Network - Merged with Gamelogic

This commit is contained in:
dean11 2013-12-10 14:00:20 +01:00
commit d95d771c43
91 changed files with 4579 additions and 302 deletions

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mtllib crate.mtl
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g meshCrate
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#define NOMINMAX
#include <windows.h>
BOOL WINAPI DllMain( _In_ HINSTANCE hinstDLL, _In_ DWORD fdwReason, _In_ LPVOID lpvReserved )
{
//MessageBox(0, L"DanBiasGame Loaded", 0, 0);
return TRUE;
}

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#define NOMINMAX
#include <Windows.h>
#include "Include\DanBiasGame.h"
#include "DllInterfaces/GFXAPI.h"
#include "GameClientState/GameClientState.h"
#include "GameClientState\GameState.h"
#include "GameClientState\LobbyState.h"
#include "vld.h"
namespace DanBias
{
__int64 DanBiasGame::cntsPerSec = 0;
__int64 DanBiasGame::prevTimeStamp = 0;
float DanBiasGame::secsPerCnt = 0;
InputClass* DanBiasGame::inputObj = NULL;
HINSTANCE DanBiasGame::g_hInst = NULL;
HWND DanBiasGame::g_hWnd = NULL;
#pragma region Game Data
class DanBiasGamePrivateData
{
public:
DanBiasGamePrivateData()
{
}
~DanBiasGamePrivateData()
{
}
public:
Client::GameClientState* gameClientState;
// gameClient;
} data;
#pragma endregion
DanBiasGamePrivateData* DanBiasGame::m_data = new DanBiasGamePrivateData();
//--------------------------------------------------------------------------------------
// Interface API functions
//--------------------------------------------------------------------------------------
DanBiasClientReturn DanBiasGame::Initiate(DanBiasGameDesc& desc)
{
if( FAILED( InitWindow( desc.hinst, desc.nCmdShow ) ))
return DanBiasClientReturn_Error;
if( FAILED( InitDirect3D() ) )
return DanBiasClientReturn_Error;
if( FAILED( InitInput() ) )
return DanBiasClientReturn_Error;
cntsPerSec = 0;
QueryPerformanceFrequency((LARGE_INTEGER*)&cntsPerSec);
secsPerCnt = 1.0f / (float)cntsPerSec;
prevTimeStamp = 0;
QueryPerformanceCounter((LARGE_INTEGER*)&prevTimeStamp);
// Start in lobby state
m_data->gameClientState = new Client::LobbyState();
m_data->gameClientState->Init();
return DanBiasClientReturn_Sucess;
}
DanBiasClientReturn DanBiasGame::Run()
{
// Main message loop
MSG msg = {0};
while(WM_QUIT != msg.message)
{
if( PeekMessage( &msg, NULL, 0, 0, PM_REMOVE) )
{
TranslateMessage( &msg );
DispatchMessage( &msg );
}
else
{
__int64 currTimeStamp = 0;
QueryPerformanceCounter((LARGE_INTEGER*)&currTimeStamp);
float dt = (currTimeStamp - prevTimeStamp) * secsPerCnt;
//render
if(Update(dt) != S_OK)
return DanBiasClientReturn_Error;
if(Render(dt) != S_OK)
return DanBiasClientReturn_Error;
prevTimeStamp = currTimeStamp;
}
}
return DanBiasClientReturn_Sucess;
}
void DanBiasGame::Release()
{
CleanUp();
}
//--------------------------------------------------------------------------------------
// Register class and create window
//--------------------------------------------------------------------------------------
HRESULT DanBiasGame::InitWindow( HINSTANCE hInstance, int nCmdShow )
{
// Register class
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 = 0;
wcex.hCursor = LoadCursor(NULL, IDC_ARROW);
wcex.hbrBackground = (HBRUSH)(COLOR_WINDOW+1);
wcex.lpszMenuName = NULL;
wcex.lpszClassName = L"BTH_D3D_Template";
wcex.hIconSm = 0;
if( !RegisterClassEx(&wcex) )
return E_FAIL;
// Adjust and create window
g_hInst = hInstance;
RECT rc = { 0, 0, 1024, 768 };
AdjustWindowRect( &rc, WS_OVERLAPPEDWINDOW, FALSE );
if(!(g_hWnd = CreateWindow(
L"BTH_D3D_Template",
L"BTH - Direct3D 11.0 Template",
WS_OVERLAPPEDWINDOW,
CW_USEDEFAULT,
CW_USEDEFAULT,
rc.right - rc.left,
rc.bottom - rc.top,
NULL,
NULL,
hInstance,
NULL)))
{
return E_FAIL;
}
ShowWindow( g_hWnd, nCmdShow );
return S_OK;
}
//--------------------------------------------------------------------------------------
// Create Direct3D with Oyster Graphics
//--------------------------------------------------------------------------------------
HRESULT DanBiasGame::InitDirect3D()
{
if(Oyster::Graphics::API::Init(g_hWnd, false, false, Oyster::Math::Float2( 1024, 768)) != Oyster::Graphics::API::Sucsess)
return E_FAIL;
return S_OK;
}
//--------------------------------------------------------------------------------------
// Init the input
//-------------------------------------------------------------------------------------
HRESULT DanBiasGame::InitInput()
{
inputObj = new InputClass;
if(!inputObj->Initialize(g_hInst, g_hWnd, 1024, 768))
{
MessageBox(0, L"Could not initialize the input object.", L"Error", MB_OK);
return E_FAIL;
}
return S_OK;
}
HRESULT DanBiasGame::Update(float deltaTime)
{
inputObj->Update();
DanBias::Client::GameClientState::ClientState state = DanBias::Client::GameClientState::ClientState_Same;
state = m_data->gameClientState->Update(deltaTime, inputObj);
if(state != Client::GameClientState::ClientState_Same)
{
m_data->gameClientState->Release();
delete m_data->gameClientState;
m_data->gameClientState = NULL;
switch (state)
{
case Client::GameClientState::ClientState_Lobby:
m_data->gameClientState = new Client::LobbyState();
break;
case Client::GameClientState::ClientState_Game:
m_data->gameClientState = new Client::GameState();
break;
default:
return E_FAIL;
break;
}
m_data->gameClientState->Init(); // send game client
}
return S_OK;
}
HRESULT DanBiasGame::Render(float deltaTime)
{
int isPressed = 0;
if(inputObj->IsKeyPressed(DIK_A))
{
isPressed = 1;
}
wchar_t title[255];
swprintf(title, sizeof(title), L"| Pressing A: %d | \n", (int)(isPressed));
SetWindowText(g_hWnd, title);
m_data->gameClientState->Render();
return S_OK;
}
HRESULT DanBiasGame::CleanUp()
{
m_data->gameClientState->Release();
delete m_data->gameClientState;
delete m_data;
delete inputObj;
Oyster::Graphics::API::Clean();
return S_OK;
}
//--------------------------------------------------------------------------------------
// Called every time the application receives a message
//--------------------------------------------------------------------------------------
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:
PostQuitMessage(0);
break;
case WM_KEYDOWN:
switch(wParam)
{
case VK_ESCAPE:
PostQuitMessage(0);
break;
}
break;
default:
return DefWindowProc(hWnd, message, wParam, lParam);
}
return 0;
}
} //End namespace DanBias

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//--------------------------------------------------------------------------------------
// File: TemplateMain.cpp
//
// BTH-D3D-Template
//
// Copyright (c) Stefan Petersson 2011. All rights reserved.
//--------------------------------------------------------------------------------------
#define NOMINMAX
#include <Windows.h>
#include "DllInterfaces/GFXAPI.h"
//#include "IGame.h"
#include "L_inputClass.h"
// debug window include
#include <stdio.h>
#include <fcntl.h>
#include <io.h>
#include <iostream>
//--------------------------------------------------------------------------------------
// Global Variables
//--------------------------------------------------------------------------------------
HINSTANCE g_hInst = NULL;
HWND g_hWnd = NULL;
//GameLogic::IGame* game;
InputClass* inputObj;
//--------------------------------------------------------------------------------------
// Forward declarations
//--------------------------------------------------------------------------------------
HRESULT InitWindow( HINSTANCE hInstance, int nCmdShow );
LRESULT CALLBACK WndProc(HWND, UINT, WPARAM, LPARAM);
HRESULT Render(float deltaTime);
HRESULT Update(float deltaTime);
HRESULT InitDirect3D();
HRESULT InitGame();
HRESULT CleanUp();
//--------------------------------------------------------------------------------------
// Entry point to the program. Initializes everything and goes into a message processing
// loop. Idle time is used to render the scene.
//--------------------------------------------------------------------------------------
void SetStdOutToNewConsole()
{
// allocate a console for this app
AllocConsole();
// redirect unbuffered STDOUT to the console
HANDLE consoleHandle = GetStdHandle(STD_OUTPUT_HANDLE);
int fileDescriptor = _open_osfhandle((intptr_t)consoleHandle, _O_TEXT);
FILE *fp = _fdopen( fileDescriptor, "w" );
*stdout = *fp;
setvbuf( stdout, NULL, _IONBF, 0 );
// give the console window a nicer title
SetConsoleTitle(L"Debug Output");
// give the console window a bigger buffer size
CONSOLE_SCREEN_BUFFER_INFO csbi;
if ( GetConsoleScreenBufferInfo(consoleHandle, &csbi) )
{
COORD bufferSize;
bufferSize.X = csbi.dwSize.X;
bufferSize.Y = 50;
SetConsoleScreenBufferSize(consoleHandle, bufferSize);
}
}
int WINAPI wWinMain( HINSTANCE hInstance, HINSTANCE hPrevInstance, LPWSTR lpCmdLine, int nCmdShow )
{
// for dynamic .dll loading
// path is relative to the .exe and .dll pos
// also change the VC directories - working dir is set to $(SolutionDir)..\Bin\Executable\Tester
// to fit with where the .obj files is
// linker/ input/ delayed load .dll - specify the .dll that should be loaded
BOOL success = SetDllDirectory(L"..\\..\\DLL");
if (success == 0)
{
return 0;
}
if( FAILED( InitWindow( hInstance, nCmdShow ) ) )
return 0;
if( FAILED( InitDirect3D() ) )
return 0;
if( FAILED( InitGame() ) )
return 0;
__int64 cntsPerSec = 0;
QueryPerformanceFrequency((LARGE_INTEGER*)&cntsPerSec);
float secsPerCnt = 1.0f / (float)cntsPerSec;
__int64 prevTimeStamp = 0;
QueryPerformanceCounter((LARGE_INTEGER*)&prevTimeStamp);
//debug window
//SetStdOutToNewConsole();
// Main message loop
MSG msg = {0};
while(WM_QUIT != msg.message)
{
if( PeekMessage( &msg, NULL, 0, 0, PM_REMOVE) )
{
TranslateMessage( &msg );
DispatchMessage( &msg );
}
else
{
__int64 currTimeStamp = 0;
QueryPerformanceCounter((LARGE_INTEGER*)&currTimeStamp);
float dt = (currTimeStamp - prevTimeStamp) * secsPerCnt;
//render
Update(dt);
Render(dt);
prevTimeStamp = currTimeStamp;
}
}
CleanUp();
return (int) msg.wParam;
}
//--------------------------------------------------------------------------------------
// Register class and create window
//--------------------------------------------------------------------------------------
HRESULT InitWindow( HINSTANCE hInstance, int nCmdShow )
{
// Register class
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 = 0;
wcex.hCursor = LoadCursor(NULL, IDC_ARROW);
wcex.hbrBackground = (HBRUSH)(COLOR_WINDOW+1);
wcex.lpszMenuName = NULL;
wcex.lpszClassName = L"BTH_D3D_Template";
wcex.hIconSm = 0;
if( !RegisterClassEx(&wcex) )
return E_FAIL;
// Adjust and create window
g_hInst = hInstance;
RECT rc = { 0, 0, 1024, 768 };
AdjustWindowRect( &rc, WS_OVERLAPPEDWINDOW, FALSE );
if(!(g_hWnd = CreateWindow(
L"BTH_D3D_Template",
L"BTH - Direct3D 11.0 Template",
WS_OVERLAPPEDWINDOW,
CW_USEDEFAULT,
CW_USEDEFAULT,
rc.right - rc.left,
rc.bottom - rc.top,
NULL,
NULL,
hInstance,
NULL)))
{
return E_FAIL;
}
ShowWindow( g_hWnd, nCmdShow );
return S_OK;
}
//--------------------------------------------------------------------------------------
// Create Direct3D with Oyster Graphics
//--------------------------------------------------------------------------------------
HRESULT InitDirect3D()
{
if(Oyster::Graphics::API::Init(g_hWnd, false, false, Oyster::Math::Float2( 1024, 768)) != Oyster::Graphics::API::Sucsess)
return E_FAIL;
return S_OK;
}
//--------------------------------------------------------------------------------------
// Init the input and the game
//-------------------------------------------------------------------------------------
HRESULT InitGame()
{
inputObj = new InputClass;
if(!inputObj->Initialize(g_hInst, g_hWnd, 1024, 768))
{
MessageBox(0, L"Could not initialize the input object.", L"Error", MB_OK);
return false;
}
/*game = new GameLogic::IGame();
game->Init();
game->StartGame();
*/
return S_OK;
}
HRESULT Update(float deltaTime)
{
inputObj->Update();
//GameLogic::keyInput key = GameLogic::keyInput_none;
//if(inputObj->IsKeyPressed(DIK_W))
//{
// key = GameLogic::keyInput_W;
//}
//else if(inputObj->IsKeyPressed(DIK_A))
//{
// key = GameLogic::keyInput_A;
//}
//else if(inputObj->IsKeyPressed(DIK_S))
//{
// key = GameLogic::keyInput_S;
//}
//else if(inputObj->IsKeyPressed(DIK_D))
//{
// key = GameLogic::keyInput_D;
//}
float pitch = 0;
float yaw = 0;
//if(inputObj->IsMousePressed())
//{
pitch = inputObj->GetPitch();
yaw = inputObj->GetYaw();
//}
//game->Update(key, pitch, yaw);
return S_OK;
}
HRESULT Render(float deltaTime)
{
int isPressed = 0;
if(inputObj->IsKeyPressed(DIK_A))
{
isPressed = 1;
//std::cout<<"test";
}
//game->Render();
wchar_t title[255];
swprintf(title, sizeof(title), L"| Pressing A: %d | \n", (int)(isPressed));
SetWindowText(g_hWnd, title);
Oyster::Graphics::API::EndFrame();
return S_OK;
}
HRESULT CleanUp()
{
/*if(game)
{
delete game;
game = NULL;
}*/
return S_OK;
}
//--------------------------------------------------------------------------------------
// Called every time the application receives a message
//--------------------------------------------------------------------------------------
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:
PostQuitMessage(0);
break;
case WM_KEYDOWN:
switch(wParam)
{
case VK_ESCAPE:
PostQuitMessage(0);
break;
}
break;
default:
return DefWindowProc(hWnd, message, wParam, lParam);
}
return 0;
}

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#include "C_Object.h"
using namespace DanBias::Client;

