Files
wagic/JGE/src/winmain.cpp
jean.chalard 03e8d636fc J :
* Add support for the input buffer
2008-11-21 13:20:16 +00:00

701 lines
21 KiB
C++

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