GL - using window manager, fixed consistent linking in danBiasGame
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@ -71,7 +71,7 @@
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<OutDir>$(SolutionDir)..\Bin\DLL\</OutDir>
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<OutDir>$(SolutionDir)..\Bin\DLL\</OutDir>
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<IntDir>$(SolutionDir)..\Obj\$(ProjectName)\$(PlatformShortName)\$(Configuration)\</IntDir>
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<IntDir>$(SolutionDir)..\Obj\$(ProjectName)\$(PlatformShortName)\$(Configuration)\</IntDir>
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<TargetName>$(ProjectName)_$(PlatformShortName)D</TargetName>
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<TargetName>$(ProjectName)_$(PlatformShortName)D</TargetName>
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<LibraryPath>$(SolutionDir)..\External\Lib\Input;$(SolutionDir)..\Bin\DLL;C:\Program Files %28x86%29\Visual Leak Detector\lib\Win32;$(LibraryPath)</LibraryPath>
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<LibraryPath>$(SolutionDir)..\External\Lib\;$(SolutionDir)..\Bin\DLL;C:\Program Files %28x86%29\Visual Leak Detector\lib\Win32;$(LibraryPath)</LibraryPath>
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<IncludePath>$(SolutionDir)..\External\Include\;$(SolutionDir)Game\GameProtocols\;$(SolutionDir)Network/NetworkAPI;$(IncludePath);C:\Program Files %28x86%29\Visual Leak Detector\include</IncludePath>
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<IncludePath>$(SolutionDir)..\External\Include\;$(SolutionDir)Game\GameProtocols\;$(SolutionDir)Network/NetworkAPI;$(IncludePath);C:\Program Files %28x86%29\Visual Leak Detector\include</IncludePath>
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</PropertyGroup>
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</PropertyGroup>
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<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">
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<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">
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@ -79,24 +79,24 @@
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<OutDir>$(SolutionDir)..\Bin\DLL\</OutDir>
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<OutDir>$(SolutionDir)..\Bin\DLL\</OutDir>
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<IntDir>$(SolutionDir)..\Obj\$(ProjectName)\$(PlatformShortName)\$(Configuration)\</IntDir>
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<IntDir>$(SolutionDir)..\Obj\$(ProjectName)\$(PlatformShortName)\$(Configuration)\</IntDir>
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<TargetName>$(ProjectName)_$(PlatformShortName)D</TargetName>
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<TargetName>$(ProjectName)_$(PlatformShortName)D</TargetName>
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<LibraryPath>$(SolutionDir)..\External\Lib\Input;$(SolutionDir)..\Bin\DLL;C:\Program Files %28x86%29\Visual Leak Detector\lib\Win64;$(LibraryPath)</LibraryPath>
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<LibraryPath>$(SolutionDir)..\External\Lib\;$(SolutionDir)..\Bin\DLL;C:\Program Files %28x86%29\Visual Leak Detector\lib\Win32;$(LibraryPath)</LibraryPath>
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<IncludePath>$(SolutionDir)..\External\Include\;$(IncludePath);C:\Program Files %28x86%29\Visual Leak Detector\include</IncludePath>
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<IncludePath>$(SolutionDir)..\External\Include\;$(SolutionDir)Game\GameProtocols\;$(SolutionDir)Network/NetworkAPI;$(IncludePath);C:\Program Files %28x86%29\Visual Leak Detector\include</IncludePath>
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</PropertyGroup>
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</PropertyGroup>
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<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">
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<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">
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<LinkIncremental>false</LinkIncremental>
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<LinkIncremental>false</LinkIncremental>
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<OutDir>$(SolutionDir)..\Bin\DLL\</OutDir>
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<OutDir>$(SolutionDir)..\Bin\DLL\</OutDir>
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<IntDir>$(SolutionDir)..\Obj\$(ProjectName)\$(PlatformShortName)\$(Configuration)\</IntDir>
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<IntDir>$(SolutionDir)..\Obj\$(ProjectName)\$(PlatformShortName)\$(Configuration)\</IntDir>
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<TargetName>$(ProjectName)_$(PlatformShortName)</TargetName>
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<TargetName>$(ProjectName)_$(PlatformShortName)</TargetName>
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<LibraryPath>$(SolutionDir)..\External\Lib\Input;$(SolutionDir)..\Bin\DLL;C:\Program Files %28x86%29\Visual Leak Detector\lib\Win32;$(LibraryPath)</LibraryPath>
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<LibraryPath>$(SolutionDir)..\External\Lib\;$(SolutionDir)..\Bin\DLL;C:\Program Files %28x86%29\Visual Leak Detector\lib\Win32;$(LibraryPath)</LibraryPath>
