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

// We will be accessing the resource manager in this demo, so include it's header
#include "SexyAppFramework/ResourceManager.h"

// Required for playing music
#include "SexyAppFramework/BassMusicInterface.h"

// Contains all the resources from the resources.xml file in our
// properties directory. See that file for more information.
#include "Res.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 4";

        // 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\\Demo4";

        // 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.
        mAutoEnable3D = true;

        mBoard = NULL;
        mTitleScreen = NULL;

        // See Board::UpdateF for a very lengthy explanation of this and smooth motion
        mVSyncUpdates = true;
}

//////////////////////////////////////////////////////////////////////////
//////////////////////////////////////////////////////////////////////////
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. Because our board might not have been
        // added (if you shut down the app before closing the loading screen),
        // only remove it if it isn't null.
        if (mBoard != NULL)
                mWidgetManager->RemoveWidget(mBoard);

        // Take a look at TitleScreen::ButtonDepress if you haven't already.
        // It explains a function called SafeDeleteWidget. Notice that we're
        // directly deleting the widget here: that is because when our app's
        // destructor is called, it's at the very end of the shutdown sequence
        // and the safe delete widget list will NOT be processed. Thus we
        // have to delete the memory manually.
        delete mBoard;


        // If you shut down the app before closing the loading screen, then
        // it will need to be removed here. The rational for the next two
        // steps is the same as for Board:
        if (mTitleScreen != NULL)
                mWidgetManager->RemoveWidget(mTitleScreen);
        delete mTitleScreen;

        // We should also free up all the resources that we loaded
        // for ALL the resource groups. Deleting a group that was
        // already deleted doesn't do anything, it's ignored.
        mResourceManager->DeleteResources("Init");
        mResourceManager->DeleteResources("TitleScreen");
        mResourceManager->DeleteResources("Game");
       
}

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

        // We need to tell the resource manager to read in all the groups
        // and information from that main group we made, called ResourceManifest,
        // in the file "properties/resources.xml". The path/filename are
        // by default set up to load that file, so you must name it exactly as such.
        // This doesn't load any resources: it just parses the data and sets
        // things up for loading.
        LoadResourceManifest();

        // Next, we want to load our absolutely necessary files that have to
        // be loaded before anything else can run. You'll notice in the resources.xml
        // file that we created a group called Init that contains these resources.
        // You may call it whatever you like. Let's load those resources now.
        // We do that by calling the LoadResources method of our mResourceManager
        // variable and specifying in quotes the name of the resource group to
        // load. This string is case sensitive.
        if (!mResourceManager->LoadResources("Init"))
        {
                mLoadingFailed = true;
                // This will display an informative error message indicating exactly
                // what went wrong in the resource loading process.
                ShowResourceError(true);
                return;
        }

        // Now we've loaded the resources, but we need to extract them.
        // Extraction is the phase that converts sound files to raw WAV
        // files, and sets up and initializes fonts and palletizes images.
        // The ResourceGen.exe program, when it generates C++ code for our
        // resources, also creates a function for EVERY resource group of the
        // form: Extract<GROUP>Resources, where <GROUP> is the exact name
        // of the resource group you made. In our case, we made an "Init"
        // group, so we have an ExtractInitResources method. You pass to it
        // the pointer to the resource manager. Because an error can occur
        // during this step, you should make sure to check for it.
        if (!ExtractInitResources(mResourceManager))
        {
                mLoadingFailed = true;
                ShowResourceError(true);
                return;
        }

        // We also need to load our title screen graphics in, since you can't
        // display the title screen without any graphics. For an explanation of why
        // we placed this in a separate group from Init, see properties/resources.xml.
        // This code works exactly like the above did for the Init group.
        if (!mResourceManager->LoadResources("TitleScreen"))
        {
                mLoadingFailed = true;
                ShowResourceError(true);
                return;
        }

        if (!ExtractTitleScreenResources(mResourceManager))
        {
                mLoadingFailed = true;
                ShowResourceError(true);
                return;
        }

        // Now let's create and add our title screen to the widget manager
        mTitleScreen = new TitleScreen(this);
        mTitleScreen->Resize(0, 0, mWidth, mHeight);

