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/***************************************** /* Javier Barandiaran Martirena * /* 2002 * /* * /* http://www.geocities.com/opengladiator* /* * /* Codigo Base Jeff Molofee * /* http://nehe.gamedev.net * /*****************************************/ #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 <stdarg.h> #include <stdio.h> #include "reloj.h" #include "texturas.h" 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 keys[256]; // Array Used For The Keyboard Routine bool active=TRUE; // Window Active Flag Set To TRUE By Default bool fullscreen=TRUE; // Fullscreen Flag Set To Fullscreen Mode By Default int h,f; const numtext=15; TexturaTGA *texturas[numtext]; GLuint base; int mouse_x, mouse_y; reloj *mireloj; int estado=0; //textura que se dibuja(boton rojo pulsado,boton verde,...) //estado=0 ningun boton iluminado //estado=1 boton verde pulsado //estado=2 boton rojo pulsado //estado=3 boton azul pulsado //estado=4 boton amariilo pulsado float Tultimo=0.0f; //Tiempo transcurrido desde que se encendio un boton float Tencendido=950.0f; //Tiempo que permanece encendido un boton float Tseparacion=1000; //Tiempo de separacion entre cada boton float Trespuesta=3050; //Tiempo maximo de respuesta para el jugador int numpulsaciones=0; //numero de pulsaciones realizadas por el jugador hasta el momento int secuencia[20]; //array de estados(1,2,3,4), la secuencia de luces int actual=0; //elemento actual de la secuencia para cuando se repite int numgeneradas=0; //numero de luces generadas hasta el momento int nivel[6]={8,10,12,14,16,18}; //longitud en numero de luces de cada nivel int nact=0; //nivel actual(0,1,2,3) bool generando=TRUE; //indica si se esta generando una secuencia bool pulsacion=FALSE; //indica si el jugador a pulsado un boton bool inicio=TRUE; //indica si estamos en el menu de inicio bool salir=FALSE; bool repit=FALSE; bool yo=FALSE; bool mnivel=FALSE; //indica si estamos en el menu de niveles bool fallo=FALSE; //indica si el jugador ha fallado bool triunfo=FALSE; //indica si el jugador ha completado la secuencia typedef struct { int cabecera; int opciones; }Smenu; Smenu menus[4]; //guarda el ID de la textura para cada menu //menus[0] inicio //menus[1] triunfo //menus[2] fracaso //menus[3] nivel int botonp; //que boton del menu esta pulsado int val; char *sonidos[5]={"","data\\verde.wav","data\\rojo.wav","data\\azul.wav","data\\amarillo.wav"}; LRESULT CALLBACK WndProc(HWND, UINT, WPARAM, LPARAM); // Declaration For WndProc GLvoid BuildFont(GLvoid) // Build Our Bitmap Font { HFONT font; // Windows Font ID HFONT oldfont; // Used For Good House Keeping base = glGenLists(96); // Storage For 96 Characters font = CreateFont( -24, // alto Of Font 0, // ancho Of Font 0, // Angle Of Escapement 0, // Orientation Angle FW_BOLD, // Font Weight FALSE, // Italic FALSE, // Underline FALSE, // Strikeout ANSI_CHARSET, // Character Set Identifier OUT_TT_PRECIS, // Output Precision CLIP_DEFAULT_PRECIS, // Clipping Precision ANTIALIASED_QUALITY, // Output Quality FF_DECORATIVE|VARIABLE_PITCH, // Family And Pitch "Arial"); // Font Name oldfont = (HFONT)SelectObject(hDC, font); // Selects