/* Niotso - Copyright (C) 2012 Fatbag This program is free software: you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, either version 3 of the License, or (at your option) any later version. This program 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 General Public License for more details. You should have received a copy of the GNU General Public License along with this program. If not, see . */ #define EXIT_SCENE() do { System::SceneFailed = true; delete this; return; } while(0) #define SCENE_EXIT 0 #define SCENE_NEED_REDRAW 1 #define SCENE_NO_REDRAW -1 class Scene { const float TickPeriod; float TimeDelta; virtual int Run(float TimeDelta) = 0; protected: Scene(float c) : TickPeriod(c), TimeDelta(0) {} public: int RunFor(float TimeDelta) { if(TickPeriod == 0){ return Run(TimeDelta); } bool Redraw = false; this->TimeDelta += TimeDelta; while(this->TimeDelta >= 0){ int result = Run(TickPeriod); if(result == System::SHUTDOWN) return System::SHUTDOWN; if(result > 0) Redraw = true; this->TimeDelta -= TickPeriod; } return (Redraw) ? 1 : -1; } virtual void Render() = 0; }; class LoginScreen : public Scene { public: LoginScreen() : Scene(1.0f/15){ Image_t * Image = File::ReadImageFile("eagames.bmp"); if(!Image){ const char * Message; switch(File::Error){ case FERR_NOT_FOUND: Message = "%s does not exist."; break; case FERR_OPEN: Message = "%s could not be opened for reading."; break; case FERR_BLANK: case FERR_UNRECOGNIZED: case FERR_INVALIDDATA: Message = "%s is corrupt or invalid."; break; case FERR_MEMORY: Message = "Memory for %s could not be allocated."; break; default: Message = "%s could not be read."; } char Buffer[1024]; sprintf(Buffer, Message, "eagames.bmp"); MessageBox(Window::hWnd, Buffer, NULL, MB_OK | MB_ICONERROR); EXIT_SCENE(); } } private: int Run(float){ if(System::UserInput.CloseWindow){ return SCENE_EXIT; } return SCENE_NEED_REDRAW; } public: void Render(){ } };