701 lines
21 KiB
C++
701 lines
21 KiB
C++
//========================================================================
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// NeHe OpenGL Wizard : NeHeSimple.cpp
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// Wizard Created by: Vic Hollis
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//========================================================================
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/*
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* This Code Was Created By Jeff Molofee 2000
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* A HUGE Thanks To Fredric Echols For Cleaning Up
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* And Optimizing This Code, Making It More Flexible!
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* If You've Found This Code Useful, Please Let Me Know.
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* Visit My Site At nehe.gamedev.net
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*/
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int actualWidth;
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int actualHeight;
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#include <windows.h> // Header File For Windows
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#include <gl\gl.h> // Header File For The OpenGL32 Library
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#include <gl\glu.h> // Header File For The GLu32 Library
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#include <gl\glaux.h> // Header File For The Glaux Library
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#include "..\..\JGE\include\JGE.h"
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#include "..\..\JGE\include\JTypes.h"
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#include "..\..\JGE\include\JApp.h"
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#include "..\..\JGE\include\JFileSystem.h"
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#include "..\..\JGE\include\JRenderer.h"
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#include "..\..\JGE\include\JGameLauncher.h"
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//#include "..\src\GameApp.h"
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#pragma comment( lib, "opengl32.lib" ) // Search For OpenGL32.lib While Linking
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#pragma comment( lib, "glu32.lib" ) // Search For GLu32.lib While Linking
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#pragma comment( lib, "glaux.lib" ) // Search For GLaux.lib While Linking
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#pragma comment( lib, "User32.lib" )
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#pragma comment( lib, "Gdi32.lib" )
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#pragma comment( lib, "Comdlg32.lib" )
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HDC hDC=NULL; // Private GDI Device Context
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HGLRC hRC=NULL; // Permanent Rendering Context
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HWND hWnd=NULL; // Holds Our Window Handle
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HINSTANCE hInstance; // Holds The Instance Of The Application
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bool active=TRUE; // Window Active Flag Set To TRUE By Default
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bool fullscreen=FALSE; // Windowed Mode By Default
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DWORD lastTickCount;
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BOOL g_keys[256];
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//------------------------------------------------------------------------
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JGE* g_engine = NULL;
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JApp* g_app = NULL;
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JGameLauncher* g_launcher = NULL;
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//------------------------------------------------------------------------
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static u32 gButtons = 0;
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static u32 gOldButtons = 0;
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static u32 gPSPKeyMasks[17] =
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{
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PSP_CTRL_SELECT,
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PSP_CTRL_START,
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PSP_CTRL_UP,
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PSP_CTRL_RIGHT,
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PSP_CTRL_DOWN,
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PSP_CTRL_LEFT,
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PSP_CTRL_LTRIGGER,
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PSP_CTRL_RTRIGGER,
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PSP_CTRL_TRIANGLE,
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PSP_CTRL_CIRCLE,
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PSP_CTRL_CROSS,
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PSP_CTRL_SQUARE,
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PSP_CTRL_HOME,
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PSP_CTRL_HOLD,
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PSP_CTRL_NOTE,
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PSP_CTRL_CIRCLE,
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PSP_CTRL_START,
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};
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static u32 gWinKeyCodes[17] =
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{
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VK_CONTROL,
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VK_RETURN,
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'Z',
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'D',
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'S',
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'Q',
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'A',
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'E',
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'I',
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'L',
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'K',
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'J',
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VK_F1,
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VK_F2,
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VK_F3,
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VK_SPACE,
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VK_ESCAPE
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};
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void JGEControl()
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{
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gOldButtons = gButtons;
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gButtons = 0;
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for (int i=0;i<17;i++)
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if (g_keys[gWinKeyCodes[i]])
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gButtons |= gPSPKeyMasks[i];
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}
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BOOL JGEGetKeyState(int key)
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{
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return (g_keys[key]);
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}
