GL- open a red window from lancher project

This commit is contained in:
Linda Andersson 2013-12-04 11:32:43 +01:00
parent 3d973c16a2
commit e658071643
13 changed files with 395 additions and 85 deletions

View File

@ -52,8 +52,8 @@ Global
GlobalSection(ProjectConfigurationPlatforms) = postSolution GlobalSection(ProjectConfigurationPlatforms) = postSolution
{0EC83E64-230E-48EF-B08C-6AC9651B4F82}.Debug|Mixed Platforms.ActiveCfg = Release|x64 {0EC83E64-230E-48EF-B08C-6AC9651B4F82}.Debug|Mixed Platforms.ActiveCfg = Release|x64
{0EC83E64-230E-48EF-B08C-6AC9651B4F82}.Debug|Mixed Platforms.Build.0 = Release|x64 {0EC83E64-230E-48EF-B08C-6AC9651B4F82}.Debug|Mixed Platforms.Build.0 = Release|x64
{0EC83E64-230E-48EF-B08C-6AC9651B4F82}.Debug|Win32.ActiveCfg = Release|x64 {0EC83E64-230E-48EF-B08C-6AC9651B4F82}.Debug|Win32.ActiveCfg = Debug|Win32
{0EC83E64-230E-48EF-B08C-6AC9651B4F82}.Debug|Win32.Build.0 = Release|x64 {0EC83E64-230E-48EF-B08C-6AC9651B4F82}.Debug|Win32.Build.0 = Debug|Win32
{0EC83E64-230E-48EF-B08C-6AC9651B4F82}.Debug|x64.ActiveCfg = Release|x64 {0EC83E64-230E-48EF-B08C-6AC9651B4F82}.Debug|x64.ActiveCfg = Release|x64
{0EC83E64-230E-48EF-B08C-6AC9651B4F82}.Debug|x64.Build.0 = Release|x64 {0EC83E64-230E-48EF-B08C-6AC9651B4F82}.Debug|x64.Build.0 = Release|x64
{0EC83E64-230E-48EF-B08C-6AC9651B4F82}.Release|Mixed Platforms.ActiveCfg = Release|x64 {0EC83E64-230E-48EF-B08C-6AC9651B4F82}.Release|Mixed Platforms.ActiveCfg = Release|x64
@ -64,8 +64,8 @@ Global
{0EC83E64-230E-48EF-B08C-6AC9651B4F82}.Release|x64.Build.0 = Release|x64 {0EC83E64-230E-48EF-B08C-6AC9651B4F82}.Release|x64.Build.0 = Release|x64
{F10CBC03-9809-4CBA-95D8-327C287B18EE}.Debug|Mixed Platforms.ActiveCfg = Release|x64 {F10CBC03-9809-4CBA-95D8-327C287B18EE}.Debug|Mixed Platforms.ActiveCfg = Release|x64
{F10CBC03-9809-4CBA-95D8-327C287B18EE}.Debug|Mixed Platforms.Build.0 = Release|x64 {F10CBC03-9809-4CBA-95D8-327C287B18EE}.Debug|Mixed Platforms.Build.0 = Release|x64
{F10CBC03-9809-4CBA-95D8-327C287B18EE}.Debug|Win32.ActiveCfg = Release|x64 {F10CBC03-9809-4CBA-95D8-327C287B18EE}.Debug|Win32.ActiveCfg = Debug|Win32
{F10CBC03-9809-4CBA-95D8-327C287B18EE}.Debug|Win32.Build.0 = Release|x64 {F10CBC03-9809-4CBA-95D8-327C287B18EE}.Debug|Win32.Build.0 = Debug|Win32
{F10CBC03-9809-4CBA-95D8-327C287B18EE}.Debug|x64.ActiveCfg = Release|x64 {F10CBC03-9809-4CBA-95D8-327C287B18EE}.Debug|x64.ActiveCfg = Release|x64
{F10CBC03-9809-4CBA-95D8-327C287B18EE}.Debug|x64.Build.0 = Release|x64 {F10CBC03-9809-4CBA-95D8-327C287B18EE}.Debug|x64.Build.0 = Release|x64
{F10CBC03-9809-4CBA-95D8-327C287B18EE}.Release|Mixed Platforms.ActiveCfg = Release|x64 {F10CBC03-9809-4CBA-95D8-327C287B18EE}.Release|Mixed Platforms.ActiveCfg = Release|x64
@ -76,8 +76,8 @@ Global
{F10CBC03-9809-4CBA-95D8-327C287B18EE}.Release|x64.Build.0 = Release|x64 {F10CBC03-9809-4CBA-95D8-327C287B18EE}.Release|x64.Build.0 = Release|x64
{4285BD3F-3C6C-4670-B7AF-A29AFEF5F6A8}.Debug|Mixed Platforms.ActiveCfg = Release|x64 {4285BD3F-3C6C-4670-B7AF-A29AFEF5F6A8}.Debug|Mixed Platforms.ActiveCfg = Release|x64
{4285BD3F-3C6C-4670-B7AF-A29AFEF5F6A8}.Debug|Mixed Platforms.Build.0 = Release|x64 {4285BD3F-3C6C-4670-B7AF-A29AFEF5F6A8}.Debug|Mixed Platforms.Build.0 = Release|x64
{4285BD3F-3C6C-4670-B7AF-A29AFEF5F6A8}.Debug|Win32.ActiveCfg = Release|x64 {4285BD3F-3C6C-4670-B7AF-A29AFEF5F6A8}.Debug|Win32.ActiveCfg = Debug|Win32
{4285BD3F-3C6C-4670-B7AF-A29AFEF5F6A8}.Debug|Win32.Build.0 = Release|x64 {4285BD3F-3C6C-4670-B7AF-A29AFEF5F6A8}.Debug|Win32.Build.0 = Debug|Win32
{4285BD3F-3C6C-4670-B7AF-A29AFEF5F6A8}.Debug|x64.ActiveCfg = Release|x64 {4285BD3F-3C6C-4670-B7AF-A29AFEF5F6A8}.Debug|x64.ActiveCfg = Release|x64
{4285BD3F-3C6C-4670-B7AF-A29AFEF5F6A8}.Debug|x64.Build.0 = Release|x64 {4285BD3F-3C6C-4670-B7AF-A29AFEF5F6A8}.Debug|x64.Build.0 = Release|x64
{4285BD3F-3C6C-4670-B7AF-A29AFEF5F6A8}.Release|Mixed Platforms.ActiveCfg = Release|x64 {4285BD3F-3C6C-4670-B7AF-A29AFEF5F6A8}.Release|Mixed Platforms.ActiveCfg = Release|x64
@ -88,8 +88,8 @@ Global
{4285BD3F-3C6C-4670-B7AF-A29AFEF5F6A8}.Release|x64.Build.0 = Release|x64 {4285BD3F-3C6C-4670-B7AF-A29AFEF5F6A8}.Release|x64.Build.0 = Release|x64
{34D6295A-00DD-4B1A-8258-97DA2818EC26}.Debug|Mixed Platforms.ActiveCfg = Release|x64 {34D6295A-00DD-4B1A-8258-97DA2818EC26}.Debug|Mixed Platforms.ActiveCfg = Release|x64
{34D6295A-00DD-4B1A-8258-97DA2818EC26}.Debug|Mixed Platforms.Build.0 = Release|x64 {34D6295A-00DD-4B1A-8258-97DA2818EC26}.Debug|Mixed Platforms.Build.0 = Release|x64
{34D6295A-00DD-4B1A-8258-97DA2818EC26}.Debug|Win32.ActiveCfg = Release|x64 {34D6295A-00DD-4B1A-8258-97DA2818EC26}.Debug|Win32.ActiveCfg = Debug|Win32
{34D6295A-00DD-4B1A-8258-97DA2818EC26}.Debug|Win32.Build.0 = Release|x64 {34D6295A-00DD-4B1A-8258-97DA2818EC26}.Debug|Win32.Build.0 = Debug|Win32
{34D6295A-00DD-4B1A-8258-97DA2818EC26}.Debug|x64.ActiveCfg = Release|x64 {34D6295A-00DD-4B1A-8258-97DA2818EC26}.Debug|x64.ActiveCfg = Release|x64
{34D6295A-00DD-4B1A-8258-97DA2818EC26}.Debug|x64.Build.0 = Release|x64 {34D6295A-00DD-4B1A-8258-97DA2818EC26}.Debug|x64.Build.0 = Release|x64