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<IncludePath>$(SolutionDir)..\External\Include\;$(IncludePath);C:\Program Files %28x86%29\Visual Leak Detector\include</IncludePath>
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<IncludePath>$(SolutionDir)..\External\Include\;$(SolutionDir)Game\GameProtocols\;$(SolutionDir)Network/NetworkAPI;$(IncludePath);C:\Program Files %28x86%29\Visual Leak Detector\include</IncludePath>
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</PropertyGroup>
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</PropertyGroup>
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<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'">
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<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'">
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<LinkIncremental>false</LinkIncremental>
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<LinkIncremental>false</LinkIncremental>
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<OutDir>$(SolutionDir)..\Bin\DLL\</OutDir>
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<OutDir>$(SolutionDir)..\Bin\DLL\</OutDir>
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<IntDir>$(SolutionDir)..\Obj\$(ProjectName)\$(PlatformShortName)\$(Configuration)\</IntDir>
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<IntDir>$(SolutionDir)..\Obj\$(ProjectName)\$(PlatformShortName)\$(Configuration)\</IntDir>
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<TargetName>$(ProjectName)_$(PlatformShortName)</TargetName>
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<TargetName>$(ProjectName)_$(PlatformShortName)</TargetName>
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<LibraryPath>$(SolutionDir)..\External\Lib\Input;$(SolutionDir)..\Bin\DLL;C:\Program Files %28x86%29\Visual Leak Detector\lib\Win64;$(LibraryPath)</LibraryPath>
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<LibraryPath>$(SolutionDir)..\External\Lib\;$(SolutionDir)..\Bin\DLL;C:\Program Files %28x86%29\Visual Leak Detector\lib\Win32;$(LibraryPath)</LibraryPath>
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<IncludePath>$(SolutionDir)..\External\Include\;$(IncludePath);C:\Program Files %28x86%29\Visual Leak Detector\include</IncludePath>
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<IncludePath>$(SolutionDir)..\External\Include\;$(SolutionDir)Game\GameProtocols\;$(SolutionDir)Network/NetworkAPI;$(IncludePath);C:\Program Files %28x86%29\Visual Leak Detector\include</IncludePath>
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</PropertyGroup>
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</PropertyGroup>
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<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
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<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
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<ClCompile>
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<ClCompile>
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@ -111,7 +111,7 @@
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<Link>
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<Link>
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<SubSystem>Windows</SubSystem>
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<SubSystem>Windows</SubSystem>
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<GenerateDebugInformation>true</GenerateDebugInformation>
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<GenerateDebugInformation>true</GenerateDebugInformation>
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<AdditionalDependencies>OysterGraphics_$(PlatformShortName)D.lib;Input_$(PlatformShortName)D.lib;%(AdditionalDependencies)</AdditionalDependencies>
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<AdditionalDependencies>WindowManager\WindowManager_$(PlatformShortName)D.lib;OysterGraphics_$(PlatformShortName)D.lib;Input\Input_$(PlatformShortName)D.lib;%(AdditionalDependencies)</AdditionalDependencies>
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<DelayLoadDLLs>NetworkAPI_$(PlatformShortName)D.dll;OysterGraphics_$(PlatformShortName)D.dll;%(DelayLoadDLLs)</DelayLoadDLLs>
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<DelayLoadDLLs>NetworkAPI_$(PlatformShortName)D.dll;OysterGraphics_$(PlatformShortName)D.dll;%(DelayLoadDLLs)</DelayLoadDLLs>
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</Link>
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</Link>
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</ItemDefinitionGroup>
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</ItemDefinitionGroup>
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@ -123,13 +123,13 @@
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<Optimization>Disabled</Optimization>
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<Optimization>Disabled</Optimization>
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<PreprocessorDefinitions>DANBIAS_GAME_DLL_EXPORT;WIN32;_DEBUG;_WINDOWS;%(PreprocessorDefinitions)</PreprocessorDefinitions>
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<PreprocessorDefinitions>DANBIAS_GAME_DLL_EXPORT;WIN32;_DEBUG;_WINDOWS;%(PreprocessorDefinitions)</PreprocessorDefinitions>
