start 380 project5

changes to 380 project 4
changes to 350 project 2

Signed-off-by: Amrit Panesar <apanesar@4195tech.com>
This commit is contained in:
Amrit Panesar committed 2015-05-06 10:18:39 -07:00
1 parent 40ac78074b
commit 39ee821f54
174 files changed
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//--------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
// GambleKit Copyright (C) 2014 Ivan Donev
//
// This library is free software; you can redistribute it and/or modify it under the terms of the GNU Lesser General Public License as published by the Free Software Foundation; either version 2.1 of the License, or (at your option) any later version.
//
// This library is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU Lesser General Public License for more details.
//
// You should have received a copy of the GNU Lesser General Public License along with this library; if not, write to the Free Software Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
//
// contact: gamblekit@gmail.com
//--------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
#include "GkGameAnimationsSoundBinding.h"
GkGameAnimationsSoundBinding::GkGameAnimationsSoundBinding(GkSoundSource *soundSource, GkSoundDevice *soundDevice, bool looping, int numAnimations, ...)
: GkGameEntity()
{
this->soundSource = soundSource;
this->soundDevice = soundDevice;
this->looping = looping;
this->numAnimations = numAnimations;
GkGameAnimation **parameters = (GkGameAnimation **)((int)&numAnimations + 4);
this->animations = new GkGameAnimationsSoundBindingAnimation[numAnimations];
for (int i = 0; i < numAnimations; i++)
{
this->animations[i].animation = parameters[i];
this->animations[i].played = false;
}
}
GkGameAnimationsSoundBinding::~GkGameAnimationsSoundBinding(void)
{
delete[] this->animations;
}
void GkGameAnimationsSoundBinding::Process(GkGame *game)
{
for (int i = 0; i < this->numAnimations; i++)
{
if (this->animations[i].animation->visible && this->animations[i].animation->active)
{
if (!this->animations[i].played)
{
if (this->looping)
this->soundDevice->PlaySourceLooping(this->soundSource);
else
this->soundDevice->PlaySource(this->soundSource);
this->animations[i].played = true;
}
}
else
{
if (this->looping)
{
this->soundDevice->PauseSource(this->soundSource);
}
this->animations[i].played = false;
}
}
}
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#pragma once
#include "..\..\..\GkDefinitions.h"
#include "..\GkGameAnimation.h"
#include "..\..\..\Sound\GkSoundDevice.h"
struct GkGameAnimationsSoundBindingAnimation
{
GkGameAnimation *animation;
bool played;
};
class GKDLLCLASS GkGameAnimationsSoundBinding :
public GkGameEntity
{
public:
GkSoundDevice *soundDevice;
GkSoundSource *soundSource;
int numAnimations;
GkGameAnimationsSoundBindingAnimation *animations;
bool looping;
GkGameAnimationsSoundBinding(GkSoundSource *soundSource, GkSoundDevice *soundDevice, bool looping, int numAnimations, ...);
~GkGameAnimationsSoundBinding(void);
void Process(GkGame *game);
};
@@ -0,0 +1,115 @@
//--------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
// GambleKit Copyright (C) 2014 Ivan Donev
//
// This library is free software; you can redistribute it and/or modify it under the terms of the GNU Lesser General Public License as published by the Free Software Foundation; either version 2.1 of the License, or (at your option) any later version.
//
// This library is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU Lesser General Public License for more details.
//
// You should have received a copy of the GNU Lesser General Public License along with this library; if not, write to the Free Software Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
//
// contact: gamblekit@gmail.com
//--------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
#include "GkGameButtonsBinding.h"
GkGameButtonsBinding::GkGameButtonsBinding(int numGameButtons, ...)