{34D6295A-00DD-4B1A-8258-97DA2818EC26}.Release|Mixed Platforms.ActiveCfg = Release|x64 {34D6295A-00DD-4B1A-8258-97DA2818EC26}.Release|Mixed Platforms.ActiveCfg = Release|x64
@ -100,8 +100,8 @@ Global
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{35AEA3C0-E0A7-4E1E-88CD-514AA5A442B1}.Debug|Mixed Platforms.ActiveCfg = Release|x64 {35AEA3C0-E0A7-4E1E-88CD-514AA5A442B1}.Debug|Mixed Platforms.ActiveCfg = Release|x64
{35AEA3C0-E0A7-4E1E-88CD-514AA5A442B1}.Debug|Mixed Platforms.Build.0 = Release|x64 {35AEA3C0-E0A7-4E1E-88CD-514AA5A442B1}.Debug|Mixed Platforms.Build.0 = Release|x64
{35AEA3C0-E0A7-4E1E-88CD-514AA5A442B1}.Debug|Win32.ActiveCfg = Release|x64 {35AEA3C0-E0A7-4E1E-88CD-514AA5A442B1}.Debug|Win32.ActiveCfg = Debug|Win32
{35AEA3C0-E0A7-4E1E-88CD-514AA5A442B1}.Debug|Win32.Build.0 = Release|x64 {35AEA3C0-E0A7-4E1E-88CD-514AA5A442B1}.Debug|Win32.Build.0 = Debug|Win32
{35AEA3C0-E0A7-4E1E-88CD-514AA5A442B1}.Debug|x64.ActiveCfg = Release|x64 {35AEA3C0-E0A7-4E1E-88CD-514AA5A442B1}.Debug|x64.ActiveCfg = Release|x64
{35AEA3C0-E0A7-4E1E-88CD-514AA5A442B1}.Debug|x64.Build.0 = Release|x64 {35AEA3C0-E0A7-4E1E-88CD-514AA5A442B1}.Debug|x64.Build.0 = Release|x64
{35AEA3C0-E0A7-4E1E-88CD-514AA5A442B1}.Release|Mixed Platforms.ActiveCfg = Release|x64 {35AEA3C0-E0A7-4E1E-88CD-514AA5A442B1}.Release|Mixed Platforms.ActiveCfg = Release|x64
@ -112,8 +112,8 @@ Global
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{7E3990D2-3D94-465C-B58D-64A74B3ECF9B}.Debug|Mixed Platforms.ActiveCfg = Release|x64 {7E3990D2-3D94-465C-B58D-64A74B3ECF9B}.Debug|Mixed Platforms.ActiveCfg = Release|x64
{7E3990D2-3D94-465C-B58D-64A74B3ECF9B}.Debug|Mixed Platforms.Build.0 = Release|x64 {7E3990D2-3D94-465C-B58D-64A74B3ECF9B}.Debug|Mixed Platforms.Build.0 = Release|x64
{7E3990D2-3D94-465C-B58D-64A74B3ECF9B}.Debug|Win32.ActiveCfg = Release|x64 {7E3990D2-3D94-465C-B58D-64A74B3ECF9B}.Debug|Win32.ActiveCfg = Debug|Win32
{7E3990D2-3D94-465C-B58D-64A74B3ECF9B}.Debug|Win32.Build.0 = Release|x64 {7E3990D2-3D94-465C-B58D-64A74B3ECF9B}.Debug|Win32.Build.0 = Debug|Win32
{7E3990D2-3D94-465C-B58D-64A74B3ECF9B}.Debug|x64.ActiveCfg = Release|x64 {7E3990D2-3D94-465C-B58D-64A74B3ECF9B}.Debug|x64.ActiveCfg = Release|x64
{7E3990D2-3D94-465C-B58D-64A74B3ECF9B}.Debug|x64.Build.0 = Release|x64 {7E3990D2-3D94-465C-B58D-64A74B3ECF9B}.Debug|x64.Build.0 = Release|x64
{7E3990D2-3D94-465C-B58D-64A74B3ECF9B}.Release|Mixed Platforms.ActiveCfg = Release|x64 {7E3990D2-3D94-465C-B58D-64A74B3ECF9B}.Release|Mixed Platforms.ActiveCfg = Release|x64
@ -124,8 +124,8 @@ Global
{7E3990D2-3D94-465C-B58D-64A74B3ECF9B}.Release|x64.Build.0 = Release|x64 {7E3990D2-3D94-465C-B58D-64A74B3ECF9B}.Release|x64.Build.0 = Release|x64
{2EC4DDED-8F75-4C86-A10B-E1E8EB29F3EE}.Debug|Mixed Platforms.ActiveCfg = Release|x64 {2EC4DDED-8F75-4C86-A10B-E1E8EB29F3EE}.Debug|Mixed Platforms.ActiveCfg = Release|x64
{2EC4DDED-8F75-4C86-A10B-E1E8EB29F3EE}.Debug|Mixed Platforms.Build.0 = Release|x64 {2EC4DDED-8F75-4C86-A10B-E1E8EB29F3EE}.Debug|Mixed Platforms.Build.0 = Release|x64
{2EC4DDED-8F75-4C86-A10B-E1E8EB29F3EE}.Debug|Win32.ActiveCfg = Release|x64 {2EC4DDED-8F75-4C86-A10B-E1E8EB29F3EE}.Debug|Win32.ActiveCfg = Debug|Win32
{2EC4DDED-8F75-4C86-A10B-E1E8EB29F3EE}.Debug|Win32.Build.0 = Release|x64 {2EC4DDED-8F75-4C86-A10B-E1E8EB29F3EE}.Debug|Win32.Build.0 = Debug|Win32
{2EC4DDED-8F75-4C86-A10B-E1E8EB29F3EE}.Debug|x64.ActiveCfg = Release|x64 {2EC4DDED-8F75-4C86-A10B-E1E8EB29F3EE}.Debug|x64.ActiveCfg = Release|x64
{2EC4DDED-8F75-4C86-A10B-E1E8EB29F3EE}.Debug|x64.Build.0 = Release|x64 {2EC4DDED-8F75-4C86-A10B-E1E8EB29F3EE}.Debug|x64.Build.0 = Release|x64
{2EC4DDED-8F75-4C86-A10B-E1E8EB29F3EE}.Release|Mixed Platforms.ActiveCfg = Release|x64 {2EC4DDED-8F75-4C86-A10B-E1E8EB29F3EE}.Release|Mixed Platforms.ActiveCfg = Release|x64
@ -172,8 +172,8 @@ Global
{C5AA09D0-6594-4CD3-BD92-1D380C7B3B50}.Release|x64.Build.0 = Release|x64 {C5AA09D0-6594-4CD3-BD92-1D380C7B3B50}.Release|x64.Build.0 = Release|x64
{104FA3E9-94D9-4E1D-A941-28A03BC8A095}.Debug|Mixed Platforms.ActiveCfg = Release|Win32 {104FA3E9-94D9-4E1D-A941-28A03BC8A095}.Debug|Mixed Platforms.ActiveCfg = Release|Win32
{104FA3E9-94D9-4E1D-A941-28A03BC8A095}.Debug|Mixed Platforms.Build.0 = Release|Win32 {104FA3E9-94D9-4E1D-A941-28A03BC8A095}.Debug|Mixed Platforms.Build.0 = Release|Win32
{104FA3E9-94D9-4E1D-A941-28A03BC8A095}.Debug|Win32.ActiveCfg = Release|Win32 {104FA3E9-94D9-4E1D-A941-28A03BC8A095}.Debug|Win32.ActiveCfg = Debug|Win32
{104FA3E9-94D9-4E1D-A941-28A03BC8A095}.Debug|Win32.Build.0 = Release|Win32 {104FA3E9-94D9-4E1D-A941-28A03BC8A095}.Debug|Win32.Build.0 = Debug|Win32
{104FA3E9-94D9-4E1D-A941-28A03BC8A095}.Debug|x64.ActiveCfg = Release|x64 {104FA3E9-94D9-4E1D-A941-28A03BC8A095}.Debug|x64.ActiveCfg = Release|x64
{104FA3E9-94D9-4E1D-A941-28A03BC8A095}.Debug|x64.Build.0 = Release|x64 {104FA3E9-94D9-4E1D-A941-28A03BC8A095}.Debug|x64.Build.0 = Release|x64
{104FA3E9-94D9-4E1D-A941-28A03BC8A095}.Release|Mixed Platforms.ActiveCfg = Release|Win32 {104FA3E9-94D9-4E1D-A941-28A03BC8A095}.Release|Mixed Platforms.ActiveCfg = Release|Win32