        // Let's let the title screen initialize it's widgets and data
        // before adding it to the widget manager:
        mTitleScreen->Init();

        mWidgetManager->AddWidget(mTitleScreen);

        // Let's also load in some music to play. We use the mMusicInterface
        // member for all our music needs, which requires the BassMusicInterface.h
        // header to be loaded, since we use the library BASS to play our music.
        // We can load in WAV, OGG, or MP3 files. BASS also supports a number
        // of tracker formats, such as .it, .xm, .mod, etc. It also supports
        // a format called MO3, which is a compressed version of a tracker
        // file. For this example, we will use the MO3 from AstroPop.
        // Why? Cause it's ours and we won't get sued for using it.
        // We load our file manually, we do not use the resource manager for this.
        // The first parameter is the ID to associate the song with. Just as sounds
        // have IDs, so do music tracks.
        mMusicInterface->LoadMusic(0, "music/music.mo3");

        // Let's load another copy of the file. Why? In order to fade from one
        // track to another, we need two instances of the track on different
        // channels. Let's load it again and give it a different ID, 1.
        mMusicInterface->LoadMusic(1, "music/music.mo3");

        // Now we need to start playing a track. Because we are using an MO3
        // and because the original format was a .it (Impulse Tracker) file,
        // there are actually multiple songs inside of it, differentiated
        // by various offsets. If you were just playing a single MP3 or OGG
        // or WAV file instead of a tracker file, you would ignore this
        // and use the default offset of 0 for the start of the song.
        // Because the person that made the song file was nice and
        // told us which offsets equated to which song pieces, I already
        // know the magic offset numbers. In this particular case, the
        // song for the intro screen is at offset 0, and the song
        // for the main game music is at offset 9. Our music artist
        // also was kind enough to put in tracker looping commands,
        // so you'll notice that the songs play over and over. A discussion
        // of tracker file formats is beyond the scope of this. Again,
        // if you are just playing a WAV/OGG/MP3, you use offset 0 (the default)
        // to indicate that you want to start playing from the start of the song.
        //
        // You can use PlayMusic to instantly play the track, or, like below,
        // you can use FadeIn to smoothly fade the song in. The first parameter
        // for both methods is the channel or song id that was used when the
        // track was first loaded (In our case, either 0 or 1 works). For both,
        // the second parameter is the offset to start playing at. Again, I just
        // happen to know that the intro song is at offset 0. For FadeIn, the
        // third parameter is how quickly to fade in, out of 1.0. The last parameter
        // for both indicates whether or not you want to loop. This is kind of weird,
        // but specify "false" to loop and "true" to not loop.
        mMusicInterface->FadeIn(0, 0, 0.002, false);

        // We'll cover changing the music and sound volumes in a later demo.

        // Next, we need to know how many resources there are to load.
        // This is necessary so we can display our progress bar on the title screen
        // and make it be the appropriate length. There's a variable in SexyAppBase
        // called mNumLoadingThreadTasks which holds the number of resources to
        // load in the LoadingThreadProc function. You get the number of resources
        // in a given group with a call to the resource manager's GetNumResources function
        // for each of your groups that you are going to load:
        mNumLoadingThreadTasks = mResourceManager->GetNumResources("Game");
}

//////////////////////////////////////////////////////////////////////////
//////////////////////////////////////////////////////////////////////////
void GameApp::LoadingThreadProc()
{
        // This time, things are different. We aren't manually loading
        // our fonts, sounds, and images. The resource manager is doing
        // it for us. For each of the groups that we want to load,
        // we first have to instruct the resource manager to begin the
        // loading phase and initialize its internal variables.
        // We do that with the StartLoadResources method and pass in the
        // exact string name of the group to begin loading:
        mResourceManager->StartLoadResources("Game");

        // Now we need to load each individual resource. We will loop,
        // calling LoadNextResource at the start. When it returns false,
        // there are no more resources to load for the current group.
        // LoadNextResource knows what group to load from because
        // of the call to StartLoadResources above:
        while (mResourceManager->LoadNextResource())
        {
                // The SexyAppBase variable, mCompletedLoadingThreadTasks, indicates the
                // total number of resources that have so far been loaded. This is used
                // to tell our loading screen the % progress we've made. See TitleScreen::Draw
                // for an example of how this is used. We need to increment this value
                // ourselves everytime we load a resource:
                mCompletedLoadingThreadTasks++;

