#pragma once //======================================================================== // HumanView.h : Defines the HumanView class of the GameCode4 application // // Part of the GameCode4 Application // // GameCode4 is the sample application that encapsulates much of the source code // discussed in "Game Coding Complete - 4th Edition" by Mike McShaffry and David // "Rez" Graham, published by Charles River Media. // ISBN-10: 1133776574 | ISBN-13: 978-1133776574 // // If this source code has found it's way to you, and you think it has helped you // in any way, do the authors a favor and buy a new copy of the book - there are // detailed explanations in it that compliment this code well. Buy a copy at Amazon.com // by clicking here: // http://www.amazon.com/gp/product/1133776574/ref=olp_product_details?ie=UTF8&me=&seller= // // There's a companion web site at http://www.mcshaffry.com/GameCode/ // // The source code is managed and maintained through Google Code: // http://code.google.com/p/gamecode4/ // // (c) Copyright 2012 Michael L. McShaffry and David Graham // // This program is free software; you can redistribute it and/or // modify it under the terms of the GNU Lesser GPL v3 // as published by the Free Software Foundation. // // This program is distributed in the hope that it will be useful, // but WITHOUT ANY WARRANTY; without even the implied warranty of // MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See // http://www.gnu.org/licenses/lgpl-3.0.txt for more details. // // You should have received a copy of the GNU Lesser GPL v3 // along with this program; if not, write to the Free Software // Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. // //======================================================================== #include "../GameCode4/interfaces.h" #include "../EventManager/Events.h" #include "../Graphics3D/SceneNodes.h" #include "../Graphics3D/MovementController.h" #include "UserInterface.h" // // class HumanView - Chapter 10, page 272 // // This is a view onto the game - which includes anything visual or audible. // It gets messages about the changes in game state. // class HumanView : public IGameView { friend class GameCodeApp; protected: GameViewId m_ViewId; ActorId m_ActorId; uint64_t m_currTick; // time right now uint64_t m_lastDraw; // last time the game rendered bool m_runFullSpeed; // set to true if you want to run full speed BaseGameState m_BaseGameState; // Added post-press - what is the current game state virtual void VRenderText() { }; public: bool LoadGame(TiXmlElement* pLevelData); protected: virtual bool VLoadGameDelegate(TiXmlElement* pLevelData) { VPushElement(m_pScene); return true; } public: // Implement the IGameView interface, except for the VOnRender() method, which is renderer specific virtual int VOnRestore(); // virtual HRESULT VOnLostDevice(); virtual void VOnRender(double fTime, float fElapsedTime); virtual GameViewType VGetType() { return GameView_Human; } virtual GameViewId VGetId() const { return m_ViewId; } virtual void VOnAttach(GameViewId vid, ActorId aid) { m_ViewId = vid; m_ActorId = aid; } virtual int VOnMsgProc( SDL_Event &e ); virtual void VOnUpdate(const int deltaMilliseconds ); // Virtual methods to control the layering of interface elements virtual void VPushElement(std::shared_ptr pElement); virtual void VRemoveElement(std::shared_ptr pElement); virtual ~HumanView(); HumanView(std::shared_ptr renderer); ScreenElementList m_ScreenElements; // a game screen entity // Interface sensitive objects std::shared_ptr m_PointerHandler; int m_PointerRadius; std::shared_ptr m_KeyboardHandler; // Added post press std::shared_ptr m_pScene; std::shared_ptr m_pCamera; // Added post press - this helps the network system attach views to the right actor. virtual void VSetControlledActor(ActorId actorId) { m_ActorId = actorId; } // Event delegates void PlaySoundDelegate(IEventDataPtr pEventData); void GameStateDelegate(IEventDataPtr pEventData); private: void RegisterAllDelegates(void); void RemoveAllDelegates(void); };