1 | #include "dxstdafx.h"
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2 | #include ".\menuescene.h"
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3 | #include ".\GameManager.h"
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4 |
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5 | MenueScene::MenueScene(void) : Scene()
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6 | {
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7 | this->lightSetted = false;
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8 | this->usePhysXDebugger = false;
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9 | this->bgSoundChannel = -1;
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10 | this->bgSoundVolume = 1.0f;
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11 | this->menuestatus = MENU_IDLE;
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12 | this->soundStopped = false;
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13 | }
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14 |
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15 | MenueScene::~MenueScene(void)
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16 | {
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17 | this->sprite->Release();
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18 | this->clearScene();
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19 | }
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20 |
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21 | void MenueScene::clearScene()
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22 | {
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23 | Scene::clearScene();
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24 | }
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25 |
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26 | void MenueScene::initScene(GameManager &_manager) {
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27 |
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28 | Scene::initScene(_manager);
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29 |
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30 | this->activeChallengeNumber = -1;
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31 | this->selectedChallengeNumber = -1;
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32 |
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33 | //create sprite:
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34 | D3DXCreateSprite(DXUTGetD3DDevice(),&sprite);
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35 |
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36 | //load background texture:
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37 | Textures.push_back(this->manager->resManager.loadTexture("./media/textures/MenuBackgroundGTP.JPG", true));
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38 |
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39 | for (UINT i = 0; i < this->challengeScreenList.size(); i++) {
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40 | LoadingTextures.push_back(this->manager->resManager.loadTexture(this->challengeScreenList[i], true));
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41 | }
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42 |
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43 | this->activateStandardBackground();
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44 |
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45 | SoundNode* bgSound = (SoundNode*) this->createNode(Scene::NODE_SOUND);
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46 | //bgSound->loadFile("./media/music
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47 | }
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48 |
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49 | void MenueScene::activateStandardBackground() {
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50 | //draw crosshair:
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51 | Textures[0]->GetLevelDesc(0, &desc); //get texture size
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52 | //calculate transfomation:
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53 | D3DXVECTOR2 scaling((float)this->manager->screenWidth/desc.Width,(float)this->manager->screenHeight/desc.Height);
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54 | //set matrix:
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55 | D3DXMatrixTransformation2D(&spriteMatrix,NULL,0.0,&scaling,NULL,0,NULL);
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56 | this->sprite->SetTransform(&spriteMatrix);
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57 |
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58 | this->backgroundIndex = -1;
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59 | }
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60 |
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61 | void MenueScene::activateLoadingBackground(int index) {
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62 | //draw crosshair:
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63 | this->LoadingTextures[index]->GetLevelDesc(0, &desc); //get texture size
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64 | //calculate transfomation:
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65 | D3DXVECTOR2 scaling((float)this->manager->screenWidth/desc.Width,(float)this->manager->screenHeight/desc.Height);
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66 | //set matrix:
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67 | D3DXMatrixTransformation2D(&spriteMatrix,NULL,0.0,&scaling,NULL,0,NULL);
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68 | this->sprite->SetTransform(&spriteMatrix);
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69 |
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70 | this->backgroundIndex = index;
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71 | }
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72 |
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73 | void MenueScene::addChallenge(std::string challengeName)
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74 | {
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75 | this->challengeList.push_back(challengeName);
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76 | }
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77 |
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78 | void MenueScene::renderScene(float fElapsedTime)
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79 | {
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80 | if(this->isVisible()) {
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81 | if(this->device==0) {
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82 | this->device = DXUTGetD3DDevice();
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83 | this->physxRenderer.setDevice(*this->device);
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84 | }
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85 | this->device->SetRenderTarget(0, this->finalImageSurface);
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86 |
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87 | if(this->firstFrame) {
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88 | this->setupGUI();
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89 | //this->playBackgroundSound();
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90 | }
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91 |
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92 | this->takeTime();
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93 | //ClearScreen
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94 | //this->clearRenderTargetAndZBuffer();
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95 | //Clear SharedResources
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96 | this->clearSharedResources();
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97 | //Fetch Physic Results
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98 | this->fetchPhysicResults();
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99 | //Fading Stuff
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100 | this->doFade();
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101 | //update game first
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102 | this->updateMenueFirst();
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103 | //Trigger updates
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104 | this->updateTrigger();
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105 | //Update Nodes
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106 | this->updateNodes();
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107 | //Calculate Transformations