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bool JGEGetButtonState(u32 button)
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{
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return (gButtons&button)==button;
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}
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bool JGEGetButtonClick(u32 button)
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{
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return (gButtons&button)==button && (gOldButtons&button)!=button;
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}
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LRESULT CALLBACK WndProc(HWND, UINT, WPARAM, LPARAM); // Declaration For WndProc
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GLvoid ReSizeGLScene(GLsizei width, GLsizei height) // Resize And Initialize The GL Window
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{
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if (height==0) // Prevent A Divide By Zero By
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{
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height=1; // Making Height Equal One
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}
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actualWidth = width;
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actualHeight = height;
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glScissor(0, 0, width, height);
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glViewport (0, 0, width, height); // Reset The Current Viewport
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glMatrixMode (GL_PROJECTION); // Select The Projection Matrix
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glLoadIdentity (); // Reset The Projection Matrix
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gluOrtho2D(0.0f, (float) width-1.0f, 0.0f, (float) height -1.0f);
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glMatrixMode (GL_MODELVIEW); // Select The Modelview Matrix
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glLoadIdentity (); // Reset The Modelview Matrix
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glDisable (GL_DEPTH_TEST);
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}
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int InitGL(GLvoid) // All Setup For OpenGL Goes Here
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{
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glClearColor (0.0f, 0.0f, 0.0f, 0.0f); // Black Background
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glClearDepth (1.0f); // Depth Buffer Setup
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glDepthFunc (GL_LEQUAL); // The Type Of Depth Testing (Less Or Equal)
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glEnable (GL_DEPTH_TEST); // Enable Depth Testing
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glShadeModel (GL_SMOOTH); // Select Smooth Shading
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glHint (GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST); // Set Perspective Calculations To Most Accurate
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glHint(GL_LINE_SMOOTH_HINT, GL_NICEST); // Set Line Antialiasing
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//glEnable(GL_LINE_SMOOTH); // Enable it!
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glEnable(GL_CULL_FACE); // do not calculate inside of poly's
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glFrontFace(GL_CCW); // counter clock-wise polygons are out
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glEnable(GL_TEXTURE_2D);
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glEnable(GL_BLEND);
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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glEnable(GL_SCISSOR_TEST); // Enable Clipping
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//glScissor(20, 20, 320, 240);
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return TRUE; // Initialization Went OK
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}
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int InitGame(GLvoid)
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{
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g_engine = JGE::GetInstance();
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//JGameLauncher *launcher = new JGameLauncher();
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g_app = g_launcher->GetGameApp();
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g_app->Create();
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g_engine->SetApp(g_app);
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JRenderer::GetInstance()->Enable2D();
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lastTickCount = GetTickCount();
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ZeroMemory (g_keys, 256);
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//delete launcher;
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return TRUE;
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}
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void DestroyGame(GLvoid)
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{
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// JParticleSystem::Destroy();
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// JMotionSystem::Destroy();
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g_engine->SetApp(NULL);
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if (g_app)
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{
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g_app->Destroy();
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delete g_app;
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g_app = NULL;
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}
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JGE::Destroy();
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g_engine = NULL;
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}
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int DrawGLScene(GLvoid) // Here's Where We Do All The Drawing
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{
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// glClear (GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // Clear Screen And Depth Buffer
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// glLoadIdentity (); // Reset The Modelview Matrix
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//if (g_app)
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// g_app->Render();
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g_engine->Render();
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// glFlush ();
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return TRUE; // Everything Went OK
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}
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void Update(int dt)
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{
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JGEControl();
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g_engine->SetDelta(dt);
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//if (g_app)
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// g_app->Update();
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g_engine->Update();
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}
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GLvoid KillGLWindow(GLvoid) // Properly Kill The Window
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{
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DestroyGame();
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if (fullscreen) // Are We In Fullscreen Mode?