{
GkGameButton **parameters = (GkGameButton **)((int)&numGameButtons + 4);
this->numGameButtons = numGameButtons;
this->gameButtons = new GkGameButton*[numGameButtons];
for (int i = 0; i < numGameButtons; i++)
this->gameButtons[i] = parameters[i];
this->enabled = true;
this->pushedValue = false;
this->clickedValue = false;
}
GkGameButtonsBinding::~GkGameButtonsBinding(void)
{
delete this->gameButtons;
}
void GkGameButtonsBinding::SyncPush(int syncButtonIndex)
{
GkGameButton *syncButton = this->gameButtons[syncButtonIndex];
for (int buttonIndex = 0; buttonIndex < this->numGameButtons; buttonIndex++)
{
if (buttonIndex != syncButtonIndex)
{
GkGameButton *button = this->gameButtons[buttonIndex];
if (button->IsActive())
{
if (button->pushed != syncButton->pushed)
{
if (syncButton->pushed)
button->Down();
else
button->Up(true);
}
}
}
}
this->pushedValue = syncButton->pushed;
}
void GkGameButtonsBinding::SyncClick(int syncButtonIndex)
{
GkGameButton *syncButton = this->gameButtons[syncButtonIndex];
for (int buttonIndex = 0; buttonIndex < this->numGameButtons; buttonIndex++)
{
if (buttonIndex != syncButtonIndex)
{
GkGameButton *button = this->gameButtons[buttonIndex];
if (button->IsActive())
{
button->clicked = syncButton->clicked;
}
}
}
this->clickedValue = syncButton->clicked;
}
void GkGameButtonsBinding::Process(GkGame *game)
{
if (!enabled)
return;
for (int buttonIndex = 0; buttonIndex < this->numGameButtons; buttonIndex++)
{
GkGameButton *button = this->gameButtons[buttonIndex];
if (button->IsActive())
{
if (button->pushed != this->pushedValue)
{
this->SyncPush(buttonIndex);
break;
}
}
}
for (int buttonIndex = 0; buttonIndex < this->numGameButtons; buttonIndex++)
{
GkGameButton *button = this->gameButtons[buttonIndex];
if (button->IsActive())
{
if (button->clicked != this->clickedValue)
{
// SyncClick is required beside SyncPush, because mouse events execute separately from the Process sequence and MouseUp usually sets a button pushed to false, which actually prevents SyncPush to execute mouse up (for it checks if the button is pushed)
this->SyncClick(buttonIndex);
break;
}
}
}
}
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#pragma once
#include "..\..\..\GkDefinitions.h"
#include "..\..\GkGameEntity.h"
#include "..\..\Entities\GkGameButton.h"
class GKDLLCLASS GkGameButtonsBinding :
public GkGameEntity
{
public:
int numGameButtons;
GkGameButton **gameButtons;
bool enabled;
bool pushedValue, clickedValue;
GkGameButtonsBinding(int numGameButtons, ...);
~GkGameButtonsBinding(void);
void SyncPush(int syncButtonIndex);
void SyncClick(int syncButtonIndex);
void Process(GkGame *game);
};
@@ -0,0 +1,56 @@
//--------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
// GambleKit Copyright (C) 2014 Ivan Donev
//
// This library is free software; you can redistribute it and/or modify it under the terms of the GNU Lesser General Public License as published by the Free Software Foundation; either version 2.1 of the License, or (at your option) any later version.
//
// This library is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU Lesser General Public License for more details.
//
// You should have received a copy of the GNU Lesser General Public License along with this library; if not, write to the Free Software Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
//
// contact: gamblekit@gmail.com
//--------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
#include "GkGameButtonsSoundBinding.h"
GkGameButtonsSoundBinding::GkGameButtonsSoundBinding(GkSoundSource *soundSource, GkSoundDevice *soundDevice, int numButtons, ...)
: GkGameEntity()
{
this->soundSource = soundSource;
this->soundDevice = soundDevice;
this->numButtons = numButtons;
GkGameButton **parameters = (GkGameButton **)((int)&numButtons + 4);
this->buttons = new GameButtonsSoundBindingButton[numButtons];
for (int i = 0; i < numButtons; i++)
{
this->buttons[i].button = parameters[i];
this->buttons[i].played = false;
}
}
GkGameButtonsSoundBinding::~GkGameButtonsSoundBinding(void)
{
delete[] this->buttons;
}
void GkGameButtonsSoundBinding::Process(GkGame *game)
{
for (int i = 0; i < this->numButtons; i++)
{
if (this->buttons[i].button->pushed)
{
if (!this->buttons[i].played)
{
this->soundDevice->PlaySource(this->soundSource);
this->buttons[i].played = true;
}
}
else
{
this->buttons[i].played = false;
}
}
}
@@ -0,0 +1,29 @@
#pragma once
#include "..\..\..\GkDefinitions.h"
#include "..\GkGameButton.h"
#include "..\..\..\Sound\GkSoundDevice.h"
struct GameButtonsSoundBindingButton
{
GkGameButton *button;
bool played;
};
class GKDLLCLASS GkGameButtonsSoundBinding :
public GkGameEntity
{
public:
GkSoundDevice *soundDevice;
GkSoundSource *soundSource;
int numButtons;
GameButtonsSoundBindingButton *buttons;
GkGameButtonsSoundBinding(GkSoundSource *soundSource, GkSoundDevice *soundDevice, int numButtons, ...);
~GkGameButtonsSoundBinding(void);
void Process(GkGame *game);
};
@@ -0,0 +1,42 @@
//--------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
// GambleKit Copyright (C) 2014 Ivan Donev
//
// This library is free software; you can redistribute it and/or modify it under the terms of the GNU Lesser General Public License as published by the Free Software Foundation; either version 2.1 of the License, or (at your option) any later version.