View File

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

View File

@ -72,6 +72,7 @@
<IntDir>$(SolutionDir)..\Obj\$(ProjectName)\$(PlatformShortName)\$(Configuration)\</IntDir> <IntDir>$(SolutionDir)..\Obj\$(ProjectName)\$(PlatformShortName)\$(Configuration)\</IntDir>
<TargetName>$(ProjectName)_$(PlatformShortName)D</TargetName> <TargetName>$(ProjectName)_$(PlatformShortName)D</TargetName>
<LibraryPath>C:\Program Files %28x86%29\Visual Leak Detector\lib\Win32;$(LibraryPath)$(SolutionDir)..\External\Lib\Input;$(SolutionDir)..\Bin\DLL;</LibraryPath> <LibraryPath>C:\Program Files %28x86%29\Visual Leak Detector\lib\Win32;$(LibraryPath)$(SolutionDir)..\External\Lib\Input;$(SolutionDir)..\Bin\DLL;</LibraryPath>
<IncludePath>$(SolutionDir)..\External\Include\;$(IncludePath)</IncludePath>
</PropertyGroup> </PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'"> <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">
<LinkIncremental>true</LinkIncremental> <LinkIncremental>true</LinkIncremental>
@ -79,6 +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>
<LibraryPath>C:\Program Files %28x86%29\Visual Leak Detector\lib\Win64;$(LibraryPath)$(SolutionDir)..\External\Lib\Input;$(SolutionDir)..\Bin\DLL;</LibraryPath> <LibraryPath>C:\Program Files %28x86%29\Visual Leak Detector\lib\Win64;$(LibraryPath)$(SolutionDir)..\External\Lib\Input;$(SolutionDir)..\Bin\DLL;</LibraryPath>
<IncludePath>$(SolutionDir)..\External\Include\;$(IncludePath)</IncludePath>
</PropertyGroup> </PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'"> <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">
<LinkIncremental>false</LinkIncremental> <LinkIncremental>false</LinkIncremental>
@ -86,6 +88,7 @@
<IntDir>$(SolutionDir)..\Obj\$(ProjectName)\$(PlatformShortName)\$(Configuration)\</IntDir> <IntDir>$(SolutionDir)..\Obj\$(ProjectName)\$(PlatformShortName)\$(Configuration)\</IntDir>
<TargetName>$(ProjectName)_$(PlatformShortName)</TargetName> <TargetName>$(ProjectName)_$(PlatformShortName)</TargetName>
<LibraryPath>C:\Program Files %28x86%29\Visual Leak Detector\lib\Win32;$(LibraryPath)$(SolutionDir)..\External\Lib\Input;$(SolutionDir)..\Bin\DLL;</LibraryPath> <LibraryPath>C:\Program Files %28x86%29\Visual Leak Detector\lib\Win32;$(LibraryPath)$(SolutionDir)..\External\Lib\Input;$(SolutionDir)..\Bin\DLL;</LibraryPath>
<IncludePath>$(SolutionDir)..\External\Include\;$(IncludePath)</IncludePath>
</PropertyGroup> </PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'"> <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'">
<LinkIncremental>false</LinkIncremental> <LinkIncremental>false</LinkIncremental>
@ -93,6 +96,7 @@
<IntDir>$(SolutionDir)..\Obj\$(ProjectName)\$(PlatformShortName)\$(Configuration)\</IntDir> <IntDir>$(SolutionDir)..\Obj\$(ProjectName)\$(PlatformShortName)\$(Configuration)\</IntDir>
<TargetName>$(ProjectName)_$(PlatformShortName)</TargetName> <TargetName>$(ProjectName)_$(PlatformShortName)</TargetName>
<LibraryPath>C:\Program Files %28x86%29\Visual Leak Detector\lib\Win64;$(LibraryPath)$(SolutionDir)..\External\Lib\Input;$(SolutionDir)..\Bin\DLL;</LibraryPath> <LibraryPath>C:\Program Files %28x86%29\Visual Leak Detector\lib\Win64;$(LibraryPath)$(SolutionDir)..\External\Lib\Input;$(SolutionDir)..\Bin\DLL;</LibraryPath>
<IncludePath>$(SolutionDir)..\External\Include\;$(IncludePath)</IncludePath>
</PropertyGroup> </PropertyGroup>
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'"> <ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
<ClCompile> <ClCompile>
@ -100,7 +104,7 @@
</PrecompiledHeader> </PrecompiledHeader>
<WarningLevel>Level3</WarningLevel> <WarningLevel>Level3</WarningLevel>
<Optimization>Disabled</Optimization> <Optimization>Disabled</Optimization>
<PreprocessorDefinitions>DANBIAS_GAME_DLL_EXPORT;WIN32;_DEBUG;_WINDOWS;%(PreprocessorDefinitions)</PreprocessorDefinitions> <PreprocessorDefinitions>DANBIAS_CLIENT;DANBIAS_GAME_DLL_EXPORT;WIN32;_DEBUG;_WINDOWS;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<SDLCheck>true</SDLCheck> <SDLCheck>true</SDLCheck>
<AdditionalIncludeDirectories>$(SolutionDir)GameLogic;$(SolutionDir)Input;$(SolutionDir)OysterGraphics;$(SolutionDir)Misc;$(SolutionDir)OysterMath;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories> <AdditionalIncludeDirectories>$(SolutionDir)GameLogic;$(SolutionDir)Input;$(SolutionDir)OysterGraphics;$(SolutionDir)Misc;$(SolutionDir)OysterMath;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
</ClCompile> </ClCompile>
@ -108,7 +112,7 @@
<SubSystem>Windows</SubSystem> <SubSystem>Windows</SubSystem>
<GenerateDebugInformation>true</GenerateDebugInformation> <GenerateDebugInformation>true</GenerateDebugInformation>
<AdditionalDependencies>OysterGraphics_$(PlatformShortName)D.lib;Input_$(PlatformShortName)D.lib;GameLogic_$(PlatformShortName)D.lib;%(AdditionalDependencies)</AdditionalDependencies> <AdditionalDependencies>OysterGraphics_$(PlatformShortName)D.lib;Input_$(PlatformShortName)D.lib;GameLogic_$(PlatformShortName)D.lib;%(AdditionalDependencies)</AdditionalDependencies>
<DelayLoadDLLs>OysterGraphics_$(PlatformShortName)D.dll;GameLogic_$(PlatformShortName)D.dll;%(DelayLoadDLLs)</DelayLoadDLLs> <DelayLoadDLLs>OysterGraphics_$(PlatformShortName)D.dll;%(DelayLoadDLLs)</DelayLoadDLLs>
</Link> </Link>
</ItemDefinitionGroup> </ItemDefinitionGroup>
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'"> <ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">
@ -117,7 +121,7 @@
</PrecompiledHeader> </PrecompiledHeader>
<WarningLevel>Level3</WarningLevel> <WarningLevel>Level3</WarningLevel>
<Optimization>Disabled</Optimization> <Optimization>Disabled</Optimization>