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{
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ChangeDisplaySettings(NULL,0); // If So Switch Back To The Desktop
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ShowCursor(TRUE); // Show Mouse Pointer
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}
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if (hRC) // Do We Have A Rendering Context?
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{
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if (!wglMakeCurrent(NULL,NULL)) // Are We Able To Release The DC And RC Contexts?
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{
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MessageBox(NULL,"Release Of DC And RC Failed.","SHUTDOWN ERROR",MB_OK | MB_ICONINFORMATION);
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}
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if (!wglDeleteContext(hRC)) // Are We Able To Delete The RC?
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{
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MessageBox(NULL,"Release Rendering Context Failed.","SHUTDOWN ERROR",MB_OK | MB_ICONINFORMATION);
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}
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hRC=NULL; // Set RC To NULL
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}
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if (hDC && !ReleaseDC(hWnd,hDC)) // Are We Able To Release The DC
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{
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MessageBox(NULL,"Release Device Context Failed.","SHUTDOWN ERROR",MB_OK | MB_ICONINFORMATION);
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hDC=NULL; // Set DC To NULL
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}
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if (hWnd && !DestroyWindow(hWnd)) // Are We Able To Destroy The Window?
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{
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MessageBox(NULL,"Could Not Release hWnd.","SHUTDOWN ERROR",MB_OK | MB_ICONINFORMATION);
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hWnd=NULL; // Set hWnd To NULL
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}
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if (!UnregisterClass("OpenGL",hInstance)) // Are We Able To Unregister Class
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{
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MessageBox(NULL,"Could Not Unregister Class.","SHUTDOWN ERROR",MB_OK | MB_ICONINFORMATION);
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hInstance=NULL; // Set hInstance To NULL
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}
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}
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/* This Code Creates Our OpenGL Window. Parameters Are: *
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* title - Title To Appear At The Top Of The Window *
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* width - Width Of The GL Window Or Fullscreen Mode *
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* height - Height Of The GL Window Or Fullscreen Mode *
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* bits - Number Of Bits To Use For Color (8/16/24/32) *
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* fullscreenflag - Use Fullscreen Mode (TRUE) Or Windowed Mode (FALSE) */
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BOOL CreateGLWindow(char* title, int width, int height, int bits, bool fullscreenflag)
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{
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actualWidth = width;
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actualHeight = height;
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GLuint PixelFormat; // Holds The Results After Searching For A Match
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WNDCLASS wc; // Windows Class Structure
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DWORD dwExStyle; // Window Extended Style
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DWORD dwStyle; // Window Style
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RECT WindowRect; // Grabs Rectangle Upper Left / Lower Right Values
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WindowRect.left=(long)0; // Set Left Value To 0
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WindowRect.right=(long)width; // Set Right Value To Requested Width
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WindowRect.top=(long)0; // Set Top Value To 0
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WindowRect.bottom=(long)height; // Set Bottom Value To Requested Height
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fullscreen=fullscreenflag; // Set The Global Fullscreen Flag
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hInstance = GetModuleHandle(NULL); // Grab An Instance For Our Window
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wc.style = CS_HREDRAW | CS_VREDRAW | CS_OWNDC; // Redraw On Size, And Own DC For Window.
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wc.lpfnWndProc = (WNDPROC) WndProc; // WndProc Handles Messages
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wc.cbClsExtra = 0; // No Extra Window Data
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wc.cbWndExtra = 0; // No Extra Window Data
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wc.hInstance = hInstance; // Set The Instance
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wc.hIcon = LoadIcon(NULL, IDI_WINLOGO); // Load The Default Icon
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wc.hCursor = LoadCursor(NULL, IDC_ARROW); // Load The Arrow Pointer
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wc.hbrBackground = NULL; // No Background Required For GL
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wc.lpszMenuName = NULL; // We Don't Want A Menu
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wc.lpszClassName = "OpenGL"; // Set The Class Name
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if (!RegisterClass(&wc)) // Attempt To Register The Window Class
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{
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MessageBox(NULL,"Failed To Register The Window Class.","ERROR",MB_OK|MB_ICONEXCLAMATION);
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return FALSE; // Return FALSE
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}
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if (fullscreen) // Attempt Fullscreen Mode?
