Mercurial > fife-parpg
view ext/guichan-0.8.2/examples/hge.hpp @ 697:ecaa4d98f05f tip
Abstracted the GUI code and refactored the GUIChan-specific code into its own module.
* Most of the GUIChan code has been refactored into its own gui/guichan module. However, references to the GuiFont class still persist in the Engine and GuiManager code and these will need further refactoring.
* GuiManager is now an abstract base class which specific implementations (e.g. GUIChan) should subclass.
* The GUIChan GUI code is now a concrete implementation of GuiManager, most of which is in the new GuiChanGuiManager class.
* The GUI code in the Console class has been refactored out of the Console and into the GUIChan module as its own GuiChanConsoleWidget class. The rest of the Console class related to executing commands was left largely unchanged.
* Existing client code may need to downcast the GuiManager pointer received from FIFE::Engine::getGuiManager() to GuiChanGuiManager, since not all functionality is represented in the GuiManager abstract base class. Python client code can use the new GuiChanGuiManager.castTo static method for this purpose.
author | M. George Hansen <technopolitica@gmail.com> |
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date | Sat, 18 Jun 2011 00:28:40 -1000 |
parents | 64738befdf3b |
children |
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/* * Code that sets up an HGE application with Guichan using the * Guichan HGE back end. */ #include <guichan.hpp> #include <guichan/hge.hpp> #include <string> namespace hge { HGE *hge = NULL; bool running = false; // All back ends contain objects to make Guichan work on a // specific target - in this case HGE - and they are a Graphics // object to make Guichan able to draw itself using HGE, an // input objec to make Guichan able to get user input using HGE // and an ImageLoader object to make Guichan able to load images // using SDL. gcn::HGEGraphics* graphics; gcn::HGEInput* input; gcn::HGEImageLoader* imageLoader; /** * The frame function for the HGE application. */ bool frameFunc() { if (hge->Input_GetKeyState(HGEK_ESCAPE) || running) { return true; } // Now we let the Gui object perform its logic. globals::gui->logic(); // Next we begin a scene. hge->Gfx_BeginScene(); hge->Gfx_Clear(0); // Now we let the Gui object draw itself. globals::gui->draw(); // Finally we end the scene causing the screen to be updated. hge->Gfx_EndScene(); return false; } /** * Initialises the HGE application. This function creates the global * Gui object that can be populated by various examples. */ void init() { // We simply initialise HGE as we would do with any HGE application. hge = hgeCreate(HGE_VERSION); hge->System_SetState(HGE_FRAMEFUNC, frameFunc); hge->System_SetState(HGE_SCREENWIDTH, 640); hge->System_SetState(HGE_SCREENHEIGHT, 480); hge->System_SetState(HGE_WINDOWED, true); hge->System_SetState(HGE_HIDEMOUSE, false); hge->System_SetState(HGE_USESOUND, false); hge->System_SetState(HGE_SHOWSPLASH, false); hge->System_SetState(HGE_LOGFILE, "hgelog.txt"); if (!hge->System_Initiate()) { throw GCN_EXCEPTION("Unable to initialse HGE: " + std::string(hge->System_GetErrorMessage())); } // Now it's time to initialise the Guichan HGE back end. imageLoader = new gcn::HGEImageLoader(); // The ImageLoader Guichan should use needs to be passed to the Image object // using a static function. gcn::Image::setImageLoader(imageLoader); graphics = new gcn::HGEGraphics(); input = new gcn::HGEInput(); // Now we create the Gui object to be used with this HGE application. globals::gui = new gcn::Gui(); // The Gui object needs a Graphics to be able to draw itself and an Input // object to be able to check for user input. In this case we provide the // Gui object with HGE implementations of these objects hence making Guichan // able to utilise HGE. globals::gui->setGraphics(graphics); globals::gui->setInput(input); } /** * Halts the HGE application. */ void halt() { delete globals::gui; delete imageLoader; delete input; delete graphics; hge->System_Shutdown(); hge->Release(); } /** * Runs the HGE application. */ void run() { hge->System_Start(); } }