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📄 rpsmultiplayerscreens.cpp

📁 roids60 game symbian os application development
💻 CPP
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// Copyright (c) Symbian Ltd 2008. All rights reserved.

// INCLUDE FILES
#include <coemain.h>
#include "common.hrh" 
#include "rpsGameScreens.h" 
#include "rpsgameengine.h"
#include "bluetoothmanager.h"

/*
============================================================================
Control menu screen. User chooses to be either a Master (the player controls the game) or 
a Slave (the player waits for other player connection)	
============================================================================
*/	
CGameScreen* CControlScreen::NewL(CGameScreenManager& aScreenMgr)
	{
	CControlScreen* me = new (ELeave) CControlScreen(aScreenMgr);
	CleanupStack::PushL(me);
	me->ConstructL();
	CleanupStack::Pop(me);
	return (static_cast<CGameScreen*>(me));
	}

CControlScreen::CControlScreen(CGameScreenManager& aScreenMgr)
: CMenuScreen(aScreenMgr)
{}

void CControlScreen::ConstructL()
	{	
	_LIT(KMaster, "Control Game");
	_LIT(KSlave, "Wait Connection");

	TGameScreenItem* item = new (ELeave) TGameScreenItem(RPS::EMaster, KMaster);
	item->iX = KRPSScreensHAlignment;
	item->iY = gScreenHeight/3;
	item->iHighlighted = ETrue;
	iItems.AddFirst(*item);
	iIterator.SetToFirst();
	
	item = new (ELeave) TGameScreenItem(RPS::ESlave, KSlave);
	item->iX = KRPSScreensHAlignment;
	item->iY = 2*gScreenHeight/3;
	TGameScreenItem* current = iIterator;
	ASSERT(current);
	item->iDlink.Enque(&current->iDlink);	
	}

// Handles item selection according to menu
// Here, the next appropriate screen is displayed
void CControlScreen::DoProcessInput(RPS::TMenuOption aSelected)
	{
	switch (aSelected)
		{
		case(RPS::EMaster):
			iGameScreenMgr.BluetoothManager().StartBtMaster();
			break;
		case(RPS::ESlave):
			iGameScreenMgr.BluetoothManager().StartBtSlave();
			break;
		default:
			ASSERT(EFalse);
		}
	}

//-----------------------------------------------------------------------------

//-----------------------------------------------------------------------------		
//CStartScreen
//-----------------------------------------------------------------------------		
	
CGameScreen* CStartScreen::NewL(CGameScreenManager& aScreenMgr)
	{
	CStartScreen* me = new (ELeave) CStartScreen(aScreenMgr);
	CleanupStack::PushL(me);
	me->ConstructL();
	CleanupStack::Pop(me);
	return (static_cast<CGameScreen*>(me));
	}

CStartScreen::CStartScreen(CGameScreenManager& aScreenMgr)
: CMenuScreen(aScreenMgr)
{}

void CStartScreen::ConstructL()
	{	
	_LIT(KStartMsg, "Start Game");

	TGameScreenItem* item = new (ELeave) TGameScreenItem(RPS::EStart, KStartMsg);
	item->iX = KRPSScreensHAlignment;
	item->iY = gScreenHeight/2;
	item->iHighlighted = ETrue;
	iItems.AddFirst(*item);
	iIterator.SetToFirst();
	}

// Handles item selection according to menu
// Here, the next appropriate screen is displayed
void CStartScreen::DoProcessInput(RPS::TMenuOption aSelected)
	{
	switch (aSelected)
		{
		case(RPS::EStart):
			iGameScreenMgr.BluetoothManager().StartGame();
			break;
		default:
			ASSERT(EFalse);
		}
	}

//-----------------------------------------------------------------------------

//-----------------------------------------------------------------------------		
//CWaitStartScreen
//-----------------------------------------------------------------------------		

CWaitStartScreen* CWaitStartScreen::NewL(CGameScreenManager& aScreenMgr)
	{
	CWaitStartScreen* me = new (ELeave) CWaitStartScreen(aScreenMgr);
	return (me);
	}

void CWaitStartScreen::DrawGameScreen()
	{
	CWindowGc& gc = CCoeEnv::Static()->SystemGc();
	gc.SetPenStyle(CGraphicsContext::ENullPen);	
	gc.UseFont(CCoeEnv::Static()->NormalFont());
	gc.SetPenColor(KRgbGray);
	
	_LIT(KWaitingText, "Waiting to start...");
		
   	gc.DrawText(KWaitingText, TPoint(KRPSScreensHAlignment, gScreenHeight/2)); 
	}


CWaitStartScreen::CWaitStartScreen(CGameScreenManager& aScreenMgr)
: 	CGameScreen(aScreenMgr)
	{}
//-----------------------------------------------------------------------------

//-----------------------------------------------------------------------------		
//CWaitConnScreen
//-----------------------------------------------------------------------------		

CWaitConnScreen* CWaitConnScreen::NewL(CGameScreenManager& aScreenMgr)
	{
	CWaitConnScreen* me = new (ELeave) CWaitConnScreen(aScreenMgr);
	return (me);
	}

void CWaitConnScreen::DrawGameScreen()
	{
	CWindowGc& gc = CCoeEnv::Static()->SystemGc();
	gc.SetPenStyle(CGraphicsContext::ENullPen);	
	gc.UseFont(CCoeEnv::Static()->NormalFont());
	gc.SetPenColor(KRgbGray);
	