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{
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DEVMODE dmScreenSettings; // Device Mode
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memset(&dmScreenSettings,0,sizeof(dmScreenSettings)); // Makes Sure Memory's Cleared
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dmScreenSettings.dmSize=sizeof(dmScreenSettings); // Size Of The Devmode Structure
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dmScreenSettings.dmPelsWidth = width; // Selected Screen Width
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dmScreenSettings.dmPelsHeight = height; // Selected Screen Height
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dmScreenSettings.dmBitsPerPel = bits; // Selected Bits Per Pixel
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dmScreenSettings.dmFields=DM_BITSPERPEL|DM_PELSWIDTH|DM_PELSHEIGHT;
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// Try To Set Selected Mode And Get Results. NOTE: CDS_FULLSCREEN Gets Rid Of Start Bar.
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if (ChangeDisplaySettings(&dmScreenSettings,CDS_FULLSCREEN)!=DISP_CHANGE_SUCCESSFUL)
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{
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// If The Mode Fails, Offer Two Options. Quit Or Use Windowed Mode.
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if (MessageBox(NULL,"The Requested Fullscreen Mode Is Not Supported By\nYour Video Card. Use Windowed Mode Instead?","NeHe GL",MB_YESNO|MB_ICONEXCLAMATION)==IDYES)
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{
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fullscreen=FALSE; // Windowed Mode Selected. Fullscreen = FALSE
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}
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else
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{
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// Pop Up A Message Box Letting User Know The Program Is Closing.
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MessageBox(NULL,"Program Will Now Close.","ERROR",MB_OK|MB_ICONSTOP);
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return FALSE; // Return FALSE
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}
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}
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}
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if (fullscreen) // Are We Still In Fullscreen Mode?
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{
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dwExStyle=WS_EX_APPWINDOW; // Window Extended Style
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dwStyle=WS_POPUP; // Windows Style
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ShowCursor(FALSE); // Hide Mouse Pointer
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}
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else
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{
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dwExStyle=WS_EX_APPWINDOW | WS_EX_WINDOWEDGE; // Window Extended Style
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//dwStyle=WS_OVERLAPPEDWINDOW; // Windows Style
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dwStyle= WS_OVERLAPPED | \
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WS_CAPTION | \
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WS_MINIMIZEBOX |
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WS_SIZEBOX |
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WS_MAXIMIZEBOX |
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//WS_MINIMIZE |
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WS_SYSMENU;// | \
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//WS_THICKFRAME ;
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}
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AdjustWindowRectEx(&WindowRect, dwStyle, FALSE, dwExStyle); // Adjust Window To True Requested Size
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// Create The Window
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if (!(hWnd=CreateWindowEx( dwExStyle, // Extended Style For The Window
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"OpenGL", // Class Name
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title, // Window Title
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dwStyle | // Defined Window Style
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WS_CLIPSIBLINGS | // Required Window Style
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WS_CLIPCHILDREN, // Required Window Style
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0, 0, // Window Position
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WindowRect.right-WindowRect.left, // Calculate Window Width
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WindowRect.bottom-WindowRect.top, // Calculate Window Height
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NULL, // No Parent Window
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NULL, // No Menu
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hInstance, // Instance
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NULL))) // Dont Pass Anything To WM_CREATE
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{
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KillGLWindow(); // Reset The Display
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MessageBox(NULL,"Window Creation Error.","ERROR",MB_OK|MB_ICONEXCLAMATION);
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return FALSE; // Return FALSE
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}
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static PIXELFORMATDESCRIPTOR pfd= // pfd Tells Windows How We Want Things To Be
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{
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sizeof(PIXELFORMATDESCRIPTOR), // Size Of This Pixel Format Descriptor
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1, // Version Number
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PFD_DRAW_TO_WINDOW | // Format Must Support Window
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PFD_SUPPORT_OPENGL | // Format Must Support OpenGL
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PFD_DOUBLEBUFFER, // Must Support Double Buffering
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PFD_TYPE_RGBA, // Request An RGBA Format
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bits, // Select Our Color Depth
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0, 0, 0, 0, 0, 0, // Color Bits Ignored
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0, // No Alpha Buffer
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0, // Shift Bit Ignored
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0, // No Accumulation Buffer
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0, 0, 0, 0, // Accumulation Bits Ignored
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16, // 16Bit Z-Buffer (Depth Buffer)
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0, // No Stencil Buffer
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0, // No Auxiliary Buffer
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PFD_MAIN_PLANE, // Main Drawing Layer
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0, // Reserved
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0, 0, 0 // Layer Masks Ignored
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};
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if (!(hDC=GetDC(hWnd))) // Did We Get A Device Context?