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108 | this->calculateTransformations();
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109 |
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110 | //startRenderPasses
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111 | this->startRenderPasses();
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112 |
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113 | this->device->SetRenderTarget(0, this->finalImageSurface);
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114 |
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115 | //Render Background:
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116 | this->renderBackground();
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117 | //Render GUI:
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118 | this->renderGUI(fElapsedTime);
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119 |
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120 | //Cleanup Memory
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121 | this->cleanUpScene();
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122 | //Start Physic
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123 | this->startPhysic();
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124 |
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125 | this->firstFrame = false;
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126 | }
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127 | }
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128 |
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129 |
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130 |
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131 | void MenueScene::updateMenueFirst() {
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132 | if(this->keyDown[VK_ESCAPE]) {
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133 | this->keyDown[VK_ESCAPE] = false;
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134 | manager->switchToGameScene();
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135 | }
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136 | if (this->menuestatus == MENU_LOAD) {
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137 | this->menuestatus = MENU_IDLE;
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138 | this->loadGameScene();
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139 | }
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140 | if (this->menuestatus == MENU_PREPARE) {
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141 | this->menuestatus = MENU_LOAD;
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142 | this->GUI->SetVisible(false);
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143 | }
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144 | }
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145 |
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146 | void MenueScene::prepareLoading(int index) {
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147 | if (this->selectedChallengeNumber >= 0) {
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148 | //change the number of the current challenge to index
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149 | this->activeChallengeNumber = index;
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150 |
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151 | this->manager->printToConsole("preparing to load gamescene");
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152 |
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153 | this->activeGameScene = &this->manager->gs;//&GameScene();
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154 |
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155 | this->activeGameScene->setWidth(1000);
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156 | this->activeGameScene->setHeight(1000);
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157 |
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158 | this->activateLoadingBackground(index);
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159 |
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160 | this->menuestatus = MENU_PREPARE;
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161 | }
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162 | }
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163 |
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164 | void MenueScene::loadGameScene() {
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165 | //clear scene for re-use:
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166 | if(!this->activeGameScene->alreadyUsed) {
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167 | this->activeGameScene->alreadyUsed = true;
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168 | } else {
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169 | this->activeGameScene->clearScene();
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170 | }
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171 |
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172 | //clean up resources
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173 | this->manager->resManager.cleanUpResources(false);
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174 |
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175 | //init scene:
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176 | this->activeGameScene->initScene(*this->manager);
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177 | //load the challenge:
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178 | this->activeGameScene->loadGame(this->challengeList[this->activeChallengeNumber]);
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179 | //add some light
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180 | if(!this->lightSetted) {
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181 | this->lightSetted = true;
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182 | this->activeGameScene->setLight((*this->activeGameScene).getSunDirection());
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183 | }
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184 |
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185 | manager->switchToGameScene();
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186 | }
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187 |
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188 | void MenueScene::initGUI() {
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189 |
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190 | //FONTs
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191 | this->GUI->SetFont( 1, L"Comic Sans MS", 18, FW_BOLD );
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192 |
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193 | // Buttons
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194 | this->GUI->AddButton( IDC_LOADGAME, L"Load Challenge...", 0, 0, 120, 35, L'8' );
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195 | this->GUI->AddButton( IDC_EXIT, L"Exit Game...", 30, 430, 120, 35, L'X' );
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196 |
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197 | // List box
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198 | this->GUI->AddListBox( IDC_CHALLENGELIST, 30, 200, 200, 150, 2 );
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199 | for( UINT i = 0; i < this->challengeNameList.size(); ++i )
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200 | {
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201 | std::wstring temp2(this->challengeNameList.at(i).begin(), this->challengeNameList.at(i).end());
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202 | this->GUI->GetListBox( IDC_CHALLENGELIST )->AddItem( temp2.c_str(), (LPVOID)(size_t)i );
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203 | }
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204 |
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205 | this->setBackgroundSound("./media/music/soundpark/menu.mp3");
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206 | this->playBackgroundSound();
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207 |
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208 | this->GUI->SetVisible(true);
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209 | }
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210 |
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211 | void MenueScene::setupGUI() {
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212 | //diese funktion ist leider naotwendig da ich die größe noch nicht in initGUI festlegen kann da der manager da noch NULL ist...