<PreprocessorDefinitions>DANBIAS_GAME_DLL_EXPORT;WIN32;_DEBUG;_WINDOWS;%(PreprocessorDefinitions)</PreprocessorDefinitions> <PreprocessorDefinitions>DANBIAS_CLIENT;DANBIAS_GAME_DLL_EXPORT;WIN32;_DEBUG;_WINDOWS;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<SDLCheck>true</SDLCheck> <SDLCheck>true</SDLCheck>
<AdditionalIncludeDirectories>$(SolutionDir)GameLogic;$(SolutionDir)Input;$(SolutionDir)OysterGraphics;$(SolutionDir)Misc;$(SolutionDir)OysterMath;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories> <AdditionalIncludeDirectories>$(SolutionDir)GameLogic;$(SolutionDir)Input;$(SolutionDir)OysterGraphics;$(SolutionDir)Misc;$(SolutionDir)OysterMath;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
</ClCompile> </ClCompile>
@ -125,7 +129,7 @@
<SubSystem>Windows</SubSystem> <SubSystem>Windows</SubSystem>
<GenerateDebugInformation>true</GenerateDebugInformation> <GenerateDebugInformation>true</GenerateDebugInformation>
<AdditionalDependencies>OysterGraphics_$(PlatformShortName)D.lib;Input_$(PlatformShortName)D.lib;GameLogic_$(PlatformShortName)D.lib;%(AdditionalDependencies)</AdditionalDependencies> <AdditionalDependencies>OysterGraphics_$(PlatformShortName)D.lib;Input_$(PlatformShortName)D.lib;GameLogic_$(PlatformShortName)D.lib;%(AdditionalDependencies)</AdditionalDependencies>
<DelayLoadDLLs>OysterGraphics_$(PlatformShortName)D.dll;GameLogic_$(PlatformShortName)D.dll;%(DelayLoadDLLs)</DelayLoadDLLs> <DelayLoadDLLs>OysterGraphics_$(PlatformShortName)D.dll;%(DelayLoadDLLs)</DelayLoadDLLs>
</Link> </Link>
</ItemDefinitionGroup> </ItemDefinitionGroup>
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'"> <ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">
@ -136,7 +140,7 @@
<Optimization>MaxSpeed</Optimization> <Optimization>MaxSpeed</Optimization>
<FunctionLevelLinking>true</FunctionLevelLinking> <FunctionLevelLinking>true</FunctionLevelLinking>
<IntrinsicFunctions>true</IntrinsicFunctions> <IntrinsicFunctions>true</IntrinsicFunctions>
<PreprocessorDefinitions>DANBIAS_GAME_DLL_EXPORT;WIN32;NDEBUG;_WINDOWS;%(PreprocessorDefinitions)</PreprocessorDefinitions> <PreprocessorDefinitions>DANBIAS_CLIENT;DANBIAS_GAME_DLL_EXPORT;WIN32;NDEBUG;_WINDOWS;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<SDLCheck>true</SDLCheck> <SDLCheck>true</SDLCheck>
<AdditionalIncludeDirectories>$(SolutionDir)GameLogic;$(SolutionDir)Input;$(SolutionDir)OysterGraphics;$(SolutionDir)Misc;$(SolutionDir)OysterMath;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories> <AdditionalIncludeDirectories>$(SolutionDir)GameLogic;$(SolutionDir)Input;$(SolutionDir)OysterGraphics;$(SolutionDir)Misc;$(SolutionDir)OysterMath;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
</ClCompile> </ClCompile>
@ -146,7 +150,7 @@
<EnableCOMDATFolding>true</EnableCOMDATFolding> <EnableCOMDATFolding>true</EnableCOMDATFolding>
<OptimizeReferences>true</OptimizeReferences> <OptimizeReferences>true</OptimizeReferences>
<AdditionalDependencies>OysterGraphics_$(PlatformShortName).lib;Input_$(PlatformShortName).lib;GameLogic_$(PlatformShortName).lib;%(AdditionalDependencies)</AdditionalDependencies> <AdditionalDependencies>OysterGraphics_$(PlatformShortName).lib;Input_$(PlatformShortName).lib;GameLogic_$(PlatformShortName).lib;%(AdditionalDependencies)</AdditionalDependencies>
<DelayLoadDLLs>OysterGraphics_$(PlatformShortName)D.dll;GameLogic_$(PlatformShortName)D.dll;%(DelayLoadDLLs)</DelayLoadDLLs> <DelayLoadDLLs>OysterGraphics_x86.dll;%(DelayLoadDLLs)</DelayLoadDLLs>
</Link> </Link>
</ItemDefinitionGroup> </ItemDefinitionGroup>
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'"> <ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'">
@ -157,7 +161,7 @@
<Optimization>MaxSpeed</Optimization> <Optimization>MaxSpeed</Optimization>
<FunctionLevelLinking>true</FunctionLevelLinking> <FunctionLevelLinking>true</FunctionLevelLinking>
<IntrinsicFunctions>true</IntrinsicFunctions> <IntrinsicFunctions>true</IntrinsicFunctions>
<PreprocessorDefinitions>DANBIAS_GAME_DLL_EXPORT;WIN32;NDEBUG;_WINDOWS;%(PreprocessorDefinitions)</PreprocessorDefinitions> <PreprocessorDefinitions>DANBIAS_CLIENT;DANBIAS_GAME_DLL_EXPORT;WIN32;NDEBUG;_WINDOWS;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<SDLCheck>true</SDLCheck> <SDLCheck>true</SDLCheck>
<AdditionalIncludeDirectories>$(SolutionDir)GameLogic;$(SolutionDir)Input;$(SolutionDir)OysterGraphics;$(SolutionDir)Misc;$(SolutionDir)OysterMath;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories> <AdditionalIncludeDirectories>$(SolutionDir)GameLogic;$(SolutionDir)Input;$(SolutionDir)OysterGraphics;$(SolutionDir)Misc;$(SolutionDir)OysterMath;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
</ClCompile> </ClCompile>
@ -167,7 +171,7 @@
<EnableCOMDATFolding>true</EnableCOMDATFolding> <EnableCOMDATFolding>true</EnableCOMDATFolding>
<OptimizeReferences>true</OptimizeReferences> <OptimizeReferences>true</OptimizeReferences>
<AdditionalDependencies>OysterGraphics_$(PlatformShortName).lib;Input_$(PlatformShortName).lib;GameLogic_$(PlatformShortName).lib;%(AdditionalDependencies)</AdditionalDependencies> <AdditionalDependencies>OysterGraphics_$(PlatformShortName).lib;Input_$(PlatformShortName).lib;GameLogic_$(PlatformShortName).lib;%(AdditionalDependencies)</AdditionalDependencies>
<DelayLoadDLLs>OysterGraphics_$(PlatformShortName)D.dll;GameLogic_$(PlatformShortName)D.dll;%(DelayLoadDLLs)</DelayLoadDLLs> <DelayLoadDLLs>OysterGraphics_x86.dll;%(DelayLoadDLLs)</DelayLoadDLLs>
</Link> </Link>
</ItemDefinitionGroup> </ItemDefinitionGroup>
<ItemGroup> <ItemGroup>
@ -182,7 +186,7 @@
</ProjectReference> </ProjectReference>
</ItemGroup> </ItemGroup>
<ItemGroup> <ItemGroup>
<ClCompile Include="DanBiasMaincpp.cpp" /> <ClCompile Include="DanBiasGame_Impl.cpp" />
<ClCompile Include="DLLMain.cpp" /> <ClCompile Include="DLLMain.cpp" />
</ItemGroup> </ItemGroup>
<ItemGroup> <ItemGroup>

