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#include "TitleScreen.h"
#include "GameApp.h"
#include "Res.h"
#include "SexyAppFramework/Font.h"
#include "SexyAppFramework/Graphics.h"
#include "SexyAppFramework/Image.h"
#include "SexyAppFramework/WidgetManager.h"
#include "SexyAppFramework/Rect.h"
#include "SexyAppFramework/HyperlinkWidget.h"

using namespace Sexy;

//////////////////////////////////////////////////////////////////////////
//////////////////////////////////////////////////////////////////////////
TitleScreen::TitleScreen(GameApp *pApp)
{
        mApp = pApp;           
        mContinueLink = NULL;
}

//////////////////////////////////////////////////////////////////////////
//////////////////////////////////////////////////////////////////////////
TitleScreen::~TitleScreen()
{
        delete mContinueLink;
}

//////////////////////////////////////////////////////////////////////////
//////////////////////////////////////////////////////////////////////////
void TitleScreen::Init(void)
{
        mContinueLink = new HyperlinkWidget(1, this);
        mContinueLink->SetFont(FONT_DEFAULT);
        mContinueLink->mLabel = _S("CLICK TO CONTINUE");
        mContinueLink->mColor = Color(255, 255, 255);
        mContinueLink->mOverColor = Color(0, 255, 0);
        mContinueLink->mUnderlineSize = 1;
}

//////////////////////////////////////////////////////////////////////////
//////////////////////////////////////////////////////////////////////////
void TitleScreen::AddedToManager(WidgetManager *theWidgetManager)
{
        Widget::AddedToManager(theWidgetManager);      
        mContinueLink->SetVisible(false);
        mContinueLink->SetDisabled(true);

        int labelWidth = FONT_DEFAULT->StringWidth(mContinueLink->mLabel);
        int labelHeight = FONT_DEFAULT->GetHeight();
        mContinueLink->Resize(  mWidth / 2 - labelWidth / 2,
                                                        mHeight - labelHeight - 40,
                                                        labelWidth,
                                                        labelHeight+4);

        mContinueLink->mDoFinger = true;
        theWidgetManager->AddWidget(mContinueLink);

}

//////////////////////////////////////////////////////////////////////////
//////////////////////////////////////////////////////////////////////////
void TitleScreen::RemovedFromManager(WidgetManager *theWidgetManager)
{
        Widget::RemovedFromManager(theWidgetManager);
        theWidgetManager->RemoveWidget(mContinueLink);
}

//////////////////////////////////////////////////////////////////////////
//////////////////////////////////////////////////////////////////////////
void TitleScreen::Draw(Graphics *g)
{
        g->SetColor(Color::Black);
        g->FillRect(0, 0, mWidth, mHeight);


        // We want to draw our loader bar to indicate the progress made in
        // loading all our resources. As you recalll, GameApp::LoadingThreadProc is
        // the thread that is actually loading everything. The app has a function,
        // GetLoadingThreadProgress, that returns a value from 0.0 to 1.0 indicating
        // the % complete it is. We will multiply this % complete by the width
        // of our progress bar, so that we give the illusion of a growing bar.
        int loaderBarWidth = IMAGE_LOADER_BAR->GetWidth();
        int drawWidth = (int)(mApp->GetLoadingThreadProgress() * loaderBarWidth);
        if (drawWidth > 0)
        {
                // As you may recall from Demo3 where we drew the frames of animation
                // for the lightning image, the DrawImage call can take a source rectangle
                // which indicates what chunk of the original image we want to draw.
                // In our case, we want to start from from the upper left corner of
                // the loader bar, but we only want to draw "drawWidth" wide. This will
                // give the illusion that the progress bar is expanding as the resources
                // are loaded in.
                g->DrawImage(IMAGE_LOADER_BAR, mWidth / 2 - loaderBarWidth / 2,
                                         400,
                                        Rect(0, 0, drawWidth, IMAGE_LOADER_BAR->GetHeight()));
        }

        // If our hyperlink widget is false, let's instead draw some
        // "Loading" text (er, actually in this case it's an image) where
        // it is located.
        if (mContinueLink->mVisible == false)
                g->DrawImage(IMAGE_LOADER_LOADINGTXT, mContinueLink->mX - 10, mContinueLink->mY - 80); 

        g->DrawImage(IMAGE_HUNGARR_LOGO, mWidth / 2 - IMAGE_HUNGARR_LOGO->mWidth / 2, 100);
        g->SetColor(Color::White);
        g->SetFont(FONT_HUNGARR);
        SexyString s = _S("HUN-GARR NEEDS PLANETS!");
        g->DrawString(s, mWidth / 2 - FONT_HUNGARR->StringWidth(s) / 2, 200);
}

//////////////////////////////////////////////////////////////////////////
//////////////////////////////////////////////////////////////////////////
void TitleScreen::LoadingComplete()
{
        // Since the app told us that we're done loading all our resources,
        // let's unhide and enable our continue link so the user can startr
        // playing.
        mContinueLink->SetVisible(true);
        mContinueLink->SetDisabled(false);
}

//////////////////////////////////////////////////////////////////////////
//////////////////////////////////////////////////////////////////////////
void TitleScreen::ButtonDepress(int theId)
{
        if (theId == 1)
        {
                // Our hyperlink widget was pressed. We want to remove ourselves
                // and the hyperlink widget, and tell the app to display the
                // main board and get the game started.
                // You might be thinking, "If I delete the title screen and
                // hyperlink, won't I crash the program?" Yes, you will. That's
                // why we aren't going to delete them using "delete". We're going
                // to use SexyAppBase's SafeDeleteWidget method. This places the
                // widget in a queue that is processed after all widgets and data
                // get processed, and is then deleted at a time that is safe
                // and appropriate. We still have to remove ourself and the
                // hyperlink widget from the WidgetManager. We can easily access
                // the WidgetManager, as it is a public variable in our game app.
                mApp->mWidgetManager->RemoveWidget(this);
                mApp->mWidgetManager->RemoveWidget(mContinueLink);
                mApp->SafeDeleteWidget(this);
                mApp->SafeDeleteWidget(mContinueLink);
                mContinueLink = NULL;
                mApp->PlaySample(SOUND_CONTINUE);

                // Now let's tell the game app that it's ok to add the board widget:
                mApp->TitleScreenIsFinished();
        }
}