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#ifndef DANBIAS_CLIENT_COBJECT_H
#define DANBIAS_CLIENT_COBJECT_H
#include "DllInterfaces/GFXAPI.h"
namespace DanBias
{
namespace Client
{
struct ModelInitData
{
std::wstring modelPath;
Oyster::Math::Float4x4 world;
bool visible;
};
class C_Object
{
private:
public:
virtual void Init(ModelInitData modelInit) = 0;
virtual void setPos() = 0;
virtual void Render() = 0;
virtual void Release() = 0;
};};};
#endif

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#include "GameClientState.h"
using namespace DanBias::Client;
GameClientState::GameClientState(void)
{
}
GameClientState::~GameClientState(void)
{
}

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#ifndef DANBIAS_CLIENT_GAMECLIENTSTATE_H
#define DANBIAS_CLIENT_GAMECLIENTSTATE_H
#define NOMINMAX
#include "L_inputClass.h"
namespace DanBias
{
namespace Client
{
class GameClientState
{
public:
enum ClientState
{
ClientState_Lobby,
ClientState_Game,
ClientState_Same,
};
public:
GameClientState(void);
virtual ~GameClientState(void);
virtual bool Init() = 0;
virtual ClientState Update(float deltaTime, InputClass* KeyInput) = 0;
virtual bool Render() = 0;
virtual bool Release() = 0;
};
};
};
#endif

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#include "GameState.h"
#include "DllInterfaces/GFXAPI.h"
#include "Obj/C_Player.h"
#include "Obj/C_DynamicObj.h"
using namespace DanBias::Client;
struct GameState::myData
{
myData(){}
Oyster::Math3D::Float4x4 view;
Oyster::Math3D::Float4x4 proj;
C_Object* object[3];
int modelCount;
gameStateState state;
}privData;
GameState::GameState(void)
{
}
GameState::~GameState(void)
{
}
bool GameState::Init()
{
// load models
privData = new myData();
privData->state = gameStateState_loading;
privData->state = LoadGame();
return true;
}
GameState::gameStateState GameState::LoadGame()
{
LoadModels(L"map");
InitCamera(Oyster::Math::Float3(0,0,5.4f));
return gameStateState_playing;
}
bool GameState::LoadModels(std::wstring mapFile)
{
// open file
// read file
// init models
privData->modelCount = 2;
ModelInitData modelData;
modelData.world = Oyster::Math3D::Float4x4::identity;
modelData.visible = true;
modelData.modelPath = L"worldDummy";
// load models
privData->object[0] = new C_Player();
privData->object[0]->Init(modelData);
Oyster::Math3D::Float4x4 translate = Oyster::Math3D::TranslationMatrix(Oyster::Math::Float3(2,2,2));
modelData.world = modelData.world * translate;
modelData.modelPath = L"crate";
privData->object[1] = new C_DynamicObj();
privData->object[1]->Init(modelData);
return true;
}
bool GameState::InitCamera(Oyster::Math::Float3 startPos)
{
privData->proj = Oyster::Math3D::ProjectionMatrix_Perspective(Oyster::Math::pi/2,1024.0f/768.0f,.1f,1000);
//privData->proj = Oyster::Math3D::ProjectionMatrix_Orthographic(1024, 768, 1, 1000);
Oyster::Graphics::API::SetProjection(privData->proj);
privData->view = Oyster::Math3D::OrientationMatrix_LookAtDirection(Oyster::Math::Float3(0,0,-1),Oyster::Math::Float3(0,1,0),startPos);
privData->view = Oyster::Math3D::InverseOrientationMatrix(privData->view);
return true;
}
GameClientState::ClientState GameState::Update(float deltaTime, InputClass* KeyInput)
{
switch (privData->state)
{
case gameStateState_loading:
// load map
// wait for all players
LoadGame();
privData->state = gameStateState_playing;
break;
case gameStateState_playing:
// read server data
// update objects
if(KeyInput->IsKeyPressed(DIK_L))
privData->state = GameState::gameStateState_end;
break;
case gameStateState_end:
return ClientState_Lobby;
break;
default:
break;
}
// send key input to server.
return ClientState_Same;
}
bool GameState::Render()
{
Oyster::Graphics::API::SetView(privData->view);
Oyster::Graphics::API::SetProjection(privData->proj);
Oyster::Graphics::API::NewFrame();
for (int i = 0; i < privData->modelCount; i++)
{
privData->object[i]->Render();
}
Oyster::Graphics::API::EndFrame();
return true;
}
bool GameState::Release()
{
for (int i = 0; i < privData->modelCount; i++)
{
privData->object[i]->Release();
delete privData->object[i];
privData->object[i] = NULL;
}
delete privData;
privData = NULL;
return true;
}

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#ifndef DANBIAS_CLIENT_GAMESTATE_H
#define DANBIAS_CLIENT_GAMESTATE_H
#include "GameClientState.h"
#include "OysterMath.h"
#include <string>
namespace DanBias
{
namespace Client
{
class GameState : public GameClientState
{
enum gameStateState
{
gameStateState_loading,
gameStateState_playing,
gameStateState_end,
};
private:
struct myData;
myData* privData;
public:
GameState(void);
~GameState(void);
bool Init();
GameClientState::ClientState Update(float deltaTime, InputClass* KeyInput);
bool LoadModels(std::wstring mapFile);
bool InitCamera(Oyster::Math::Float3 startPos);
gameStateState LoadGame();
bool Render();
bool Release();
};
};
};
#endif

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#include "LobbyState.h"
#include "DllInterfaces/GFXAPI.h"
#include "OysterMath.h"
#include "Obj/C_Player.h"
#include "Obj/C_StaticObj.h"
#include "Obj/C_DynamicObj.h"
using namespace DanBias::Client;
struct LobbyState::myData
{
myData(){}
Oyster::Math3D::Float4x4 view;
Oyster::Math3D::Float4x4 proj;
C_Object* object[2];
int modelCount;
// UI object
// game client*
}privData;
LobbyState::LobbyState(void)
{
}
LobbyState::~LobbyState(void)
{
}
bool LobbyState::Init()
{
privData = new myData();
// load models
LoadModels(L"UImodels.txt");
InitCamera(Oyster::Math::Float3(0,0,5.4f));
return true;
}
bool LobbyState::LoadModels(std::wstring file)
{
// open file
// read file
// init models
privData->modelCount = 2;
ModelInitData modelData;
modelData.world = Oyster::Math3D::Float4x4::identity;
modelData.visible = true;
modelData.modelPath = L"crate";
// load models
privData->object[0] = new C_StaticObj();
privData->object[0]->Init(modelData);
Oyster::Math3D::Float4x4 translate = Oyster::Math3D::TranslationMatrix(Oyster::Math::Float3(2,2,2));
modelData.world = modelData.world * translate;
privData->object[1] = new C_DynamicObj();
privData->object[1]->Init(modelData);
return true;
}
bool LobbyState::InitCamera(Oyster::Math::Float3 startPos)
{
privData->proj = Oyster::Math3D::ProjectionMatrix_Perspective(Oyster::Math::pi/2,1024.0f/768.0f,.1f,1000);
//privData->proj = Oyster::Math3D::ProjectionMatrix_Orthographic(1024, 768, 1, 1000);
Oyster::Graphics::API::SetProjection(privData->proj);
privData->view = Oyster::Math3D::OrientationMatrix_LookAtDirection(Oyster::Math::Float3(0,0,-1),Oyster::Math::Float3(0,1,0),startPos);
privData->view = Oyster::Math3D::InverseOrientationMatrix(privData->view);
return true;
}
GameClientState::ClientState LobbyState::Update(float deltaTime, InputClass* KeyInput)
{
// picking
// mouse events
// different menus
// play sounds
// update animation
// send data to server
// check data from server
if( KeyInput->IsKeyPressed(DIK_G))
return ClientState_Game;
return ClientState_Same;
}
bool LobbyState::Render()
{
Oyster::Graphics::API::SetView(privData->view);
Oyster::Graphics::API::SetProjection( privData->proj);
Oyster::Graphics::API::NewFrame();
// render objects
for (int i = 0; i < privData->modelCount; i++)
{
privData->object[i]->Render();
}
// render effects
// render lights
Oyster::Graphics::API::EndFrame();
return true;
}
bool LobbyState::Release()
{
for (int i = 0; i < privData->modelCount; i++)
{
privData->object[i]->Release();
delete privData->object[i];
privData->object[i] = NULL;
}
delete privData;
privData = NULL;
return true;
}

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#ifndef DANBIAS_CLIENT_LOBBYSTATE_H
#define DANBIAS_CLIENT_LOBBYSTATE_H
#include "GameClientState.h"
#include "OysterMath.h"
#include <string>
namespace DanBias
{
namespace Client
{
class LobbyState : public GameClientState
{
private:
struct myData;
myData* privData;
public:
LobbyState(void);
~LobbyState(void);
bool Init();
bool LoadModels(std::wstring file);
bool InitCamera(Oyster::Math::Float3 startPos);
ClientState Update(float deltaTime, InputClass* KeyInput);
// create session lobby
// join session lobby
// set name
// set rules
// set map
// ready
// chat
// kick
bool Render();
bool Release();
};};};
#endif // ! DANBIAS_CLIENT_GAMECLIENTSTATE_H

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#ifndef DANBIASGAME_DANBIASGAME_H
#define DANBIASGAME_DANBIASGAME_H
#if defined (DANBIAS_GAME_DLL_EXPORT)
#define DANBIAS_GAME_DLL __declspec(dllexport)
#else
#define DANBIAS_GAME_DLL __declspec(dllimport)
#endif
#define NOMINMAX
#include <Windows.h>
#include "L_inputClass.h"
namespace DanBias
{
extern "C"
{
enum DanBiasClientReturn
{
DanBiasClientReturn_Error,
DanBiasClientReturn_Sucess,
};
struct DanBiasGameDesc
{
//Stuff goes here...
int port;
HINSTANCE hinst;
int nCmdShow;
};
LRESULT CALLBACK WndProc(HWND, UINT, WPARAM, LPARAM);
class DanBiasGamePrivateData;
class DANBIAS_GAME_DLL DanBiasGame
{
public:
//--------------------------------------------------------------------------------------
// Interface API functions
//--------------------------------------------------------------------------------------
static DanBiasClientReturn Initiate(DanBiasGameDesc& desc);
static DanBiasClientReturn Run();
static void Release();
private:
static HRESULT InitWindow( HINSTANCE hInstance, int nCmdShow);
static HRESULT InitDirect3D();
static HRESULT InitInput();
static HRESULT Update(float deltaTime);
static HRESULT Render(float deltaTime);
static HRESULT CleanUp();
private:
static __int64 cntsPerSec;
static __int64 prevTimeStamp;
static float secsPerCnt;
static InputClass* inputObj;
static HINSTANCE g_hInst;
static HWND g_hWnd;
static DanBiasGamePrivateData* m_data;
};
}//End Extern "C"
} //End namespace DanBias
#endif // !DANBIASGAME_DANBIASGAME_H

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<?xml version="1.0" encoding="utf-8"?>
<Project DefaultTargets="Build" ToolsVersion="4.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
<ItemGroup Label="ProjectConfigurations">
<ProjectConfiguration Include="Debug|Win32">
<Configuration>Debug</Configuration>
<Platform>Win32</Platform>
</ProjectConfiguration>
<ProjectConfiguration Include="Debug|x64">
<Configuration>Debug</Configuration>
<Platform>x64</Platform>
</ProjectConfiguration>
<ProjectConfiguration Include="Release|Win32">
<Configuration>Release</Configuration>
<Platform>Win32</Platform>
</ProjectConfiguration>
<ProjectConfiguration Include="Release|x64">
<Configuration>Release</Configuration>
<Platform>x64</Platform>
</ProjectConfiguration>
</ItemGroup>
<PropertyGroup Label="Globals">
<ProjectGuid>{8690FDDF-C5B7-4C42-A337-BD5243F29B85}</ProjectGuid>
<Keyword>Win32Proj</Keyword>
<RootNamespace>DanBiasLauncher</RootNamespace>
</PropertyGroup>
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.Default.props" />
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'" Label="Configuration">
<ConfigurationType>Application</ConfigurationType>
<UseDebugLibraries>true</UseDebugLibraries>
<PlatformToolset>v110</PlatformToolset>
<CharacterSet>Unicode</CharacterSet>
</PropertyGroup>
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/////////////////////////////////////////////////
// Launcher to launch Danbias server or client //
/////////////////////////////////////////////////
#define NOMINMAX
#include <Windows.h>
//#define DANBIAS_SERVER
#define DANBIAS_CLIENT
#if defined(DANBIAS_SERVER)
#include "IDanBiasServer.h"
#elif defined(DANBIAS_CLIENT)
#include "DanBiasGame.h"
#endif
int WINAPI WinMain( HINSTANCE hinst, HINSTANCE prevInst, PSTR cmdLine, int cmdShow)
{
#if defined(DANBIAS_SERVER)
if(SetDllDirectory(L"..\\DLL") == FALSE)
{
return cmdShow;
}
// Server starter code goes here
DanBias::DanBiasServerDesc desc;
desc.port = 0;
if( DanBias::DanBiasServer::Initiate(desc) == DanBias::DanBiasServerReturn_Sucess)
{
DanBias::DanBiasServer::Run();
DanBias::DanBiasServer::Release();
}
#elif defined(DANBIAS_CLIENT)
if(SetDllDirectory(L"..\\DLL") == FALSE)
{
return cmdShow;
}
// Game client starter code goes here
DanBias::DanBiasGameDesc gameDesc;
gameDesc.port = 1;
gameDesc.hinst = hinst;
gameDesc.nCmdShow = cmdShow;
if( DanBias::DanBiasGame::Initiate(gameDesc) == DanBias::DanBiasClientReturn_Sucess)
{
DanBias::DanBiasGame::Run();
DanBias::DanBiasGame::Release();
}
#endif
return cmdShow;
}

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/////////////////////////////////////////////////////////////////////
// Created by [Dennis Andersen] [2013]
/////////////////////////////////////////////////////////////////////
#include <Windows.h>
#include "DBServer.h"
//#include "GameLogic\?"
#include "Utilities.h"
using namespace DanBias;
DBServer::DBServer()
: initiated(0)
, running(0)
, released(0)
{
}
DBServer::~DBServer()
{
}
DanBiasServerReturn DBServer::Create(const DanBias::DanBiasServerDesc& desc)
{
this->initiated = true;
return DanBiasServerReturn_Sucess;
}
DanBiasServerReturn DBServer::Run()
{
if(this->running)
{
return DanBiasServerReturn_Error;
}
if(this->released)
{
return DanBiasServerReturn_Error;
}
if(!this->initiated)
{
return DanBiasServerReturn_Error;
}
this->running = true;
while (this->running)
{
MessageBox(0, L"What to do here...", L"TYPELESS", 0);
this->running = false;
}
return DanBiasServerReturn_Sucess;
}
DanBiasServerReturn DBServer::Release()
{
this->released = true;
return DanBiasServerReturn_Sucess;
}

