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scene_app.cpp
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scene_app.cpp
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#include "scene_app.h"
#include "game.h"
#include "frontend.h"
#include "settings.h"
#include "camera_enum.h"
#include "difficulty_enum.h"
// gef headers
#include <audio/audio_manager.h>
#include <input/input_manager.h>
#include <input/touch_input_manager.h>
SceneApp::SceneApp(gef::Platform& platform) :
Application(platform),
input_manager_(nullptr),
audio_manager_(nullptr),
camera_count_(CAM1),
difficulty_count_(EASY),
number_of_grounds_(10),
pickup_sfx_id_(-1),
frontend_(nullptr),
settings_(nullptr),
game_(nullptr)
{
} // !SceneApp
void SceneApp::InitAudio()
{
audio_manager_ = gef::AudioManager::Create();
pickup_sfx_id_ = audio_manager_->LoadSample("audio/box_collected.wav", platform_);
audio_manager_->LoadMusic("audio/SPACE_IS_COOL.wav", platform_);
audio_manager_->PlayMusic();
} // !InitAudio
void SceneApp::CleanAudio()
{
if (audio_manager_)
{
audio_manager_->StopMusic();
audio_manager_->UnloadAllSamples();
pickup_sfx_id_ = -1;
delete audio_manager_;
audio_manager_ = nullptr;
}
} // !ClenaAudio
void SceneApp::Init()
{
// initialize input manager
input_manager_ = gef::InputManager::Create(platform_);
// make sure if there is a panel to detect touch input, then activate it
if (input_manager_ && input_manager_->touch_manager() && (input_manager_->touch_manager()->max_num_panels() > 0))
input_manager_->touch_manager()->EnablePanel(0);
// only on PSVita
#ifndef _WIN32
// initialize audio
InitAudio();
#endif // _WIN32
// initialize gamestate_
gamestate_ = FRONTEND;
} // !Init
void SceneApp::CleanUp()
{
// frontend_
if (frontend_)
{
frontend_->FrontendRelease();
delete frontend_;
frontend_ = nullptr;
}
// settings
if (settings_)
{
settings_->SettingsRelease();
delete settings_;
settings_ = nullptr;
}
// game_
if (game_)
{
game_->GameRelease();
delete game_;
game_ = nullptr;
}
// clean up input manager
delete input_manager_;
input_manager_ = nullptr;
// only on PSVita
#ifndef _WIN32
// clean up audio
CleanAudio();
#endif // _WIN32
} // !CleanUp
bool SceneApp::Update(float frame_time)
{
switch (gamestate_)
{
case FRONTEND:
{
if (frontend_ == nullptr)
{
// create frontend
// reference to the platform object is passed
// Frontend class has 'GAMESTATE* gamestate' pointer
// adress of gamestate_ is passed to the class and assigned to the GAMESTATE pointer
frontend_ = new Frontend(platform_, input_manager_, &gamestate_);
frontend_->FrontendInit();
// going to the FRONTEND state possible only from the GAME state...
if (game_)
{
// delete game
game_->GameRelease();
delete game_;
game_ = nullptr;
}
// ...or the SETTINGS state
if (settings_)
{
// delete settings
settings_->SettingsRelease();
delete settings_;
settings_ = nullptr;
}
}
// frontend update function
frontend_->FrontendUpdate(frame_time);
// quit application
if (frontend_->Quit())
{
return false;
}
} // !FRONTEND
break;
case SETTINGS:
{
if (settings_ == nullptr)
{
// create settings
// reference to the platform object is passed
// Settings class has 'GAMESTATE* gamestate' pointer
// adress of gamestate_ is passed to the class and assigned to the GAMESTATE pointer
settings_ = new Settings(platform_, input_manager_, &gamestate_, &camera_count_, &difficulty_count_, &number_of_grounds_);
settings_->SettingsInit();
// going to the SETTINGS state possible only from the FRONTEND state
// delete frontend
if (frontend_)
{
// delete frontend
frontend_->FrontendRelease();
delete frontend_;
frontend_ = nullptr;
}
}
// settings update function
settings_->SettingsUpdate(frame_time);
// quit application
if (settings_->Quit())
{
return false;
}
} // !SETTINGS
break;
case GAME:
{
if (game_ == nullptr)
{
// create game
// reference to the platform object is passed
// Game class has 'GAMESTATE* gamestate' pointer
// adress of gamestate_ is passed to the class and assigned to the GAMESTATE pointer
game_ = new Game(platform_, input_manager_, audio_manager_, &gamestate_, &camera_count_, &difficulty_count_, &number_of_grounds_, &pickup_sfx_id_);
game_->GameInit();
// going to the GAME state possible only from the FRONTEND state
if (frontend_)
{
// delete frontend
frontend_->FrontendRelease();
delete frontend_;
frontend_ = nullptr;
}
}
// game update function
game_->GameUpdate(frame_time);
// quit application
if (game_->Quit())
{
return false;
}
} // !GAME
break;
} // !gamestate_
// keep running application
return true;
} // !Update
void SceneApp::Render()
{
switch (gamestate_)
{
case FRONTEND:
{
if (frontend_)
{
frontend_->FrontendRender();
}
} // !FRONTEND
break;
case SETTINGS:
{
if (settings_)
{
settings_->SettingsRender();
}
} // !SETTINGS
break;
case GAME:
{
if (game_)
{
game_->GameRender();
}
} // !GAME
break;
} // !gamestate_
} // !Render