/* Copyright: (c) Kayne Ruse 2013, 2014 * * This software is provided 'as-is', without any express or implied * warranty. In no event will the authors be held liable for any damages * arising from the use of this software. * * Permission is granted to anyone to use this software for any purpose, * including commercial applications, and to alter it and redistribute it * freely, subject to the following restrictions: * * 1. The origin of this software must not be misrepresented; you must not * claim that you wrote the original software. If you use this software * in a product, an acknowledgment in the product documentation would be * appreciated but is not required. * * 2. Altered source versions must be plainly marked as such, and must not be * misrepresented as being the original software. * * 3. This notice may not be removed or altered from any source * distribution. */ #ifndef INWORLD_HPP_ #define INWORLD_HPP_ //maps #include "region_pager_base.hpp" //networking #include "udp_network_utility.hpp" #include "serial_packet.hpp" //graphics #include "image.hpp" #include "raster_font.hpp" #include "button.hpp" #include "tile_sheet.hpp" //common #include "frame_rate.hpp" #include "character.hpp" //client #include "base_scene.hpp" //STL #include class InWorld : public BaseScene { public: //Public access members InWorld( int* const argClientIndex, int* const argAccountIndex, int* const argCharacterIndex, CharacterMap* argCharacterMap ); ~InWorld(); protected: //Frame loop void FrameStart(); void Update(); void FrameEnd(); void RenderFrame(); void Render(SDL_Surface* const); //Event handlers void QuitEvent(); void MouseMotion(SDL_MouseMotionEvent const&); void MouseButtonDown(SDL_MouseButtonEvent const&); void MouseButtonUp(SDL_MouseButtonEvent const&); void KeyDown(SDL_KeyboardEvent const&); void KeyUp(SDL_KeyboardEvent const&); //Network handlers void HandlePacket(SerialPacket* const); void HandleDisconnect(SerialPacket* const); void HandleCharacterNew(CharacterPacket* const); void HandleCharacterDelete(CharacterPacket* const); void HandleCharacterUpdate(CharacterPacket* const); void HandleRegionContent(RegionPacket* const); //Server control void RequestSynchronize(); void SendPlayerUpdate(); void RequestDisconnect(); void RequestShutDown(); void RequestRegion(int roomIndex, int x, int y); //utilities void UpdateMap(); //shared parameters UDPNetworkUtility& network = UDPNetworkUtility::GetSingleton(); int& clientIndex; int& accountIndex; int& characterIndex; CharacterMap& characterMap; //graphics Image buttonImage; RasterFont font; TileSheet tileSheet; //map RegionPagerBase regionPager; //UI Button disconnectButton; Button shutDownButton; //TODO: Review the camera struct { int x = 0, y = 0; int width = 0, height = 0; int marginX = 0, marginY = 0; } camera; FrameRate fps; //game Character* localCharacter = nullptr; }; #endif