//
// This library is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU Lesser General Public License for more details.
//
// You should have received a copy of the GNU Lesser General Public License along with this library; if not, write to the Free Software Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
//
// contact: gamblekit@gmail.com
//--------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
#include "GkGameTextsDateTimeBinding.h"
#include "..\..\..\Utils\GkStrings.h"
GkGameTextsDateTimeBinding::GkGameTextsDateTimeBinding(DateTime* valueAddress, const wchar_t *formatString, int numGameTexts, ...)
: GkGameEntity()
{
this->valueAddress = valueAddress;
this->formatString = GkStrings::Copy(formatString);
this->numGameTexts = numGameTexts;
GkGameText **parameters = (GkGameText **)((int)&numGameTexts + 4);
this->gameTexts = new GkGameText*[this->numGameTexts];
for (int i = 0; i < this->numGameTexts; i++)
this->gameTexts[i] = parameters[i];
}
GkGameTextsDateTimeBinding::~GkGameTextsDateTimeBinding(void)
{
delete[] this->formatString;
delete[] this->gameTexts;
}
void GkGameTextsDateTimeBinding::Process(GkGame *game)
{
for (int i = 0; i < this->numGameTexts; i++)
this->gameTexts[i]->SetText(GkStrings::Format(this->formatString, GkStrings::IntToString(this->valueAddress->day, 10, 2).c_str(), GkStrings::IntToString(this->valueAddress->month, 10, 2).c_str(), GkStrings::IntToString(this->valueAddress->year, 10, 4).c_str(), GkStrings::IntToString(this->valueAddress->hour, 10, 2).c_str(), GkStrings::IntToString(this->valueAddress->minute, 10, 2).c_str(), GkStrings::IntToString(this->valueAddress->second, 10, 2).c_str()).c_str());
}
@@ -0,0 +1,27 @@
#pragma once
#include "..\..\..\GkDefinitions.h"
#include "..\..\GkGameEntity.h"
#include "..\GkGameText.h"
#include "..\..\..\OSSpecific\GkOSUtils.h"
class GKDLLCLASS GkGameTextsDateTimeBinding :
public GkGameEntity
{
public:
DateTime * valueAddress;
int numGameTexts;
GkGameText **gameTexts;
wchar_t *formatString;
GkGameTextsDateTimeBinding(DateTime* valueAddress, const wchar_t *formatString, int numGameTexts, ...);
~GkGameTextsDateTimeBinding(void);
void Process(GkGame *game);
};
@@ -0,0 +1,23 @@
//--------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
// GambleKit Copyright (C) 2014 Ivan Donev
//
// This library is free software; you can redistribute it and/or modify it under the terms of the GNU Lesser General Public License as published by the Free Software Foundation; either version 2.1 of the License, or (at your option) any later version.
//
// This library is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU Lesser General Public License for more details.
//
// You should have received a copy of the GNU Lesser General Public License along with this library; if not, write to the Free Software Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
//
// contact: gamblekit@gmail.com
//--------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
#include "GkGameTextsFormatBinding.h"
GkGameTextsFormatBinding::GkGameTextsFormatBinding(void)
{
}
GkGameTextsFormatBinding::~GkGameTextsFormatBinding(void)
{
}
@@ -0,0 +1,14 @@
#pragma once
#include "..\..\..\GkDefinitions.h"
#include "..\..\GkGameEntity.h"
class GKDLLCLASS GkGameTextsFormatBinding :
public GkGameEntity
{
public:
GkGameTextsFormatBinding(void);
~GkGameTextsFormatBinding(void);
};
@@ -0,0 +1,59 @@
//--------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
// GambleKit Copyright (C) 2014 Ivan Donev
//
// This library is free software; you can redistribute it and/or modify it under the terms of the GNU Lesser General Public License as published by the Free Software Foundation; either version 2.1 of the License, or (at your option) any later version.
//
// This library is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU Lesser General Public License for more details.