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<SDLCheck>true</SDLCheck>
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<SDLCheck>true</SDLCheck>
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<AdditionalIncludeDirectories>$(SolutionDir)GameProtocols;$(SolutionDir)OysterMath;$(SolutionDir)Input;$(SolutionDir)OysterGraphics;$(SolutionDir)Misc;$(SolutionDir)OysterMath;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
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<AdditionalIncludeDirectories>$(SolutionDir)OysterMath;$(SolutionDir)Input;$(SolutionDir)OysterGraphics;$(SolutionDir)Misc;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
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</ClCompile>
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</ClCompile>
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<Link>
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<Link>
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<SubSystem>Windows</SubSystem>
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<SubSystem>Windows</SubSystem>
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<GenerateDebugInformation>true</GenerateDebugInformation>
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<GenerateDebugInformation>true</GenerateDebugInformation>
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<AdditionalDependencies>GameProtocols_$(PlatformShortName)D.lib;OysterGraphics_$(PlatformShortName)D.lib;Input_$(PlatformShortName)D.lib;%(AdditionalDependencies)</AdditionalDependencies>
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<AdditionalDependencies>WindowManager\WindowManager_$(PlatformShortName)D.lib;OysterGraphics_$(PlatformShortName)D.lib;Input\Input_$(PlatformShortName)D.lib;%(AdditionalDependencies)</AdditionalDependencies>
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<DelayLoadDLLs>OysterGraphics_$(PlatformShortName)D.dll;%(DelayLoadDLLs)</DelayLoadDLLs>
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<DelayLoadDLLs>NetworkAPI_$(PlatformShortName)D.dll;OysterGraphics_$(PlatformShortName)D.dll;%(DelayLoadDLLs)</DelayLoadDLLs>
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</Link>
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</Link>
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</ItemDefinitionGroup>
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</ItemDefinitionGroup>
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<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">
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<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">
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@ -142,15 +142,15 @@
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<IntrinsicFunctions>true</IntrinsicFunctions>
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<IntrinsicFunctions>true</IntrinsicFunctions>
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<PreprocessorDefinitions>DANBIAS_GAME_DLL_EXPORT;WIN32;NDEBUG;_WINDOWS;%(PreprocessorDefinitions)</PreprocessorDefinitions>
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<PreprocessorDefinitions>DANBIAS_GAME_DLL_EXPORT;WIN32;NDEBUG;_WINDOWS;%(PreprocessorDefinitions)</PreprocessorDefinitions>
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<SDLCheck>true</SDLCheck>
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<SDLCheck>true</SDLCheck>
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<AdditionalIncludeDirectories>$(SolutionDir)GameProtocols;$(SolutionDir)OysterMath;$(SolutionDir)Input;$(SolutionDir)OysterGraphics;$(SolutionDir)Misc;$(SolutionDir)OysterMath;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
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<AdditionalIncludeDirectories>$(SolutionDir)OysterMath;$(SolutionDir)Input;$(SolutionDir)OysterGraphics;$(SolutionDir)Misc;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
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</ClCompile>
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</ClCompile>
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<Link>
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<Link>
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<SubSystem>Windows</SubSystem>
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<SubSystem>Windows</SubSystem>
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<GenerateDebugInformation>true</GenerateDebugInformation>
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<GenerateDebugInformation>true</GenerateDebugInformation>
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<EnableCOMDATFolding>true</EnableCOMDATFolding>
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<EnableCOMDATFolding>true</EnableCOMDATFolding>
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<OptimizeReferences>true</OptimizeReferences>
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<OptimizeReferences>true</OptimizeReferences>
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<AdditionalDependencies>GameProtocols_$(PlatformShortName).lib;OysterGraphics_$(PlatformShortName).lib;Input_$(PlatformShortName).lib;%(AdditionalDependencies)</AdditionalDependencies>
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<AdditionalDependencies>WindowManager\WindowManager_$(PlatformShortName).lib;OysterGraphics_$(PlatformShortName).lib;Input\Input_$(PlatformShortName).lib;%(AdditionalDependencies)</AdditionalDependencies>