The Font We Want wglUseFontBitmaps(hDC, 32, 96, base); // Builds 96 Characters Starting At Character 32 SelectObject(hDC, oldfont); // Selects The Font We Want DeleteObject(font); // Delete The Font } GLvoid KillFont(GLvoid) // Delete The Font List { glDeleteLists(base, 96); // Delete All 96 Characters } GLvoid glPrint(const char *fmt, ...) // Custom GL "Print" Routine { char text[256]; // Holds Our String va_list ap; // Pointer To List Of Arguments if (fmt == NULL) // If There's No Text return; // Do Nothing va_start(ap, fmt); // Parses The String For Variables vsprintf(text, fmt, ap); // And Converts Symbols To Actual Numbers va_end(ap); // Results Are Stored In Text glPushAttrib(GL_LIST_BIT); // Pushes The Display List Bits glListBase(base - 32); // Sets The Base Character to 32 glCallLists(strlen(text), GL_UNSIGNED_BYTE, text); // Draws The Display List Text glPopAttrib(); // Pops The Display List Bits } GLvoid ReSizeGLScene(GLsizei ancho, GLsizei alto) // Resize And Initialize The GL Window { if (alto==0) // Prevent A Divide By Zero By { alto=1; // Making alto Equal One } glViewport(0,0,ancho,alto); // Reset The Current Viewport glMatrixMode(GL_PROJECTION); // Select The Projection Matrix glLoadIdentity(); // Reset The Projection Matrix // Calculate The Aspect Ratio Of The Window //gluPerspective(45.0f,(GLfloat)ancho/(GLfloat)alto,0.1f,100.0f); glOrtho(0.0f,ancho,alto,0.0f,-1.0f,1.0f); glMatrixMode(GL_MODELVIEW); // Select The Modelview Matrix glLoadIdentity(); // Reset The Modelview Matrix } int InitGL(GLvoid) // All Setup For OpenGL Goes Here { glShadeModel(GL_FLAT); // Enable Smooth Shading glClearColor(0.0f, 0.0f, 0.0f, 0.5f); // Black Background glDisable(GL_DEPTH_TEST); // Enables Depth Testing glDepthFunc(GL_LEQUAL); // The Type Of Depth Testing To Do glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST); // Really Nice Perspective Calculations glEnable(GL_TEXTURE_2D); //glEnable(GL_BLEND); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); BuildFont(); for(int t=0;t<numtext;t++) { texturas[t]=(TexturaTGA*)malloc(sizeof(TexturaTGA)); } /*TCHAR pathAplicacion[MAX_PATH]; GetModuleFileName(NULL, pathAplicacion, MAX_PATH); CString nombrePath=pathAplicacion; int pos; pos=nombrePath.ReverseFind('\\'); nombrePath=nombrePath.Left(pos+1); nombrePath+=_T("\data\simon.tga");*/ CargaTGA(texturas[0],"data\\simon.tga"); CargaTGA(texturas[1],"data\\simonv.tga"); CargaTGA(texturas[2],"data\\simonr.tga"); CargaTGA(texturas[3],"data\\simonb.tga"); CargaTGA(texturas[4],"data\\simona.tga"); //botones CargaTGA(texturas[6],"data\\menu.tga"); menus[0].opciones=7; menus[0].cabecera=11; CargaTGA(texturas[11],"data\\men.tga"); CargaTGA(texturas[7],"data\\Inicio.tga"); menus[1].opciones=8; menus[1].cabecera=13; CargaTGA(texturas[8],"data\\triunfo.tga"); CargaTGA(texturas[13],"data\\fel.tga"); menus[2].opciones=9; menus[2].cabecera=14; CargaTGA(texturas[9],"data\\fallo.tga"); CargaTGA(texturas[14],"data\\FAL.tga"); menus[3].opciones=10; menus[3].cabecera=12; CargaTGA(texturas[10],"data\\niveles.tga"); CargaTGA(texturas[12],"data\\dif.tga"); CargaTGA(texturas[5],"data\\yo.tga"); srand(mireloj->TimerGetTime()); return TRUE; } void