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213 | float factorX = (float)this->manager->screenWidth/100;
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214 | float factorY = (float)this->manager->screenHeight/100;
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215 |
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216 | this->GUI->GetListBox(IDC_CHALLENGELIST)->SetLocation((int)(81*factorX), (int)(5*factorY));
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217 | this->GUI->GetListBox(IDC_CHALLENGELIST)->SetSize((int)(18*factorX), (int)(52*factorY));
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218 | this->GUI->GetListBox(IDC_CHALLENGELIST)->GetElement(0)->iFont = 1;
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219 | this->GUI->GetListBox(IDC_CHALLENGELIST)->GetElement(1)->iFont = 1;
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220 |
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221 | this->GUI->GetButton(IDC_LOADGAME)->SetLocation((int)(81*factorX), (int)(65*factorY));
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222 | this->GUI->GetButton(IDC_LOADGAME)->SetSize((int)(18*factorX), (int)(10*factorY));
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223 | this->GUI->GetButton(IDC_LOADGAME)->GetElement(0)->iFont = 1;
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224 | this->GUI->GetButton(IDC_LOADGAME)->GetElement(1)->iFont = 1;
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225 |
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226 | this->GUI->GetButton(IDC_EXIT)->SetLocation((int)(81*factorX), (int)(81*factorY));
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227 | this->GUI->GetButton(IDC_EXIT)->SetSize((int)(18*factorX), (int)(10*factorY));
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228 | this->GUI->GetButton(IDC_EXIT)->GetElement(0)->iFont = 1;
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229 | this->GUI->GetButton(IDC_EXIT)->GetElement(1)->iFont = 1;
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230 | }
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231 |
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232 | void MenueScene::renderGUI(float fElapsedTime) {
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233 | this->device->BeginScene();
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234 | this->GUI->OnRender(fElapsedTime);
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235 | this->device->EndScene();
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236 | }
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237 |
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238 | void MenueScene::renderBackground() {
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239 | this->device->BeginScene();
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240 | this->sprite->Begin(D3DXSPRITE_ALPHABLEND);
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241 | if(this->backgroundIndex == -1) {
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242 | this->sprite->Draw(this->Textures[0], NULL, NULL, NULL, 0xFFFFFFFF);
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243 | } else {
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244 | this->sprite->Draw(this->LoadingTextures[this->backgroundIndex], NULL, NULL, NULL, 0xFFFFFFFF);
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245 | }
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246 | this->sprite->End();
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247 | this->device->EndScene();
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248 | }
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249 |
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250 | void MenueScene::setDialogResourceManager(CDXUTDialogResourceManager * DialogResourceManager) {
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251 | this->DialogResourceManager = DialogResourceManager;
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252 | }
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253 |
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254 | void MenueScene::setGUI(CDXUTDialog * GUI) {
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255 | this->GUI = GUI;
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256 | }
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257 |
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258 | void MenueScene::OnGUIEvent( UINT nEvent, int nControlID, CDXUTControl* pControl, void* pUserContext )
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259 | {
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260 | switch( nControlID )
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261 | {
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262 | case IDC_LOADGAME:
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263 | this->prepareLoading(this->selectedChallengeNumber);
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264 | break;
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265 | case IDC_CHALLENGELIST:
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266 | switch( nEvent )
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267 | {
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268 | case EVENT_LISTBOX_SELECTION:
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269 | this->selectedChallengeNumber = ((CDXUTListBox *)pControl)->GetSelectedIndex();
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270 | break;
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271 | default:
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272 | break;
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273 | }
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274 | break;
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275 | case IDC_EXIT:
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276 | SendMessage( DXUTGetHWND(), WM_CLOSE, 0, 0 );
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277 | break;
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278 | }
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279 | }
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280 |
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281 | std::vector<std::string>* MenueScene::getChallengeList() {
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282 | return &this->challengeList;
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283 | }
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284 |
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285 | std::vector<std::string>* MenueScene::getChallengeNameList() {
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286 | return &this->challengeNameList;
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287 | }
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288 |
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289 | std::vector<std::string>* MenueScene::getChallengeScreenList() {
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290 | return &this->challengeScreenList;
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291 | }
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292 |
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293 | LPD3DXSPRITE* MenueScene::getSprite() {
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294 | return &this->sprite;
