Files
wagic/projects/mtg/include/GameStateMenu.h
wrenczes@gmail.com 76cba56a1c Resuming on my threading support work with the card caching mechanism. This change unfortunately touches quite a few files, but I needed to get it out of the way before things got out of hand: one significant hurdle is the assumed lifetime of a JQuad pointer. In a single threaded model, the life time of the pointer is clear: you fetch it into the cache, the cache makes room, you use the pointer immediately. In a multithreaded context however, it's unsafe, as the drawing thread can request a few JQuads, and the cache operating on a separate thread can potentially bounce a JQuad out of the cache before the draw routine is done using it, which ends up in an access violation when you attempt to draw using an invalidated quad pointer. To prevent this, the bulk of this change swaps out the use of naked JQuad* pointers in the code with a JQuadPtr, which is basically a typedef to a boost shared_ptr<JQuad>.
This btw points out another circular dependancy between the texture and the JQuad - a texture owns a bunch of JQuads, yet the renderer uses JQuads and always assumes that the texture is valid.  We're going to need to add more defensiveness to JGE to protect against this.

Other changes in this check-in:  WResourceManager doesn't derive from JResourceManager anymore.  It actually didn't require anything from the base, so I killed the dependency.  Also cleaned up the notion of a WTrackedQuad in the WCachedResource - it didn't need a separate class, just a better container.

I've build this & tested against PSP, win, linux, QT (linux).  I haven't tried against iOS and QT Win, or Maemo.  If these other platforms are broken, I apologize in advance! - I'm hoping it should be fairly simple to put them back into play.
2011-02-01 10:37:21 +00:00

81 lines
2.1 KiB
C++

#ifndef _GAME_STATE_MENU_H_
#define _GAME_STATE_MENU_H_
#include <JGui.h>
#include <dirent.h>
#include "GameState.h"
#include "SimpleMenu.h"
#include "TextScroller.h"
class GameStateMenu: public GameState, public JGuiListener
{
private:
TextScroller * scroller;
int scrollerSet;
JGuiController* mGuiController;
SimpleMenu* subMenuController;
SimpleMenu* gameTypeMenu;
int hasChosenGameType;
JQuadPtr mIcons[10];
JTexture * bgTexture;
JQuadPtr mBg;
JTexture * splashTex;
float mCreditsYPos;
int currentState;
//JMusic * bgMusic;
int mVolume;
char nbcardsStr[400];
vector<string> langs;
vector<string> primitives;
string wallpaper;
int primitivesLoadCounter;
DIR *mDip;
struct dirent *mDit;
char mCurrentSetName[32];
char mCurrentSetFileName[512];
int mReadConf;
float timeIndex;
float angleMultiplier;
float angleW;
float yW;
void fillScroller();
void setLang(int id);
string getLang(string s);
void loadLangMenu();
bool langChoices;
void runTest(); //!!
void listPrimitives();
void genNbCardsStr(); //computes the contents of nbCardsStr
void ensureMGuiController(); //creates the MGuiController if it doesn't exist
string loadRandomWallpaper(); //loads a list of string of textures that can be randolmy shown on the loading screen
public:
GameStateMenu(GameApp* parent);
virtual ~GameStateMenu();
virtual void Create();
virtual void Destroy();
virtual void Start();
virtual void End();
virtual void Update(float dt);
virtual void Render();
virtual void ButtonPressed(int controllerId, int controlId);
int nextDirectory(const char * root, const char * file); // Retrieves the next directory to have matching file
void resetDirectory();
void createUsersFirstDeck(int setId);
virtual ostream& toString(ostream& out) const;
enum
{
MENU_CARD_PURCHASE = 2,
MENU_DECK_SELECTION = 10,
MENU_DECK_BUILDER = 11,
MENU_FIRST_DUEL_SUBMENU = 102,
MENU_LANGUAGE_SELECTION = 103,
};
};
#endif