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@ -0,0 +1,27 @@
/////////////////////////////////////////////////////////////////////
// Created by [Dennis Andersen] [2013]
/////////////////////////////////////////////////////////////////////
#ifndef DANBIASSERVER_DBSERVER_H
#define DANBIASSERVER_DBSERVER_H
#include "Include\IDanBiasServer.h"
namespace DanBias
{
class DBServer
{
public:
DBServer();
~DBServer();
DanBiasServerReturn Create(const DanBias::DanBiasServerDesc& desc);
DanBiasServerReturn Run();
DanBiasServerReturn Release();
private:
bool initiated;
bool running;
bool released;
};
}// End namspace DanBias
#endif // !DANBIASSERVER_DBSERVER_H

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@ -0,0 +1,8 @@
#include <windows.h>
BOOL WINAPI DllMain( _In_ HINSTANCE hinstDLL, _In_ DWORD fdwReason, _In_ LPVOID lpvReserved )
{
MessageBox(0, L"DanBiasServer Loaded", 0, 0);
return TRUE;
}

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@ -0,0 +1,186 @@
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View File

@ -0,0 +1,28 @@
/////////////////////////////////////////////////////////////////////
// Created by [Dennis Andersen] [2013]
/////////////////////////////////////////////////////////////////////
#include "Include\IDanBiasServer.h"
#include "DBServer.h"
namespace DanBias
{
#pragma region Server Data
static DBServer server;
#pragma endregion
DanBiasServerReturn DanBiasServer::Initiate(DanBiasServerDesc& desc)
{
return server.Create(desc);
}
DanBiasServerReturn DanBiasServer::Run()
{
return server.Run();
}
DanBiasServerReturn DanBiasServer::Release()
{
return server.Release();
}
} //End namspace DanBias

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@ -0,0 +1,41 @@
/////////////////////////////////////////////////////////////////////
// Created by [Dennis Andersen] [2013]
/////////////////////////////////////////////////////////////////////
#ifndef DANBIAS_SERVER_DANBIAS_SERVER_H
#define DANBIAS_SERVER_DANBIAS_SERVER_H
#if defined (DANBIAS_SERVER_DLL_EXPORT)
#define DANBIAS_SERVER_DLL __declspec(dllexport)
#else
#define DANBIAS_SERVER_DLL __declspec(dllimport)
#endif
namespace DanBias
{
extern "C"
{
enum DanBiasServerReturn
{
DanBiasServerReturn_Error,
DanBiasServerReturn_Sucess,
};
struct DanBiasServerDesc
{
//Stuff goes here...
int port;
};
class DANBIAS_SERVER_DLL DanBiasServer
{
public:
static DanBiasServerReturn Initiate(DanBiasServerDesc& desc);
static DanBiasServerReturn Run();
static DanBiasServerReturn Release();
};
}//End Extern "C"
} //End namspace DanBias
#endif // !DANBIAS_SERVER_DANBIAS_SERVER_H

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@ -0,0 +1,23 @@
#ifndef NETWORK_SERVER_WRAPPER_H
#define NETWORK_SERVER_WRAPPER_H
class SingletonServer
{
public:
struct INIT_DESC
{
bool l;
};
void CreateServer(/*DATA*/);
void StartServer(/*DATA*/);
void StopServer(/*DATA*/);
void TerminateServer(/*DATA*/);
void AttachLobby(/*LOBBY*/);
void DetachLobby(/*LOBBY*/);
void KickClient(/*CLIENT*/);
};
#endif // !NETWORK_SERVER_WRAPPER_H

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@ -0,0 +1,17 @@
#ifndef DANBIASGAME_GAMELOBBY_H
#define DANBIASGAME_GAMELOBBY_H
#include "Include\ServerWrapper.h"
class MainLobby :public SingletonServer
{
public:
MainLobby();
~MainLobby();
private:
};
#endif // !DANBIASGAME_GAMELOBBY_H

View File

@ -0,0 +1,45 @@
#include "AttatchmentMassDriver.h"
using namespace GameLogic;
struct AttatchmentMassDriver::PrivateData
{
PrivateData()
{
}
~PrivateData()
{
}
}myData;
AttatchmentMassDriver::AttatchmentMassDriver(void)
{
}
AttatchmentMassDriver::~AttatchmentMassDriver(void)
{
}
/********************************************************
* Uses the attatchment and will from here switch case the different WEAPON_FIRE's that are to be used
********************************************************/
void AttatchmentMassDriver::UseAttatchment(const GameLogic::WEAPON_FIRE &fireInput)
{
ForcePush(fireInput);
}
/********************************************************
* This is a specific functionallity of the weapon
********************************************************/
void AttatchmentMassDriver::ForcePush(const GameLogic::WEAPON_FIRE &fireInput)
{
}

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@ -0,0 +1,25 @@
#ifndef ATTATCHMENTMASSDRIVER_H
#define ATTATCHMENTMASSDRIVER_H
#include "IAttatchment.h"
namespace GameLogic
{
class AttatchmentMassDriver : public IAttatchment
{
public:
AttatchmentMassDriver(void);
~AttatchmentMassDriver(void);
void UseAttatchment(const WEAPON_FIRE &fireInput);
private:
void ForcePush(const WEAPON_FIRE &fireInput);
private:
struct PrivateData;
PrivateData *myData;
};
}
#endif

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#include "AttatchmentSocket.h"
#include "IAttatchment.h"
using namespace GameLogic;
struct AttatchmentSocket::PrivateData
{
PrivateData()
{
}
~PrivateData()
{
}
IAttatchment *Attatchment;
}myData;
AttatchmentSocket::AttatchmentSocket(void)
{
}
AttatchmentSocket::~AttatchmentSocket(void)
{
}
IAttatchment* AttatchmentSocket::GetAttatchment()
{
return myData->Attatchment;
}

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#ifndef ATTATCHMENTSOCKET_H
#define ATTATCHMENTSOCKET_H
#include "IAttatchment.h"
namespace GameLogic
{
class AttatchmentSocket
{
public:
AttatchmentSocket(void);
~AttatchmentSocket(void);
IAttatchment* GetAttatchment();
private:
struct PrivateData;
PrivateData *myData;
};
}
#endif

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#include "Camera.h"
Camera::Camera()
{
this->m_position = Oyster::Math::Float3(0, 50, 0);
this->mRight = Oyster::Math::Float3(1, 0, 0);
this->mUp = Oyster::Math::Float3(0, 1, 0);
this->mLook = Oyster::Math::Float3(0, 0, 1);
}
Camera::~Camera()
{
}
void Camera::SetPosition(const Oyster::Math::Float3& v)
{
this->m_position = v;
}
Oyster::Math::Float3 Camera::GetPosition()const
{
return this->m_position;
}
Oyster::Math::Float3 Camera::GetRight()const
{
return this->mRight;
}
Oyster::Math::Float3 Camera::GetUp()const
{
return this->mUp;
}
Oyster::Math::Float3 Camera::GetLook()const
{
return this->mLook;
}
float Camera::GetNearZ()const
{
return this->mNearZ;
}
float Camera::GetFarZ()const
{
return this->mFarZ;
}
float Camera::GetAspect()const
{
return this->mAspect;
}
Oyster::Math::Float3 Camera::CrossMatrix(const Oyster::Math::Float3& vector, const Oyster::Math::Float4x4& matrix)
{
Oyster::Math::Float3 vec;
vec.x = matrix.m11*vector.x + matrix.m12*vector.y + matrix.m13*vector.z;
vec.y = matrix.m21*vector.x + matrix.m22*vector.y + matrix.m23*vector.z;
vec.z = matrix.m31*vector.x + matrix.m32*vector.y + matrix.m33*vector.z;
return vec;
}
void Camera::SetLens(float fovY, float aspect, float zn, float zf)
{
this->mFovY = fovY;
this->mAspect = aspect;
this->mNearZ = zn;
this->mFarZ = zf;
float yScale = tan((Oyster::Math::pi*0.5f) - (mFovY*0.5f));
float xScale = yScale/this->mAspect;
mProj = Oyster::Math::Float4x4(xScale, 0, 0, 0,
0, yScale, 0, 0,
0, 0, zf/(zf-zn), 1,
0, 0, -zn*zf/(zf-zn), 0);
mProj.Transpose();
}
void Camera::LookAt(Oyster::Math::Float3 pos, Oyster::Math::Float3 target, Oyster::Math::Float3 worldUp)
{
Oyster::Math::Float3 L;
L = target - pos;
L.Normalize();
Oyster::Math::Float3 R;
R = worldUp.Cross(L);
R.Normalize();
Oyster::Math::Float3 U;
U = L.Cross(R);
this->m_position = pos;
this->mLook = L;
this->mRight = R;
this->mUp = U;
}
Oyster::Math::Float4x4 Camera::View()const
{
return this->mView;
}
Oyster::Math::Float4x4 Camera::Proj()const
{
return this->mProj;
}
Oyster::Math::Float4x4 Camera::ViewsProj()const
{
Oyster::Math::Float4x4 M;
M = mView * mProj;
return M;
}
void Camera::Walk(float dist)
{
this->m_position += dist*this->mLook;
}
void Camera::Strafe(float dist)
{
this->m_position += dist*this->mRight;
}
void Camera::Pitch(float angle)
{
float radians = angle * 0.0174532925f;
Oyster::Math::Float4x4 R;
Oyster::Math3D::RotationMatrix(radians,-mRight,R);
this->mUp = CrossMatrix(this->mUp, R);
this->mLook = CrossMatrix(this->mLook, R);
}
void Camera::Yaw(float angle)
{
float radians = angle * 0.0174532925f;
Oyster::Math::Float4x4 R;
Oyster::Math::Float3 up(0,1,0);
Oyster::Math3D::RotationMatrix(radians,-up,R);
this->mRight = CrossMatrix(this->mRight, R);
this->mUp = CrossMatrix(mUp, R);
this->mLook = CrossMatrix(this->mLook, R);
}
void Camera::UpdateViewMatrix()
{
mLook.Normalize();
mUp = mLook.Cross(mRight);
mUp.Normalize();
mRight = mUp.Cross(mLook);
float x = -m_position.Dot(mRight);
float y = -m_position.Dot(mUp);
float z = -m_position.Dot(mLook);
mView.m11 = mRight.x;
mView.m21 = mRight.y;
mView.m31 = mRight.z;
mView.m41 = x;
mView.m12 = mUp.x;
mView.m22 = mUp.y;
mView.m32 = mUp.z;
mView.m42 = y;
mView.m13 = mLook.x;
mView.m23 = mLook.y;
mView.m33 = mLook.z;
mView.m43 = z;
mView.m14 = 0.0f;
mView.m24 = 0.0f;
mView.m34 = 0.0f;
mView.m44 = 1.0f;
mView.Transpose();
}

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#ifndef CAMERA__H
#define CAMERA__H
#include "OysterMath.h"
class Camera
{
private:
Oyster::Math::Float3 m_position;
Oyster::Math::Float3 mRight;
Oyster::Math::Float3 mUp;
Oyster::Math::Float3 mLook;
float mNearZ;
float mFarZ;
float mAspect;
float mFovY;
Oyster::Math::Float4x4 mView;
Oyster::Math::Float4x4 mProj;
public:
Camera();
virtual ~Camera();
void SetPosition(const Oyster::Math::Float3& v);
Oyster::Math::Float3 GetPosition()const;
Oyster::Math::Float3 GetRight()const;
Oyster::Math::Float3 GetUp()const;
Oyster::Math::Float3 GetLook()const;
float GetNearZ()const;
float GetFarZ()const;
float GetAspect()const;
Oyster::Math::Float3 CrossMatrix(const Oyster::Math::Float3& v, const Oyster::Math::Float4x4& m);
void SetLens(float fovY, float aspect, float zn, float zf);
void LookAt(Oyster::Math::Float3 pos, Oyster::Math::Float3 target, Oyster::Math::Float3 worldUp);
void setLook(Oyster::Math::Float3 look) { mLook = look; }
void setUp(Oyster::Math::Float3 up) { mUp = up; }
void setRight(Oyster::Math::Float3 right) { mRight = right; }
Oyster::Math::Float4x4 View()const;
Oyster::Math::Float4x4 Proj()const;
Oyster::Math::Float4x4 ViewsProj()const;
void Walk(float dist);
void Strafe(float dist);
void Pitch(float angle);
void Yaw(float angle);
void UpdateViewMatrix();
};
#endif

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#include "CollisionManager.h"
using namespace Oyster;
namespace GameLogic
{
namespace CollisionManager
{
Physics::ICustomBody::SubscriptMessage PlayerCollision(const Oyster::Physics::ICustomBody *rigidBodyPlayer, const Oyster::Physics::ICustomBody *obj)
{
Player *player = ((Player*)GameLogic::RefManager::getInstance()->GetMap(*rigidBodyPlayer));
Object *realObj = GameLogic::RefManager::getInstance()->GetMap(*obj);
switch (realObj->GetType())
{
case Object::OBJECT_TYPE_BOX:
PlayerVBox(*player,(*(DynamicObject*) realObj));
break;
case Object::OBJECT_TYPE_PLAYER:
break;
}
//spela ljud? ta skada? etc etc
return Physics::ICustomBody::SubscriptMessage_none;
}
void PlayerVBox(Player &player, DynamicObject &box)
{
//spela ljud? ta skada? etc etc
}
Physics::ICustomBody::SubscriptMessage BoxCollision(const Oyster::Physics::ICustomBody *rigidBodyBox, const Oyster::Physics::ICustomBody *obj)
{
DynamicObject *box = ((DynamicObject*)GameLogic::RefManager::getInstance()->GetMap(*rigidBodyBox));
Object *realObj = GameLogic::RefManager::getInstance()->GetMap(*obj);
switch (realObj->GetType())
{
case Object::OBJECT_TYPE_BOX:
break;
case Object::OBJECT_TYPE_PLAYER:
PlayerVBox(*(Player*)realObj,*box);
break;
}
return Physics::ICustomBody::SubscriptMessage_none;
}
}
}

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#ifndef COLLISIONMANAGER_H
#define COLLISIONMANAGER_H
#include "Object.h"
#include "PhysicsAPI.h"
#include "RefManager.h"
#include "DynamicObject.h"
#include "Player.h"
namespace GameLogic
{
namespace CollisionManager
{
//these are the main collision functions
//typedef SubscriptMessage (*EventAction_Collision)( const ICustomBody *proto, const ICustomBody *deuter );
Oyster::Physics::ICustomBody::SubscriptMessage PlayerCollision(const Oyster::Physics::ICustomBody *rigidBodyPlayer, const Oyster::Physics::ICustomBody *obj);
Oyster::Physics::ICustomBody::SubscriptMessage BoxCollision(const Oyster::Physics::ICustomBody *rigidBodyBox, const Oyster::Physics::ICustomBody *obj);
//these are the specific collision case functions
void PlayerVBox(Player &player, DynamicObject &box);
void BoxVBox(DynamicObject &box1, DynamicObject &box2);
};
}
#endif