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<DelayLoadDLLs>OysterGraphics_x86.dll;%(DelayLoadDLLs)</DelayLoadDLLs>
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<DelayLoadDLLs>NetworkAPI_$(PlatformShortName).dll;OysterGraphics_$(PlatformShortName).dll;%(DelayLoadDLLs)</DelayLoadDLLs>
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</Link>
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</Link>
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</ItemDefinitionGroup>
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</ItemDefinitionGroup>
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<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'">
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<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'">
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@ -163,15 +163,15 @@
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<IntrinsicFunctions>true</IntrinsicFunctions>
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<IntrinsicFunctions>true</IntrinsicFunctions>
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<PreprocessorDefinitions>DANBIAS_GAME_DLL_EXPORT;WIN32;NDEBUG;_WINDOWS;%(PreprocessorDefinitions)</PreprocessorDefinitions>
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<PreprocessorDefinitions>DANBIAS_GAME_DLL_EXPORT;WIN32;NDEBUG;_WINDOWS;%(PreprocessorDefinitions)</PreprocessorDefinitions>
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<SDLCheck>true</SDLCheck>
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<SDLCheck>true</SDLCheck>
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<AdditionalIncludeDirectories>$(SolutionDir)GameProtocols;$(SolutionDir)OysterMath;$(SolutionDir)Input;$(SolutionDir)OysterGraphics;$(SolutionDir)Misc;$(SolutionDir)OysterMath;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
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<AdditionalIncludeDirectories>$(SolutionDir)OysterMath;$(SolutionDir)Input;$(SolutionDir)OysterGraphics;$(SolutionDir)Misc;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
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</ClCompile>
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</ClCompile>
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<Link>
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<Link>
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<SubSystem>Windows</SubSystem>
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<SubSystem>Windows</SubSystem>
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<GenerateDebugInformation>true</GenerateDebugInformation>
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<GenerateDebugInformation>true</GenerateDebugInformation>
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<EnableCOMDATFolding>true</EnableCOMDATFolding>
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<EnableCOMDATFolding>true</EnableCOMDATFolding>
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<OptimizeReferences>true</OptimizeReferences>
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<OptimizeReferences>true</OptimizeReferences>
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<AdditionalDependencies>GameProtocols_$(PlatformShortName).lib;OysterGraphics_$(PlatformShortName).lib;Input_$(PlatformShortName).lib;%(AdditionalDependencies)</AdditionalDependencies>
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<AdditionalDependencies>WindowManager\WindowManager_$(PlatformShortName).lib;OysterGraphics_$(PlatformShortName).lib;Input\Input_$(PlatformShortName).lib;%(AdditionalDependencies)</AdditionalDependencies>
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<DelayLoadDLLs>OysterGraphics_x86.dll;%(DelayLoadDLLs)</DelayLoadDLLs>
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<DelayLoadDLLs>NetworkAPI_$(PlatformShortName).dll;OysterGraphics_$(PlatformShortName).dll;%(DelayLoadDLLs)</DelayLoadDLLs>
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</Link>
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</Link>
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</ItemDefinitionGroup>
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</ItemDefinitionGroup>
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<ItemGroup>
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<ItemGroup>
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@ -8,16 +8,15 @@
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#include "PlayerProtocols.h"
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#include "PlayerProtocols.h"
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#include "NetworkClient.h"
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#include "NetworkClient.h"
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#include "../WindowManager/WindowShell.h"
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#include "L_inputClass.h"
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#include "L_inputClass.h"
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//#include "vld.h"
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#include "vld.h"
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namespace DanBias
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namespace DanBias
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{