ReiniciarJuego(int nact) { inicio=FALSE; fallo=FALSE; triunfo=FALSE; generando=TRUE; pulsacion=FALSE; numgeneradas=0; estado=0; numpulsaciones=0; Tencendido=950.0f; Tseparacion=1000; Trespuesta=3050; } int SelecMenu(int mx,int my,int menu) { GLuint alpha,byte,bytepp,alto,ancho; int x,y,boton; int t=menus[menu].opciones; float factorx=300.0f/texturas[t]->ancho; float factory=210.0f/texturas[t]->alto; bytepp=texturas[t]->bpp/8; alto=texturas[t]->alto; ancho=texturas[t]->ancho; x=int((mx-270)/factorx); y=int((400-my)/factory); boton=-1; if(mx>270&& mx<570 && my<400 &&my>190) { if(mnivel) { if(mx<420) { if(my<260) boton=0; else { if(my<330) boton=1; else boton=2; } } else { if(my<260) boton=3; else { if(my<330) boton=4; else boton=5; } } } else { if(my<260) boton=0; else { if(my<330) boton=1; else boton=2; } } if(boton!=-1||yo) { byte=bytepp-1+((y*ancho)+x)*bytepp; alpha=texturas[t]->imageData[byte]; if (alpha!=0) { if(yo) return 1; return boton; } } } return -1; } void MostrarMenu(int menu) { int t=menus[menu].opciones; glEnable(GL_BLEND); glBindTexture(GL_TEXTURE_2D, texturas[menus[menu].cabecera]->texID); glBegin(GL_QUADS); glTexCoord2d(1,0); glVertex2d(590,190); glTexCoord2d(1,1); glVertex2d(590,130); glTexCoord2d(0,1); glVertex2d(250,130); glTexCoord2d(0,0); glVertex2d(250,190); glEnd(); glBindTexture(GL_TEXTURE_2D, texturas[6]->texID); glBegin(GL_QUADS); glTexCoord2d(1,0); glVertex2d(570,400); glTexCoord2d(1,1); glVertex2d(570,190); glTexCoord2d(0,1); glVertex2d(270,190); glTexCoord2d(0,0); glVertex2d(270,400); glEnd(); glBindTexture(GL_TEXTURE_2D, texturas[t]->texID); glBegin(GL_QUADS); glTexCoord2d(1,0); glVertex2d(570,400); glTexCoord2d(1,1); glVertex2d(570,190); glTexCoord2d(0,1); glVertex2d(270,190); glTexCoord2d(0,0); glVertex2d(270,400); glEnd(); glDisable(GL_BLEND); } bool boton(int mx, int my) { GLuint alpha,byte,bytepp,alto,ancho; int x,y; float factorx=800.0/texturas[0]->ancho; float factory=600.0/texturas[0]->alto; //acierto: si el impacto esta en el cuadrado y el pixel alpha //de la textura no es negro bytepp=texturas[0]->bpp/8; alto=texturas[0]->alto; ancho=texturas[0]->ancho; x=int(mx/factorx); y=int((600-my)/factory); byte=bytepp-1+((y*ancho)+x)*bytepp; alpha=texturas[0]->imageData[byte]; if (alpha!=0) { return true; } return false; } void Pulsa(int mx,int my) { if (boton(mx,my)) { pulsacion=TRUE; if(mx<400) { if(my>300) { estado=4; } else estado=1; } else { if(my>300) estado=3; else estado=2; } } else estado=0; } void RecibiendoSecuencia() { if(pulsacion) //SI HAY PULSACION { pulsacion=FALSE; if(estado!=secuencia[numpulsaciones]) //SI NO COINCIDE { fallo=TRUE; PlaySound("data\\error2.wav",NULL,0); } else //COINCIDE { PlaySound(sonidos[estado],NULL,1); numpulsaciones++; Tultimo=mireloj->TimerGetTime(); } } else { if ((mireloj->TimerGetTime()-Tultimo)>Tencendido) { estado=0; } if ((mireloj->TimerGetTime()-Tultimo)>Trespuesta) //SI SE HA PASADO EL TIEMPO DE RESPUESTA { fallo=TRUE; PlaySound("data\\error2.wav",NULL,0); } } } void Repetir() { if ((mireloj->TimerGetTime()-Tultimo)>Tseparacion) { estado=secuencia[actual]; PlaySound(sonidos[estado],NULL,1); actual++; Tultimo=mireloj->TimerGetTime(); } else