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#include "DynamicObject.h"
using namespace GameLogic;
struct DynamicObject::PrivateData
{
PrivateData()
{
}
~PrivateData()
{
}
}myData;
DynamicObject::DynamicObject()
{
myData = new PrivateData();
}
DynamicObject::~DynamicObject(void)
{
delete myData;
}

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//////////////////////////////////////////////////
//Created by Erik and Linda of the GameLogic team
//////////////////////////////////////////////////
#ifndef DYNAMICOBJECT_H
#define DYNAMICOBJECT_H
namespace GameLogic
{
class DynamicObject
{
public:
DynamicObject();
~DynamicObject(void);
void Update();
private:
struct PrivateData;
PrivateData *myData;
};
}
#endif

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#include "Game.h"
using namespace GameLogic;
Game::Game(void)
{
player = NULL;
level = NULL;
camera = NULL;
}
Game::~Game(void)
{
//SAFE_DELETE(player);
if(player)
{
delete player;
player = NULL;
}
if(camera)
{
delete camera;
camera = NULL;
}
}
void Game::Init()
{
//Oyster::Physics::API::SetSubscription("remove object");
player = new Player(L"worldDummy");
box = new DynamicObject(L"crate");
//poi
//box = new physcTestObj("box");
camera = new Camera();
}
void Game::StartGame()
{
Oyster::Math::Float3 dir = Oyster::Math::Float3(0,0,-1);
Oyster::Math::Float3 up =Oyster::Math::Float3(0,1,0);
Oyster::Math::Float3 pos = Oyster::Math::Float3(0, 0, 100);
camera->LookAt(pos, dir, up);
camera->SetLens(3.14f/2, 1024/768, 1, 1000);
}
void Game::Update(keyInput keyPressed, float pitch, float yaw)
{
//player->Update(keyPressed);
camera->Yaw(yaw);
camera->Pitch(pitch);
if(keyPressed == keyInput_A)
{
camera->Strafe(-0.1);
}
if(keyPressed == keyInput_D)
{
camera->Strafe(0.1);
}
if(keyPressed == keyInput_S)
{
camera->Walk(-0.1);
}
if(keyPressed == keyInput_W)
{
camera->Walk(0.1);
}
camera->UpdateViewMatrix();
//poi Oyster::Physics::API::Update();
}
void Game::Render()
{
Oyster::Graphics::API::SetView(camera->View());
Oyster::Graphics::API::SetProjection(camera->Proj());
Oyster::Graphics::API::NewFrame();
player->Render();
box->Render();
}

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#ifndef GAME_H
#define GAME_H
#include "Level.h"
#include "Player.h"
#include "IGame.h"
#include "Camera.h"
#include "DynamicObject.h"
namespace GameLogic
{
class Game
{
public:
Game();
~Game();
void Init();
void StartGame();
void Update(keyInput keyPressed, float pitch, float yaw);
void Render();
private:
Level* level;
DynamicObject* box;
Player* player;
Camera* camera;
};
}
#endif

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#ifndef GAMELOGICSTATES_H
#define GAMELOGICSTATES_H
namespace GameLogic
{
enum PLAYER_STATE
{
PLAYER_STATE_JUMPING = 0,
PLAYER_STATE_WALKING = 1,
PLAYER_STATE_IDLE = 2,
};
enum PLAYER_MOVEMENT
{
PLAYER_MOVEMENT_FORWARD = 0,
PLAYER_MOVEMENT_BACKWARD = 1,
PLAYER_MOVEMENT_LEFT = 2,
PLAYER_MOVEMENT_RIGHT = 4,
PLAYER_MOVEMENT_JUMP = 8,
};
enum WEAPON_FIRE
{
WEAPON_USE_PRIMARY_PRESS = 0,
WEAPON_USE_PRIMARY_RELEASE = 1,
WEAPON_USE_SECONDARY_PRESS = 2,
WEAPON_USE_SECONDARY_RELEASE = 4,
WEAPON_USE_UTILLITY_PRESS = 8,
WEAPON_USE_UTILLITY_RELEASE = 16,
};
enum WEAPON_STATE
{
WEAPON_STATE_FIREING = 0,
WEAPON_STATE_IDLE = 1,
WEAPON_STATE_RELOADING = 2,
};
}
#endif

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#include "GameMode.h"
using namespace GameLogic;
struct GameMode::PrivateData
{
PrivateData()
{
}
~PrivateData()
{
}
}myData;
GameMode::GameMode()
{
myData = new PrivateData();
}
GameMode::~GameMode(void)
{
delete myData;
}

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//////////////////////////////////////////////////
//Created by Erik and Linda of the GameLogic team
//////////////////////////////////////////////////
#ifndef GAMEMODE_H
#define GAMEMODE_H
namespace GameLogic
{
class GameMode
{
public:
GameMode(void);
~GameMode(void);
private:
struct PrivateData;
PrivateData *myData;
};
}
#endif

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#include "IAttatchment.h"
#include "AttatchmentSocket.h"
using namespace GameLogic;
struct IAttatchment::PrivateData
{
PrivateData()
{
}
~PrivateData()
{
}
}myData;
IAttatchment::IAttatchment(void)
{
}
IAttatchment::~IAttatchment(void)
{
}

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#ifndef IATTATCHMENT_H
#define IATTATCHMENT_H
#include "GameLogicStates.h"
namespace GameLogic
{
class IAttatchment
{
public:
IAttatchment(void);
~IAttatchment(void);
virtual void UseAttatchment(const WEAPON_FIRE &fireInput) = 0;
private:
struct PrivateData;
PrivateData *myData;
};
}
#endif

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#include "IGame.h"
#include "Game.h"
#include <windows.h>
BOOL WINAPI DllMain(
_In_ HINSTANCE hinstDLL,
_In_ DWORD fdwReason,
_In_ LPVOID lpvReserved
)
{
return TRUE;
}
using namespace GameLogic;
IGame::IGame()
{
gameModule = new Game();
}
IGame::~IGame()
{
delete gameModule;
}
void IGame::Init()
{
gameModule->Init();
}
void IGame::StartGame()
{
gameModule->StartGame();
}
void IGame::Update(keyInput keyPressed, float pitch, float yaw)
{
gameModule->Update(keyPressed, pitch, yaw);
}
void IGame::Render()
{
gameModule->Render();
}
Game* IGame::getGameModule()
{
return gameModule;
}

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//////////////////////////////////////////////////
//Created by Erik and Linda of the GameLogic team
//////////////////////////////////////////////////
#ifndef IGAME_H
#define IGAME_H
#if defined GAME_DLL_EXPORT
#define GAME_DLL_USAGE __declspec(dllexport)
#else
#define GAME_DLL_USAGE __declspec(dllimport)
#endif
namespace GameLogic
{
class Game;
enum keyInput
{
keyInput_W,
keyInput_A,
keyInput_S,
keyInput_D,
keyInput_none
};
class GAME_DLL_USAGE IGame
{
private:
Game* gameModule;
public:
IGame();
~IGame();
void Init();
void StartGame();
/************************************************************************/
/* Get key input to update the player */
/************************************************************************/
void Update(keyInput keyPressed, float pitch, float yaw);
void Render();
Game* getGameModule();
private:
};
}
#endif

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#include "Level.h"
#include "StaticObject.h"
#include "DynamicObject.h"
#include "GameMode.h"
using namespace GameLogic;
struct Level::PrivateData
{
PrivateData()
{
gameMode = new GameMode();
}
~PrivateData()
{
if (gameMode)
{
delete gameMode;
}
}
StaticObject** staticObjects;
int nrOfStaticObjects;
DynamicObject** dynamicObjects;
int nrOfDynamicObjects;
GameMode* gameMode;
}myData;
Level::Level(void)
{
myData = new PrivateData();
}
Level::~Level(void)
{
delete myData;
}

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//////////////////////////////////////////////////
//Created by Erik and Linda of the GameLogic team
//////////////////////////////////////////////////
#ifndef LEVEL_H
#define LEVEL_H
namespace GameLogic
{
class Level
{
public:
Level(void);
~Level(void);
private:
struct PrivateData;
PrivateData *myData;
};
}
#endif

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#include "Object.h"
#include "OysterMath.h"
#include "DllInterfaces\GFXAPI.h"
#include "CollisionManager.h"
using namespace GameLogic;
using namespace Oyster::Math;
using namespace Oyster::Graphics::Model;
using namespace Utility::DynamicMemory;
using namespace Oyster::Physics;
Object::Object(std::wstring objFile)
{
//model = new Model();
model = Oyster::Graphics::API::CreateModel(objFile);
API::SimpleBodyDescription sbDesc;
//sbDesc.centerPosition =
//poi
ICustomBody* temp = rigidBody = API::Instance().CreateRigidBody(sbDesc).Release();
GameLogic::RefManager::getInstance()->AddMapping(*rigidBody, *this);
}
Object::~Object(void)
{
Oyster::Graphics::API::DeleteModel(model);
}
void Object::Render()
{
this->rigidBody->GetOrientation(model->WorldMatrix);
Oyster::Graphics::API::RenderScene(model, 1);
}
Object::OBJECT_TYPE Object::GetType()
{
return this->type;
}

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//////////////////////////////////////////////////
//Created by Erik and Linda of the GameLogic team
//////////////////////////////////////////////////
#ifndef OBJECT_H
#define OBJECT_H
#include "PhysicsAPI.h"
#include "DllInterfaces/GFXAPI.h"
#include "Model/Model.h"
#include "Utilities.h"
namespace GameLogic
{
class Object
{
public:
enum OBJECT_TYPE
{
OBJECT_TYPE_PLAYER,
OBJECT_TYPE_BOX,
};
Object(std::wstring objFile );
virtual ~Object(void);
void Render();
OBJECT_TYPE GetType();
private:
OBJECT_TYPE type;
protected:
//either a model pointer or an ID to an arraypos filled with models that are to be rendered
//rigidBody
Oyster::Physics::ICustomBody *rigidBody;
Oyster::Graphics::Model::Model *model;
};
}
#endif

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#include "Player.h"
#include "OysterMath.h"
#include "CollisionManager.h"
#include "Weapon.h"
using namespace GameLogic;
using namespace Oyster::Physics;
struct Player::PrivateData
{
PrivateData()
{
weapon = new Weapon();
life = 100;
playerState = PLAYER_STATE_IDLE;
rigidBody->SetSubscription(CollisionManager::PlayerCollision);
}
~PrivateData()
{
if (weapon)
{
delete weapon;
}
}
int life;
Weapon *weapon;
PLAYER_STATE playerState;
ICustomBody *rigidBody;
}myData;
Player::Player()
{
myData = new PrivateData();
}
Player::~Player(void)
{
delete myData;
}
/********************************************************
* Updates the player(is this function needed?)
********************************************************/
void Player::Update()
{
}
/********************************************************
* Moves the player based on client input
* Uses the physics to move the player by adding a force in the chosen direction
* Uses the Jump() function if the player is to jump, this is becuase jumping requires additional logic compared to normal movement
********************************************************/
void Player::Move(const PLAYER_MOVEMENT &movement)
{
switch(movement)
{
case PLAYER_MOVEMENT_FORWARD:
break;
case PLAYER_MOVEMENT_BACKWARD:
break;
case PLAYER_MOVEMENT_LEFT:
break;
case PLAYER_MOVEMENT_RIGHT:
break;
case PLAYER_MOVEMENT_JUMP:
Jump();
break;
}
}
/********************************************************
* Uses the players weapon based on user input
********************************************************/
void Player::Shoot(const WEAPON_FIRE &fireInput)
{
myData->weapon->UseWeapon(fireInput);
}
/********************************************************
* Jumps if the player is currently not in a state of jumping
* Applies a force upwards(current upwards)
********************************************************/
void Player::Jump()
{
}
bool Player::IsWalking()
{
return (myData->playerState == PLAYER_STATE_WALKING);
}
bool Player::IsJumping()
{
return (myData->playerState == PLAYER_STATE_JUMPING);
}
bool Player::IsIdle()
{
return (myData->playerState == PLAYER_STATE_IDLE);
}
Oyster::Math::Float3 Player::GetPos()
{
return myData->rigidBody->GetCenter();
}
/********************************************************
* Respawns the player on a new chosen position
* This resets a set of variables such as life, ammo etcetc
********************************************************/
void Player::Respawn()
{
}

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//////////////////////////////////////////////////
//Created by Erik and Linda of the GameLogic team
//////////////////////////////////////////////////
#ifndef PLAYER_H
#define PLAYER_H
#include "GameLogicStates.h"
#include "OysterMath.h"
namespace GameLogic
{
class Player
{
public:
Player(void);
~Player(void);
void Update();
void Move(const PLAYER_MOVEMENT &movement);
void Shoot(const WEAPON_FIRE &fireInput);
void Jump();
bool IsWalking();
bool IsJumping();
bool IsIdle();
Oyster::Math::Float3 GetPos();
void Respawn();
private:
struct PrivateData;
PrivateData *myData;
};
}
#endif

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#include "RefManager.h"
using namespace GameLogic;
typedef std::pair<const Oyster::Physics::ICustomBody*, Object*> mapData;
RefManager* RefManager::instance = 0;
RefManager::RefManager(void)
{
}
RefManager::~RefManager(void)
{
}
void RefManager::Release()
{
if (instance)
{
delete instance;
instance = NULL;
}
}
RefManager* RefManager::getInstance( )
{
if (!instance)
{
instance = new RefManager();
};
return instance;
}
Object* RefManager::GetMap(const Oyster::Physics::ICustomBody &body)
{
return mapper[&body];
}
void RefManager::AddMapping( const Oyster::Physics::ICustomBody &body, Object &obj)
{
mapper.insert(mapData(&body,&obj));
}

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//////////////////////////////////////////////////
//Created by Erik and Linda of the GameLogic team
//////////////////////////////////////////////////
#ifndef REFMANAGER_H
#define REFMANAGER_H
#include<map>
#include "Object.h"
#include "PhysicsAPI.h"
namespace GameLogic
{
class RefManager
{
public:
RefManager(void);
~RefManager(void);
static RefManager* getInstance( );
void Release();
Object* GetMap(const Oyster::Physics::ICustomBody &body); //returns the object of an rigidBody, mainly used for CollisionHandler
void AddMapping(const Oyster::Physics::ICustomBody &body, Object &obj); //adds a mapping with body as key and the object as a value
private:
static RefManager* instance;
std::map<const Oyster::Physics::ICustomBody*,Object*> mapper; //mapper points a rigidBody to an actual game object
};
}
#endif

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#include "StaticObject.h"
using namespace GameLogic;
struct StaticObject::PrivateData
{
PrivateData()
{
}
~PrivateData()
{
}
}myData;
StaticObject::StaticObject()
{
myData = new PrivateData();
}
StaticObject::~StaticObject(void)
{
delete myData;
}

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//////////////////////////////////////////////////
//Created by Erik and Linda of the GameLogic team
//////////////////////////////////////////////////
#ifndef STATICOBJECT_H
#define STATICOBJECT_H
#include "Object.h"
namespace GameLogic
{
class StaticObject
{
public:
StaticObject();
~StaticObject(void);
private:
struct PrivateData;
PrivateData *myData;
};
}
#endif

