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#include "GameApp.h"
#include "Board.h"
#include "SexyAppFramework/WidgetManager.h"


// The Image.h file just declares basic functions. All images are either of
// the DDImage or MemoryImage type. For this demo, we will use DDImage
// types, as they are the type returned by the image loading code.
// A DDImage is actually derived from MemoryImage, so where an Image or
// MemoryImage is required, a DDImage will suffice as well. A DDImage
// contains optimized code for use with DirectX 7+.
#include "SexyAppFramework/DDImage.h"

// We're going to create a font for Board's button widget's label
#include "SexyAppFramework/ImageFont.h"

// The SexyAppFramework resides in the "Sexy" namespace. As a convenience,
// you'll see in all the .cpp files "using namespace Sexy" to avoid
// having to prefix everything with Sexy::
using namespace Sexy;


//////////////////////////////////////////////////////////////////////////
//////////////////////////////////////////////////////////////////////////
GameApp::GameApp()
{
        // mProdName is used for internal purposes to indicate the game that we're working on
        mProdName = "Demo 3";

        // For internal uses, indicates the current product version
        mProductVersion = "1.0";

        // This is the text that appears in the title bar of the application window
        mTitle = StringToSexyStringFast("SexyAppFramework: " + mProdName + " - " + mProductVersion);

        // Indicates the registry location where all registry keys will be read from
        // and written to. This is stored under the HKEY_CURRENT_USER tree on
        // Windows systems.
        mRegKey = "PopCap\\SexyAppFramework\\Demo3";

        // Set the application width/height in terms of pixels here. Let's
        // use a different resolution from Demo 1 just for fun.
        mWidth = 800;
        mHeight = 600;

        // By setting this to true, the framework will automatically check to see
        // if hardware acceleration can be turned on. This doesn't guarantee that it
        // WILL be turned on, however. Some cards just aren't compatible or have
        // known issues. Also, cards with less than 8MB of video RAM aren't supported.
        // There are ways to override the 3D enabled settings, which we will discuss
        // in a later demo. As a side note, if you want to see if you app is
        // running with 3D acceleration, first enable debug keys by pressing
        // CTRL-ALT-D and then press F9. To toggle 3D on/off, press F8. That is just
        // for testing purposes.
        //
        // When 3D mode is on, the standard drawing routines will automatically use
        // their hardware rendering versions, which in truns makes the game run faster.
        // You do not need to do anything different when drawing in 2D or 3D mode.
        // Although if 3D mode is disabled, you will most likely want to do less
        // drawing intensive operations like additive drawing, colorization,
        // real-time flipping/mirroring, etc.
        mAutoEnable3D = true;

        mBoard = NULL;
}

//////////////////////////////////////////////////////////////////////////
//////////////////////////////////////////////////////////////////////////
GameApp::~GameApp()
{
        // Remove our "Board" class which was, in this particular demo,
        // responsible for all our game drawing and updating.
        // All widgets MUST be removed from the widget manager before deletion.
        // More information on the basics of widgets can be found in the Board
        // class file. If you tried to delete the Board widget before removing
        // it, you will get an assert.
        mWidgetManager->RemoveWidget(mBoard);
        delete mBoard;

        // We need to clean up after ourselves and delete the image and
        // font information.
        delete mTurbotImg;
        delete mLightningImg;
        delete mAlteredImg;
        delete mFont;
}

//////////////////////////////////////////////////////////////////////////
//////////////////////////////////////////////////////////////////////////
void GameApp::Init()
{
        // Let the parent class perform any needed initializations first.
        // This should always be done.
        SexyAppBase::Init();

        // In later demos, you will see more done with this function.
        // For now, we have nothing else to initialize, so we are done.
        // Once complete, the LoadingThreadProc function will automatically
        // start and we will begin loading all our needed resources.
}

//////////////////////////////////////////////////////////////////////////
//////////////////////////////////////////////////////////////////////////
void GameApp::LoadingThreadProc()
{
        // This time, we have things to load. Let's load in our two fonts
        // and our three images.       
        // Besides loading data,
        // this thread can also update the progress indicator for the loading
        // screen, which you will see in later demos.
        // Once complete, the LoadingThreadCompleted function will be called.