View File

@ -0,0 +1,229 @@
#define NOMINMAX
#include <Windows.h>
#include "Include\DanBiasGame.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:
} data;
#pragma endregion
//--------------------------------------------------------------------------------------
// 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( InitGame() ) )
return DanBiasClientReturn_Error;
cntsPerSec = 0;
QueryPerformanceFrequency((LARGE_INTEGER*)&cntsPerSec);
secsPerCnt = 1.0f / (float)cntsPerSec;
prevTimeStamp = 0;
QueryPerformanceCounter((LARGE_INTEGER*)&prevTimeStamp);
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
Update(dt);
Render(dt);
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 and the game
//-------------------------------------------------------------------------------------
HRESULT DanBiasGame::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 E_FAIL;
}
return S_OK;
}
HRESULT DanBiasGame::Update(float deltaTime)
{
inputObj->Update();
return S_OK;
}
HRESULT DanBiasGame::Render(float deltaTime)
{
int isPressed = 0;
if(inputObj->IsKeyPressed(DIK_A))
{
isPressed = 1;
}
Oyster::Graphics::API::NewFrame(Oyster::Math3D::Float4x4::null, Oyster::Math3D::Float4x4::null);
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 DanBiasGame::CleanUp()
{
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

View File

@ -9,7 +9,7 @@
#include <Windows.h> #include <Windows.h>
#include "DllInterfaces/GFXAPI.h" #include "DllInterfaces/GFXAPI.h"
#include "IGame.h" //#include "IGame.h"
#include "L_inputClass.h" #include "L_inputClass.h"
@ -28,7 +28,7 @@
HINSTANCE g_hInst = NULL; HINSTANCE g_hInst = NULL;
HWND g_hWnd = NULL; HWND g_hWnd = NULL;
GameLogic::IGame* game; //GameLogic::IGame* game;
InputClass* inputObj; InputClass* inputObj;
@ -205,34 +205,34 @@ HRESULT InitGame()
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 false; return false;
} }
game = new GameLogic::IGame(); /*game = new GameLogic::IGame();
game->Init(); game->Init();
game->StartGame(); game->StartGame();
*/
return S_OK; return S_OK;
} }
HRESULT Update(float deltaTime) HRESULT Update(float deltaTime)
{ {
inputObj->Update(); inputObj->Update();
GameLogic::keyInput key = GameLogic::keyInput_none; //GameLogic::keyInput key = GameLogic::keyInput_none;
if(inputObj->IsKeyPressed(DIK_W)) //if(inputObj->IsKeyPressed(DIK_W))
{ //{
key = GameLogic::keyInput_W; // key = GameLogic::keyInput_W;
} //}
else if(inputObj->IsKeyPressed(DIK_A)) //else if(inputObj->IsKeyPressed(DIK_A))
{ //{
key = GameLogic::keyInput_A; // key = GameLogic::keyInput_A;
} //}
else if(inputObj->IsKeyPressed(DIK_S)) //else if(inputObj->IsKeyPressed(DIK_S))
{ //{
key = GameLogic::keyInput_S; // key = GameLogic::keyInput_S;
} //}
else if(inputObj->IsKeyPressed(DIK_D)) //else if(inputObj->IsKeyPressed(DIK_D))
{ //{
key = GameLogic::keyInput_D; // key = GameLogic::keyInput_D;
} //}
float pitch = 0; float pitch = 0;
float yaw = 0; float yaw = 0;
@ -243,7 +243,7 @@ HRESULT Update(float deltaTime)
yaw = inputObj->GetYaw(); yaw = inputObj->GetYaw();
//} //}
game->Update(key, pitch, yaw); //game->Update(key, pitch, yaw);
return S_OK; return S_OK;
@ -258,7 +258,7 @@ HRESULT Render(float deltaTime)
//std::cout<<"test"; //std::cout<<"test";
} }
game->Render(); //game->Render();
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(g_hWnd, title);
@ -271,11 +271,11 @@ HRESULT Render(float deltaTime)
HRESULT CleanUp() HRESULT CleanUp()
{ {
if(game) /*if(game)
{ {
delete game; delete game;
game = NULL; game = NULL;
} }*/
return S_OK; return S_OK;
} }
//-------------------------------------------------------------------------------------- //--------------------------------------------------------------------------------------

