Began work on the client
This commit is contained in:
+161
-83
@@ -24,22 +24,10 @@
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#include "serial_packet.hpp"
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#include "config_utility.hpp"
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#include <stdexcept>
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#include <chrono>
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#include <iostream>
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#include <sstream>
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//-------------------------
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//Scene headers
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//-------------------------
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//Add the custom scene headers here
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#include "splash_screen.hpp"
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#include "main_menu.hpp"
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#include "options_menu.hpp"
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#include "lobby_menu.hpp"
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#include "world.hpp"
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#include "disconnected_screen.hpp"
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#include <stdexcept>
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//-------------------------
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//Public access members
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@@ -53,34 +41,57 @@ void ClientApplication::Init(int argc, char* argv[]) {
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config.Load("rsc/config.cfg", false, argc, argv);
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//-------------------------
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//Initialize the APIs
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//-------------------------
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//initialize SDL
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if (SDL_Init(SDL_INIT_VIDEO)) {
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std::ostringstream os;
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os << "Failed to initialize SDL: " << SDL_GetError();
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throw(std::runtime_error(os.str()));
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}
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std::cout << "Initialized SDL" << std::endl;
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//initialize SDL_net
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if (SDLNet_Init()) {
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throw(std::runtime_error("Failed to initialize SDL_net"));
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}
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UDPNetworkUtility::GetSingleton().Open(0);
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std::cout << "Initialized SDL_net" << std::endl;
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//-------------------------
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//Setup the screen
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//create and check the window
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//-------------------------
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int w = config.Int("client.screen.w");
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int h = config.Int("client.screen.h");
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int f = config.Bool("client.screen.f") ? SDL_HWSURFACE|SDL_DOUBLEBUF|SDL_FULLSCREEN : SDL_HWSURFACE|SDL_DOUBLEBUF;
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int f = config.Bool("client.screen.f") ? SDL_WINDOW_FULLSCREEN : 0;
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BaseScene::SetScreen(w ? w : 800, h ? h : 600, 0, f);
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std::cout << "Initialized the screen" << std::endl;
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window = SDL_CreateWindow(argv[0], SDL_WINDOWPOS_UNDEFINED, SDL_WINDOWPOS_UNDEFINED, w ? w : 800, h ? h : 600, f);
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if (!window) {
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std::ostringstream msg;
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msg << "Failed to create the window: " << SDL_GetError();
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throw(std::runtime_error(msg.str()));
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}
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std::cout << "Initialized the window" << std::endl;
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//-------------------------
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//create and check the renderer
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//-------------------------
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renderer = SDL_CreateRenderer(window, -1, 0);
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if (!renderer) {
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std::ostringstream msg;
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msg << "Failed to create the renderer: " << SDL_GetError();
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throw(std::runtime_error(msg.str()));
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}
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//screen scaling
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SDL_SetHint(SDL_HINT_RENDER_SCALE_QUALITY, "best");
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SDL_RenderSetLogicalSize(renderer, w, h);
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//set the hook for the renderer
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BaseScene::SetRenderer(renderer);
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std::cout << "Initialized the renderer" << std::endl;
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//-------------------------
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//Initialize the APIs
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//-------------------------
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//initialize SDL_net
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if (SDLNet_Init()) {
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std::ostringstream msg;
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msg << "Failed to initialize SDL_net: " << SDL_GetError();
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throw(std::runtime_error(msg.str()));
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}
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UDPNetworkUtility::GetSingleton().Open(0);
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std::cout << "Initialized SDL_net" << std::endl;
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//-------------------------
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//debug output
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@@ -119,88 +130,155 @@ void ClientApplication::Init(int argc, char* argv[]) {
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}
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void ClientApplication::Proc() {
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LoadScene(SceneList::FIRST);
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//load the first scene
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ProcessSceneSignal(SceneSignal::FIRST);
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//prepare the time system
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//fixed frame rate
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typedef std::chrono::steady_clock Clock;
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Clock::time_point simTime = Clock::now();
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Clock::time_point realTime;
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constexpr std::chrono::duration<int, std::milli> frameDelay(16); //~60FPS
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//The main loop
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while(activeScene->GetNextScene() != SceneList::QUIT) {
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//switch scenes when necessary
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if (activeScene->GetNextScene() != SceneList::CONTINUE) {
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LoadScene(activeScene->GetNextScene());
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//the game loop continues until the scenes signal QUIT
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while(activeScene->GetSceneSignal() != SceneSignal::QUIT) {
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//switch scenes if necessary
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if(activeScene->GetSceneSignal() != SceneSignal::CONTINUE) {
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ProcessSceneSignal(activeScene->GetSceneSignal());
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continue;
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}
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//update the current time
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realTime = Clock::now();
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//simulate game time
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//simulate the game or give the machine a break
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if (simTime < realTime) {
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while (simTime < realTime) {
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//call each user defined function
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activeScene->RunFrame();
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//~60 FPS
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simTime += std::chrono::duration<int, std::milli>(16);
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while(simTime < realTime) {
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//call the user defined functions
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activeScene->FrameStart();
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ProcessEvents();
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activeScene->Update();
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activeScene->FrameEnd();
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//step to the next frame
