| 123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118 |
- #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<IScreenElement> pElement);
- virtual void VRemoveElement(std::shared_ptr<IScreenElement> pElement);
- virtual ~HumanView();
- HumanView(std::shared_ptr<IRenderer> renderer);
- ScreenElementList m_ScreenElements; // a game screen entity
- // Interface sensitive objects
- std::shared_ptr<IPointerHandler> m_PointerHandler;
- int m_PointerRadius;
- std::shared_ptr<IKeyboardHandler> m_KeyboardHandler;
- // Added post press
- std::shared_ptr<ScreenElementScene> m_pScene;
- std::shared_ptr<CameraNode> 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);
- };
|