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{
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KillGLWindow(); // Reset The Display
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MessageBox(NULL,"Can't Create A GL Device Context.","ERROR",MB_OK|MB_ICONEXCLAMATION);
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return FALSE; // Return FALSE
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}
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if (!(PixelFormat=ChoosePixelFormat(hDC,&pfd))) // Did Windows Find A Matching Pixel Format?
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{
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KillGLWindow(); // Reset The Display
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MessageBox(NULL,"Can't Find A Suitable PixelFormat.","ERROR",MB_OK|MB_ICONEXCLAMATION);
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return FALSE; // Return FALSE
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}
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if(!SetPixelFormat(hDC,PixelFormat,&pfd)) // Are We Able To Set The Pixel Format?
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{
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KillGLWindow(); // Reset The Display
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MessageBox(NULL,"Can't Set The PixelFormat.","ERROR",MB_OK|MB_ICONEXCLAMATION);
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return FALSE; // Return FALSE
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}
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if (!(hRC=wglCreateContext(hDC))) // Are We Able To Get A Rendering Context?
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{
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KillGLWindow(); // Reset The Display
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MessageBox(NULL,"Can't Create A GL Rendering Context.","ERROR",MB_OK|MB_ICONEXCLAMATION);
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return FALSE; // Return FALSE
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}
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if(!wglMakeCurrent(hDC,hRC)) // Try To Activate The Rendering Context
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{
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KillGLWindow(); // Reset The Display
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MessageBox(NULL,"Can't Activate The GL Rendering Context.","ERROR",MB_OK|MB_ICONEXCLAMATION);
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return FALSE; // Return FALSE
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}
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ShowWindow(hWnd,SW_SHOW); // Show The Window
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SetForegroundWindow(hWnd); // Slightly Higher Priority
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SetFocus(hWnd); // Sets Keyboard Focus To The Window
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ReSizeGLScene(width, height); // Set Up Our Perspective GL Screen
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if (!InitGL()) // Initialize Our Newly Created GL Window
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{
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KillGLWindow(); // Reset The Display
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MessageBox(NULL,"Initialization Failed.","ERROR",MB_OK|MB_ICONEXCLAMATION);
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return FALSE; // Return FALSE
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}