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{
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__int64 DanBiasGame::cntsPerSec = 0;
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__int64 DanBiasGame::cntsPerSec = 0;
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__int64 DanBiasGame::prevTimeStamp = 0;
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__int64 DanBiasGame::prevTimeStamp = 0;
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float DanBiasGame::secsPerCnt = 0;
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float DanBiasGame::secsPerCnt = 0;
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HINSTANCE DanBiasGame::g_hInst = NULL;
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HWND DanBiasGame::g_hWnd = NULL;
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#pragma region Game Data
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#pragma region Game Data
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void ProtocolRecievedCallback(Oyster::Network::CustomNetProtocol& p) override
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void ProtocolRecievedCallback(Oyster::Network::CustomNetProtocol& p) override
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{
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{
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int pType = p[0].value.netInt;
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int pType = p[0].value.netInt;
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//Client::GameClientState::ProtocolStruct* protocolData;
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switch (pType)
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switch (pType)
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{
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{
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case protocol_Gamplay_PlayerNavigation:
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case protocol_Gamplay_PlayerNavigation:
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{
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{
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Client::GameClientState::KeyInput* protocolData = new Client::GameClientState::KeyInput;
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Client::GameClientState::KeyInput* protocolData = new Client::GameClientState::KeyInput;
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for(int i = 0; i< 6; i++)
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for(int i = 0; i< 6; i++)
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protocolData->key[i] = p[i+1].value.netBool;
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protocolData->key[i] = p[i+1].value.netBool;
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}
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}
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((Client::GameState*)gameClientState)->Protocol(protocolData);
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if(dynamic_cast<Client::GameState*>(gameClientState))
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((Client::GameState*)gameClientState)->Protocol(protocolData);
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delete protocolData;
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delete protocolData;
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protocolData = NULL;
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protocolData = NULL;
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}
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}
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{
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{
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protocolData->playerPos[i] = p[i].value.netFloat;
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protocolData->playerPos[i] = p[i].value.netFloat;
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}
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}
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//if(dynamic_cast<Client::GameState*>(gameClientState))
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if(dynamic_cast<Client::GameState*>(gameClientState))
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gameClientState->Protocol(protocolData);
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((Client::GameState*)gameClientState)->Protocol(protocolData);
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delete protocolData;
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delete protocolData;
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protocolData = NULL;
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protocolData = NULL;
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}
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}
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protocolData->worldPos[i] = p[i+2].value.netFloat;
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protocolData->worldPos[i] = p[i+2].value.netFloat;
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}
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}
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if(dynamic_cast<Client::GameState*>(gameClientState))
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gameClientState->Protocol(protocolData);