        //              Loading images is easy: you don't have to specify the image type.
        // Depending on the file extension, the appropriate image decoder
        // will be used. The following image types are supported:
        // Targa (.tga), JPEG (.jpg), PNG (.png), GIF (.gif). You do NOT have
        // to specify the extension when loading the file if you don't want to.
        // In this case, all of the above extensions will be looked for.
        // A discussion of image formats is beyond the scope of this tutorial.
        //              There is some important information to know about images.
        //      You will notice in the "images" directory that for each image,
        //      there is a black and white image with the same name but with
        //      an underscore ("_") at the end of it. By default, when you load
        //      and image, the code automatically looks for the presence of
        //      that file to use for the alpha information. Some file formats
        //      have the alpha channel built into them, like PNG files. But
        //      others, like JPEG or GIF files, do not. The purpose of the alpha
        //      file is of course to generate an image that doesn't have jagged
        //      lines, or to control the opacity of various parts of the image.
        //      As a side not, the alpha image file may also begin with the
        //      underscore instead of ending with it, it matters not, and again,
        //      is automatically loaded in by the image loading code.
        //      You need to clean up the memory allocated by these functions yourself.
        mTurbotImg = (DDImage*) GetImage("images/turbot_worry");

        // If the file was not found or couldn't be loaded (i.e. due to an
        // incompatible file format) the returned value will be NULL.
        // You should always check this, and if it occurs, display an error
        // message, then set mLoadingFailed to true, and then immediately return.
        if (mTurbotImg == NULL)
        {
                mLoadingFailed = true;

                // The PopUp method displays a standard Windows message box.
                // If in full screen mode, this will appropriately handle things such
                // that the GDI surface is properly rendered and the dialog box appears
                // as expected.
                Popup("There was an error loading the file: images/turbot_worry");

                return;
        }

        mLightningImg = (DDImage*) GetImage("images/lightning");
        if (mLightningImg == NULL)
        {
                mLoadingFailed = true;
                Popup("There was an error loading the file: images/lightning");
                return;
        }

        // There's something different about mLightningImg. If you look at the
        // image in the iamges directory, you'll notice that it has multiple frames
        // arranged in rows. This is an animation strip and is the main way that we
        // accomplish animation. Rather than putting each frame in a separate file,
        // we place it in one file and make each frame have the same width/height.
        // When loading, the image loader has no idea that we even want to consider
        // the image as being made of multiple frames. So we have to manually tell
        // it how many rows and/or columns it has. In this case, there is only 1
        // column, but there are 8 rows. We set this via mNumRows and mNumCols.
        // You'll see why this is important in the Board class.
        mLightningImg->mNumRows = 8;
        mLightningImg->mNumCols = 1;


        // So we've loaded the images, that's all there is right? Wrong.
        // If possible, we should try to palletize the images. An image that
        // contains 255 or fewer colors can be palletized. This results in
        // a memory savings of about 4x and doesn't affect the image quality
        // at all. It's the same principals that the GIF format uses: instead
        // of representing each red, green, blue, alpha value as a separate
        // quantity (1 byte each, 4 bytes in total per pixel), we represent
        // the actual combined RGBA value as a single number, from 0-255.
        // This number is an index into a lookup table. Thus, every time
        // the value (200,43,11,128), for example, is used, instead of
        // representing that value as a 4 byte value every time it
        // appears, we'd represent it with a 1 byte index into a lookup
        // table that contained the above RGBA value. Don't worry, you
        // don't have to really know or care about any of that if you
        // didn't understand it. What you need to know is that by calling the
        // Palletize() method on an image, you potentially can reduce the
        // amount of RAM it consumes by 4 times. The Palletize method
        // returns a boolean indicating if it could or couldn't be palletized.
        mLightningImg->Palletize();
        mTurbotImg->Palletize();

        // This is the same as in Demo2. Check the comments there
        // if you've forgotten how to load and initialize a font.
        mFont = new ImageFont(this, "fonts/Kiloton9.txt");

