MacLO/src/GameWindow.c

165 lines
4.2 KiB
C

// Copyright (c) Jon Thysell <http://jonthysell.com>
// Licensed under the MIT License.
/**
* @file GameWindow.c
*
* This file provides implementations for GameWindow.h.
*/
#include "GameWindow.h"
#include "MacLO.h"
#include "TitleScene.h"
#include "LevelSelectScene.h"
#include "PlayScene.h"
#include "LevelEndScene.h"
#include "GameEndScene.h"
void GameWindow_Init(GameWindow *pGameWindow)
{
if (pGameWindow->Window != nil)
{
ShowError("\pGameWindow already initialized!", false);
}
pGameWindow->Window = GetNewWindow(BaseResID, nil, MoveToFront);
if (pGameWindow->Window == nil)
{
ShowError("\pGameWindow WIND resource missing!", true);
}
// Initialize window buffer
WindowBuffer_Init(&(pGameWindow->WindowBuffer), pGameWindow->Window);
// Initialize game engine
GameEngine_Init(&(pGameWindow->Engine));
// Initialize game save
GameSave_Init(&(pGameWindow->GameSave));
// Load PICT resources
Bitmaps_Init(&(pGameWindow->Bitmaps));
// Load snd resources
Sounds_Init(&(pGameWindow->Sounds));
// Setup graphics before first draw
SetPort(pGameWindow->Window);
FillRect(&(pGameWindow->Window->portRect), WindowPattern);
// Load data from saved game
GameSave_LoadData(&(pGameWindow->GameSave), &(pGameWindow->Engine));
GameWindow_SetScene(pGameWindow, Title);
}
void GameWindow_Draw(const GameWindow *pGameWindow, bool fullRefresh)
{
GrafPtr oldPort;
const Rect *pContentRect = &(pGameWindow->Window->portRect);
// Save the current port
GetPort(&oldPort);
WindowBuffer_StartDraw(&(pGameWindow->WindowBuffer));
if (fullRefresh)
{
// Fill background
FillRect(pContentRect, WindowPattern);
}
switch (pGameWindow->CurrentSceneId)
{
case Title:
TitleScene_Draw(pGameWindow, fullRefresh);
break;
case LevelSelect:
LevelSelectScene_Draw(pGameWindow, fullRefresh);
break;
case Play:
PlayScene_Draw(pGameWindow, fullRefresh);
break;
case LevelEnd:
LevelEndScene_Draw(pGameWindow, fullRefresh);
break;
case GameEnd:
GameEndScene_Draw(pGameWindow, fullRefresh);
break;
}
WindowBuffer_EndDraw(&(pGameWindow->WindowBuffer));
SetPort(oldPort);
}
void GameWindow_Click(GameWindow *pGameWindow, const Point *pPosition)
{
switch (pGameWindow->CurrentSceneId)
{
case Title:
TitleScene_Click(pGameWindow, pPosition);
break;
case LevelSelect:
LevelSelectScene_Click(pGameWindow, pPosition);
break;
case Play:
PlayScene_Click(pGameWindow, pPosition);
break;
case LevelEnd:
LevelEndScene_Click(pGameWindow, pPosition);
break;
case GameEnd:
GameEndScene_Click(pGameWindow, pPosition);
break;
}
}
void GameWindow_SetScene(GameWindow *pGameWindow, const SceneId sceneId)
{
switch (sceneId)
{
case Title:
TitleScene_Init(pGameWindow);
break;
case LevelSelect:
LevelSelectScene_Init(pGameWindow);
break;
case Play:
PlayScene_Init(pGameWindow);
break;
case LevelEnd:
LevelEndScene_Init(pGameWindow);
break;
case GameEnd:
GameEndScene_Init(pGameWindow);
break;
}
pGameWindow->CurrentSceneId = sceneId;
GameWindow_Draw(pGameWindow, true); // Always force a full refresh when changing scenes
}
void GameWindow_Show(const GameWindow *pGameWindow)
{
ShowWindow(pGameWindow->Window);
}
void GameWindow_ToggleSound(GameWindow *pGameWindow)
{
pGameWindow->Sounds.Enabled = !pGameWindow->Sounds.Enabled;
MacLO_UpdateMenus();
GameWindow_Draw(pGameWindow, false);
}
void GameWindow_ClearScores(GameWindow *pGameWindow)
{
if (ShowConfirm("\pAre you sure you want to clear all scores?"))
{
GameEngine_ResetGame(&(pGameWindow->Engine));
GameSave_SaveData(&(pGameWindow->GameSave), &(pGameWindow->Engine));
GameWindow_SetScene(pGameWindow, Title);
}
}