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//--------------------------------------------------------------------------------------
// File: TemplateMain.cpp
//
// BTH-D3D-Template
//
// Copyright (c) Stefan Petersson 2011. All rights reserved.
//--------------------------------------------------------------------------------------
//////////////////////////////////////////////////////////////////////////
// Test main function for game logic when .exe
// Doesn't run when Game logic is compiled as a .dll
//////////////////////////////////////////////////////////////////////////
#define NOMINMAX
#include <Windows.h>
#include "Core/Core.h"
#include "DllInterfaces/GFXAPI.h"
#include "IGame.h"
#include "L_inputClass.h"
// debug window include
#include <stdio.h>
#include <fcntl.h>
#include <io.h>
#include <iostream>
//--------------------------------------------------------------------------------------
// Global Variables
//--------------------------------------------------------------------------------------
HINSTANCE g_hInst = NULL;
HWND g_hWnd = NULL;
GameLogic::IGame *game;
InputClass *inputObj;
//--------------------------------------------------------------------------------------
// Forward declarations
//--------------------------------------------------------------------------------------
HRESULT InitWindow( HINSTANCE hInstance, int nCmdShow );
LRESULT CALLBACK WndProc(HWND, UINT, WPARAM, LPARAM);
HRESULT Render(float deltaTime);
HRESULT Update(float deltaTime);
HRESULT InitDirect3D();
HRESULT InitGame();
HRESULT CleanUp();
//--------------------------------------------------------------------------------------
// Entry point to the program. Initializes everything and goes into a message processing
// loop. Idle time is used to render the scene.
//--------------------------------------------------------------------------------------
void SetStdOutToNewConsole()
{
// allocate a console for this app
AllocConsole();
// redirect unbuffered STDOUT to the console
HANDLE consoleHandle = GetStdHandle(STD_OUTPUT_HANDLE);
int fileDescriptor = _open_osfhandle((intptr_t)consoleHandle, _O_TEXT);
FILE *fp = _fdopen( fileDescriptor, "w" );
*stdout = *fp;
setvbuf( stdout, NULL, _IONBF, 0 );
// give the console window a nicer title
SetConsoleTitle(L"Debug Output");
// give the console window a bigger buffer size
CONSOLE_SCREEN_BUFFER_INFO csbi;
if ( GetConsoleScreenBufferInfo(consoleHandle, &csbi) )
{
COORD bufferSize;
bufferSize.X = csbi.dwSize.X;
bufferSize.Y = 50;
SetConsoleScreenBufferSize(consoleHandle, bufferSize);
}
}
int WINAPI wWinMain( HINSTANCE hInstance, HINSTANCE hPrevInstance, LPWSTR lpCmdLine, int nCmdShow )
{
if( FAILED( InitWindow( hInstance, nCmdShow ) ) )
return 0;
if( FAILED( InitDirect3D() ) )
return 0;
if( FAILED( InitGame() ) )
return 0;
__int64 cntsPerSec = 0;
QueryPerformanceFrequency((LARGE_INTEGER*)&cntsPerSec);
float secsPerCnt = 1.0f / (float)cntsPerSec;
__int64 prevTimeStamp = 0;
QueryPerformanceCounter((LARGE_INTEGER*)&prevTimeStamp);
//Init debug window
//SetStdOutToNewConsole();
// Main message loop
MSG msg = {0};
while(WM_QUIT != msg.message)
{
if( PeekMessage( &msg, NULL, 0, 0, PM_REMOVE) )
{
TranslateMessage( &msg );
DispatchMessage( &msg );
}
else
{
__int64 currTimeStamp = 0;
QueryPerformanceCounter((LARGE_INTEGER*)&currTimeStamp);
float dt = (currTimeStamp - prevTimeStamp) * secsPerCnt;
//render
Update(dt);
Render(dt);
prevTimeStamp = currTimeStamp;
}
}
CleanUp();
return (int) msg.wParam;
}
//--------------------------------------------------------------------------------------
// Register class and create window
//--------------------------------------------------------------------------------------
HRESULT InitWindow( HINSTANCE hInstance, int nCmdShow )
{
// Register class
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 = 0;
wcex.hCursor = LoadCursor(NULL, IDC_ARROW);
wcex.hbrBackground = (HBRUSH)(COLOR_WINDOW+1);
wcex.lpszMenuName = NULL;
wcex.lpszClassName = L"BTH_D3D_Template";
wcex.hIconSm = 0;
if( !RegisterClassEx(&wcex) )
return E_FAIL;
// Adjust and create window
g_hInst = hInstance;
RECT rc = { 0, 0, 1024, 768 };
AdjustWindowRect( &rc, WS_OVERLAPPEDWINDOW, FALSE );
if(!(g_hWnd = CreateWindow(
L"BTH_D3D_Template",
L"BTH - Direct3D 11.0 Template",
WS_OVERLAPPEDWINDOW,
CW_USEDEFAULT,
CW_USEDEFAULT,
rc.right - rc.left,
rc.bottom - rc.top,
NULL,
NULL,
hInstance,
NULL)))
{
return E_FAIL;
}
ShowWindow( g_hWnd, nCmdShow );
return S_OK;
}
//--------------------------------------------------------------------------------------
// Create Direct3D with Oyster Graphics
//--------------------------------------------------------------------------------------
HRESULT InitDirect3D()
{
if(Oyster::Graphics::API::Init(g_hWnd, false, false, Oyster::Math::Float2( 1024, 768)) != Oyster::Graphics::API::Sucsess)
return E_FAIL;
return S_OK;
}
//--------------------------------------------------------------------------------------
// Init the input and the game
//-------------------------------------------------------------------------------------
HRESULT InitGame()
{
inputObj = new InputClass;
if(!inputObj->Initialize(g_hInst, g_hWnd, 1024, 768))
{
MessageBox(0, L"Could not initialize the input object.", L"Error", MB_OK);
return false;
}
game = new GameLogic::IGame();
game->Init();
game->StartGame();
return S_OK;
}
HRESULT Update(float deltaTime)
{
inputObj->Update();
GameLogic::keyInput key = GameLogic::keyInput_none;
if(inputObj->IsKeyPressed(DIK_W))
{
key = GameLogic::keyInput_W;
}
else if(inputObj->IsKeyPressed(DIK_A))
{
key = GameLogic::keyInput_A;
}
else if(inputObj->IsKeyPressed(DIK_S))
{
key = GameLogic::keyInput_S;
}
else if(inputObj->IsKeyPressed(DIK_D))
{
key = GameLogic::keyInput_D;
}
float pitch = 0;
float yaw = 0;
// move only when mouse is pressed
//if(inputObj->IsMousePressed())
//{
pitch = inputObj->GetPitch();
yaw = inputObj->GetYaw();
//}
game->Update(key, pitch, yaw);
return S_OK;
}
HRESULT Render(float deltaTime)
{
int isPressed = 0;
if(inputObj->IsKeyPressed(DIK_A))
{
isPressed = 1;
//std::cout<<"test";
}
game->Render();
wchar_t title[255];
swprintf(title, sizeof(title), L"| Pressing A: %d | \n", (int)(isPressed));
SetWindowText(g_hWnd, title);
Oyster::Graphics::API::EndFrame();
return S_OK;
}
HRESULT CleanUp()
{
SAFE_DELETE(game);
return S_OK;
}
//--------------------------------------------------------------------------------------
// Called every time the application receives a message
//--------------------------------------------------------------------------------------
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:
PostQuitMessage(0);
break;
case WM_KEYDOWN:
switch(wParam)
{
case VK_ESCAPE:
PostQuitMessage(0);
break;
}
break;
default:
return DefWindowProc(hWnd, message, wParam, lParam);
}
return 0;
}

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#include "Weapon.h"
#include "AttatchmentSocket.h"
#include "AttatchmentMassDriver.h"
using namespace GameLogic;
struct Weapon::PrivateData
{
PrivateData()
{
weaponState = WEAPON_STATE_IDLE;
SelectedAttatchment = new AttatchmentMassDriver();
}
~PrivateData()
{
delete SelectedAttatchment;
}
WEAPON_STATE weaponState;
AttatchmentSocket **attatchmentSockets;
int nrOfAttatchmentSockets;
IAttatchment *SelectedAttatchment;
}myData;
Weapon::Weapon()
{
myData = new PrivateData();
}
Weapon::~Weapon(void)
{
delete myData;
}
/********************************************************
* Uses the weapon based on the input given and the current chosen attatchment
********************************************************/
void Weapon::UseWeapon(const WEAPON_FIRE &fireInput)
{
myData->SelectedAttatchment->UseAttatchment(fireInput);
}
/********************************************************
* Specific weapon usage implementation
********************************************************/
/********************************************************
* Get functions for states
********************************************************/
bool Weapon::IsFireing()
{
return (myData->weaponState == WEAPON_STATE::WEAPON_STATE_FIREING);
}
bool Weapon::IsIdle()
{
return (myData->weaponState == WEAPON_STATE::WEAPON_STATE_IDLE);
}
bool Weapon::IsReloading()
{
return (myData->weaponState == WEAPON_STATE::WEAPON_STATE_RELOADING);
}

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//////////////////////////////////////////////////
//Created by Erik and Linda of the GameLogic team
//////////////////////////////////////////////////
#ifndef WEAPON_H
#define WEAPON_H
#include "GameLogicStates.h"
namespace GameLogic
{
class Weapon
{
public:
Weapon(void);
~Weapon(void);
void UseWeapon(const WEAPON_FIRE &fireInput);
bool IsFireing();
bool IsIdle();
bool IsReloading();
private:
struct PrivateData;
PrivateData *myData;
};
}
#endif

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<?xml version="1.0" encoding="utf-8"?>
<Project DefaultTargets="Build" ToolsVersion="4.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
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<ProjectConfiguration Include="Debug|Win32">
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<Platform>x64</Platform>
</ProjectConfiguration>
<ProjectConfiguration Include="Release|Win32">
<Configuration>Release</Configuration>
<Platform>Win32</Platform>
</ProjectConfiguration>
<ProjectConfiguration Include="Release|x64">
<Configuration>Release</Configuration>
<Platform>x64</Platform>
</ProjectConfiguration>
</ItemGroup>
<PropertyGroup Label="Globals">
<ProjectGuid>{DA2AA800-ED64-4649-8B3B-E7F1E3968B78}</ProjectGuid>
<RootNamespace>GameProtocols</RootNamespace>
</PropertyGroup>
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.Default.props" />
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'" Label="Configuration">
<ConfigurationType>StaticLibrary</ConfigurationType>
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<ConfigurationType>StaticLibrary</ConfigurationType>
<UseDebugLibraries>true</UseDebugLibraries>
<PlatformToolset>v110</PlatformToolset>
<CharacterSet>Unicode</CharacterSet>
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<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'" Label="Configuration">
<ConfigurationType>StaticLibrary</ConfigurationType>
<UseDebugLibraries>false</UseDebugLibraries>
<PlatformToolset>v110</PlatformToolset>
<WholeProgramOptimization>true</WholeProgramOptimization>
<CharacterSet>Unicode</CharacterSet>
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<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'" Label="Configuration">
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<UseDebugLibraries>false</UseDebugLibraries>
<PlatformToolset>v110</PlatformToolset>
<WholeProgramOptimization>true</WholeProgramOptimization>
<CharacterSet>Unicode</CharacterSet>
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<Import Project="$(VCTargetsPath)\Microsoft.Cpp.props" />
<ImportGroup Label="ExtensionSettings">
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<PropertyGroup Label="UserMacros" />
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<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
<ClCompile>
<WarningLevel>Level3</WarningLevel>
<Optimization>Disabled</Optimization>
<SDLCheck>true</SDLCheck>
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<Link>
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</Link>
<Lib>
<AdditionalLibraryDirectories>$(SolutionDir)..\Bin\DLL\;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
<AdditionalDependencies>NetworkAPI_$(PlatformShortName)D.lib;%(AdditionalDependencies)</AdditionalDependencies>
</Lib>
</ItemDefinitionGroup>
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">
<ClCompile>
<WarningLevel>Level3</WarningLevel>
<Optimization>Disabled</Optimization>
<SDLCheck>true</SDLCheck>
</ClCompile>
<Link>
<GenerateDebugInformation>true</GenerateDebugInformation>
</Link>
<Lib>
<AdditionalLibraryDirectories>$(SolutionDir)..\Bin\DLL\;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
<AdditionalDependencies>NetworkAPI_$(PlatformShortName)D.lib;%(AdditionalDependencies)</AdditionalDependencies>
</Lib>
</ItemDefinitionGroup>
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">
<ClCompile>
<WarningLevel>Level3</WarningLevel>
<Optimization>MaxSpeed</Optimization>
<FunctionLevelLinking>true</FunctionLevelLinking>
<IntrinsicFunctions>true</IntrinsicFunctions>
<SDLCheck>true</SDLCheck>
</ClCompile>
<Link>
<GenerateDebugInformation>true</GenerateDebugInformation>
<EnableCOMDATFolding>true</EnableCOMDATFolding>
<OptimizeReferences>true</OptimizeReferences>
</Link>
<Lib>
<AdditionalLibraryDirectories>$(SolutionDir)..\Bin\DLL\;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
<AdditionalDependencies>NetworkAPI_$(PlatformShortName).lib;%(AdditionalDependencies)</AdditionalDependencies>
</Lib>
</ItemDefinitionGroup>
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'">
<ClCompile>
<WarningLevel>Level3</WarningLevel>
<Optimization>MaxSpeed</Optimization>
<FunctionLevelLinking>true</FunctionLevelLinking>
<IntrinsicFunctions>true</IntrinsicFunctions>
<SDLCheck>true</SDLCheck>
</ClCompile>
<Link>
<GenerateDebugInformation>true</GenerateDebugInformation>
<EnableCOMDATFolding>true</EnableCOMDATFolding>
<OptimizeReferences>true</OptimizeReferences>
</Link>
<Lib>
<AdditionalLibraryDirectories>$(SolutionDir)..\Bin\DLL\;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
<AdditionalDependencies>NetworkAPI_$(PlatformShortName).lib;%(AdditionalDependencies)</AdditionalDependencies>
</Lib>
</ItemDefinitionGroup>
<ItemGroup>
<ClInclude Include="PlayerProtocols.h" />
<ClInclude Include="ProtocolIdentificationID.h" />
</ItemGroup>
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.targets" />
<ImportGroup Label="ExtensionTargets">
</ImportGroup>
</Project>