        // We need to check to see if the font was properly initialized.
        // If it wasn't, then an error occurred and we need to abort.
        if (!mFont->mFontData->mInitialized)   
        {
                delete mFont;
                mLoadingFailed = true;
                Popup("There was an error loading fonts/Kiloton9.txt");
                return;
        }
       
}

//////////////////////////////////////////////////////////////////////////
//////////////////////////////////////////////////////////////////////////
void GameApp::LoadingThreadCompleted()
{
        // Let the base app class also know that we have completed
        SexyAppBase::LoadingThreadCompleted();

        // When we're actually loading resources, we'll set the
        // mLoadingFailed variable to "true" if there were any problems
        // encountered along the way. If that is the case, just return
        // because we won't want the user to get to the main menu or any
        // other part of the game. We will want them to exit out.
        if (mLoadingFailed)
                return;

        // Now that we're done loading everything we need (which wasn't
        // anything in this particular demo), we need to get the main
        // game screen up and running: That is our "Board" class, and
        // it will handle all the drawing, updating, and input processing
        // for most of the game.
        mBoard = new Board(this);

        // This is a very important step: Because the Board class is a widget
        // (see Board.h/.cpp for more details) we need to tell it what
        // dimensions it has and where to place it.
        // By default a widget is invisible because its
        // width/height are 0, 0. Since the Board class is our main
        // drawing area and game logic class, we want to make it the
        // same size as the application. For this particular demo, that means
        // 800x600. We will use mWidth and mHeight though, as those were
        // already set to the proper resolution in GameApp::Init().
        mBoard->Resize(0, 0, mWidth, mHeight);

        // Also an important step is to add the newly created Board widget to
        // the widget manager so that it will automatically have its update, draw,
        // and input processing methods called.
        mWidgetManager->AddWidget(mBoard);


        // As part of a new topic in this demo, we're also going to modify the image
        // data for mTurbotImg and make a grayscale version of it. I'll explain
        // each step of the way:

        // 1. Let's make a copy of the image so we don't ruin the original.
        // We should make sure to delete this when we're done.
        mAlteredImg = (DDImage*) CopyImage(mTurbotImg);

        // 2. Now we need to get the pixel data. The pixel data is stored as
        // an unsigned long array, where each entry represents the RGBA value.
        // The data is actually stored in ARGB format, where alpha is
        // the leftmost byte and blue is the rightmost byte.
        unsigned long* bits = mAlteredImg->GetBits();

        // 3. Now we will loop over each pixel in the image. The size of the bits array
        // is simply the width times the height.
        for (int i = 0; i < mAlteredImg->GetWidth() * mAlteredImg->GetHeight(); i++)
        {
                // 4. Get the ARGB color value for this pixel
                unsigned long c = bits[i];

                // 5. To illustrate the ARGB storage format, we will assign each
                // component to a variable, although we're actually only going to care
                // about the RGB values, for this particular example. The 4 lines below
                // extract out the individual ARGB values.
                unsigned char alpha             = (unsigned char) (c >> 24);
                unsigned char red               = (unsigned char) ((c >> 16) & 0xFF);
                unsigned char green             = (unsigned char) ((c >> 8) & 0xFF);
                unsigned char blue              = (unsigned char) (c & 0xFF);

                // 6. Just like the Color class, the ARGB values are from 0-255.
                // Let's alter these to produce a grayscale image using one of many
                // conversion methods. This method uses 30% of the red value,
                // 59% of the green value, and 11% of the blue value:
                unsigned long gray = (unsigned long) ((float)red * 0.30f + (float)green * 0.59f + (float)blue * 0.11f);

                // 7. Now we need to put the pixel data back into the image's data.
                // We do the opposite of how we extracted the ARGB values above and
                // use a left shift instead of a right shift:

                //                    alpha          red           green       blue
                bits[i] = (alpha << 24) | (gray << 16) | (gray << 8) | gray;
        }

        // The image won't use this modified data until we inform it that we've
        // done some messing around with it. We do that with the BitsChanged()
        // function call. After that, we're all done! Pretty simple. It just
        // depends on what you want to actually do with the RGBA data. Extracting
        // the information and putting it back is as simple as a few shifts.
        mAlteredImg->BitsChanged();
}