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#ifndef __BOARD_H__
#define __BOARD_H__
//////////////////////////////////////////////////////////////////////////
// Board.h
//
// This is the third class to look at in this particular demo
// (after main.cpp and GameApp.h/.cpp). The Board class is where most of
// your actual game programming will go. It is here that we will do
// all our game drawing, updating, and input processing. Of course, in
// a larger application, you would probably do drawing and updating in
// multiple files, but you would still most likely use something similar
// to a Board class as the master game logic class.
//
// The reason that the Board class is a widget is because when a widget
// is added to the GameApp's WidgetManager, it will automatically have its
// Update and Draw methods called, and it will automatically receive input
// at the appropriate times. Furthermore, by making it a widget and adding
// it to the WidgetManager, the game logic loop, Update(), will be guaranteed
// to run at a standard 100FPS on all machines. This is extremely important
// as you always want your logic code to run at the same speed, but want
// the drawing code to run as fast as possible. That way on faster machines
// your program doesn't run its logic faster than on a slower machine.
//
// You can think of the Board as a canvas upon which we do all our
// drawing, and a central hub where if we need to, we instruct other
// classes where and when to draw to.
//////////////////////////////////////////////////////////////////////////
// This file must be included so that we can derive our Board class from it
#include "Widget.h"
#include "PhysicsListener.h"
#include "Physics.h"
#include <vector>
// We place all our classes inside the "Sexy" namespace to avoid name collisions
// with other libraries that might be added.
namespace Sexy
{
// Forward declare the graphics class. You will see the graphics class used
// and explained in Board.cpp: it is the main object used to draw all
// images, fonts, etc.
class Graphics;
// We maintain a pointer to the main game application in the Board class.
// The main game app contains functions that are often times needed
// by the Board class, such as registry reading/writing, file reading/writing,
// etc.
class GameApp;
// In this demo, we're going to do some more advanced things like
// handle the two cases where Board is added and removed from the
// WidgetManager.
class WidgetManager;
//////////////////////////////////////////////////////////////////////////
//////////////////////////////////////////////////////////////////////////
class Board : public Widget, public PhysicsListener
{
private:
GameApp* mApp;
Physics* physics;
Color c;
void InitDemo();
public:
//////////////////////////////////////////////////////////////////////////
// Function: Board
// Parameters:
// theApp - Pointer to the main application class
//
// Returns: none
//////////////////////////////////////////////////////////////////////////
Board(GameApp* theApp);
virtual ~Board();
//////////////////////////////////////////////////////////////////////////
// Function: Draw
// Parameters:
// g - Graphics object used to draw all images and fonts to the screen.
//
// Returns: none
//
// Purpose: Called automatically by GameApp's WidgetManager, this function
// is the main method that is responsible for all graphical and textual
// displaying.
//////////////////////////////////////////////////////////////////////////
virtual void Draw(Graphics* g);
//////////////////////////////////////////////////////////////////////////
// Function: Update
// Parameters: none
// Returns: none
//
// Purpose: Called automatically by GameApp's WidgetManager, this method
// is GUARANTEED to be called 100 times per second (100FPS) and is where
// all main game logic is performed. Of course, if you had a larger more
// complex game, you'd most likely divide your logic between several
// other files, but this is commonly the central place where all game
// logic begins and is executed.
//////////////////////////////////////////////////////////////////////////
virtual void Update();
//////////////////////////////////////////////////////////////////////////
// Function: AddedToManager
// Parameters:
// theWidgetManager - Pointer to the main widget manager from
// GameApp.
//
// Returns: none
//
// Purpose: This function is automatically called by the widget manager
// which also passes a pointer to itself, when the Board class is
// added to its list of widgets. Every widget gets this function
// called when it is first added. It useful to use this function to
// set up any other widgets that the class might contain, such as buttons.
//////////////////////////////////////////////////////////////////////////
virtual void AddedToManager(WidgetManager* theWidgetManager);
//////////////////////////////////////////////////////////////////////////
// Function: RemovedFromManager
// Parameters:
// theWidgetManager - Pointer to the main widget manager from
// GameApp.
//
// Returns: none
//
// Purpose: This function is automatically called by the widget manager
// which also passes a pointer to itself, when the Board class is
// removed from its list of widgets. Every widget gets this function
// called when it is finally removed. It useful to use this function to
// also remove any widgets that were added and created in AddedToManager.
//////////////////////////////////////////////////////////////////////////
virtual void RemovedFromManager(WidgetManager* theWidgetManager);
virtual void KeyDown(KeyCode theKey);
//physics functions
virtual void DrawPhysicsObject(PhysicsObject* object, Graphics* g);
virtual bool HandleTypedCollision(CollisionObject* col);
};
}
#endif // __BOARD_H__
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