View File

@ -0,0 +1,50 @@
#ifndef GAMELOGIC_PLAYER_PROTOCOLS_H
#define GAMELOGIC_PLAYER_PROTOCOLS_H
#include "CustomNetProtocol.h"
#include "ProtocolIdentificationID.h"
namespace GameLogic
{
struct Protocol_PlayerMovement :public Network::CustomProtocolObject
{
int ProtocolID;
bool bForward;
bool bBackward;
bool bTurnLeft;
bool bTurnRight;
bool bStrafeRight;
bool bStrafeLeft;
Protocol_PlayerMovement()
{
protocol[0]->value = ProtocolID = protocol_PlayerNavigation;
protocol[0]->type = Network::NetAttributeType_Int;
protocol[1]->type = Network::NetAttributeType_Bool;
protocol[2]->type = Network::NetAttributeType_Bool;
protocol[3]->type = Network::NetAttributeType_Bool;
protocol[4]->type = Network::NetAttributeType_Bool;
protocol[5]->type = Network::NetAttributeType_Bool;
protocol[6]->type = Network::NetAttributeType_Bool;
}
Network::CustomNetProtocol* GetProtocol() override
{
protocol[1]->value = bForward;
protocol[2]->value = bBackward;
protocol[3]->value = bTurnLeft;
protocol[4]->value = bTurnRight;
protocol[5]->value = bStrafeRight;
protocol[6]->value = bStrafeRight;
return &protocol;
}
private:
Network::CustomNetProtocol protocol;
};
}
#endif // !GAMELOGIC_PLAYER_PROTOCOLS_H

View File

@ -0,0 +1,8 @@
#ifndef GAMEPROTOCOL_PROTOCOL_DEFINITION_ID_H
#define GAMEPROTOCOL_PROTOCOL_DEFINITION_ID_H
/* THERE CAN ABSOLUTLEY NOT BE TWO DEFINITIONS WITH THE SAME ID!! */
#define protocol_PlayerNavigation 0;
#endif // !GAMEPROTOCOL_PROTOCOL_DEFINITION_ID_H

View File

@ -7,7 +7,6 @@
#ifndef _INPUTCLASS_H_
#define _INPUTCLASS_H_
#define DIRECTINPUT_VERSION 0x0800
#pragma comment(lib, "dinput8.lib")

View File

@ -120,11 +120,12 @@ void OysterResource::Clean()
//Remove all the references
while (!OResource::Release(i->second));
const wchar_t* temp = i->second->GetResourceFilename();
std::wstring temp = i->second->GetResourceFilename();
delete resourcePrivate.resources[temp];
resourcePrivate.resources.erase(temp);
}
resourcePrivate.resources.clear();
}
void OysterResource::ReleaseResource(const OHRESOURCE& resourceData)
{
@ -133,7 +134,7 @@ void OysterResource::ReleaseResource(const OHRESOURCE& resourceData)
{
if(OResource::Release(t))
{
const wchar_t* temp = t->GetResourceFilename();
std::wstring temp = t->GetResourceFilename();
delete resourcePrivate.resources[temp];
resourcePrivate.resources.erase(temp);
}
@ -146,7 +147,7 @@ void OysterResource::ReleaseResource(const wchar_t filename[])
{
if(OResource::Release(t))
{
const wchar_t* temp = t->GetResourceFilename();
std::wstring temp = t->GetResourceFilename();
delete resourcePrivate.resources[temp];
resourcePrivate.resources.erase(temp);
}

View File

@ -1,162 +0,0 @@
/////////////////////////////////////////////////////////////////////
// Created by [Dennis Andersen] [2013]
/////////////////////////////////////////////////////////////////////
#ifndef MISC_OYSTER_RESOURCE_H
#define MISC_OYSTER_RESOURCE_H
namespace Oyster
{
namespace Resource
{
struct CustomData;
/** A Resource handle representing various resources */
typedef void* OHRESOURCE;
/** Typedef on a fuction required for custom unloading */
typedef void(*CustomUnloadFunction)(void* loadedData);
/** Typedef on a fuction required for custom loading */
<<<<<<< HEAD
typedef CustomData&(*CustomLoadFunction)(const wchar_t filename[]);
=======
typedef void(*CustomLoadFunction)(const wchar_t filename[], CustomData& outData);
>>>>>>> d08644e8e1ecc56f4d9dfa6a9aa33df94d9e655a
/** An enum class representing all avalible resources that is supported. */
enum ResourceType
{
//Byte
ResourceType_Byte_Raw, /**< Handle can be interpeted as char[] or char* */
ResourceType_Byte_ANSI, /**< Handle can be interpeted as char[] or char* */
ResourceType_Byte_UTF8, /**< Handle can be interpeted as char[] or char* */
ResourceType_Byte_UNICODE, /**< Handle can be interpeted as char[] or char* */
ResourceType_Byte_UTF16LE, /**< Handle can be interpeted as char[] or char* */
ResourceType_COUNT, /**< Not used. */
ResourceType_UNKNOWN = -1, /**< Handle can be interpeted as void* */
ResourceType_INVALID = -2, /**< Invalid or non existing resource */
};
/** A struct to fill when doing a custom resource Load. */
struct CustomData
{
void* loadedData; //<! The loaded resource interpeted as a void*.
CustomUnloadFunction resourceUnloadFnc; //<! The function that will be used to free the resource when needed.
};
/** A resource handler interface to interact with when loading resources.
* The resource handler uses the filename to make resources unuiqe.
*/
class OysterResource
{
public:
/**
* Load a resource given a type.
* @param filename The path to the resource.
* @param type The resource type to load.
* @param force If set to true, the resource will be reloaded if it already exists. If it does not, nothing happens.
* @return If function suceeds, a handle to the resource will be returned. If failed 0 is returned.
*/
static OHRESOURCE LoadResource(const wchar_t filename[], ResourceType type, int customId = -1, bool force = false);
/**
* Load a resource with a custom loading function
* @param filename The path to the resource.
* @param loadFnc If set, this gives you the right to do custom resource loading if your recource type is not supported.
* @param customId A custom ID that can be used.
* @param force If set to true, the resource will be reloaded even if exists.
* @return If function suceeds, a handle to the resource will be returned. If failed 0 is returned.
*/
static OHRESOURCE LoadResource(const wchar_t filename[], CustomLoadFunction loadFnc = 0, int customId = -1, bool force = false);
/**
* Reload a resource
* @param filename The path to the resource.
* @return If function suceeds, a handle to the resource will be returned. If failed 0 is returned.
*/
static OHRESOURCE ReloadResource(const wchar_t filename[]);
/**
* Reload a resource
* @param filename The path to the resource.
* @return If function suceeds, a handle to the resource will be returned. If failed 0 is returned.
*/
static OHRESOURCE ReloadResource(OHRESOURCE resource);
/**
* Releases all resources loaded by the resource handler.
* @return Nothing
*/
static void Clean();
/**
* Release a reference to the resource handle
* @param resource The handle to release.
* @return Nothing
*/
static void ReleaseResource(const OHRESOURCE& resource);
/**
* Release a reference to the resource handle
* @param resource The resource filename to release reference.
* @return Nothing
*/
static void ReleaseResource(const wchar_t filename[]);
/** Set a user defined ID
* @param resource A handle to accociate the id with.
* @param id A user defined identifier that the resource handler does not touch.
*/
static void SetResourceId(const OHRESOURCE& resource, unsigned int id);
/** Set a user defined ID
* If the resource is not loaded the id will not be set.
* @param resource A filename to accociate the id with.
* @param id A user defined identifier that the resource handler does not touch.
*/
static void SetResourceId(const wchar_t filename[], unsigned int id);
/** Get a resource type given a OHRESOURCE handle
* @param resource The handle to check
* @return Returns the resource type of the handle
*/
static ResourceType GetResourceType(const OHRESOURCE& resource);
/** Get a resource type given a filename
* If the resource is not loaded the id will not be set.
* @param resource The filename to check
* @return Returns the resource type of the handle
*/
static ResourceType GetResourceType (const wchar_t filename[]);
/** Get a resource filename given a OHRESOURCE handle
* @param resource The handle to check
* @return Returns the accociated filename
*/
static const wchar_t* GetResourceFilename(const OHRESOURCE& resource);
/** Get a resource handle given a filename
* If the resource is not loaded function returns 0.
* @param resource The filename to check
* @return Returns the accociated handle
*/
static OHRESOURCE GetResourceHandle(const wchar_t filename[]);
/** Get a user defined ID accociated with a handle
* @param resource The handle to check
* @return Returns the accociated ID
*/
static int GetResourceId(const OHRESOURCE& resource);
/** Get a user defined ID accociated with a filename
* @param resource The filename to check
* @return Returns the accociated ID
*/
static int GetResourceId(const wchar_t filename[]);
};
}
}
#endif

View File

@ -17,7 +17,7 @@ std::wstring GetErrorMessage(int errorCode)
LPWSTR lpMessage;
std::wstring retVal(L"Succesful");
DWORD bufLen = FormatMessage(FORMAT_MESSAGE_ALLOCATE_BUFFER | FORMAT_MESSAGE_FROM_SYSTEM | FORMAT_MESSAGE_IGNORE_INSERTS ,
DWORD bufLen = FormatMessageW(FORMAT_MESSAGE_ALLOCATE_BUFFER | FORMAT_MESSAGE_FROM_SYSTEM | FORMAT_MESSAGE_IGNORE_INSERTS ,
NULL,
errorCode ,
MAKELANGID(LANG_NEUTRAL, SUBLANG_DEFAULT) ,

View File

@ -33,6 +33,7 @@ namespace Oyster
createDeviceFlags |= D3D11_CREATE_DEVICE_DEBUG;
#endif
createDeviceFlags |= D3D11_CREATE_DEVICE_DEBUG;
D3D_FEATURE_LEVEL featureLevelsToTry[] =
{

View File

@ -279,7 +279,7 @@ namespace Oyster
void Core::ShaderManager::Clean()
{
for(int i = 0; i < VData.size(); ++i)
for(int i = 0; i < (int)VData.size(); ++i)
{
delete[] VData[i].data;
}

View File

@ -4,11 +4,18 @@
#include "../Render/Rendering/Render.h"
#include "../FileLoader/ObjReader.h"
#include "../../Misc/Resource/OysterResource.h"
#include "../FileLoader/GeneralLoader.h"
namespace Oyster
{
namespace Graphics
{
namespace
{
Math::Float4x4 View;
Math::Float4x4 Projection;
}
API::State API::Init(HWND Window, bool MSAA_Quality, bool Fullscreen, Math::Float2 resulotion)
{
Core::resolution = resulotion;
@ -26,16 +33,31 @@ namespace Oyster
return API::Sucsess;
}
void API::NewFrame(Oyster::Math::Float4x4 View, Oyster::Math::Float4x4 Projection)
void API::SetProjection(Math::Float4x4& projection)
{
Projection = projection;
}
void API::SetView(Math::Float4x4& view)
{
View = view;
}
void API::NewFrame()
{
Render::Rendering::Basic::NewFrame(View, Projection);
}
void API::RenderScene(Model::Model* models, int count)
void API::RenderScene(Model::Model models[], int count)
{
Render::Rendering::Basic::RenderScene(models,count);
}
void API::RenderModel(Model::Model& m)
{
Render::Rendering::Basic::RenderScene(&m,1);
}
void API::EndFrame()
{
Render::Rendering::Basic::EndFrame();
@ -52,9 +74,7 @@ namespace Oyster
m->WorldMatrix = Oyster::Math::Float4x4::identity;
m->Visible = true;
OBJReader or;
or.readOBJFile(filename);
m->info = or.toModel();
m->info = Oyster::Resource::OysterResource::LoadResource(filename.c_str(),Oyster::Graphics::Loading::LoadOBJ);
return m;
}
@ -63,7 +83,7 @@ namespace Oyster
{
Model::ModelInfo* info = (Model::ModelInfo*)model->info;
delete model;
info->Vertices->~Buffer();
Oyster::Resource::OysterResource::ReleaseResource((Oyster::Resource::OHRESOURCE)info);
}
void API::Clean()
@ -72,6 +92,14 @@ namespace Oyster
Oyster::Resource::OysterResource::Clean();
Oyster::Graphics::Core::ShaderManager::Clean();
Oyster::Graphics::Render::Resources::Clean();
SAFE_RELEASE(Core::depthStencil);
SAFE_RELEASE(Core::backBufferRTV);
SAFE_RELEASE(Core::backBufferUAV);
SAFE_RELEASE(Core::swapChain);
SAFE_RELEASE(Core::deviceContext);
SAFE_RELEASE(Core::device);
}
}
}

View File

@ -4,13 +4,12 @@
#include "OysterMath.h"
#include <Windows.h>
#if defined GFX_DLL_EXPORT
#ifdef GFX_DLL_EXPORT
#define GFX_DLL_USAGE __declspec(dllexport)
#else
#define GFX_DLL_USAGE __declspec(dllimport)
#define GFX_DLL_USAGE
#endif
namespace Oyster
{
namespace Graphics
@ -29,9 +28,14 @@ namespace Oyster
static State Init(HWND Window, bool MSAA_Quality, bool Fullscreen, Oyster::Math::Float2 StartResulotion);
static void Clean();
//! @brief from Oyster::Math Float4x4, expects corect methods
static void NewFrame(Oyster::Math::Float4x4 View, Oyster::Math::Float4x4 Projection);
static void RenderScene(Oyster::Graphics::Model::Model* models, int count);
static void SetView(Oyster::Math::Float4x4& View);
static void SetProjection(Oyster::Math::Float4x4& Projection);
//! @brief will internally use last values from SetView and SetProjection
static void NewFrame();
static void RenderScene(Oyster::Graphics::Model::Model models[], int count);
static void RenderModel(Oyster::Graphics::Model::Model& model);
static void EndFrame();
static Oyster::Graphics::Model::Model* CreateModel(std::wstring filename);

View File

@ -27,7 +27,8 @@ namespace Oyster
void UnloadShaderD(void* loadedData);
void LoadShaderD(const wchar_t filename[], Oyster::Resource::CustomData& out);
void LoadShader(const wchar_t filename[], Oyster::Resource::CustomData& out, int type);
void UnloadOBJ(void* loadedData);
void LoadOBJ(const wchar_t filename[], Oyster::Resource::CustomData& out);
}
}
}

View File

@ -1,6 +1,7 @@
#include "GeneralLoader.h"
#include "..\Core\Dx11Includes.h"
#include "..\Core\Core.h"
#include "ObjReader.h"
HRESULT CreateWICTextureFromFileEx( ID3D11Device* d3dDevice,
ID3D11DeviceContext* d3dContext,
@ -35,6 +36,30 @@ void Oyster::Graphics::Loading::UnloadTexture(void* data)
SAFE_RELEASE(srv);
}
void Oyster::Graphics::Loading::LoadOBJ(const wchar_t filename[], Oyster::Resource::CustomData& out)
{
OBJReader obj;
obj.readOBJFile(filename);
Model::ModelInfo* info;
info = obj.toModel();
out.loadedData = info;
out.resourceUnloadFnc = Oyster::Graphics::Loading::UnloadOBJ;
}
void Oyster::Graphics::Loading::UnloadOBJ(void* data)
{
Model::ModelInfo* info = (Model::ModelInfo*) data;
SAFE_DELETE(info->Vertices);
if(info->Indexed)
{
SAFE_DELETE(info->Indecies);
}
for(int i =0;i<info->Material.size();++i)
{
Oyster::Resource::OysterResource::ReleaseResource(info->Material[i]);
}
delete info;
}
#include <wrl.h>
#include <memory>