View File

@ -7,10 +7,17 @@
#define DANBIAS_GAME_DLL __declspec(dllimport) #define DANBIAS_GAME_DLL __declspec(dllimport)
#endif #endif
#define NOMINMAX
#include <Windows.h>
#include "DllInterfaces/GFXAPI.h"
#include "L_inputClass.h"
namespace DanBias namespace DanBias
{ {
extern "C" extern "C"
{ {
enum DanBiasClientReturn enum DanBiasClientReturn
{ {
DanBiasClientReturn_Error, DanBiasClientReturn_Error,
@ -21,17 +28,42 @@ namespace DanBias
{ {
//Stuff goes here... //Stuff goes here...
int port; int port;
HINSTANCE hinst;
int nCmdShow;
}; };
LRESULT CALLBACK WndProc(HWND, UINT, WPARAM, LPARAM);
class DANBIAS_GAME_DLL DanBiasGame class DANBIAS_GAME_DLL DanBiasGame
{ {
public: public:
//--------------------------------------------------------------------------------------
// Interface API functions
//--------------------------------------------------------------------------------------
static DanBiasClientReturn Initiate(DanBiasGameDesc& desc); static DanBiasClientReturn Initiate(DanBiasGameDesc& desc);
static DanBiasClientReturn Run(); static DanBiasClientReturn Run();
static void Release(); static void Release();
private:
static HRESULT InitWindow( HINSTANCE hInstance, int nCmdShow);
static HRESULT InitDirect3D();
static HRESULT InitGame();
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;
}; };
}//End Extern "C" }//End Extern "C"
} //End namspace DanBias } //End namespace DanBias
#endif // !DANBIASGAME_DANBIASGAME_H #endif // !DANBIASGAME_DANBIASGAME_H