//
// You should have received a copy of the GNU Lesser General Public License along with this library; if not, write to the Free Software Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
//
// contact: gamblekit@gmail.com
//--------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
#include "GkGameTextsFormatIntBinding.h"
#include "..\..\..\Utils\GkStrings.h"
GkGameTextsFormatIntBinding::GkGameTextsFormatIntBinding(const wchar_t *format, int numValues, int numGameTexts, ...)
{
this->numValues = numValues;
this->numGameTexts = numGameTexts;
this->format = GkStrings::Copy(format);
int **valueAddressParams = (int**)((int)&numGameTexts + 4);
this->valueAddresses = new int*[this->numValues];
this->values = new wchar_t*[this->numValues];
for (int i = 0; i < this->numValues; i++)
this->valueAddresses[i] = valueAddressParams[i];
GkGameText **gameTextParams = (GkGameText **)((int)&valueAddressParams[this->numValues - 1] + 4);
this->gameTexts = new GkGameText*[this->numGameTexts];
for (int i = 0; i < this->numGameTexts; i++)
this->gameTexts[i] = gameTextParams[i];
}
GkGameTextsFormatIntBinding::~GkGameTextsFormatIntBinding(void)
{
delete[] this->valueAddresses;
delete[] this->values;
delete[] this->gameTexts;
delete[] this->format;
}
void GkGameTextsFormatIntBinding::Process(GkGame *game)
{
for (int i = 0; i < this->numValues; i++)
this->values[i] = GkStrings::Copy(GkStrings::IntToString(*this->valueAddresses[i]).c_str());
for (int gameTextIndex = 0; gameTextIndex < this->numGameTexts; gameTextIndex++)
{
this->gameTexts[gameTextIndex]->SetText(GkStrings::FormatArray(this->format, this->values).c_str());
}
for (int i = 0; i < this->numValues; i++)
delete[] this->values[i];
}
@@ -0,0 +1,28 @@
#pragma once
#include "..\..\..\GkDefinitions.h"
#include "..\..\GkGameEntity.h"
#include "..\GkGameText.h"
class GKDLLCLASS GkGameTextsFormatIntBinding :
public GkGameEntity
{
public:
int numValues;
int **valueAddresses;
wchar_t **values;
int numGameTexts;
GkGameText **gameTexts;
wchar_t *format;
GkGameTextsFormatIntBinding(const wchar_t *format, int numValues, int numGameTexts, ...);
~GkGameTextsFormatIntBinding(void);
void Process(GkGame *game);
};
@@ -0,0 +1,40 @@
//--------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
// GambleKit Copyright (C) 2014 Ivan Donev
//
// This library is free software; you can redistribute it and/or modify it under the terms of the GNU Lesser General Public License as published by the Free Software Foundation; either version 2.1 of the License, or (at your option) any later version.
//
// This library is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU Lesser General Public License for more details.
//
// You should have received a copy of the GNU Lesser General Public License along with this library; if not, write to the Free Software Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
//
// contact: gamblekit@gmail.com
//--------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
#include "GkGameTextsIntBinding.h"
#include "..\..\..\Utils\GkStrings.h"
GkGameTextsIntBinding::GkGameTextsIntBinding(int* valueAddress, int numGameTexts, ...)
: GkGameEntity()
{
this->valueAddress = valueAddress;
this->numGameTexts = numGameTexts;
GkGameText **parameters = (GkGameText **)((int)&numGameTexts + 4);
this->gameTexts = new GkGameText*[this->numGameTexts];
for (int i = 0; i < this->numGameTexts; i++)
this->gameTexts[i] = parameters[i];
}
GkGameTextsIntBinding::~GkGameTextsIntBinding(void)
{
delete[] this->gameTexts;
}
void GkGameTextsIntBinding::Process(GkGame *game)
{
for (int i = 0; i < this->numGameTexts; i++)
this->gameTexts[i]->SetText(GkStrings::IntToString(*this->valueAddress).c_str());
}
@@ -0,0 +1,23 @@
#pragma once
#include "..\..\..\GkDefinitions.h"
#include "..\..\GkGameEntity.h"
#include "..\GkGameText.h"
class GKDLLCLASS GkGameTextsIntBinding :
public GkGameEntity
{
public:
int * valueAddress;
int numGameTexts;
GkGameText **gameTexts;
GkGameTextsIntBinding(int* valueAddress, int numGameTexts, ...);
~GkGameTextsIntBinding(void);
void Process(GkGame *game);
};