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winMain.cpp
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176 lines (148 loc) · 4.92 KB
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#include "GameProcessor.h"
LRESULT CALLBACK WndProc(HWND hWnd, UINT message, WPARAM wParam, LPARAM lParam);
CGameProcessor * gameProcessor = nullptr;
CGraphicsProcessor * graphicsProcessor = nullptr;
int WINAPI WinMain(HINSTANCE hInstance,
HINSTANCE hPrevInstance,
LPSTR lpCmdLine,
int nCmdShow)
{
WNDCLASSEX wcex;
wcex.cbSize = sizeof(WNDCLASSEX);
wcex.style = CS_HREDRAW | CS_VREDRAW;
wcex.lpfnWndProc = WndProc;
wcex.cbClsExtra = 0;
wcex.cbWndExtra = 0;
wcex.hInstance = hInstance;
wcex.hIcon = LoadIcon(hInstance, MAKEINTRESOURCE(IDI_APPLICATION));
wcex.hCursor = LoadCursor(NULL, IDC_ARROW);
wcex.hbrBackground = (HBRUSH)(COLOR_WINDOW+1);
wcex.lpszMenuName = NULL;
wcex.lpszClassName =_T("mainWin");
wcex.hIconSm = LoadIcon(wcex.hInstance, MAKEINTRESOURCE(IDI_APPLICATION));
if (!RegisterClassEx(&wcex))
{
MessageBox(NULL,
_T("Call to RegisterClassEx failed!"),
_T("Win32 Guided Tour"),
NULL);
return 1;
}
static TCHAR szWindowClass[] = _T("win32app");
static TCHAR szTitle[] = _T("Win32 Guided Tour Application");
// The parameters to CreateWindow explained:
// szWindowClass: the name of the application
// szTitle: the text that appears in the title bar
// WS_OVERLAPPEDWINDOW: the type of window to create
// CW_USEDEFAULT, CW_USEDEFAULT: initial position (x, y)
// 500, 100: initial size (width, length)
// NULL: the parent of this window
// NULL: this application does not have a menu bar
// hInstance: the first parameter from WinMain
// NULL: not used in this application
/*HWND hWnd = CreateWindow(
(LPCWSTR) "mainWin",
szTitle,
WS_OVERLAPPEDWINDOW,
CW_USEDEFAULT, CW_USEDEFAULT,
WINDOW_WIDTH, WINDOW_HEIGHT,
NULL,
NULL,
hInstance,
NULL
);*/
HWND hWnd = CreateWindowEx(
WS_EX_APPWINDOW, _T("mainWin"), szTitle, WS_OVERLAPPEDWINDOW, CW_USEDEFAULT, CW_USEDEFAULT, WINDOW_WIDTH, WINDOW_HEIGHT, NULL, NULL, hInstance, NULL);
if (!hWnd)
{
DWORD x = GetLastError();
MessageBox(NULL,
_T("Call to CreateWindow failed!"),
_T("Win32 Guided Tour"),
NULL);
return 1;
}
// The parameters to ShowWindow explained:
// hWnd: the value returned from CreateWindow
// nCmdShow: the fourth parameter from WinMain
ShowWindow(hWnd, nCmdShow);
UpdateWindow(hWnd);
/*===========================================
initialize game stuff here
=============================================*/
OIS::ParamList pl;
std::ostringstream wnd;
wnd << (size_t)hWnd;
pl.insert(std::make_pair( std::string("WINDOW"), wnd.str() ));
pl.insert(std::make_pair(std::string("w32_mouse"), std::string("DISCL_FOREGROUND" )));
pl.insert(std::make_pair(std::string("w32_mouse"), std::string("DISCL_NONEXCLUSIVE")));
gameProcessor = new CGameProcessor(pl);
CAudioProcessor::initAudio();
//resize window and change title
SetWindowPos(hWnd, HWND_TOP, 0,0,CGameProcessor::getWinWidth(), CGameProcessor::getWinHeight(), SWP_NOMOVE);
std::wstring x;
std::string y = CGameProcessor::getWinTitle();
x.assign(y.begin(), y.end());
LPCWSTR title = (LPCWSTR)x.c_str();
SetWindowText(hWnd, title);
//resources
CContent::init();
graphicsProcessor = new CGraphicsProcessor(hWnd, CGameProcessor::getWinWidth(), CGameProcessor::getWinHeight());
graphicsProcessor->prepareShader();
//need a test map - KEEP IT SIMPLE
CMap * testMap = new CMap(true);
CBasePlayer * testPlayer = new CBasePlayer();
testPlayer->initialize("test",0,0,0);
testPlayer->attachShaders(GLContext::texturedVertexShader, GLContext::texturedFragmentShader);
testMap->insertEntity(testPlayer, 0);
gameProcessor->setCurrentMap(testMap);
MSG msg;
CMap currentMap;
while (!gameProcessor->quit())
{
if (PeekMessage(&msg, NULL, 0, 0, PM_REMOVE))
{
TranslateMessage(&msg);
DispatchMessage(&msg);
}
gameProcessor->run();
//currentMap = gameProcessor->getCurrentMap();
//graphicsProcessor->render(¤tMap);
graphicsProcessor->render(testMap);
//graphicsProcessor->testDraw();
}
/*=============================================
WAIT!! Don't you wanna stay and cuddle?!
NO!! CLEAN THAT SHIT UP!!
===============================================*/
delete gameProcessor;
gameProcessor = nullptr;
delete graphicsProcessor;
graphicsProcessor = nullptr;
CAudioProcessor::tearDown(); //RAEGAN SMASH
CContent::tearDown();
delete testMap;
testMap = nullptr;
return (int) msg.wParam;
}
LRESULT CALLBACK WndProc(HWND hWnd, UINT message, WPARAM wParam, LPARAM lParam)
{
PAINTSTRUCT ps;
HDC hdc;
switch (message)
{
case WM_PAINT:
hdc = BeginPaint(hWnd, &ps);
EndPaint(hWnd, &ps);
break;
case WM_DESTROY:
//Raegan sleep...
//gameProcessor->
PostQuitMessage(0);
break;
default:
return DefWindowProc(hWnd, message, wParam, lParam);
break;
}
return 0;
}