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Tortuga/client/scene_manager.cpp
T
2013-06-24 10:27:43 +10:00

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4.5 KiB
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/* Copyright: (c) Kayne Ruse 2013
*
* 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.
*/
#include "scene_manager.hpp"
#include <stdexcept>
#include <chrono>
//-------------------------
//Scene headers
//-------------------------
//Add the custom scene headers here
#include "in_combat.hpp"
#include "in_world.hpp"
#include "lobby.hpp"
#include "main_menu.hpp"
#include "option_screen.hpp"
#include "splash_screen.hpp"
//-------------------------
//Public access members
//-------------------------
SceneManager::SceneManager() {
//
}
SceneManager::~SceneManager() {
UnloadScene();
}
/* SceneManager::Init()
* This function initializes the entire program. There are a number of things
* that could go wrong here, which is why there is such an unusual order of
* operations.
* Important things to note:
* The APIs are initiated here.
* The global objects are initialized here.
* The game's screen is created here, based on information loaded from the config file.
* The ConfigUtility's call to Load() also ensures that the "rsc\" folder is in the directory. It's easy to forget it.
*/
void SceneManager::Init() {
//load the config file
try {
configUtil->Load("rsc/config.cfg");
}
catch(std::runtime_error& e) {
std::string s = e.what();
s += "; Ensure that the \"rsc\" directory is present";
throw(std::runtime_error(s));
}
//initialize the APIs
if (SDL_Init(SDL_INIT_VIDEO)) {
throw(std::runtime_error("Failed to initialize SDL"));
}
if (SDLNet_Init()) {
throw(std::runtime_error("Failed to initialize SDL_net"));
}
//create the screen
Uint32 flags = SDL_HWSURFACE | SDL_DOUBLEBUF;
flags |= configUtil->Bool("screen.f") ? SDL_FULLSCREEN : 0;
BaseScene::SetScreen(
configUtil->Int("screen.w"),
configUtil->Int("screen.h"),
SDL_GetVideoInfo()->vfmt->BitsPerPixel,
flags);
//initiate the remaining singletons
netUtil->Open(0, sizeof(Packet::Packet));
}
void SceneManager::Proc() {
LoadScene(SceneList::FIRST);
//prepare the time system
typedef std::chrono::high_resolution_clock Clock;
Clock::duration delta(16 * Clock::duration::period::den / std::milli::den);
Clock::time_point simTime = Clock::now();
Clock::time_point realTime;
//The main loop
while(activeScene->GetNextScene() != SceneList::QUIT) {
//switch scenes when necessary
if (activeScene->GetNextScene() != SceneList::CONTINUE) {
LoadScene(activeScene->GetNextScene());
continue;
}
//update the current time
realTime = Clock::now();
//simulate game time
while (simTime < realTime) {
//call each user defined function
activeScene->RunFrame(double(delta.count()) / Clock::duration::period::den);
simTime += delta;
}
//draw the game to the screen
activeScene->RenderFrame();
//give the computer a break
SDL_Delay(10);
}
UnloadScene();
}
void SceneManager::Quit() {
//clean up the singletons
netUtil->Close();
surfaceMgr->FreeAll();
//clean up the scene
UnloadScene();
//deinitialize the APIs
SDLNet_Quit();
SDL_Quit();
}
//-------------------------
//Private access members
//-------------------------
void SceneManager::LoadScene(SceneList sceneIndex) {
UnloadScene();
switch(sceneIndex) {
//add scene creation calls here
case SceneList::INCOMBAT:
activeScene = new InCombat();
break;
case SceneList::INWORLD:
activeScene = new InWorld();
break;
case SceneList::LOBBY:
activeScene = new Lobby();
break;
case SceneList::MAINMENU:
activeScene = new MainMenu();
break;
case SceneList::OPTIONSCREEN:
activeScene = new OptionScreen();
break;
case SceneList::FIRST:
case SceneList::SPLASHSCREEN:
activeScene = new SplashScreen();
break;
default:
throw(std::logic_error("Failed to recognize the scene index"));
}
}
void SceneManager::UnloadScene() {
delete activeScene;
activeScene = nullptr;
}