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((Client::GameState*)gameClientState)->Protocol(protocolData);
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delete protocolData;
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delete protocolData;
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protocolData = NULL;
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protocolData = NULL;
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public:
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public:
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//Client::GameClientState* gameClientState;
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//Client::GameClientState* gameClientState;
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WindowShell* window;
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InputClass* inputObj;
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InputClass* inputObj;
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MyRecieverObject* recieverObj;
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MyRecieverObject* recieverObj;
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//--------------------------------------------------------------------------------------
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//--------------------------------------------------------------------------------------
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DanBiasClientReturn DanBiasGame::Initiate(DanBiasGameDesc& desc)
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DanBiasClientReturn DanBiasGame::Initiate(DanBiasGameDesc& desc)
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{
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{
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if( FAILED( InitWindow( desc.hinst, desc.nCmdShow ) ))
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if(! m_data->window->CreateWin(WindowShell::WINDOW_INIT_DESC()))
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return DanBiasClientReturn_Error;
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return DanBiasClientReturn_Error;
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if( FAILED( InitDirect3D() ) )
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if( FAILED( InitDirect3D() ) )
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prevTimeStamp = 0;
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prevTimeStamp = 0;
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QueryPerformanceCounter((LARGE_INTEGER*)&prevTimeStamp);
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QueryPerformanceCounter((LARGE_INTEGER*)&prevTimeStamp);
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m_data->recieverObj = new MyRecieverObject;
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m_data->recieverObj = new MyRecieverObject;
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m_data->recieverObj->nwClient = new Oyster::Network::NetworkClient(m_data->recieverObj, Oyster::Network::NetworkProtocolCallbackType_Object);
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m_data->recieverObj->nwClient = new Oyster::Network::NetworkClient(m_data->recieverObj, Oyster::Network::NetworkProtocolCallbackType_Object);
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CleanUp();
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CleanUp();
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}
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}
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//--------------------------------------------------------------------------------------
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// Register class and create window
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//--------------------------------------------------------------------------------------
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HRESULT DanBiasGame::InitWindow( HINSTANCE hInstance, int nCmdShow )
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{
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// Register class
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WNDCLASSEX wcex;
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wcex.cbSize = sizeof(WNDCLASSEX);
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wcex.style = CS_HREDRAW | CS_VREDRAW;
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wcex.lpfnWndProc = WndProc;
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wcex.cbClsExtra = 0;
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wcex.cbWndExtra = 0;
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wcex.hInstance = hInstance;
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wcex.hIcon = 0;
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wcex.hCursor = LoadCursor(NULL, IDC_ARROW);
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wcex.hbrBackground = (HBRUSH)(COLOR_WINDOW+1);
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wcex.lpszMenuName = NULL;
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wcex.lpszClassName = L"BTH_D3D_Template";
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wcex.hIconSm = 0;
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if( !RegisterClassEx(&wcex) )
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return E_FAIL;
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// Adjust and create window