View File

@ -95,7 +95,7 @@ void OBJReader::readOBJFile( std::wstring fileName )
inStream.close();
Mat = Oyster::Resource::OysterResource::LoadResource((fileName + L".jpg").c_str(),Oyster::Graphics::Loading::LoadTexture);
Mat = Oyster::Resource::OysterResource::LoadResource((fileName + L".png").c_str(),Oyster::Graphics::Loading::LoadTexture);
}
Oyster::Graphics::Model::ModelInfo* OBJReader::toModel()

View File

@ -10,6 +10,8 @@ namespace Oyster
{
namespace Loading
{
void LoadShader(const wchar_t filename[], Oyster::Resource::CustomData& out, int type);
void UnloadShaderP(void* loadedData)
{
ID3D11PixelShader* ps = ((ID3D11PixelShader*)loadedData);
@ -165,14 +167,16 @@ namespace Oyster
data.data = new char[data.size];
memcpy(data.data,Shader->GetBufferPointer(),data.size);
#else
std::ifstream stream;
stream.open(filename, std::ifstream::in | std::ifstream::binary);
if(stream.good())
{
stream.seekg(0, std::ios::end);
sd.size = size_t(stream.tellg());
sd.data = new char[sd.size];
data.size = size_t(stream.tellg());
data.data = new char[data.size];
stream.seekg(0, std::ios::beg);
stream.read(&sd.data[0], sd.size);
stream.read(&data.data[0], data.size);
stream.close();
}
else
@ -180,7 +184,6 @@ namespace Oyster
memset(&out,0,sizeof(out));
return;
}
#endif
out.loadedData = Core::ShaderManager::CreateShader(data, Core::ShaderManager::ShaderType(type));
}

View File

@ -109,6 +109,7 @@
</ProjectReference>
<FxCompile>
<ObjectFileOutput>$(SolutionDir)..\Bin\Content\Shaders\%(Filename).cso</ObjectFileOutput>
<ShaderModel>5.0</ShaderModel>
</FxCompile>
</ItemDefinitionGroup>
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">
@ -124,12 +125,13 @@
</Link>
<FxCompile>
<ObjectFileOutput>$(SolutionDir)..\Bin\Content\Shaders\%(Filename).cso</ObjectFileOutput>
<ShaderModel>5.0</ShaderModel>
</FxCompile>
</ItemDefinitionGroup>
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">
<ClCompile>
<WarningLevel>Level3</WarningLevel>
<Optimization>MaxSpeed</Optimization>
<Optimization>Disabled</Optimization>
<FunctionLevelLinking>true</FunctionLevelLinking>
<IntrinsicFunctions>true</IntrinsicFunctions>
<SDLCheck>true</SDLCheck>
@ -143,12 +145,14 @@
</Link>
<FxCompile>
<ObjectFileOutput>$(SolutionDir)..\Bin\Content\Shaders\%(Filename).cso</ObjectFileOutput>
<EnableDebuggingInformation>true</EnableDebuggingInformation>
<ShaderModel>5.0</ShaderModel>
</FxCompile>
</ItemDefinitionGroup>
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'">
<ClCompile>
<WarningLevel>Level3</WarningLevel>
<Optimization>MaxSpeed</Optimization>
<Optimization>Disabled</Optimization>
<FunctionLevelLinking>true</FunctionLevelLinking>
<IntrinsicFunctions>true</IntrinsicFunctions>
<SDLCheck>true</SDLCheck>
@ -162,6 +166,8 @@
</Link>
<FxCompile>
<ObjectFileOutput>$(SolutionDir)..\Bin\Content\Shaders\%(Filename).cso</ObjectFileOutput>
<EnableDebuggingInformation>true</EnableDebuggingInformation>
<ShaderModel>5.0</ShaderModel>
</FxCompile>
</ItemDefinitionGroup>
<ItemGroup>
@ -172,7 +178,7 @@
<ClCompile Include="DllInterfaces\GFXAPI.cpp" />
<ClCompile Include="FileLoader\ObjReader.cpp" />
<ClCompile Include="FileLoader\ShaderLoader.cpp" />
<ClCompile Include="FileLoader\TextureLoader.cpp" />
<ClCompile Include="FileLoader\ModelLoader.cpp" />
<ClCompile Include="Render\Preparations\BasicPreparations.cpp" />
<ClCompile Include="Render\Rendering\BasicRender.cpp" />
<ClCompile Include="Render\Resources\Resources.cpp" />
@ -264,6 +270,8 @@
<ItemGroup>
<None Include="Shader\HLSL\Deffered Shaders\GatherGBuffer\GBufferHeader.hlsli" />
<None Include="Shader\HLSL\Deffered Shaders\Render\Defines.hlsli" />
<None Include="Shader\HLSL\Deffered Shaders\Render\LightCalc.hlsli" />
<None Include="Shader\HLSL\Deffered Shaders\Render\PosManipulation.hlsli" />
<None Include="Shader\HLSL\SimpleDebug\Debug.hlsl" />
</ItemGroup>
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.targets" />

View File

@ -2,6 +2,8 @@
#include "../Resources/Resources.h"
#include "../../Definitions/GraphicalDefinition.h"
#include "../../Model/ModelInfo.h"
#include <map>
#include <vector>
namespace Oyster
{
@ -60,7 +62,8 @@ namespace Oyster
}
void Basic::EndFrame()
{
Core::swapChain->Present(0,0);
IDXGISwapChain* chain = Core::swapChain;
chain->Present(0,0);
}
}
}

View File

@ -3,7 +3,8 @@
// /Bin/Executable/Tester ->
// /Code/OysterGraphics/Shader/HLSL
const std::wstring PathFromExeToHlsl = L"..\\..\\..\\Code\\OysterGraphics\\Shader\\HLSL\\";
const std::wstring PathFromExeToCso = L"..\\Content\\Shaders\\";
const std::wstring PathFromExeToHlsl = L"..\\..\\Code\\OysterGraphics\\Shader\\HLSL\\";
const std::wstring VertexTransformDebug = L"TransformDebugVertex";
const std::wstring VertexDebug = L"DebugVertex";
const std::wstring PixelRed = L"DebugPixel";
@ -42,6 +43,12 @@ namespace Oyster
#else
/** Load Vertex Shader with Precompiled */
Core::ShaderManager::Init(PathFromExeToCso + L"DebugCameraVertex.cso",ShaderType::Vertex, VertexTransformDebug);
Core::ShaderManager::Init(PathFromExeToCso + L"DebugVertex.cso",ShaderType::Vertex, VertexDebug);
/** Load Pixel Shader with Precompiled */
Core::ShaderManager::Init(PathFromExeToCso + L"DebugPixel.cso",ShaderType::Pixel, PixelRed);
Core::ShaderManager::Init(PathFromExeToCso + L"TextureDebug.cso",ShaderType::Pixel, PixelTexture);
#endif
#pragma endregion
@ -152,10 +159,9 @@ namespace Oyster
void Resources::Clean()
{
Resources::ModelData.~Buffer();
Resources::VPData.~Buffer();
for(int i = 0; i < obj.CBuffers.Vertex.size(); ++i)
{
//SAFE_RELEASE(obj.CBuffers.Vertex[i]);
obj.CBuffers.Vertex[i]->~Buffer();
}
for(int i = 0; i < obj.CBuffers.Pixel.size(); ++i)
{

View File

@ -1,7 +1,31 @@
#ifndef DEFINES
#define DEFINES
struct PointLight
{
float3 Pos;
float Radius;
float4 PosRadius;
float4 ColorBright;
};
float3 Color;
struct DiffSpec
{
float3 Diffuse;
float3 Specular;
};
cbuffer PointLights : register(b0)
{
PointLight pl;
}
cbuffer LightConstants : register(b1)
{
float4x4 InvProj;
int2 Pixels;
}
Texture2D DiffuseGlow : register(t0);
Texture2D NormalSpec : register(t1);
Texture2D DepthTexture : register(t2);
#endif

View File

@ -0,0 +1,23 @@
#include "Defines.hlsli"
DiffSpec LightCalc(PointLight pl, float3 pos, int2 texCoord)
{
DiffSpec output;
float4 normalSpec = NormalSpec[texCoord];
float3 lightVec = pl.PosRadius.xyz - pos.xyz;
float d = length(lightVec);
lightVec = lightVec/d;
float diffFactor = max(dot(lightVec, normalSpec.xyz), 0.0f);
float3 v = reflect(-lightVec, normalSpec.xyz);
float specFactor = pow(max(dot(v,normalize(-pos)), 0.0f),normalSpec.w);
//Check att later
float att = (max(d-pl.PosRadius.w,0)/pow(pl.PosRadius.w,2));
//fix Ilum calcs instead of PhongBlinn
output.Diffuse = pl.ColorBright.w * att * diffFactor * pl.ColorBright.xyz;
output.Specular = pl.ColorBright.w * att * specFactor * pl.ColorBright.xyz;
if(diffFactor == 0)
output.Specular * 0;
return output;
}

View File

@ -1,11 +1,16 @@
#include "Defines.hlsli"
#include "LightCalc.hlsli"
#include "PosManipulation.hlsli"
//todo
//LightCulling
//Calc Diff + Spec
//Calc Ambience
//Write Glow
[numthreads(1, 1, 1)]
void main( uint3 DTid : SV_DispatchThreadID )
{
float3 ViewPos = ToVpos(DTid.xy);
//DiffSpec LightCalc(pl, float3 pos)
}

View File

@ -0,0 +1,21 @@
#include "Defines.hlsli"
//assumes ProperfloatTexCoords
float3 ToVpos(float2 texCoord)
{
//Get proper UV
float2 UV = float2(texCoord) / float2(Pixels);
float4 ViewPos;
// Get the depth value for this pixel
ViewPos.z= DepthTexture[texCoord].x;
//Get X/w
ViewPos.x = UV.x * 2 - 1;
//Get Y/w
ViewPos.y = 1 - 2 * UV.y;
ViewPos.w = 1;
//Un project
ViewPos = mul(ViewPos, InvProj);
return ViewPos.xyz / ViewPos.w;
}

View File

@ -69,21 +69,25 @@
<OutDir>$(SolutionDir)..\External\Lib\$(ProjectName)\</OutDir>
<IntDir>$(SolutionDir)..\Obj\$(ProjectName)\$(PlatformShortName)\$(Configuration)\</IntDir>
<TargetName>$(ProjectName)_$(PlatformShortName)D</TargetName>
<TargetExt>.lib</TargetExt>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">
<OutDir>$(SolutionDir)..\External\Lib\$(ProjectName)\</OutDir>
<IntDir>$(SolutionDir)..\Obj\$(ProjectName)\$(PlatformShortName)\$(Configuration)\</IntDir>
<TargetName>$(ProjectName)_$(PlatformShortName)</TargetName>
<TargetExt>.lib</TargetExt>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">
<OutDir>$(SolutionDir)..\External\Lib\$(ProjectName)\</OutDir>
<IntDir>$(SolutionDir)..\Obj\$(ProjectName)\$(PlatformShortName)\$(Configuration)\</IntDir>
<TargetName>$(ProjectName)_$(PlatformShortName)D</TargetName>
<TargetExt>.lib</TargetExt>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'">
<OutDir>$(SolutionDir)..\External\Lib\$(ProjectName)\</OutDir>
<IntDir>$(SolutionDir)..\Obj\$(ProjectName)\$(PlatformShortName)\$(Configuration)\</IntDir>
<TargetName>$(ProjectName)_$(PlatformShortName)</TargetName>
<TargetExt>.lib</TargetExt>
</PropertyGroup>
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
<ClCompile>

View File

@ -18,6 +18,7 @@
HINSTANCE g_hInst = NULL;
HWND g_hWnd = NULL;
Oyster::Graphics::Model::Model* m = NULL;
Oyster::Graphics::Model::Model* m2 = NULL;
Oyster::Math::Float4x4 V;
Oyster::Math::Float4x4 P;
@ -41,7 +42,7 @@ HRESULT InitDirect3D();
int WINAPI wWinMain( HINSTANCE hInstance, HINSTANCE hPrevInstance, LPWSTR lpCmdLine, int nCmdShow )
{
BOOL b = SetDllDirectoryW(L"..\\..\\DLL");
BOOL b = SetDllDirectoryW(L"..\\DLL");
typedef struct tagLOADPARMS32
{
LPSTR lpEnvAddress; // address of environment strings
@ -92,6 +93,7 @@ int WINAPI wWinMain( HINSTANCE hInstance, HINSTANCE hPrevInstance, LPWSTR lpCmdL
}
Oyster::Graphics::API::DeleteModel(m);
Oyster::Graphics::API::DeleteModel(m2);
Oyster::Graphics::API::Clean();
return (int) msg.wParam;
}
@ -186,11 +188,15 @@ HRESULT InitDirect3D()
#pragma endregion
#pragma region Obj
m = Oyster::Graphics::API::CreateModel(L"orca");
m = Oyster::Graphics::API::CreateModel(L"crate");
m2 = Oyster::Graphics::API::CreateModel(L"crate");
m2->WorldMatrix = Oyster::Math3D::OrientationMatrix(Oyster::Math::Float3::null,Oyster::Math::Float3(0,5,0),Oyster::Math::Float3::null);
#pragma endregion
P = Oyster::Math3D::ProjectionMatrix_Perspective(Oyster::Math::pi/2,1024.0f/768.0f,.1f,1000);
Oyster::Graphics::API::SetProjection(P);
P.Invert();
V = Oyster::Math3D::OrientationMatrix_LookAtDirection(Oyster::Math::Float3(0,0,-1),Oyster::Math::Float3(0,1,0),Oyster::Math::Float3(0,0,5.4f));
V = Oyster::Math3D::InverseOrientationMatrix(V);
@ -203,14 +209,17 @@ HRESULT Update(float deltaTime)
{
angle += Oyster::Math::pi/30000;
m->WorldMatrix = Oyster::Math3D::RotationMatrix_AxisY(angle);
m2->WorldMatrix = Oyster::Math3D::OrientationMatrix(Oyster::Math::Float3(0,0,1)*-angle,Oyster::Math::Float3(0,4,0),Oyster::Math::Float3::null);
return S_OK;
}
HRESULT Render(float deltaTime)
{
Oyster::Graphics::API::NewFrame(V,P);
Oyster::Graphics::API::SetView(V);
Oyster::Graphics::API::NewFrame();
Oyster::Graphics::API::RenderScene(m,1);
Oyster::Graphics::API::RenderModel(*m);
Oyster::Graphics::API::RenderModel(*m2);
Oyster::Graphics::API::EndFrame();

