118 lines
2.4 KiB
C++
118 lines
2.4 KiB
C++
#include "scene_manager.hpp"
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#include <stdexcept>
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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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#ifdef DEBUG
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#include "test_systems.hpp"
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#endif
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#include "splash.hpp"
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#include "main_menu.hpp"
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#include "lobby.hpp"
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#include "in_game.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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//
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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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}
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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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configUtil.Load("rsc/config.cfg");
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netUtil.Open(0, sizeof(PacketData));
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//set the screen from the config file
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int flags = SDL_HWSURFACE|SDL_DOUBLEBUF;
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if (configUtil.Boolean("screen.f")) {
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flags |= SDL_FULLSCREEN;
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}
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BaseScene::SetScreen(configUtil.Integer("screen.w"),configUtil.Integer("screen.h"),0,flags);
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}
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void SceneManager::Proc() {
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LoadScene(SceneList::FIRST);
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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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//wipe the screen
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SDL_FillRect(activeScene->GetScreen(), 0, 0);
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//call each user defined function
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activeScene->RunFrame();
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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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SDLNet_Quit();
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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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#ifdef DEBUG
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case SceneList::TESTSYSTEMS:
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activeScene = new TestSystems(&configUtil, &surfaceMgr, &netUtil);
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break;
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#endif
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case SceneList::FIRST:
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case SceneList::SPLASH:
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activeScene = new Splash(&configUtil, &surfaceMgr);
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break;
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case SceneList::MAINMENU:
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activeScene = new MainMenu(&configUtil, &surfaceMgr);
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break;
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case SceneList::LOBBY:
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activeScene = new Lobby(&configUtil, &surfaceMgr, &netUtil, &playerID);
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break;
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case SceneList::INGAME:
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activeScene = new InGame(&configUtil, &surfaceMgr, &netUtil, &playerID);
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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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