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g_hInst = hInstance;
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RECT rc = { 0, 0, 1024, 768 };
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AdjustWindowRect( &rc, WS_OVERLAPPEDWINDOW, FALSE );
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if(!(g_hWnd = CreateWindow(
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L"BTH_D3D_Template",
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L"BTH - Direct3D 11.0 Template",
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WS_OVERLAPPEDWINDOW,
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CW_USEDEFAULT,
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CW_USEDEFAULT,
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rc.right - rc.left,
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rc.bottom - rc.top,
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NULL,
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NULL,
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hInstance,
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NULL)))
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{
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return E_FAIL;
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}
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ShowWindow( g_hWnd, nCmdShow );
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return S_OK;
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}
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//--------------------------------------------------------------------------------------
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//--------------------------------------------------------------------------------------
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// Create Direct3D with Oyster Graphics
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// Create Direct3D with Oyster Graphics
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//--------------------------------------------------------------------------------------
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//--------------------------------------------------------------------------------------
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HRESULT DanBiasGame::InitDirect3D()
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HRESULT DanBiasGame::InitDirect3D()
|
||||||
{
|
{
|
||||||
if(Oyster::Graphics::API::Init(g_hWnd, false, false, Oyster::Math::Float2( 1024, 768)) != Oyster::Graphics::API::Sucsess)
|
if(Oyster::Graphics::API::Init(m_data->window->GetHWND(), false, false, Oyster::Math::Float2( 1024, 768)) != Oyster::Graphics::API::Sucsess)
|
||||||
return E_FAIL;
|
return E_FAIL;
|
||||||
return S_OK;
|
return S_OK;
|
||||||
}
|
}
|
||||||
|
@ -245,10 +197,10 @@ namespace DanBias
|
||||||
//--------------------------------------------------------------------------------------
|
//--------------------------------------------------------------------------------------
|
||||||
// Init the input
|
// Init the input
|
||||||
//-------------------------------------------------------------------------------------
|
//-------------------------------------------------------------------------------------
|
||||||
HRESULT DanBiasGame::InitInput()
|
HRESULT DanBiasGame::InitInput()
|
||||||
{
|
{
|
||||||
m_data->inputObj = new InputClass;
|
m_data->inputObj = new InputClass;
|
||||||
if(!m_data->inputObj->Initialize(g_hInst, g_hWnd, 1024, 768))
|
if(!m_data->inputObj->Initialize(m_data->window->GetHINSTANCE(), m_data->window->GetHWND(), m_data->window->GetHeight(), m_data->window->GetWidth()))
|
||||||
{
|
{
|
||||||
MessageBox(0, L"Could not initialize the input object.", L"Error", MB_OK);
|
MessageBox(0, L"Could not initialize the input object.", L"Error", MB_OK);
|
||||||
return E_FAIL;
|
return E_FAIL;
|
||||||
|
@ -258,6 +210,7 @@ namespace DanBias
|
||||||
|
|
||||||
HRESULT DanBiasGame::Update(float deltaTime)
|
HRESULT DanBiasGame::Update(float deltaTime)
|
||||||
{
|
{
|
||||||
|
m_data->window->Frame();
|
||||||
m_data->inputObj->Update();
|
m_data->inputObj->Update();
|
||||||
|
|
||||||
DanBias::Client::GameClientState::ClientState state = DanBias::Client::GameClientState::ClientState_Same;
|
DanBias::Client::GameClientState::ClientState state = DanBias::Client::GameClientState::ClientState_Same;
|
||||||
|
@ -297,7 +250,7 @@ namespace DanBias
|
||||||
|
|
||||||
wchar_t title[255];
|
wchar_t title[255];
|
||||||
swprintf(title, sizeof(title), L"| Pressing A: %d | \n", (int)(isPressed));
|
swprintf(title, sizeof(title), L"| Pressing A: %d | \n", (int)(isPressed));
|
||||||
SetWindowText(g_hWnd, title);
|
SetWindowText(m_data->window->GetHWND(), title);
|
||||||
|
|
||||||
m_data->recieverObj->gameClientState->Render();
|
m_data->recieverObj->gameClientState->Render();
|
||||||
|
|
||||||
|
|
|
@ -101,7 +101,6 @@ GameClientState::ClientState GameState::Update(float deltaTime, InputClass* KeyI
|
||||||
movePlayer.bTurnLeft = false;
|
movePlayer.bTurnLeft = false;
|
||||||
movePlayer.bTurnRight = false;
|
movePlayer.bTurnRight = false;
|
||||||
|
|
||||||
|
|
||||||
if(KeyInput->IsKeyPressed(DIK_W))
|
if(KeyInput->IsKeyPressed(DIK_W))
|
||||||
{
|
{
|
||||||
movePlayer.bForward = true;
|
movePlayer.bForward = true;
|
||||||
|
|
|
