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#ifndef __GAMEAPP_H__
#define __GAMEAPP_H__
//////////////////////////////////////////////////////////////////////////
// GameApp.h
//
// This is what drives the whole game. In here, you derive your class
// from SexyAppBase and implement common game tasks, such as
// responding to widgets (covered later), initializing and loading
// resources, setting up the various game screens, etc.
// All applications at minimum must have a class that derives from
// SexyAppBase.
//
// The GameApp class is used to do such things as create the main
// menu screen, create the main game class (where all drawing/updating/
// interaction takes place), etc.
//////////////////////////////////////////////////////////////////////////
#include "SexyAppBase.h"
// We place all our classes inside the "Sexy" namespace to avoid name collisions
// with other libraries that might be added.
namespace Sexy
{
// The GameApp class will be responsible for creating a class by the name
// of "Board", which we will use to do all the game's drawing, input processing,
// etc. Board is the second most important class and is where almost all of your
// game logic code will originate from. It is a widget, which allows for
// easy and automatic invocation of its update, drawing, and input processing
// functions. See the "Board" class for more details.
class Board;
// You'll learn more about images in GameApp.cpp and Demo2,
// so check there for more info. You'll notice we're using DDImage instead
// of Image, like we did in Demo 2. That's for convenience only, so that
// we don't have to type cast the image every time we want to work with it.
class DDImage;
// We'll need a font for the label on our button (see Board for more info on buttons)
class ImageFont;
class GameApp : public SexyAppBase
{
private:
Board* mBoard;
public:
// These are the images we'll be using for this demo. See
// GameApp.cpp for full information. We're going to
// make them public for easy accessing, since the point of this tutorial
// is to quickly get you up to speed on using the framework.
DDImage* mTurbotImg;
DDImage* mLightningImg;
DDImage* mAlteredImg; // Used in our example of modifying the image bits to make an altered version of an image.
ImageFont* mFont; // The font we'll use for the label on our button in Board
public:
GameApp();
virtual ~GameApp();
//////////////////////////////////////////////////////////////////////////
// Function: Init
// Parameters: none
// Returns: none
//
// Purpose: Initializes the application. Sets the resolution, overrides
// any default settings, and if there is a loader/intro screen (not in this demo)
// creates it and displays it. The framework will then automatically
// call the LoadingThreadProc() method after this method returns.
//////////////////////////////////////////////////////////////////////////
virtual void Init();
//////////////////////////////////////////////////////////////////////////
// Function: LoadingThreadProc
// Parameters: none
// Returns: none
//
// Purpose: Loads all resources in a separate thread. If there is a
// loader/intro screen (not in this demo), would also update the
// loader progress indicator. When the function returns, the
// LoadingThreadCompleted() method is automatically called.
//////////////////////////////////////////////////////////////////////////
virtual void LoadingThreadProc();
//////////////////////////////////////////////////////////////////////////
// Function: LoadingThreadCompleted
// Parameters: none
// Returns: none
//
// Purpose: Called when LoadingThreadProc is complete and all resources
// have been loaded. It is in this function that you would then set up
// your main menu or similar screen. For this particular demo however,
// we will go straight to the main game class, "Board".
//////////////////////////////////////////////////////////////////////////
virtual void LoadingThreadCompleted();
};
}
#endif // __GAMEAPP_H__
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