if ((mireloj->TimerGetTime()-Tultimo)>Tencendido) estado=0; } void Generar() { if(actual<numgeneradas) //REPETIMOS LA SECUENCIA GENERADA { Repetir(); } else { if ((mireloj->TimerGetTime()-Tultimo)>Tseparacion) //GENERAMOS UNO MAS { // val=1+rand()%4; estado=val; PlaySound(sonidos[estado],NULL,1); Tultimo=mireloj->TimerGetTime(); secuencia[numgeneradas]=estado; numgeneradas++; actual=0; generando=FALSE; //Reducimos los tiempos //Trespuesta-=50; Tencendido-=100.0; Tseparacion-=100.0; if(Tseparacion<=200.0) { Tseparacion=200.0; } if(Tencendido<=150.0) { Tencendido=150.0; } } else if ((mireloj->TimerGetTime()-Tultimo)>Tencendido) estado=0; } } int DrawGLScene(GLvoid) { glClear(GL_COLOR_BUFFER_BIT); glLoadIdentity(); if(inicio) MostrarMenu(0); else if (mnivel) { MostrarMenu(3); } else if(yo) { glBindTexture(GL_TEXTURE_2D, texturas[5]->texID); glBegin(GL_TRIANGLE_STRIP); glTexCoord2d(0,0); glVertex2d(0,599); glTexCoord2d(0,1); glVertex2d(0,0); glTexCoord2d(1,0); glVertex2d(799,599); glTexCoord2d(1,1); glVertex2d(799,0); glEnd(); } else { if(repit) { Repetir(); if(actual==numgeneradas) { repit=FALSE; fallo=TRUE; } } if(generando) //GENERANDO SECUENCIA Generar(); else //LA SECUENCIA HA SIDO GENERADA { if(!fallo && !triunfo) { if(numpulsaciones<numgeneradas) //TODAVIA FALTAN PULSACIONES { RecibiendoSecuencia(); } else //YA SE HA PULSADO TODA LA SECUENCIA { if(numpulsaciones==nivel[nact]) //SE HA COMPLETADO EL NIVEL { triunfo=TRUE; PlaySound("data\\TRIUNFO.WAV",NULL,0); } else //TODAVIA NO SE HA COMPLETADO EL NIVEL { generando=TRUE; srand(mireloj->TimerGetTime()); numpulsaciones=0; } } } } glBindTexture(GL_TEXTURE_2D, texturas[estado]->texID); glBegin(GL_TRIANGLE_STRIP); glTexCoord2d(0,0); glVertex2d(0,599); glTexCoord2d(0,1); glVertex2d(0,0); glTexCoord2d(1,0); glVertex2d(799,599); glTexCoord2d(1,1); glVertex2d(799,0); glEnd(); if(fallo) { if ((mireloj->TimerGetTime()-Tultimo)>200) { estado++; if(estado==5) estado=1; Tultimo=mireloj->TimerGetTime(); } MostrarMenu(2); } if(triunfo) { if ((mireloj->TimerGetTime()-Tultimo)>100) { estado++; if(estado>=5) estado=1; Tultimo=mireloj->TimerGetTime(); } MostrarMenu(1); } /*glLineWidth(1.0); glBegin(GL_LINES); glColor3f(1.0,0.0,0.0); glVertex2f((float)mouse_x-10.0f,(float)mouse_y); glVertex2f((float)mouse_x+10.0f,(float)mouse_y); glVertex2f((float)mouse_x,(float)mouse_y-5.0f); glVertex2f((float)mouse_x,(float)mouse_y+5.0f); glEnd();*/ glColor4f(1.0,0.0,0.0,1.0); /*glRasterPos2f(25,300); glPrint("Separacion %f",Tseparacion); glRasterPos2f(25,400); glPrint("Encendido %f",Tencendido);*/ glDisable(GL_BLEND); glRasterPos2f(25,550); glPrint("Level %d",nact); glColor4f(1.0,1.0,1.0,1.0); } return TRUE; // Everything Went OK } GLvoid KillGLWindow(GLvoid) // Properly Kill The Window { 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 * * ancho - ancho Of The GL Window Or Fullscreen Mode * * alto - alto 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 ancho, int alto, int bits, bool fullscreenflag) { 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)ancho; // Set Right Value To Requested ancho WindowRect.top=(long)0; // Set Top Value To 0 WindowRect.bottom=(long)alto; // Set Bottom Value To