                // If there was an error loading our resource, the resource manager
                // will tell us to shut down by setting mShutdown to true. If that
                // happened, immediately abort and return:
                if (mShutdown)
                        return;

                // Remember in demos 1-3 how we had the Board class call MarkDirty
                // every update? Well, the title screen doesn't need to be such a hog.
                // The title screen only needs to repaint when its progress bar changes
                // size. The progress bar only changes size when a resource gets loaded.
                // Because the game app is the only one that knows when this happens,
                // the game app will be the one to tell the title screen that it's a
                // dirty, dirty widget and that it needs a good and proper repainting.
                // You COULD make an update method for the title screen and mark dirty
                // every frame. But because this consumes more CPU time, it will take
                // longer to load our resources. And since you want the loading time
                // to be as quick as possible, you should only repaint when you need to.
                mTitleScreen->MarkDirty();
        }

        // Just like in our Init function, after loading resources we
        // need to extract them. Let's do that. Let's also ask the resource
        // manager if an error occurred in the above loop that we
        // didn't yet catch. We do that with the HadError method:
        if (mResourceManager->HadError() || !ExtractGameResources(mResourceManager))
        {              
                ShowResourceError(false);
                mLoadingFailed = true;

                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;

       
        // We aren't going to make and add the Board class here like we
        // did in the previous demos. Instead, since we are done loading
        // everything, we're going to tell the title screen that
        // we're done and that it should unhide the continue link and let
        // the user enter the game.
        mTitleScreen->LoadingComplete();

        // Remember: since we didn't give our title screen an Update method,
        // this class is responsible for telling it when to repaint. If we
        // don't mark it dirty, you won't see the hyperlink widget
        // appear. So mark it dirty now:
        mTitleScreen->MarkDirty();
}

//////////////////////////////////////////////////////////////////////////
//////////////////////////////////////////////////////////////////////////
void GameApp::TitleScreenIsFinished()
{
        // This function is called by the title screen when the user clicks
        // on the hyperlink widget to continue. At this point, the title screen
        // has already removed itself and its widgets and we should set up our
        // Board class and begin the game. Let's also set our title screen
        // pointer to NULL, since it will be safely deleted automatically at a
        // later point, and we don't want to delete it twice.
        mTitleScreen = NULL;
        mBoard = new Board(this);

        // Now that the title screen is done, we don't need its resources
        // wasting memory. Let's delete all of its resources. We do that
        // by calling DeleteResources and specifying the exact name of the
        // resource group we want to free up:
        mResourceManager->DeleteResources("TitleScreen");

        // 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);

        // Let's fade out the intro song and fade in the main game music.
        // FadeOut works just like FadeIn did in Init() but with some
        // slightly different parameters. The first, is like with FadeIn and
        // PlayMusic, the channel or song id that you want to mess with.
        // The second indicates that the song fading out should stop when
        // done, if it is true. The final parameter indicates how fast
        // to fade out, and is from 0 to 1.
        mMusicInterface->FadeOut(0, true, 0.004);

        // Let's fade in the main game music. This is the same as in Init.
        // The only difference is we're using 1 instead of 0 for our song id.
        // Why? Well, channel/song id 0 is being used to fade out the
        // previously playing track, we can't use it to also fade in.
        // That's why we loaded another copy of the song into channel 1.
        // Again, as explained in Init, I happen to know that offset 9
        // is the start of the main game music.
        mMusicInterface->FadeIn(1, 9, 0.002, false);

        // We'll cover changing the music and sound volumes in a later demo.
}

//////////////////////////////////////////////////////////////////////////
//////////////////////////////////////////////////////////////////////////
void GameApp::HandleCmdLineParam(const std::string& theParamName, const std::string& theParamValue)
{
        // If you wanted to, in here you could examine command line parameters and their values.
        // We actually don't care to, in this. The purpose was to show you how you'd do it,
        // and this function is the one you use to read those values. We'll just print the
        // parameters out for now:
        OutputDebugString(StrFormat("theParamName = \"%s\", theParamValue = \"%s\"",
                theParamName.c_str(), theParamValue.c_str()).c_str());
}