@ -18,7 +18,6 @@ namespace DanBias
|
||||||
{
|
{
|
||||||
extern "C"
|
extern "C"
|
||||||
{
|
{
|
||||||
|
|
||||||
enum DanBiasClientReturn
|
enum DanBiasClientReturn
|
||||||
{
|
{
|
||||||
DanBiasClientReturn_Error,
|
DanBiasClientReturn_Error,
|
||||||
|
@ -48,7 +47,6 @@ namespace DanBias
|
||||||
|
|
||||||
private:
|
private:
|
||||||
|
|
||||||
static HRESULT InitWindow( HINSTANCE hInstance, int nCmdShow);
|
|
||||||
static HRESULT InitDirect3D();
|
static HRESULT InitDirect3D();
|
||||||
static HRESULT InitInput();
|
static HRESULT InitInput();
|
||||||
|
|
||||||
|
@ -60,9 +58,7 @@ namespace DanBias
|
||||||
static __int64 cntsPerSec;
|
static __int64 cntsPerSec;
|
||||||
static __int64 prevTimeStamp;
|
static __int64 prevTimeStamp;
|
||||||
static float secsPerCnt;
|
static float secsPerCnt;
|
||||||
|
|
||||||
static HINSTANCE g_hInst;
|
|
||||||
static HWND g_hWnd;
|
|
||||||
static DanBiasGamePrivateData* m_data;
|
static DanBiasGamePrivateData* m_data;
|
||||||
};
|
};
|
||||||
|
|
||||||
|
|
|
@ -80,7 +80,7 @@
|
||||||
<IntDir>$(SolutionDir)..\Obj\$(ProjectName)\$(PlatformShortName)\$(Configuration)\</IntDir>
|
<IntDir>$(SolutionDir)..\Obj\$(ProjectName)\$(PlatformShortName)\$(Configuration)\</IntDir>
|
||||||
<TargetName>$(ProjectName)_$(PlatformShortName)D</TargetName>
|
<TargetName>$(ProjectName)_$(PlatformShortName)D</TargetName>
|
||||||
<IncludePath>$(SolutionDir)..\External\Include\;C:\Program Files %28x86%29\Visual Leak Detector\include;$(IncludePath)</IncludePath>
|
<IncludePath>$(SolutionDir)..\External\Include\;C:\Program Files %28x86%29\Visual Leak Detector\include;$(IncludePath)</IncludePath>
|
||||||
<LibraryPath>$(OutDir)..\DLL\;C:\Program Files %28x86%29\Visual Leak Detector\lib\Win64;$(LibraryPath)</LibraryPath>
|
<LibraryPath>$(OutDir)..\DLL\;C:\Program Files %28x86%29\Visual Leak Detector\lib\Win32;$(LibraryPath)</LibraryPath>
|
||||||
</PropertyGroup>
|
</PropertyGroup>
|
||||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">
|
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">
|
||||||
<LinkIncremental>false</LinkIncremental>
|
<LinkIncremental>false</LinkIncremental>
|
||||||
|
@ -96,7 +96,7 @@
|
||||||
<IntDir>$(SolutionDir)..\Obj\$(ProjectName)\$(PlatformShortName)\$(Configuration)\</IntDir>
|
<IntDir>$(SolutionDir)..\Obj\$(ProjectName)\$(PlatformShortName)\$(Configuration)\</IntDir>
|
||||||
<TargetName>$(ProjectName)_$(PlatformShortName)</TargetName>
|
<TargetName>$(ProjectName)_$(PlatformShortName)</TargetName>
|
||||||
<IncludePath>$(SolutionDir)..\External\Include\;C:\Program Files %28x86%29\Visual Leak Detector\include;$(IncludePath)</IncludePath>
|
<IncludePath>$(SolutionDir)..\External\Include\;C:\Program Files %28x86%29\Visual Leak Detector\include;$(IncludePath)</IncludePath>
|
||||||
<LibraryPath>$(OutDir)..\DLL\;C:\Program Files %28x86%29\Visual Leak Detector\lib\Win64;$(LibraryPath)</LibraryPath>
|
<LibraryPath>$(OutDir)..\DLL\;C:\Program Files %28x86%29\Visual Leak Detector\lib\Win32;$(LibraryPath)</LibraryPath>
|
||||||
</PropertyGroup>
|
</PropertyGroup>
|
||||||
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
|
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
|
||||||
<ClCompile>
|
<ClCompile>
|
||||||
|
|
|
@ -29,7 +29,7 @@ int WINAPI WinMain( HINSTANCE hinst, HINSTANCE prevInst, PSTR cmdLine, int cmdSh
|
||||||
// Game client starter code goes here
|
// Game client starter code goes here
|
||||||
DanBias::DanBiasGameDesc gameDesc;
|
DanBias::DanBiasGameDesc gameDesc;
|
||||||
gameDesc.port = 15151;
|
gameDesc.port = 15151;
|
||||||
gameDesc.IP = "193.11.186.101";
|
gameDesc.IP = "193.11.184.196";
|
||||||
gameDesc.hinst = hinst;
|
gameDesc.hinst = hinst;
|
||||||
gameDesc.nCmdShow = cmdShow;
|
gameDesc.nCmdShow = cmdShow;
|
||||||
|
|
||||||
|
|
|
@ -217,6 +217,24 @@ bool WindowShell::CreateConsoleWindow(bool redirectStdOut, const wchar_t* title)
|
||||||
|
|
||||||
return true;
|
return true;
|
||||||
}
|
}
|
||||||
|
unsigned int WindowShell::GetWidth()
|
||||||
|
{
|
||||||
|
if(!__windowShellData.hWnd) return -1;
|
||||||
|
|
||||||
|
RECT rect;
|
||||||
|
GetWindowRect(__windowShellData.hWnd, &rect);
|
||||||
|
|
||||||
|
return (rect.right - rect.left);
|
||||||
|
}
|
||||||
|
unsigned int WindowShell::GetHeight()
|
||||||
|
{
|
||||||
|
if(!__windowShellData.hWnd) return -1;
|
||||||
|
|
||||||
|
RECT rect;
|
||||||
|
GetWindowRect(__windowShellData.hWnd, &rect);
|
||||||
|
|
||||||
|
return (rect.bottom - rect.top);
|
||||||
|
}
|
||||||
bool WindowShell::Frame()
|
bool WindowShell::Frame()
|
||||||
{
|
{
|
||||||
MSG msg = {0};
|
MSG msg = {0};
|
||||||
|
|
|
@ -55,6 +55,9 @@ public:
|
||||||
static bool CreateWin (WINDOW_INIT_DESC&);
|
static bool CreateWin (WINDOW_INIT_DESC&);
|
||||||
static bool CreateConsoleWindow (bool redirectStdOut = true, const wchar_t* title = L"Debug Output");
|
static bool CreateConsoleWindow (bool redirectStdOut = true, const wchar_t* title = L"Debug Output");
|
||||||
|
|
||||||
|
static unsigned int GetWidth();
|
||||||
|
static unsigned int GetHeight();
|
||||||
|
|
||||||
/** Procces window messages if avalible. If the return value was false, the window was destroyed. */
|
/** Procces window messages if avalible. If the return value was false, the window was destroyed. */
|
||||||
static bool Frame ();
|
static bool Frame ();
|
||||||
};
|
};
|
||||||
|
|
Loading…
Reference in New Issue