	_LIT(KWaitingText, "Waiting to connect...");
		
   	gc.DrawText(KWaitingText, TPoint(KRPSScreensHAlignment, gScreenHeight/2)); 
	}

CWaitConnScreen::CWaitConnScreen(CGameScreenManager& aScreenMgr)
: 	CGameScreen(aScreenMgr)	
	{}


//-----------------------------------------------------------------------------

//-----------------------------------------------------------------------------		
//CErrorScreen
//-----------------------------------------------------------------------------		

CErrorScreen* CErrorScreen::NewL(CGameScreenManager& aScreenMgr)
	{
	CErrorScreen* me = new (ELeave) CErrorScreen(aScreenMgr);
	return (me);
	}

void CErrorScreen::DrawGameScreen()
	{
	CWindowGc& gc = CCoeEnv::Static()->SystemGc();
	gc.SetPenStyle(CGraphicsContext::ENullPen);	
	gc.UseFont(CCoeEnv::Static()->NormalFont());
	gc.SetPenColor(KRgbGray);
	
   	if(iGameScreenMgr.GameData().iRpsError == KErrDisconnected)
	   	{
	   	 _LIT(KDisconnectedText, "Lost Connection");
	   	 gc.DrawText(KDisconnectedText, TPoint(KRPSScreensHAlignment, gScreenHeight/3));
	   	}
   	else if(iGameScreenMgr.GameData().iRpsError == KErrTimedOut)
	   	{
	   	 _LIT(KTimedOutText, "Timed out");
	   	 gc.DrawText(KTimedOutText, TPoint(KRPSScreensHAlignment, gScreenHeight/3));
	   	}
	 else
		 {
	   	  _LIT(KGeneralErrText, "An error occurred");
		  gc.DrawText(KGeneralErrText, TPoint(KRPSScreensHAlignment, gScreenHeight/3));
		 }
	_LIT(KPressQuit, "Press 5 continue");
   	gc.DrawText(KPressQuit, TPoint(KRPSScreensHAlignment, 2*gScreenHeight/3));
	}

void CErrorScreen::ProcessInput(TUint& aKeyState)
	{
	if (aKeyState & KKey5)
		{// Quit and return to the main screen
		iGameScreenMgr.SetGameState(CGameScreenManager::EMainScreen);
		aKeyState &= ~KKey5; // Clear the input now it's been handled
		}
	}

void CErrorScreen::DeActivate()
	{
	if (iGameScreenMgr.PlayMode()==CGameScreenManager::ETwoPlayerShortlink)
		iGameScreenMgr.BluetoothManager().QuitMultiplayerGame();
	}

CErrorScreen::CErrorScreen(CGameScreenManager& aScreenMgr)
: 	CGameScreen(aScreenMgr)	
	{}

//-----------------------------------------------------------------------------		
//CConnectingScreen
//-----------------------------------------------------------------------------		

CConnectingScreen* CConnectingScreen::NewL(CGameScreenManager& aScreenMgr)
	{
	CConnectingScreen* me = new (ELeave) CConnectingScreen(aScreenMgr);
	return (me);
	}

void CConnectingScreen::DrawGameScreen()
	{
	CWindowGc& gc = CCoeEnv::Static()->SystemGc();
	gc.SetPenStyle(CGraphicsContext::ENullPen);	
	gc.UseFont(CCoeEnv::Static()->NormalFont());
	gc.SetPenColor(KRgbGray);
	
	_LIT(KDisconnectedText, "Connecting...");
	gc.DrawText(KDisconnectedText, TPoint(KRPSScreensHAlignment, gScreenHeight/3));
	_LIT(KPressQuit, "Press 5 to cancel");
   	gc.DrawText(KPressQuit, TPoint(KRPSScreensHAlignment, 2*gScreenHeight/3));
	}

void CConnectingScreen::ProcessInput(TUint& aKeyState)
	{
	if (aKeyState & KKey5)
		{// Quit and return to main screen
		iGameScreenMgr.SetGameState(CGameScreenManager::EMainScreen);
		iGameScreenMgr.BluetoothManager().QuitMultiplayerGame();
		aKeyState &= ~KKey5; // Clear the input now it's been handled
		}
	}

CConnectingScreen::CConnectingScreen(CGameScreenManager& aScreenMgr)
: 	CGameScreen(aScreenMgr)	
	{}


//-----------------------------------------------------------------------------		
//CWaitOpponentScreen
//-----------------------------------------------------------------------------		

CWaitOpponentScreen* CWaitOpponentScreen::NewL(CGameScreenManager& aScreenMgr)
	{
	CWaitOpponentScreen* me = new (ELeave) CWaitOpponentScreen(aScreenMgr);
	return (me);
	}

void CWaitOpponentScreen::DrawGameScreen()
	{
	CWindowGc& gc = CCoeEnv::Static()->SystemGc();
	gc.SetPenStyle(CGraphicsContext::ENullPen);	
	gc.UseFont(CCoeEnv::Static()->NormalFont());
	gc.SetPenColor(KRgbGray);
	
	_LIT(KWaitingText, "Waiting for opponent...");
		
   	gc.DrawText(KWaitingText, TPoint(KRPSScreensHAlignment, gScreenHeight/2)); 
	}



CWaitOpponentScreen::CWaitOpponentScreen(CGameScreenManager& aScreenMgr)
: 	CGameScreen(aScreenMgr)	
	{}

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