View File

@ -69,7 +69,7 @@
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
<LinkIncremental>true</LinkIncremental>
<IntDir>$(SolutionDir)..\Obj\$(ProjectName)\$(PlatformShortName)\$(Configuration)\</IntDir>
<OutDir>$(SolutionDir)..\Bin\Executable\$(ProjectName)\</OutDir>
<OutDir>$(SolutionDir)..\Bin\Executable\</OutDir>
<TargetName>$(ProjectName)_$(PlatformShortName)D</TargetName>
<IncludePath>C:\Program Files (x86)\Visual Leak Detector\include;$(IncludePath)</IncludePath>
<LibraryPath>C:\Program Files (x86)\Visual Leak Detector\lib\Win32;$(LibraryPath)</LibraryPath>
@ -77,7 +77,7 @@
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">
<LinkIncremental>true</LinkIncremental>
<IntDir>$(SolutionDir)..\Obj\$(ProjectName)\$(PlatformShortName)\$(Configuration)\</IntDir>
<OutDir>$(SolutionDir)..\Bin\Executable\$(ProjectName)\</OutDir>
<OutDir>$(SolutionDir)..\Bin\Executable\</OutDir>
<TargetName>$(ProjectName)_$(PlatformShortName)D</TargetName>
<IncludePath>C:\Program Files (x86)\Visual Leak Detector\include;$(IncludePath)</IncludePath>
<LibraryPath>C:\Program Files (x86)\Visual Leak Detector\lib\Win64;$(LibraryPath)</LibraryPath>
@ -85,7 +85,7 @@
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">
<LinkIncremental>false</LinkIncremental>
<IntDir>$(SolutionDir)..\Obj\$(ProjectName)\$(PlatformShortName)\$(Configuration)\</IntDir>
<OutDir>$(SolutionDir)..\Bin\Executable\$(ProjectName)\</OutDir>
<OutDir>$(SolutionDir)..\Bin\Executable\</OutDir>
<TargetName>$(ProjectName)_$(PlatformShortName)</TargetName>
<IncludePath>C:\Program Files (x86)\Visual Leak Detector\include;$(IncludePath)</IncludePath>
<LibraryPath>C:\Program Files (x86)\Visual Leak Detector\lib\Win32;$(LibraryPath)</LibraryPath>
@ -93,7 +93,7 @@
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'">
<LinkIncremental>false</LinkIncremental>
<IntDir>$(SolutionDir)..\Obj\$(ProjectName)\$(PlatformShortName)\$(Configuration)\</IntDir>
<OutDir>$(SolutionDir)..\Bin\Executable\$(ProjectName)\</OutDir>
<OutDir>$(SolutionDir)..\Bin\Executable\</OutDir>
<TargetName>$(ProjectName)_$(PlatformShortName)</TargetName>
<IncludePath>C:\Program Files (x86)\Visual Leak Detector\include;$(IncludePath)</IncludePath>
<LibraryPath>C:\Program Files (x86)\Visual Leak Detector\lib\Win64;$(LibraryPath)</LibraryPath>
@ -113,7 +113,7 @@
<GenerateDebugInformation>true</GenerateDebugInformation>
<AdditionalDependencies>OysterGraphics_$(PlatformShortName)D.lib;%(AdditionalDependencies)</AdditionalDependencies>
<AdditionalLibraryDirectories>$(SolutionDir)..\Bin\DLL;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
<DelayLoadDLLs>OysterGraphics_$(PlatformShortName)D.dll;%(DelayLoadDLLs)</DelayLoadDLLs>
<DelayLoadDLLs>OysterGraphics_x86D.dll;%(DelayLoadDLLs)</DelayLoadDLLs>
</Link>
<ProjectReference>
<LinkLibraryDependencies>
@ -136,7 +136,6 @@
<AdditionalDependencies>OysterGraphics_$(PlatformShortName)D.lib;%(AdditionalDependencies)</AdditionalDependencies>
<AdditionalLibraryDirectories>$(SolutionDir)..\Bin\DLL;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
<PreventDllBinding>true</PreventDllBinding>
<DelayLoadDLLs>OysterGraphics_$(PlatformShortName)D.dll;%(DelayLoadDLLs)</DelayLoadDLLs>
</Link>
</ItemDefinitionGroup>
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">
@ -144,9 +143,9 @@
<WarningLevel>Level3</WarningLevel>
<PrecompiledHeader>
</PrecompiledHeader>
<Optimization>MaxSpeed</Optimization>
<Optimization>Disabled</Optimization>
<FunctionLevelLinking>true</FunctionLevelLinking>
<IntrinsicFunctions>true</IntrinsicFunctions>
<IntrinsicFunctions>false</IntrinsicFunctions>
<PreprocessorDefinitions>WIN32;NDEBUG;_WINDOWS;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<SDLCheck>true</SDLCheck>
<AdditionalIncludeDirectories>..\OysterGraphics;..\OysterMath;..\Misc;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
@ -159,7 +158,7 @@
<AdditionalDependencies>OysterGraphics_$(PlatformShortName).lib;%(AdditionalDependencies)</AdditionalDependencies>
<AdditionalLibraryDirectories>$(SolutionDir)..\Bin\DLL;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
<PreventDllBinding>true</PreventDllBinding>
<DelayLoadDLLs>OysterGraphics_$(PlatformShortName)D.dll;%(DelayLoadDLLs)</DelayLoadDLLs>
<DelayLoadDLLs>OysterGraphics_x86.dll;</DelayLoadDLLs>
</Link>
</ItemDefinitionGroup>
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'">
@ -167,7 +166,7 @@
<WarningLevel>Level3</WarningLevel>
<PrecompiledHeader>
</PrecompiledHeader>
<Optimization>MaxSpeed</Optimization>
<Optimization>Disabled</Optimization>
<FunctionLevelLinking>true</FunctionLevelLinking>
<IntrinsicFunctions>true</IntrinsicFunctions>
<PreprocessorDefinitions>WIN32;NDEBUG;_WINDOWS;%(PreprocessorDefinitions)</PreprocessorDefinitions>
@ -182,7 +181,6 @@
<AdditionalDependencies>OysterGraphics_$(PlatformShortName).lib;%(AdditionalDependencies)</AdditionalDependencies>
<AdditionalLibraryDirectories>$(SolutionDir)..\Bin\DLL;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
<PreventDllBinding>true</PreventDllBinding>
<DelayLoadDLLs>OysterGraphics_$(PlatformShortName)D.dll;%(DelayLoadDLLs)</DelayLoadDLLs>
</Link>
</ItemDefinitionGroup>
<ItemGroup>

View File

@ -34,8 +34,14 @@ WndProc(HWND hwnd, UINT msg, WPARAM wParam, LPARAM lParam)
((MINMAXINFO*)lParam)->ptMinTrackSize.y = 100;
break;
case WM_KEYDOWN:
if(wParam == VK_ESCAPE)
PostQuitMessage(0);
break;
default:
return DefWindowProc(hwnd, msg, wParam, lParam);
}
return 0;
}
@ -84,39 +90,18 @@ int WINAPI WinMain( HINSTANCE hInst, HINSTANCE prevInst, PSTR cmdLine, int cmdSh
{
_CrtSetDbgFlag( _CRTDBG_ALLOC_MEM_DF | _CRTDBG_LEAK_CHECK_DF);
/********************************************
* Description of a window *
*******************************************/
WindowShell::INIT_DESC_WINDOW wDesc;
wDesc.hInstance = hInst;
wDesc.windowName = L"Glare";
wDesc.windowPosition = Point2D(50);
wDesc.windowSize = Point2D(1024, 800);
WindowShell::WINDOW_INIT_DESC wDesc;
//wDesc.hInstance = hInst;
wDesc.windowPosition.x = 50;
wDesc.windowPosition.y = 50;
wDesc.windowSize.x = 1024;
wDesc.windowSize.x = 800;
wDesc.windowProcCallback = WndProc;
/********************************************
* Description of a child window *
*******************************************/
WindowShell::INIT_DESC_CHILD_WINDOW cDesc;
cDesc.name = L"Child";
cDesc.style = WS_EX_RIGHTSCROLLBAR;
cDesc.topLeftPos = Point2D();
cDesc.windowProcCallback = ChildWndProc;
cDesc.windowSize = Point2D(80);
/************************************************************
* Initializing main window and several children *
************************************************************/
WindowShell::self()->createWin(wDesc);
WindowShell::self()->createChildWin(cDesc);
WindowShell::self()->createChildWin(cDesc);
WindowShell::self()->createChildWin(cDesc);

View File

@ -24,30 +24,30 @@
</PropertyGroup>
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.Default.props" />
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'" Label="Configuration">
<ConfigurationType>Application</ConfigurationType>
<ConfigurationType>StaticLibrary</ConfigurationType>
<UseDebugLibraries>true</UseDebugLibraries>
<PlatformToolset>v110</PlatformToolset>
<CharacterSet>MultiByte</CharacterSet>
<CharacterSet>Unicode</CharacterSet>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'" Label="Configuration">
<ConfigurationType>Application</ConfigurationType>
<ConfigurationType>StaticLibrary</ConfigurationType>
<UseDebugLibraries>true</UseDebugLibraries>
<PlatformToolset>v110</PlatformToolset>
<CharacterSet>MultiByte</CharacterSet>
<CharacterSet>Unicode</CharacterSet>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'" Label="Configuration">
<ConfigurationType>StaticLibrary</ConfigurationType>
<UseDebugLibraries>false</UseDebugLibraries>
<PlatformToolset>v110</PlatformToolset>
<WholeProgramOptimization>true</WholeProgramOptimization>
<CharacterSet>MultiByte</CharacterSet>
<CharacterSet>Unicode</CharacterSet>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'" Label="Configuration">
<ConfigurationType>StaticLibrary</ConfigurationType>
<UseDebugLibraries>false</UseDebugLibraries>
<PlatformToolset>v110</PlatformToolset>
<WholeProgramOptimization>true</WholeProgramOptimization>
<CharacterSet>MultiByte</CharacterSet>
<CharacterSet>Unicode</CharacterSet>
</PropertyGroup>
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.props" />
<ImportGroup Label="ExtensionSettings">
@ -138,6 +138,10 @@
</Link>
</ItemDefinitionGroup>
<ItemGroup>
<ClCompile Include="WindowShell.cpp" />
</ItemGroup>
<ItemGroup>
<ClInclude Include="WindowShell.h" />
</ItemGroup>
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.targets" />
<ImportGroup Label="ExtensionTargets">

View File

@ -14,4 +14,14 @@
<Extensions>rc;ico;cur;bmp;dlg;rc2;rct;bin;rgs;gif;jpg;jpeg;jpe;resx;tiff;tif;png;wav;mfcribbon-ms</Extensions>
</Filter>
</ItemGroup>
<ItemGroup>
<ClCompile Include="WindowShell.cpp">
<Filter>Source Files</Filter>
</ClCompile>
</ItemGroup>
<ItemGroup>
<ClInclude Include="WindowShell.h">
<Filter>Header Files</Filter>
</ClInclude>
</ItemGroup>
</Project>

View File

@ -56,7 +56,7 @@ WindowShell::~WindowShell()
bool WindowShell::createWin(INIT_DESC_WINDOW &desc)
bool WindowShell::createWin(WINDOW_INIT_DESC &desc)
{
if(pData->hWnd)
{
@ -68,14 +68,15 @@ bool WindowShell::createWin(INIT_DESC_WINDOW &desc)
MessageBox(0, L"No callback function for window messages was found!" ,L"Error", 0);
return false;
}
if(!desc.hInstance)
{
MessageBox(0, L"No HINSTANCE was specified!" ,L"Error", 0);
return false;
}
if(desc.windowSize < 0)
if(desc.windowSize.x < 0 || desc.windowSize.y < 0)
{
MessageBox(0, L"Size specified for window is invalid!" ,L"Error", 0);
return false;
}
if(!desc.hInstance)
{
desc.hInstance = GetModuleHandle(0);
}
@ -87,7 +88,7 @@ bool WindowShell::createWin(INIT_DESC_WINDOW &desc)
WNDCLASSEX wc;
wc.cbSize = sizeof(WNDCLASSEX);
wc.hIconSm = NULL;
wc.style = CS_HREDRAW | CS_VREDRAW;
wc.style = desc.windowClassStyle;
wc.lpfnWndProc = desc.windowProcCallback;
wc.cbClsExtra = 0;
wc.cbWndExtra = 0;
@ -112,7 +113,7 @@ bool WindowShell::createWin(INIT_DESC_WINDOW &desc)
pData->hWnd = CreateWindow(
L"MainWindowClass" ,
desc.windowName.c_str(),
WS_OVERLAPPEDWINDOW,
desc.windowStyle,
desc.windowPosition.x,
desc.windowPosition.y,
desc.windowSize.x,
@ -138,7 +139,7 @@ bool WindowShell::createWin(INIT_DESC_WINDOW &desc)
return true;
}
int WindowShell::createChildWin(INIT_DESC_CHILD_WINDOW &desc)
int WindowShell::createChildWin(CHILD_WINDOW_INIT_DESC &desc)
{
ChildWin win;

View File

@ -5,72 +5,45 @@
#include <string>
struct Point2D
{
int x;
int y;
Point2D()
{
x = 0;
y = 0;
}
Point2D(int _x, int _y)
{
x = _x;
y = _y;
}
Point2D(int _p)
{
x = _p;
y = _p;
}
operator POINT() const
{
return Point2D(x, y);
}
bool operator<(int i)
{
bool a = x<i;
bool b = y<i;
return (a || b);
}
};
class WindowShell
{
public:
struct INIT_DESC_WINDOW
struct WINDOW_INIT_DESC
{
HINSTANCE hInstance;
std::wstring windowName;
Point2D windowSize;
Point2D windowPosition;
POINT windowSize;
POINT windowPosition;
WNDPROC windowProcCallback;
UINT windowClassStyle;
UINT windowStyle;
INIT_DESC_WINDOW()
WINDOW_INIT_DESC()
{
hInstance = NULL;
windowName = L"Child window";
windowName = L"MADAFACKA";
windowSize.x = 800;
windowSize.y = 600;
windowPosition.x = 0;
windowPosition.y = 0;
windowProcCallback = NULL;
windowClassStyle = CS_HREDRAW | CS_VREDRAW | CS_OWNDC;
windowStyle = WS_OVERLAPPEDWINDOW;
}
};
struct INIT_DESC_CHILD_WINDOW
struct CHILD_WINDOW_INIT_DESC
{
std::wstring name;
DWORD style;
Point2D topLeftPos;
Point2D windowSize;
POINT topLeftPos;
POINT windowSize;
WNDPROC windowProcCallback;
INIT_DESC_CHILD_WINDOW()
CHILD_WINDOW_INIT_DESC()
{
name = L"Child Window";
style = WS_CHILD;
topLeftPos = Point2D(0,0);
memset(&topLeftPos, 0, sizeof(POINT));
windowSize.x = 300;
windowSize.y = 200;
windowProcCallback = NULL;
@ -94,9 +67,9 @@ class WindowShell
const int getChildID (HWND hwnd) const;
/* Creates an empty window */
bool createWin (INIT_DESC_WINDOW&);
bool createWin (WINDOW_INIT_DESC&);
/*Creates a child window and returns the id of child window or -1 if failed*/
int createChildWin (INIT_DESC_CHILD_WINDOW&);
int createChildWin (CHILD_WINDOW_INIT_DESC&);
/* Removes a child window */
bool removeChild (int id);
/* Removes a child window */