Requested alto 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 = ancho; // Selected Screen ancho dmScreenSettings.dmPelsHeight = alto; // Selected Screen alto 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 } else { dwExStyle=WS_EX_APPWINDOW | WS_EX_WINDOWEDGE; // Window Extended Style dwStyle=WS_OVERLAPPEDWINDOW; // Windows Style } 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 ancho WindowRect.bottom-WindowRect.top, // Calculate Window alto 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(ancho, alto); // 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 } return TRUE; // Success } 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 } else { active=FALSE; // Program Is No Longer Active } 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: // Is A Key Being Held Down? { keys[wParam] = TRUE; // If So, Mark It As TRUE return 0; // Jump Back } case WM_KEYUP: // Has A Key Been Released? { keys[wParam] = FALSE; // If So, Mark It As FALSE return 0; // Jump Back } case WM_SIZE: // Resize The OpenGL Window { ReSizeGLScene(LOWORD(lParam),HIWORD(lParam)); // LoWord=ancho, HiWord=alto return 0; // Jump Back } /*case WM_LBUTTONUP: { botonp=-1; }*/ case WM_LBUTTONDOWN: { mouse_x = LOWORD(lParam); mouse_y = HIWORD(lParam); if(!generando&&!pulsacion&&!fallo&&!triunfo&&!inicio) Pulsa(mouse_x,mouse_y); else if(inicio) { botonp=SelecMenu(mouse_x,mouse_y,0); if(botonp!=-1) PlaySound("data\\boton.WAV",NULL,1); switch(botonp) { case 0:{mnivel=TRUE; inicio=FALSE; } break; case 1:{ yo=TRUE; inicio=FALSE; } break; case 2:salir=TRUE; break; default: break; } } else if(mnivel) { botonp=SelecMenu(mouse_x,mouse_y,3); if(botonp!=-1) { PlaySound("data\\boton.WAV",NULL,1); nact=botonp; mnivel=FALSE; ReiniciarJuego(nact); } } else if(fallo) { botonp=SelecMenu(mouse_x,mouse_y,0); if(botonp!=-1) PlaySound("data\\boton.WAV",NULL,1); switch(botonp) { case 0:ReiniciarJuego(nact); break; case 1:{inicio=TRUE; fallo=FALSE; } break; case 2:{fallo=FALSE; actual=0; repit=TRUE; } break; default: break; } } else if(yo) { yo=FALSE; inicio=TRUE; } if(triunfo) { botonp=SelecMenu(mouse_x,mouse_y,0); if(botonp!=-1) PlaySound("data\\boton.WAV",NULL,1); switch(botonp) { case 0:{ nact++; if(nact==6) salir=TRUE; else ReiniciarJuego(nact); } break; case 1:{ inicio=TRUE; triunfo=FALSE; } break; case 2:salir=TRUE; break; default: break; } } } break; case WM_MOUSEMOVE: { mouse_x = LOWORD(lParam); mouse_y = HIWORD(lParam); } break; } // 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 // 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 }*/ mireloj=new reloj; //ShowCursor(FALSE); //GLint viewport[4]; //glGetIntegerv(GL_VIEWPORT, viewport); //SetCursorPos(viewport[2]/2,viewport[3]/2); // Create Our OpenGL Window fullscreen=TRUE; if (!CreateGLWindow("Simon",800,600,16,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 (keys[VK_ESCAPE]) // Was ESC Pressed? { done=TRUE; // ESC Signalled A Quit } else // Not Time To Quit, Update Screen { if(salir) done=TRUE; DrawGLScene(); // Draw The Scene SwapBuffers(hDC); // Swap Buffers (Double Buffering) } } } } // Shutdown KillGLWindow(); // Kill The Window return (msg.wParam); // Exit The Program }