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295 | }
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296 |
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297 | void MenueScene::OnLostDevice( void* pUserContext )
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298 | {
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299 | this->sprite->OnLostDevice();
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300 | Scene::OnLostDevice(pUserContext);
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301 | }
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302 |
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303 | void MenueScene::OnDestroyDevice( void* pUserContext )
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304 | {
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305 | SAFE_RELEASE(this->sprite);
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306 | this->sprite = NULL;
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307 | this->Textures.clear();
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308 | Scene::OnDestroyDevice(pUserContext);
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309 | }
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310 |
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311 | HRESULT MenueScene::OnResetDevice( IDirect3DDevice9* pd3dDevice, const D3DSURFACE_DESC* pBackBufferSurfaceDesc, void* pUserContext )
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312 | {
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313 | Scene::OnResetDevice(pd3dDevice, pBackBufferSurfaceDesc, pUserContext);
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314 | D3DXCreateSprite(this->device,&sprite);
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315 |
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316 | //load background texture:
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317 | Textures.push_back(this->manager->resManager.loadTexture("./media/textures/MenuBackground.JPG"));
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318 |
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319 | //draw crosshair:
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320 | Textures[0]->GetLevelDesc(0, &desc); //get texture size
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321 | //calculate transfomation:
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322 | D3DXVECTOR2 scaling((float)this->manager->screenWidth/desc.Width,(float)this->manager->screenHeight/desc.Height);
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323 | //set matrix:
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324 | D3DXMatrixTransformation2D(&spriteMatrix,NULL,0.0,&scaling,NULL,0,NULL);
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325 | this->sprite->SetTransform(&spriteMatrix);
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326 | return S_OK;
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327 | }
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328 |
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329 | CDXUTDialog* MenueScene::getGUI() {
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330 | return this->GUI;
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331 | }
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332 |
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333 | //void MenueScene::setBackgroundSound(std::string filename) {
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334 | // this->bgMusicStream = FSOUND_Stream_Open(filename.c_str(), FSOUND_LOOP_NORMAL, 0, 0);
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335 | //}
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336 | //
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337 | //void MenueScene::playBackgroundSound() {
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338 | // if(this->bgMusicStream!=NULL) {
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339 | // this->bgSoundChannel = FSOUND_Stream_Play(FSOUND_FREE, this->bgMusicStream);
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340 | // FSOUND_SetVolume(this->bgSoundChannel, (int)(255*this->bgSoundVolume));
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341 | // }
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342 | //}
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343 | //
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344 | void MenueScene::updateSoundNodeVolume()
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345 | {
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346 | Scene::updateSoundNodeVolume();
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347 | if(this->bgSoundChannel!=-1 && !this->muteMusic) {
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348 | if(this->sceneAlpha!=0) {
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349 | if(this->soundStopped) {
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350 | this->soundStopped = false;
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351 | this->bgSoundChannel = FSOUND_Stream_Play(FSOUND_FREE, this->bgMusicStream);
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352 | }
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353 | FSOUND_SetVolume(this->bgSoundChannel, (int)(255*this->bgSoundVolume*this->sceneAlpha));
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354 | } else {
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355 | FSOUND_Stream_Stop(this->bgMusicStream);
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356 | this->soundStopped = true;
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357 | }
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358 | }
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359 | }
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360 |
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361 | /*void MenueScene::setBackgroundSoundMute(bool _muteMusic)
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362 | {
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363 | this->muteMusic = _muteMusic;
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364 | if(!this->muteMusic) {
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365 | if(this->bgSoundChannel!=-1) {
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366 | if(this->soundStopped) {
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367 | this->soundStopped = false;
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368 | this->bgSoundChannel = FSOUND_Stream_Play(FSOUND_FREE, this->bgMusicStream);
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369 | }
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370 | FSOUND_SetVolume(this->bgSoundChannel, (int)(255*this->bgSoundVolume*this->sceneAlpha));
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371 | }
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372 | } else {
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373 | if(this->bgSoundChannel!=-1) {
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374 | FSOUND_SetVolume(this->bgSoundChannel, 0);
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375 | }
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376 | }
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377 | }*/ |
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