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if (!InitGame()) // Initialize Our Game
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{
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KillGLWindow(); // Reset The Display
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MessageBox(NULL,"Game Initialization Failed.","ERROR",MB_OK|MB_ICONEXCLAMATION);
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return FALSE; // Return FALSE
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}
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return TRUE; // Success
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}
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u32 JGEReadKey()
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{
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if (gKeyBuffer.empty()) return 0;
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u32 val = gKeyBuffer.front().first;
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gKeyBuffer.pop();
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return val;
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}
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u32 JGEReadLocalKey()
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{
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if (gKeyBuffer.empty()) return 0;
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u32 val = gKeyBuffer.front().second;
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gKeyBuffer.pop();
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return val;
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}
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void JGEResetInput()
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{
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while (!gKeyBuffer.empty()) gKeyBuffer.pop();
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}
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LRESULT CALLBACK WndProc( HWND hWnd, // Handle For This Window
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UINT uMsg, // Message For This Window
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WPARAM wParam, // Additional Message Information
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LPARAM lParam) // Additional Message Information
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{
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switch (uMsg) // Check For Windows Messages
|
|
{
|
|
case WM_ACTIVATE: // Watch For Window Activate Message
|
|
{
|
|
if (!HIWORD(wParam)) // Check Minimization State
|
|
{
|
|
active=TRUE; // Program Is Active
|
|
if (g_engine != NULL)
|
|
g_engine->Resume();
|
|
}
|
|
else
|
|
{
|
|
active=FALSE; // Program Is No Longer Active
|
|
if (g_engine != NULL)
|
|
g_engine->Pause();
|
|
}
|
|
|
|
return 0; // Return To The Message Loop
|
|
}
|
|
|
|
case WM_SYSCOMMAND: // Intercept System Commands
|
|
{
|
|
switch (wParam) // Check System Calls
|
|
{
|
|
case SC_SCREENSAVE: // Screensaver Trying To Start?
|
|
case SC_MONITORPOWER: // Monitor Trying To Enter Powersave?
|
|
return 0; // Prevent From Happening
|
|
}
|
|
break; // Exit
|
|
}
|
|
|
|
case WM_CLOSE: // Did We Receive A Close Message?
|
|
{
|
|
PostQuitMessage(0); // Send A Quit Message
|
|
return 0; // Jump Back
|
|
}
|
|
|
|
case WM_KEYDOWN: // Update Keyboard Buffers For Keys Pressed
|
|
if ((wParam >= 0) && (wParam <= 255)) // Is Key (wParam) In A Valid Range?
|
|
{
|
|
g_keys[wParam] = TRUE; // Set The Selected Key (wParam) To True
|
|
for (signed int i = sizeof(gWinKeyCodes)/sizeof(gWinKeyCodes[0]); i > 0; --i)
