173 lines
4.0 KiB
C++
173 lines
4.0 KiB
C++
#ifndef GL_CODE_H_INCLUDED
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#define GL_CODE_H_INCLUDED
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#ifdef TARGET_ANDROID
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#include "android_api.h"
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#endif
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#ifdef TARGET_WIN32
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#define NOMINMAX 1
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#include <Windows.h>
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#undef NOMINMAX
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#endif
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#include <stdio.h>
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#include <stdlib.h>
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#include <math.h>
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#include "boost/shared_ptr.hpp"
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#include "boost/thread/thread.hpp"
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#include "boost/assign.hpp"
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#include "boost/bind.hpp"
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#include "include/Engine.h"
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#include "boost/signal.hpp"//Signal must be included after asio
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#include "gamecode.h"
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#include "menucode.h"
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#include "creditscode.h"
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#include "loadingcode.h"
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using namespace SE;
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#ifdef TARGET_WIN32
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class TAndroidApplication;
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extern TAndroidApplication* App;
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#endif
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#ifdef TARGET_IOS
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class TAndroidApplication;
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extern TAndroidApplication* App;
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#endif
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extern boost::signal<void (vec2)> OnTapUpSignal;
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extern boost::signal<void (vec2)> OnTapDownSignal;
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extern boost::signal<void (vec2)> OnFlingSignal;
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extern boost::signal<void (vec2)> OnScrollSignal;
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extern boost::signal<void ()> OnDrawSignal;
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extern const std::string CONST_BLOCK_TEXTURE1;
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extern const std::string CONST_BLOCK_TEXTURE2;
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extern const std::string CONST_BLOCK_TEXTURE3;
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extern const std::string CONST_BONUS_GOTHROUGH_TEXTURE;
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extern const std::string CONST_BONUS_MULTIPLIER_TEXTURE;
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extern const std::string CONST_BONUS_FLOOR_TEXTURE;
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extern const std::string CONST_BALL_TEXTURE;
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extern const std::string CONST_BALLGLOW_TEXTURE;
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extern const std::string CONST_WALL_LEFT_TEXTURE;
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extern const std::string CONST_WALL_RIGHT_TEXTURE;
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extern const std::string CONST_WALL_UP_TEXTURE;
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extern const std::string CONST_WALL_BONUS_TEXTURE;
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extern const std::string CONST_REFLECTOR_TEXTURE;
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extern const std::string CONST_BACK_BTN_TEXTURE;
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extern const std::string CONST_SLIDE_UP_BTN_TEXTURE;
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extern const std::string CONST_TAP_TO_CONTINUE_BTN_TEXTURE;
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extern const std::string CONST_BACK_BTN_TEXTURE;
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extern const std::string CONST_SLIDE_UP_BTN_TEXTURE;
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extern const std::string CONST_TAP_TO_CONTINUE_BTN_TEXTURE;
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extern const std::string CONST_LOADING_TEXTURE;
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extern const std::string CONST_LOGO_SMALL_TEXTURE;
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extern const std::string CONST_CREDITS_TEXTURE;
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const int CONST_GAMESTATE_LEVEL = 1;
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const int CONST_GAMESTATE_MENU = 0;
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const int CONST_GAMESTATE_FROM_MENU_TO_LEVEL = 2;
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const int CONST_GAMESTATE_FROM_MENU_TO_CREDITS = 3;
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const int CONST_GAMESTATE_CREDITS = 4;
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const int CONST_GAMESTATE_FROM_CREDITS_TO_MENU = 5;
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const int CONST_GAMESTATE_LOADING = 6;
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const int CONST_GAMESTATE_PRELOADING = 7;
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class TAndroidApplication : public TApplication
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{
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protected:
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TGameMenu Menu;
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TGameLevel GameLevel;
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TGameCredits GameCredits;
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TGameLoading GameLoading;
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int GameState;
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float StateTimer;
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void TryLoadSavedGame();
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void TrySaveGame();
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bool Inited;
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std::vector<std::pair<std::string, std::string> > TextureNamesToLoad;
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void ApplySignalsToMenu();
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void DisapplySignalsToMenu();
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void ApplySignalsToGame();
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void DisapplySignalsToGame();
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void ApplySignalsToCredits();
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void DisapplySignalsToCredits();
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public:
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bool Loaded;
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TAndroidApplication() : TApplication(), Loaded(false), Inited(false) { }
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virtual void InnerInit();
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virtual void InnerDeinit();
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virtual void InnerDraw();
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virtual void InnerUpdate(cardinal dt);
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void GoFromMenuToGame(int level);
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void GoFromGameToMenu();
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void GoFromMenuToCredits();
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void GoFromCreditsToMenu();
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void MarkSetGameLevelPause();
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void MarkReleaseGameLevelPause();
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void OpenNextLevel();
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bool IsLoaded();
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bool IsInited();
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void LoadResources();
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#ifdef TARGET_WIN32
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virtual void InnerOnTapDown(vec2 p);
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virtual void InnerOnTapUp(vec2 p);
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virtual void InnerOnMove(vec2 shift);
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virtual void OnFling(vec2 v);
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#endif
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#ifdef TARGET_IOS
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virtual void InnerOnTapDown(vec2 p);
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virtual void InnerOnTapUp(vec2 p);
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virtual void InnerOnMove(vec2 shift);
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virtual void OnFling(vec2 v);
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#endif
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};
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#endif
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