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Application.cpp
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#include "Application.h"
#include "ModuleWindow.h"
#include "ModuleRender.h"
#include "ModuleTextures.h"
#include "ModuleInput.h"
#include "ModuleAudio.h"
#include "ModuleFadeToBlack.h"
#include "ModuleCollision.h"
#include "ModuleParticles.h"
#include "ModuleReadFile.h"
#include "ModuleFonts.h"
#include "ModuleSceneIntro.h"
#include "ModuleSceneTitle.h"
#include "ModulePlayerSelect.h"
#include "ModuleLevelOne.h"
#include "ModuleCircuits.h"
using namespace std;
Application::Application()
{
// Order matters: they will init/start/pre/update/post in this order
modules.push_back(input = new ModuleInput());
modules.push_back(window = new ModuleWindow());
modules.push_back(renderer = new ModuleRender());
modules.push_back(textures = new ModuleTextures());
modules.push_back(audio = new ModuleAudio());
modules.push_back(readFile = new ModuleReadFile());
// Game Modules
modules.push_back(scene_title = new ModuleSceneTitle(false));
modules.push_back(scene_intro = new ModuleSceneIntro(false));
modules.push_back(scene_select = new ModulePlayerSelect(false));
modules.push_back(scene_levelOne = new ModuleLevelOne(false));
modules.push_back(scene_circuits = new ModuleCircuits(true));
// Modules to draw on top of game logic
modules.push_back(fonts = new ModuleFonts());
modules.push_back(particles = new ModuleParticles());
modules.push_back(fade = new ModuleFadeToBlack());
modules.push_back(collision = new ModuleCollision());
}
Application::~Application()
{
for(list<Module*>::reverse_iterator it = modules.rbegin(); it != modules.rend(); ++it)
RELEASE(*it);
}
bool Application::Init()
{
bool ret = true;
for(list<Module*>::iterator it = modules.begin(); it != modules.end() && ret; ++it)
ret = (*it)->Init(); // we init everything, even if not anabled
for(list<Module*>::iterator it = modules.begin(); it != modules.end() && ret; ++it)
{
if((*it)->IsEnabled() == true)
ret = (*it)->Start();
}
// Start the first scene --
//fade->FadeToBlack(scene_intro, nullptr, 3.0f);
scene_intro->Enable();
return ret;
}
update_status Application::Update()
{
update_status ret = UPDATE_CONTINUE;
for(list<Module*>::iterator it = modules.begin(); it != modules.end() && ret == UPDATE_CONTINUE; ++it)
if((*it)->IsEnabled() == true)
ret = (*it)->PreUpdate();
for(list<Module*>::iterator it = modules.begin(); it != modules.end() && ret == UPDATE_CONTINUE; ++it)
if((*it)->IsEnabled() == true)
ret = (*it)->Update();
for(list<Module*>::iterator it = modules.begin(); it != modules.end() && ret == UPDATE_CONTINUE; ++it)
if((*it)->IsEnabled() == true)
ret = (*it)->PostUpdate();
return ret;
}
bool Application::CleanUp()
{
bool ret = true;
for(list<Module*>::reverse_iterator it = modules.rbegin(); it != modules.rend() && ret; ++it)
if((*it)->IsEnabled() == true)
ret = (*it)->CleanUp();
return ret;
}