|
|
if (gWinKeyCodes[i] == wParam) { gKeyBuffer.push(make_pair(gPSPKeyMasks[i],0x8000+key)); return 0; }
|
|
return 0;
|
|
}
|
|
break; // Break
|
|
|
|
case WM_KEYUP: // Update Keyboard Buffers For Keys Released
|
|
if ((wParam >= 0) && (wParam <= 255)) // Is Key (wParam) In A Valid Range?
|
|
{
|
|
g_keys[wParam] = FALSE; // Set The Selected Key (wParam) To False
|
|
return 0; // Return
|
|
}
|
|
break;
|
|
|
|
case WM_LBUTTONDOWN:
|
|
{
|
|
return 0;
|
|
}
|
|
|
|
case WM_LBUTTONUP:
|
|
{
|
|
return 0;
|
|
}
|
|
|
|
case WM_RBUTTONDOWN:
|
|
{
|
|
return 0;
|
|
}
|
|
|
|
case WM_RBUTTONUP:
|
|
{
|
|
return 0;
|
|
}
|
|
|
|
case WM_MOUSEMOVE:
|
|
{
|
|
// Mint2D::SetMousePosition(LOWORD(lParam), HIWORD(lParam));
|
|
return 0;
|
|
}
|
|
|
|
case WM_SIZE: // Resize The OpenGL Window
|
|
{
|
|
|
|
ReSizeGLScene(LOWORD(lParam),HIWORD(lParam)); // LoWord=Width, HiWord=Height
|
|
return 0; // Jump Back
|
|
}
|
|
}
|
|
|
|
// Pass All Unhandled Messages To DefWindowProc
|
|
return DefWindowProc(hWnd,uMsg,wParam,lParam);
|
|
}
|
|
|
|
int WINAPI WinMain( HINSTANCE hInstance, // Instance
|
|
HINSTANCE hPrevInstance, // Previous Instance
|
|
LPSTR lpCmdLine, // Command Line Parameters
|
|
int nCmdShow) // Window Show State
|
|
{
|
|
MSG msg; // Windows Message Structure
|
|
BOOL done=FALSE; // Bool Variable To Exit Loop
|
|
|
|
DWORD tickCount;
|
|
int dt;
|
|
|
|
// Ask The User Which Screen Mode They Prefer
|
|
// if (MessageBox(NULL,"Would You Like To Run In Fullscreen Mode?", "Start FullScreen?",MB_YESNO|MB_ICONQUESTION)==IDNO)
|
|
// {
|
|
// fullscreen=FALSE; // Windowed Mode
|
|
// }
|
|
|
|
g_launcher = new JGameLauncher();
|
|
|
|
u32 flags = g_launcher->GetInitFlags();
|
|
|
|
if ((flags&JINIT_FLAG_ENABLE3D)!=0)
|
|
JRenderer::Set3DFlag(true);
|
|
|
|
// Create Our OpenGL Window
|
|
if (!CreateGLWindow(g_launcher->GetName(),SCREEN_WIDTH,SCREEN_HEIGHT,32,fullscreen))
|
|
{
|
|
return 0; // Quit If Window Was Not Created
|
|
}
|
|
|
|
while(!done) // Loop That Runs While done=FALSE
|
|
{
|
|
if (PeekMessage(&msg,NULL,0,0,PM_REMOVE)) // Is There A Message Waiting?
|
|
{
|
|
if (msg.message==WM_QUIT) // Have We Received A Quit Message?
|
|
{
|
|
done=TRUE; // If So done=TRUE
|
|
}
|
|
else // If Not, Deal With Window Messages
|
|
{
|
|
TranslateMessage(&msg); // Translate The Message
|
|
DispatchMessage(&msg); // Dispatch The Message
|
|
}
|
|
}
|
|
else // If There Are No Messages
|
|
{
|
|
// Draw The Scene. Watch For ESC Key And Quit Messages From DrawGLScene()
|
|
if (active) // Program Active?
|
|
{
|
|
if (g_engine->IsDone())
|
|
{
|
|
done=TRUE; // ESC Signalled A Quit
|
|
}
|
|
else // Not Time To Quit, Update Screen
|
|
{
|
|
tickCount = GetTickCount(); // Get The Tick Count
|
|
dt = (tickCount - lastTickCount);
|
|
lastTickCount = tickCount;
|
|
Update(dt); // Update frame
|
|
|
|
//Mint2D::BackupKeys();
|
|
|
|
DrawGLScene(); // Draw The Scene
|
|
SwapBuffers(hDC); // Swap Buffers (Double Buffering)
|
|
}
|
|
}
|
|
|
|
// if (keys[VK_F1]) // Is F1 Being Pressed?
|
|
// {
|
|
// keys[VK_F1]=FALSE; // If So Make Key FALSE
|
|
// KillGLWindow(); // Kill Our Current Window
|
|
// fullscreen=!fullscreen; // Toggle Fullscreen / Windowed Mode
|
|
// // Recreate Our OpenGL Window
|
|
// if (!CreateGLWindow("NeHe's OpenGL Framework",640,480,16,fullscreen))
|
|
// {
|
|
// return 0; // Quit If Window Was Not Created
|
|
// }
|
|
// }
|
|
}
|
|
}
|
|
|
|
if (g_launcher)
|
|
delete g_launcher;
|
|
|
|
// Shutdown
|
|
KillGLWindow(); // Kill The Window
|
|
return (msg.wParam); // Exit The Program
|
|
}
|