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/* Starshatter: The Open Source Project
Copyright (c) 2021-2022, Starshatter: The Open Source Project Contributors
Copyright (c) 2011-2012, Starshatter OpenSource Distribution Contributors
Copyright (c) 1997-2006, Destroyer Studios LLC.
AUTHOR: John DiCamillo
*/
#ifndef Game_h
#define Game_h
#include "Clock.h"
#include "Types.h"
#include "Screen.h"
#include "Video.h"
#include "VideoSettings.h"
#include "WndProc.h"
// +--------------------------------------------------------------------+
class Universe;
class Sound;
class SoundCard;
class Video;
class VideoFactory;
class Text;
// +--------------------------------------------------------------------+
class Game
{
public:
static const char* TYPENAME() { return "Game"; }
enum STATUS { OK, RUN, EXIT, INIT_FAILED, TOO_MANY };
Game();
virtual ~Game();
//
// MAIN GAME FUNCTIONALITY:
//
virtual bool Init(HINSTANCE hi, HINSTANCE hpi, LPSTR cmdline, int nCmdShow);
virtual int Run();
virtual void Exit();
virtual bool OnPaint() { return false; }
virtual bool OnHelp() { return false; }
virtual void Activate(bool f);
virtual void Pause(bool f);
int Status() const { return status; }
const RenderStats& GetPolyStats() { return stats; }
//
// GENERAL GAME CLASS UTILITY METHODS:
//
static Game* GetInstance();
Clock* GetClock();
DWORD Frame();
void SetMaxFrameLength(double seconds) { max_frame_length = seconds; }
double GetMaxFrameLength() { return max_frame_length; }
bool Active() { return active; }
bool Paused() { return paused; }
bool Server() { return server; }
bool ShowMouse() { return show_mouse; }
bool IsWindowed();
HINSTANCE GetHINST();
HWND GetHWND();
virtual bool GameLoop();
virtual void UpdateWorld();
virtual void GameState();
virtual void UpdateScreen();
virtual void CollectStats();
virtual bool InitGame();
virtual bool InitVideo();
virtual bool ResizeVideo();
virtual bool ResetVideo();
virtual bool ToggleFullscreen();
virtual bool AdjustWindowForChange();
virtual void ShowStats();
protected:
friend LRESULT CALLBACK WndProc(HWND hwnd, UINT message, WPARAM uParam, LPARAM lParam);
Universe* world;
VideoFactory* video_factory;
Video* video;
VideoSettings* video_settings;
SoundCard* soundcard;
Screen* screen;
RenderStats stats;
DWORD totaltime;
HINSTANCE hInst;
HWND hwnd;
HMENU hmenu;
DWORD winstyle;
char* app_name;
char* title_text;
char* palette_name;
// Internal variables for the state of the app
bool is_windowed;
bool is_active;
bool is_device_lost;
bool is_minimized;
bool is_maximized;
bool ignore_size_change;
bool is_device_initialized;
bool is_device_restored;
DWORD window_style; // Saved window style for mode switches
RECT bounds_rect; // Saved window bounds for mode switches
RECT client_rect; // Saved client area size for mode switches
Clock clock;
int status;
int exit_code;
bool active;
bool paused;
bool server;
bool show_mouse;
DWORD frame_number;
double max_frame_length;
};
// +--------------------------------------------------------------------+
#endif // Game_h
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