Files
wagic/projects/mtg/include/GameState.h
wrenczes@gmail.com 6675a7da31 Implemented a lazy load pattern for the deck stats - when the DeckMenu is displaying decks, it calls LoadStats() for only the ones visible in the list. This helps reduces the lag that occurs each time we attempt to load all the AI decks during match selection.
This still could be improved - DeckMetaData's constructor loads an MTGDeck object to parse out the name of a deck from its file.  This means that we crack open 106 files on the first attempt to show the list of opponent decks. I started optimizing this, but reverted, as the list itself is sorted alphabetically.  Currently, with these mods, it's still taking 4 1/2 seconds on my psp to load the opponent list on the first go around.

While at it, did some cleanup - removed the need for passing around a player pointer in some of the DeckStat functions, etc.
2011-01-30 13:06:21 +00:00

89 lines
2.5 KiB
C++

#ifndef _GAME_STATE_H_
#define _GAME_STATE_H_
#define FADING_SPEED 350.0f
class JGE;
#include <JSoundSystem.h>
#include <string>
#include <vector>
#include <iostream>
#include "DeckMetaData.h"
#include "DeckMenu.h"
using namespace std;
enum ENUM_GAME_STATE
{
GAME_STATE_NONE = -1,
GAME_STATE_MENU = 1,
GAME_STATE_DUEL = 2,
GAME_STATE_DECK_VIEWER = 3,
GAME_STATE_SHOP = 4,
GAME_STATE_OPTIONS = 5,
GAME_STATE_AWARDS = 6,
GAME_STATE_STORY = 7,
GAME_STATE_TRANSITION = 8,
GAME_STATE_MAX = 9,
};
enum ENUM_GS_TRANSITION
{
TRANSITION_FADE = 0,
TRANSITION_FADE_IN = 1,
MAX_TRANSITION
};
class GameApp;
class SimpleMenu;
class Player;
class GameState
{
protected:
GameApp* mParent;
JGE* mEngine;
public:
GameState(GameApp* parent);
virtual ~GameState(){}
virtual void Create(){}
virtual void Destroy(){}
virtual void Start(){}
virtual void End(){}
virtual void Update(float dt) = 0;
virtual void Render() = 0;
// deck manipulation methods
// 2010/09/15:
// this was originally one method to do everything. That has been split up into two distinct
// methods since the original was building a menu and returning a value. The first
// creates the vector containing the deck information. The second will render that information
// it makes it easier to manipulate the deck information menus.
// generate the Deck Meta Data and build the menu items of the menu given
static vector<DeckMetaData *> fillDeckMenu(SimpleMenu * _menu, const string& path, const string& smallDeckPrefix = "", Player * statsPlayer = NULL);
// generate the Deck Meta Data and build the menu items of the menu given
// Will display up to maxDecks if maxDecks is non 0,all decks in path otherwise
static vector<DeckMetaData *> fillDeckMenu(DeckMenu * _menu, const string& path, const string& smallDeckPrefix = "", Player * statsPlayer = NULL, int maxDecks = 0);
// build a vector of decks with the information passsed in.
static vector<DeckMetaData *> BuildDeckList(const string& path, const string& smallDeckPrefix = "", Player * statsPlayer = NULL, int maxDecks = 0);
// build menu items based on the vector<DeckMetaData *>
static void renderDeckMenu(SimpleMenu * _menu, const vector<DeckMetaData *>& deckMetaDataList);
// build menu items based on the vector<DeckMetaData *>
static void renderDeckMenu(DeckMenu * _menu, const vector<DeckMetaData *>& deckMetaDataList);
};
bool sortByName(DeckMetaData * d1, DeckMetaData * d2);
#endif