View File

@ -71,32 +71,32 @@
<OutDir>$(SolutionDir)..\Bin\Executable\</OutDir> <OutDir>$(SolutionDir)..\Bin\Executable\</OutDir>
<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>$(IncludePath)</IncludePath> <IncludePath>$(SolutionDir)..\External\Include\;$(IncludePath);$(IncludePath)</IncludePath>
<LibraryPath>$(OutDir)..\DLL\;$(LibraryPath);</LibraryPath> <LibraryPath>$(OutDir)..\DLL\;$(LibraryPath);$(SolutionDir)..\External\Lib\Input;$(SolutionDir)..\Bin\DLL;</LibraryPath>
</PropertyGroup> </PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'"> <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">
<LinkIncremental>true</LinkIncremental> <LinkIncremental>true</LinkIncremental>
<OutDir>$(SolutionDir)..\Bin\Executable\</OutDir> <OutDir>$(SolutionDir)..\Bin\Executable\</OutDir>
<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>$(IncludePath)</IncludePath> <IncludePath>$(SolutionDir)..\External\Include\;$(IncludePath);$(IncludePath)</IncludePath>
<LibraryPath>$(OutDir)..\DLL\;$(LibraryPath);</LibraryPath> <LibraryPath>$(OutDir)..\DLL\;$(LibraryPath);$(SolutionDir)..\External\Lib\Input;$(SolutionDir)..\Bin\DLL;</LibraryPath>
</PropertyGroup> </PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'"> <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">
<LinkIncremental>false</LinkIncremental> <LinkIncremental>false</LinkIncremental>
<OutDir>$(SolutionDir)..\Bin\Executable\</OutDir> <OutDir>$(SolutionDir)..\Bin\Executable\</OutDir>
<IntDir>$(SolutionDir)..\Obj\$(ProjectName)\$(PlatformShortName)\$(Configuration)\</IntDir> <IntDir>$(SolutionDir)..\Obj\$(ProjectName)\$(PlatformShortName)\$(Configuration)\</IntDir>
<TargetName>$(ProjectName)_$(PlatformShortName)</TargetName> <TargetName>$(ProjectName)_$(PlatformShortName)</TargetName>
<IncludePath>$(IncludePath)</IncludePath> <IncludePath>$(SolutionDir)..\External\Include\;$(IncludePath);$(IncludePath)</IncludePath>
<LibraryPath>$(OutDir)..\DLL\;$(LibraryPath);</LibraryPath> <LibraryPath>$(OutDir)..\DLL\;$(LibraryPath);$(SolutionDir)..\External\Lib\Input;$(SolutionDir)..\Bin\DLL;</LibraryPath>
</PropertyGroup> </PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'"> <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'">
<LinkIncremental>false</LinkIncremental> <LinkIncremental>false</LinkIncremental>
<OutDir>$(SolutionDir)..\Bin\Executable\</OutDir> <OutDir>$(SolutionDir)..\Bin\Executable\</OutDir>
<IntDir>$(SolutionDir)..\Obj\$(ProjectName)\$(PlatformShortName)\$(Configuration)\</IntDir> <IntDir>$(SolutionDir)..\Obj\$(ProjectName)\$(PlatformShortName)\$(Configuration)\</IntDir>
<TargetName>$(ProjectName)_$(PlatformShortName)</TargetName> <TargetName>$(ProjectName)_$(PlatformShortName)</TargetName>
<IncludePath>$(IncludePath)</IncludePath> <IncludePath>$(SolutionDir)..\External\Include\;$(IncludePath);$(IncludePath)</IncludePath>
<LibraryPath>$(OutDir)..\DLL\;$(LibraryPath);</LibraryPath> <LibraryPath>$(OutDir)..\DLL\;$(LibraryPath);$(SolutionDir)..\External\Lib\Input;$(SolutionDir)..\Bin\DLL;</LibraryPath>
</PropertyGroup> </PropertyGroup>
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'"> <ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
<ClCompile> <ClCompile>
@ -105,13 +105,13 @@
<WarningLevel>Level3</WarningLevel> <WarningLevel>Level3</WarningLevel>
<Optimization>Disabled</Optimization> <Optimization>Disabled</Optimization>
<PreprocessorDefinitions>WIN32;_DEBUG;_WINDOWS;%(PreprocessorDefinitions)</PreprocessorDefinitions> <PreprocessorDefinitions>WIN32;_DEBUG;_WINDOWS;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<AdditionalIncludeDirectories>$(SolutionDir)Game\DanBiasServer\Include</AdditionalIncludeDirectories> <AdditionalIncludeDirectories>$(SolutionDir)Input;$(SolutionDir)Include;$(SolutionDir)Misc;$(SolutionDir)OysterMath;$(SolutionDir)OysterGraphics\;$(SolutionDir)Game\DanBiasServer\Include;$(SolutionDir)Game\DanBiasGame\Include</AdditionalIncludeDirectories>
</ClCompile> </ClCompile>
<Link> <Link>
<SubSystem>Windows</SubSystem> <SubSystem>Windows</SubSystem>
<GenerateDebugInformation>true</GenerateDebugInformation> <GenerateDebugInformation>true</GenerateDebugInformation>
<DelayLoadDLLs>DanBiasServer_$(PlatformShortName)D.dll;DanBiasGame_$(PlatformShortName)D.dll;%(DelayLoadDLLs)</DelayLoadDLLs> <DelayLoadDLLs>GameLogic_$(PlatformShortName)D.dll;OysterGraphics_$(PlatformShortName)D.dll;DanBiasServer_$(PlatformShortName)D.dll;DanBiasGame_$(PlatformShortName)D.dll;%(DelayLoadDLLs)</DelayLoadDLLs>
