Created the client program's framework
There are six scenes here, each of which representing roughly one part of the final program's backbone.
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/* Copyright: (c) Kayne Ruse 2013
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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 "scene_manager.hpp"
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#include <stdexcept>
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#include <chrono>
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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 "in_combat.hpp"
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#include "in_world.hpp"
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#include "lobby.hpp"
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#include "main_menu.hpp"
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#include "option_screen.hpp"
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#include "splash_screen.hpp"
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//-------------------------
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//Public access members
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//-------------------------
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SceneManager::SceneManager() {
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activeScene = nullptr;
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}
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SceneManager::~SceneManager() {
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UnloadScene();
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}
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void SceneManager::Init() {
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if (SDL_Init(SDL_INIT_VIDEO))
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throw(std::runtime_error("Failed to initialize SDL"));
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BaseScene::SetScreen(800, 600);
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}
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void SceneManager::Proc() {
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LoadScene(SceneList::FIRST);
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//prepare the time system
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typedef std::chrono::high_resolution_clock Clock;
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Clock::duration delta(16 * Clock::duration::period::den / std::milli::den);
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Clock::time_point simTime = Clock::now();
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Clock::time_point realTime;
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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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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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while (simTime < realTime) {
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//call each user defined function
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activeScene->RunFrame(double(delta.count()) / Clock::duration::period::den);
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simTime += delta;
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}
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//draw the game to the screen
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activeScene->RenderFrame();
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//give the computer a break
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SDL_Delay(10);
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}
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UnloadScene();
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}
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void SceneManager::Quit() {
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UnloadScene();
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SDL_Quit();
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}
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//-------------------------
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//Private access members
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//-------------------------
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void SceneManager::LoadScene(SceneList sceneIndex) {
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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::INCOMBAT:
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activeScene = new InCombat();
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break;
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case SceneList::INWORLD:
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activeScene = new InWorld();
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break;
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case SceneList::LOBBY:
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activeScene = new Lobby();
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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::OPTIONSCREEN:
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activeScene = new OptionScreen();
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break;
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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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default:
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throw(std::logic_error("Failed to recognize the scene index"));
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}
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}
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void SceneManager::UnloadScene() {
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delete activeScene;
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activeScene = nullptr;
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}
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