245 lines
7.3 KiB
C++
245 lines
7.3 KiB
C++
//=============================================================================
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// Copyright (C) 2002 Radical Entertainment Ltd. All rights reserved.
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//
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// File:
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//
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// Description: Implement LoadingDemoContext
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//
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// History: 21/05/2002 + Created -- NAME
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//
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//=============================================================================
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//========================================
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// System Includes
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//========================================
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//========================================
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// Project Includes
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//========================================
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#include <contexts/demo/loadingdemocontext.h>
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#include <loading/loadingmanager.h>
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#include <mission/gameplaymanager.h>
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#include <presentation/gui/guisystem.h>
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#include <worldsim/traffic/trafficmanager.h>
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#include <worldsim/vehiclecentral.h>
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#include <sound/soundmanager.h>
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//******************************************************************************
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//
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// Global Data, Local Data, Local Classes
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//
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//******************************************************************************
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// Static pointer to instance of singleton.
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LoadingDemoContext* LoadingDemoContext::spInstance = NULL;
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//******************************************************************************
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//
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// Public Member Functions
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//
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//******************************************************************************
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//==============================================================================
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// LoadingDemoContext::GetInstance
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//==============================================================================
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//
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// Description: - Access point for the LoadingDemoContext singleton.
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// - Creates the LoadingDemoContext if needed.
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//
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// Parameters: None.
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//
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// Return: Pointer to the LoadingDemoContext.
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//
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// Constraints: This is a singleton so only one instance is allowed.
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//
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//==============================================================================
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LoadingDemoContext* LoadingDemoContext::GetInstance()
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{
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if( spInstance == NULL )
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{
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spInstance = new LoadingDemoContext;
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rAssert( spInstance );
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}
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return spInstance;
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}
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//==============================================================================
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// LoadingDemoContext::LoadingDemoContext
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//==============================================================================
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// Description: Constructor.
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//
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// Parameters: None.
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//
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// Return: N/A.
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//
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//==============================================================================
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LoadingDemoContext::LoadingDemoContext()
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{
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}
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//==============================================================================
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// LoadingDemoContext::~LoadingDemoContext
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//==============================================================================
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// Description: Destructor.
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//
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// Parameters: None.
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//
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// Return: N/A.
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//
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//==============================================================================
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LoadingDemoContext::~LoadingDemoContext()
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{
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}
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//******************************************************************************
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//
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// Private Member Functions
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//
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//******************************************************************************
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//=============================================================================
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// LoadingDemoContext::OnStart
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//=============================================================================
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// Description: Comment
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//
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// Parameters: ( ContextEnum previousContext )
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//
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// Return: void
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//
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//=============================================================================
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void LoadingDemoContext::OnStart( ContextEnum previousContext )
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{
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GetGameplayManager()->mIsDemo = true;
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// Common to all loading contexts.
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//
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LoadingContext::OnStart( previousContext );
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/*****************************************************************************
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* Start inserting stuff below ...
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*****************************************************************************/
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// NOTE:
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// Assumes we never start a DEMO on foot (always start inside the car)
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GetVehicleCentral()->ActivateVehicleTriggers( false );
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TrafficManager::GetInstance()->InitDefaultModelGroups();
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// initialize GUI in-game mode (and load resources)
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//
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GetGuiSystem()->HandleMessage( GUI_MSG_INIT_INGAME );
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GetLoadingManager()->AddCallback( this );
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}
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//=============================================================================
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// LoadingDemoContext::OnStop
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//=============================================================================
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// Description: Comment
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//
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// Parameters: ( ContextEnum nextContext )
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//
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// Return: void
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//
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//=============================================================================
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void LoadingDemoContext::OnStop( ContextEnum nextContext )
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{
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// Common to all loading contexts.
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//
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LoadingContext::OnStop( nextContext );
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}
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//=============================================================================
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// LoadingDemoContext::OnUpdate
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//=============================================================================
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// Description: Comment
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//
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// Parameters: ( unsigned int elapsedTime )
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//
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// Return: void
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//
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//=============================================================================
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void LoadingDemoContext::OnUpdate( unsigned int elapsedTime )
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{
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GetGameplayManager()->Update( elapsedTime );
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// Common to all loading contexts.
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//
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LoadingContext::OnUpdate( elapsedTime );
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}
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//=============================================================================
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// LoadingDemoContext::OnSuspend
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//=============================================================================
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// Description: Comment
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//
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// Parameters: ()
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//
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// Return: void
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//
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//=============================================================================
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void LoadingDemoContext::OnSuspend()
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{
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// Common to all loading contexts.
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//
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LoadingContext::OnSuspend();
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}
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//=============================================================================
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// LoadingDemoContext::OnResume
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//=============================================================================
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// Description: Comment
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//
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// Parameters: ()
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//
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// Return: void
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//
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//=============================================================================
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void LoadingDemoContext::OnResume()
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{
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// Common to all loading contexts.
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//
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LoadingContext::OnResume();
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}
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//=============================================================================
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// LoadingDemoContext::PrepareNewHeaps
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//=============================================================================
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// Description: Comment
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//
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// Parameters: ()
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//
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// Return: void
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//
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//=============================================================================
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void LoadingDemoContext::PrepareNewHeaps()
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{
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HeapMgr()->PrepareHeapsInGame();
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}
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//=============================================================================
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// LoadingDemoContext::OnProcessRequestsComplete
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//=============================================================================
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// Description: Comment
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//
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// Parameters: ( void* pUserData )
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//
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// Return: void
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//
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//=============================================================================
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void LoadingDemoContext::OnProcessRequestsComplete( void* pUserData )
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{
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GetGameplayManager()->LevelLoaded();
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//
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// Queue the loading for level sounds
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//
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GetSoundManager()->QueueLevelSoundLoads();
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// Common to all loading contexts.
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//
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LoadingContext::OnProcessRequestsComplete( pUserData );
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}
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