                //      Purpose: Called by the WidgetManager automatically anytime
                //      a mouse button is in the down state.
                //      The topmost widget (i.e. the widget most immediately
                //      under the cursor) is the one who gets the function call, and any
                //      widgets underneath by default are ignored (you'll learn about how
                //      to bypass that in a later demo).
                //////////////////////////////////////////////////////////////////////////
                virtual void    MouseDown(int x, int y, int theClickCount);

                //////////////////////////////////////////////////////////////////////////
                //      Function: MouseUp
                //      Parameters:
                //              x - X coordinate relative to the application of the mouse
                //              y - Y coordinate relative to the application of the mouse
                //              theClickCount - An integer indicating which mouse button
                //                                              was pressed. One of the following:
                //                      1:  Left button
                //                      2:  Double-left-click
                //                      3:  Middle button
                //                      -1: Right button
                //                      -2: Double-right-click
                //
                //              IMPORTANT: Because you can't have a double click with a
                //              single click, you will receive BOTH a left (or right) button as well
                //              as a double left (or right) button message whenever you double-click.
                //
                //      Returns: none
                //
                //      Purpose: Called by the WidgetManager automatically anytime
                //      a mouse button is in the up state after previously being in the down state.
                //      The topmost widget (i.e. the widget most immediately
                //      under the cursor) is the one who gets the function call, and any
                //      widgets underneath by default are ignored (you'll learn about how
                //      to bypass that in a later demo).
                //////////////////////////////////////////////////////////////////////////
                virtual void    MouseUp(int x, int y, int theClickCount);              
};


}

#endif // __BOARD_H__