Split the scenes directory into gameplay_scenes and menu_scenes
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/* Copyright: (c) Kayne Ruse 2013-2015
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*
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* This software is provided 'as-is', without any express or implied
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* warranty. In no event will the authors be held liable for any damages
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* arising from the use of this software.
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*
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* Permission is granted to anyone to use this software for any purpose,
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* including commercial applications, and to alter it and redistribute it
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* freely, subject to the following restrictions:
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*
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* 1. The origin of this software must not be misrepresented; you must not
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* claim that you wrote the original software. If you use this software
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* in a product, an acknowledgment in the product documentation would be
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* appreciated but is not required.
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*
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* 2. Altered source versions must be plainly marked as such, and must not be
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* misrepresented as being the original software.
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*
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* 3. This notice may not be removed or altered from any source
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* distribution.
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*/
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#include "base_scene.hpp"
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#include <stdexcept>
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//-------------------------
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//Static declarations
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//-------------------------
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SDL_Surface* BaseScene::screen = nullptr;
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//-------------------------
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//Public access members
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//-------------------------
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BaseScene::BaseScene() {
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//
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}
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BaseScene::~BaseScene() {
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//
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}
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//-------------------------
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//Program control
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//-------------------------
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SDL_Surface* BaseScene::SetScreen(int w, int h, int bpp, Uint32 flags) {
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if (!bpp) {
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bpp = SDL_GetVideoInfo()->vfmt->BitsPerPixel;
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}
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screen = SDL_SetVideoMode(w, h, bpp, flags);
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if (!screen) {
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throw(std::runtime_error("Failed to create the screen surface"));
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}
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return screen;
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}
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SDL_Surface* BaseScene::GetScreen() {
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return screen;
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}
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SceneList BaseScene::SetNextScene(SceneList sceneIndex) {
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return nextScene = sceneIndex;
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}
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SceneList BaseScene::GetNextScene() const {
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return nextScene;
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}
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//-------------------------
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//Frame loop
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//-------------------------
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void BaseScene::RunFrame() {
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FrameStart();
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HandleEvents();
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Update();
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FrameEnd();
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}
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void BaseScene::RenderFrame() {
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SDL_FillRect(screen, 0, 0);
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Render(screen);
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SDL_Flip(screen);
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SDL_Delay(10);
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}
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//-------------------------
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//Event handlers
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//-------------------------
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void BaseScene::HandleEvents() {
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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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QuitEvent();
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break;
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case SDL_VIDEORESIZE:
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SetScreen(event.resize.w, event.resize.h, 0, screen->flags);
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break;
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case SDL_MOUSEMOTION:
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MouseMotion(event.motion);
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break;
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case SDL_MOUSEBUTTONDOWN:
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MouseButtonDown(event.button);
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break;
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case SDL_MOUSEBUTTONUP:
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MouseButtonUp(event.button);
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break;
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case SDL_KEYDOWN:
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KeyDown(event.key);
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break;
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case SDL_KEYUP:
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KeyUp(event.key);
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break;
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#ifdef USE_EVENT_JOYSTICK
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//TODO: joystick/gamepad support
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#endif
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#ifdef USE_EVENT_UNKNOWN
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default:
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UnknownEvent(event);
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break;
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#endif
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}//switch
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}//while
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}
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