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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());
}