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#include <stdio.h> #include <dinput.h> #include "tankwars.h" // Direct Input LPDIRECTINPUT7 g_DI; // Keyboard Device LPDIRECTINPUTDEVICE7 g_KDIDev; 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 BYTE key[256]; // Array Used For The Keyboard Routine bool mousebutton[2]; // Mouse buttons bool active=TRUE; // Window Active Flag Set To TRUE By Default bool fullscreen=TRUE; // Fullscreen Flag Set To Fullscreen Mode By Default extern int screen_h; extern int screen_w; GLuint base; // Base Display List For The Font GLuint texture[TOTAL_TEXTURES]; // Declaration For WndProc: LRESULT CALLBACK WndProc(HWND, UINT, WPARAM, LPARAM); int gamestart(void); int InitGL(GLvoid); // Loads A Bitmap Image: AUX_RGBImageRec *LoadBMP(char *Filename) { FILE *File=NULL; // Make Sure A Filename Was Given: if (!Filename) return NULL; File=fopen(Filename,"r"); // Does The File Exist? if (File) { // Close The Handle: fclose(File); // Load The Bitmap And Return A Pointer: return auxDIBImageLoad(Filename); } // If Load Failed Return NULL: return NULL; } // Build Our Font Display List: GLvoid BuildFont(GLvoid) { int loop; float cx; float cy; // Creating 256 Display Lists: base=glGenLists(256); // Select Our Font Texture: glBindTexture(GL_TEXTURE_2D, texture[FONT_TEXTURE]); for (loop=0; loop<256; loop++) { cx=float(loop%16)/16.0f; cy=float(loop/16)/16.0f; // Start Building A List: glNewList(base+loop,GL_COMPILE); glBegin(GL_QUADS); // Use A Quad For Each Character glTexCoord2f(cx,1-cy-0.0625f); // Texture Coord (Bottom Left) glVertex2i(0,0); // Vertex Coord (Bottom Left) glTexCoord2f(cx+0.0625f,1-cy-0.0625f); // Texture Coord (Bottom Right) glVertex2i(16,0); // Vertex Coord (Bottom Right) glTexCoord2f(cx+0.0625f,1-cy); // Texture Coord (Top Right) glVertex2i(16,16); // Vertex Coord (Top Right) glTexCoord2f(cx,1-cy); // Texture Coord (Top Left) glVertex2i(0,16); // Vertex Coord (Top Left) glEnd(); // Done Building Our Quad (Character) glTranslated(10,0,0); // Move To The Right Of The Character glEndList(); // Done Building The Display List } // Loop Until All 256 Are Built } GLvoid KillFont(GLvoid) // Delete The Font From Memory { glDeleteLists(base,256); // Delete All 256 Display Lists } // Where The Printing Happens: GLvoid glPrint(GLint x, GLint y, int set, const char *fmt, ...) { char string[256]; va_list ap; // Pointer To List Of Arguments va_start(ap, fmt); // Parses The String For Variables vsprintf(string, fmt, ap); // And Converts Symbols To Actual Numbers va_end(ap); // Results Are Stored In Text if (set>1) // Is set Greater Than One? set=1; // If So, Make Set Equal One glEnable(GL_BLEND); glBindTexture(GL_TEXTURE_2D, texture[FONT_TEXTURE]); // Select Our Font Texture glDisable(GL_DEPTH_TEST); // Disables Depth Testing glMatrixMode(GL_PROJECTION); // Select The Projection Matrix glPushMatrix(); // Store The Projection Matrix glLoadIdentity(); // Reset The Projection Matrix glOrtho(0,640,0,480,-1,1); // Set Up An Ortho Screen glMatrixMode(GL_MODELVIEW); // Select The Modelview Matrix glPushMatrix(); // Store The Modelview Matrix glLoadIdentity(); // Reset The Modelview Matrix glTranslated(x,y,0); // Position The Text (0,0 - Bottom Left) glListBase(base-32+(128*set)); // Choose The Font Set (0 or 1) glCallLists(strlen(string),GL_BYTE,string); // Write The Text To The Screen glMatrixMode(GL_PROJECTION); // Select The Projection Matrix glPopMatrix(); // Restore The Old Projection Matrix glMatrixMode(GL_MODELVIEW); // Select The Modelview Matrix glPopMatrix(); // Restore The Old Projection Matrix glEnable(GL_DEPTH_TEST); // Enables Depth Testing glDisable(GL_BLEND); } // This function resizes and initialize the GL window GLvoid ReSizeGLScene(GLsizei width, GLsizei height) { // Prevent A Divide By Zero By: if (height==0) height=1; // Reset The Current Viewport: glViewport(0,0,width,height); // Select The Projection Matrix: glMatrixMode(GL_PROJECTION); // Reset The Projection Matrix: glLoadIdentity(); // Calculate The Aspect Ratio Of The Window: gluPerspective(45.0f,(GLfloat)width/(GLfloat)height,260.0f,430.0f); // Select The Modelview Matrix: glMatrixMode(GL_MODELVIEW); // Reset The Modelview Matrix: glLoadIdentity(); } // This function Properly Kills The Window: GLvoid KillGLWindow(GLvoid) { // Are We In Fullscreen Mode? if (fullscreen) { // Switch Back To The Desktop: ChangeDisplaySettings(NULL,0); // Show Mouse Pointer ShowCursor(TRUE); } // Do We Have A Rendering Context? if (hRC) { // Are We Able To Release The DC And RC Contexts? if (!wglMakeCurrent(NULL,NULL)) MessageBox(NULL,"Release Of DC And RC Failed.","SHUTDOWN ERROR",MB_OK | MB_ICONINFORMATION); // Are We Able To Delete The RC? if (!wglDeleteContext(hRC)) MessageBox(NULL,"Release Rendering Context Failed.","SHUTDOWN ERROR",MB_OK | MB_ICONINFORMATION); hRC=NULL; } // Are We Able To Release The DC? if (hDC && !ReleaseDC(hWnd,hDC)) { MessageBox(NULL,"Release Device Context Failed.","SHUTDOWN ERROR",MB_OK | MB_ICONINFORMATION); hDC=NULL; } // Are We Able To Destroy The Window? if (hWnd && !DestroyWindow(hWnd)) { MessageBox(NULL,"Could Not Release hWnd.","SHUTDOWN ERROR",MB_OK | MB_ICONINFORMATION); hWnd=NULL; } // Are We Able To Unregister Class? if (!UnregisterClass("OpenGL",hInstance)) { MessageBox(NULL,"Could Not Unregister Class.","SHUTDOWN ERROR",MB_OK | MB_ICONINFORMATION); hInstance=NULL; } // Destroy The Font: KillFont(); } // 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) { 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; } // Attempt Fullscreen Mode? if (fullscreen) { 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. } 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; } } } // Are We Still In Fullscreen Mode? if (fullscreen) { 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 } // Adjust Window To True Requested Size: AdjustWindowRectEx(&WindowRect, dwStyle, FALSE, dwExStyle); // 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 { // Reset The Display: KillGLWindow(); MessageBox(NULL,"Window Creation Error.","ERROR",MB_OK|MB_ICONEXCLAMATION); 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; } 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; } 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; } 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; } 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; } 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 TRUE; } // Initializes Direct Input ( Add ) int DI_Init() { // Create Direct Input if ( DirectInputCreateEx( hInstance, // Window Instance DIRECTINPUT_VERSION, // Direct Input Version IID_IDirectInput7, // Version 7 (void**)&g_DI, // Direct Input NULL ) ) // NULL Parameter { return(false); // Couldn't Initialize Direct Input } // Create The Keyboard Device if ( g_DI->CreateDeviceEx( GUID_SysKeyboard, // Define Which Device Tto Create (KeyBoard,Mouse,or Joystick) IID_IDirectInputDevice7, // Version 7 (void**)&g_KDIDev, // KeyBoard Device NULL ) ) // NULL Parameter { return(false); // Couldn't Create The Keyboard Device } // Set The Keyboard Data Format if ( g_KDIDev->SetDataFormat(&c_dfDIKeyboard) ) { return(false); // Could Not Set The Data Format } // Set The Cooperative Level if ( g_KDIDev->SetCooperativeLevel(hWnd, DISCL_FOREGROUND | DISCL_EXCLUSIVE) ) { return(false); // Could Not Set The Cooperative Level } if (g_KDIDev) // Did We Create The Keyboard Device? g_KDIDev->Acquire(); // If So, Acquire It else // If Not return(false); // Return False return(true); // Everything Ok, Return True } // Destroys DX ( Add ) void DX_End() { if (g_DI) { if (g_KDIDev) { g_KDIDev->Unacquire(); g_KDIDev->Release(); g_KDIDev = NULL; } g_DI->Release(); g_DI = NULL; } } 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? { key[wParam] = TRUE; // If So, Mark It As TRUE return 0; // Jump Back } case WM_KEYUP: // Has A Key Been Released? { key[wParam] = FALSE; // If So, Mark It As FALSE return 0; // Jump Back } */ case WM_LBUTTONDOWN: { mousebutton[0]=1; return 0; } case WM_LBUTTONUP: { mousebutton[0]=0; 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 { return gamestart(); }