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simTime += frameDelay;
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}
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}
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else {
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//give the machine a break
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SDL_Delay(10);
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SDL_Delay(1);
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}
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//draw the game to the screen
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activeScene->RenderFrame();
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SDL_RenderClear(renderer);
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activeScene->RenderFrame(renderer);
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SDL_RenderPresent(renderer);
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}
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UnloadScene();
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//cleanup
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ClearScene();
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}
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void ClientApplication::Quit() {
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//clean up after the program
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std::cout << "Shutting down" << std::endl;
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UDPNetworkUtility::GetSingleton().Close();
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SDLNet_Quit();
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SDL_Quit();
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BaseScene::SetRenderer(nullptr);
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SDL_DestroyRenderer(renderer);
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SDL_DestroyWindow(window);
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std::cout << "Clean exit" << std::endl;
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}
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//-------------------------
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//Private access members
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//Scene management
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//-------------------------
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void ClientApplication::LoadScene(SceneList sceneIndex) {
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//BUG: #16 Resources are being reloaded between scenes
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UnloadScene();
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switch(sceneIndex) {
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//add scene creation calls here
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case SceneList::FIRST:
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case SceneList::SPLASHSCREEN:
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activeScene = new SplashScreen();
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break;
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case SceneList::MAINMENU:
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activeScene = new MainMenu();
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break;
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case SceneList::OPTIONSMENU:
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activeScene = new OptionsMenu();
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break;
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case SceneList::LOBBYMENU:
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activeScene = new LobbyMenu(&clientIndex, &accountIndex);
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break;
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case SceneList::WORLD:
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activeScene = new World(&clientIndex, &accountIndex);
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break;
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case SceneList::DISCONNECTEDSCREEN:
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activeScene = new DisconnectedScreen();
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break;
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default:
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throw(std::logic_error("Failed to recognize the scene index"));
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void ClientApplication::ProcessEvents() {
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SDL_Event event;
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while(SDL_PollEvent(&event)) {
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switch(event.type) {
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case SDL_QUIT:
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activeScene->QuitEvent();
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break;
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case SDL_MOUSEMOTION:
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activeScene->MouseMotion(event.motion);
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break;
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case SDL_MOUSEBUTTONDOWN:
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activeScene->MouseButtonDown(event.button);
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break;
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case SDL_MOUSEBUTTONUP:
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activeScene->MouseButtonUp(event.button);
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break;
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case SDL_MOUSEWHEEL:
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activeScene->MouseWheel(event.wheel);
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break;
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case SDL_KEYDOWN:
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activeScene->KeyDown(event.key);
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break;
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case SDL_KEYUP:
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activeScene->KeyUp(event.key);
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break;
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//TODO: joystick and controller events
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//window events are handled internally
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case SDL_WINDOWEVENT:
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switch(event.window.event) {
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case SDL_WINDOWEVENT_RESIZED:
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SDL_RenderSetLogicalSize(renderer, event.window.data1, event.window.data2);
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break;
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}
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break;
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}
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}
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}
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void ClientApplication::UnloadScene() {
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//Add the custom scene headers here
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#include "splash_screen.hpp"
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#include "main_menu.hpp"
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#include "options_menu.hpp"
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#include "lobby_menu.hpp"
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#include "world.hpp"
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#include "disconnected_screen.hpp"
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void ClientApplication::ProcessSceneSignal(SceneSignal signal) {
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//BUG: #16 Resources are being reloaded between scenes
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ClearScene();
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switch(signal) {
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//add scene creation calls here
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case SceneSignal::FIRST:
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case SceneSignal::SPLASHSCREEN:
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activeScene = new SplashScreen();
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break;
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case SceneSignal::MAINMENU:
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activeScene = new MainMenu();
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break;
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case SceneSignal::OPTIONSMENU:
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activeScene = new OptionsMenu();
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break;
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case SceneSignal::LOBBYMENU:
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activeScene = new LobbyMenu(&clientIndex, &accountIndex);
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break;
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case SceneSignal::WORLD:
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activeScene = new World(&clientIndex, &accountIndex);
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break;
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case SceneSignal::DISCONNECTEDSCREEN:
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activeScene = new DisconnectedScreen();
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break;
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default: {
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std::ostringstream msg;
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msg << "Failed to recognize the scene signal: " << signal;
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throw(std::logic_error(msg.str()));
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}
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}
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}
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void ClientApplication::ClearScene() {
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delete activeScene;
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activeScene = nullptr;
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}
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