<AdditionalDependencies>DanBiasServer_$(PlatformShortName)D.lib;DanBiasGame_$(PlatformShortName)D.lib;%(AdditionalDependencies)</AdditionalDependencies> <AdditionalDependencies>Input_$(PlatformShortName)D.lib;GameLogic_$(PlatformShortName)D.lib;DanBiasServer_$(PlatformShortName)D.lib;DanBiasGame_$(PlatformShortName)D.lib;%(AdditionalDependencies)</AdditionalDependencies>
</Link> </Link>
</ItemDefinitionGroup> </ItemDefinitionGroup>
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'"> <ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">
@ -121,13 +121,13 @@
<WarningLevel>Level3</WarningLevel> <WarningLevel>Level3</WarningLevel>
<Optimization>Disabled</Optimization> <Optimization>Disabled</Optimization>
<PreprocessorDefinitions>WIN32;_DEBUG;_WINDOWS;%(PreprocessorDefinitions)</PreprocessorDefinitions> <PreprocessorDefinitions>WIN32;_DEBUG;_WINDOWS;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<AdditionalIncludeDirectories>$(SolutionDir)Game\DanBiasServer\Include</AdditionalIncludeDirectories> <AdditionalIncludeDirectories>$(SolutionDir)Input;$(SolutionDir)Include;$(SolutionDir)Misc;$(SolutionDir)OysterMath;$(SolutionDir)OysterGraphics\;$(SolutionDir)Game\DanBiasServer\Include;$(SolutionDir)Game\DanBiasGame\Include</AdditionalIncludeDirectories>
</ClCompile> </ClCompile>
<Link> <Link>
<SubSystem>Windows</SubSystem> <SubSystem>Windows</SubSystem>
<GenerateDebugInformation>true</GenerateDebugInformation> <GenerateDebugInformation>true</GenerateDebugInformation>
<DelayLoadDLLs>DanBiasServer_$(PlatformShortName)D.dll;DanBiasGame_$(PlatformShortName)D.dll;%(DelayLoadDLLs)</DelayLoadDLLs> <DelayLoadDLLs>GameLogic_$(PlatformShortName)D.dll;OysterGraphics_$(PlatformShortName)D.dll;DanBiasServer_$(PlatformShortName)D.dll;DanBiasGame_$(PlatformShortName)D.dll;%(DelayLoadDLLs)</DelayLoadDLLs>
<AdditionalDependencies>DanBiasServer_$(PlatformShortName)D.lib;DanBiasGame_$(PlatformShortName)D.lib;%(AdditionalDependencies)</AdditionalDependencies> <AdditionalDependencies>Input_$(PlatformShortName)D.lib;GameLogic_$(PlatformShortName)D.lib;DanBiasServer_$(PlatformShortName)D.lib;DanBiasGame_$(PlatformShortName)D.lib;%(AdditionalDependencies)</AdditionalDependencies>
</Link> </Link>
</ItemDefinitionGroup> </ItemDefinitionGroup>
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'"> <ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">
@ -139,15 +139,15 @@
<FunctionLevelLinking>true</FunctionLevelLinking> <FunctionLevelLinking>true</FunctionLevelLinking>
<IntrinsicFunctions>true</IntrinsicFunctions> <IntrinsicFunctions>true</IntrinsicFunctions>
<PreprocessorDefinitions>WIN32;NDEBUG;_WINDOWS;%(PreprocessorDefinitions)</PreprocessorDefinitions> <PreprocessorDefinitions>WIN32;NDEBUG;_WINDOWS;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<AdditionalIncludeDirectories>$(SolutionDir)Game\DanBiasServer\Include</AdditionalIncludeDirectories> <AdditionalIncludeDirectories>$(SolutionDir)Input;$(SolutionDir)Include;$(SolutionDir)Misc;$(SolutionDir)OysterMath;$(SolutionDir)OysterGraphics\;$(SolutionDir)Game\DanBiasServer\Include;$(SolutionDir)Game\DanBiasGame\Include</AdditionalIncludeDirectories>
</ClCompile> </ClCompile>
<Link> <Link>
<SubSystem>Windows</SubSystem> <SubSystem>Windows</SubSystem>
<GenerateDebugInformation>true</GenerateDebugInformation> <GenerateDebugInformation>true</GenerateDebugInformation>
<EnableCOMDATFolding>true</EnableCOMDATFolding> <EnableCOMDATFolding>true</EnableCOMDATFolding>
<OptimizeReferences>true</OptimizeReferences> <OptimizeReferences>true</OptimizeReferences>
<DelayLoadDLLs>DanBiasServer_$(PlatformShortName).dll;DanBiasGame_$(PlatformShortName).dll;%(DelayLoadDLLs)</DelayLoadDLLs> <DelayLoadDLLs>GameLogic_$(PlatformShortName).dll;OysterGraphics_$(PlatformShortName).dll;DanBiasServer_$(PlatformShortName).dll;DanBiasGame_$(PlatformShortName).dll;%(DelayLoadDLLs)</DelayLoadDLLs>
<AdditionalDependencies>DanBiasServer_$(PlatformShortName).lib;DanBiasGame_$(PlatformShortName).lib;%(AdditionalDependencies)</AdditionalDependencies> <AdditionalDependencies>Input_$(PlatformShortName).lib;GameLogic_$(PlatformShortName).lib;DanBiasServer_$(PlatformShortName).lib;DanBiasGame_$(PlatformShortName).lib;%(AdditionalDependencies)</AdditionalDependencies>
</Link> </Link>
</ItemDefinitionGroup> </ItemDefinitionGroup>
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'"> <ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'">
@ -159,20 +159,46 @@
<FunctionLevelLinking>true</FunctionLevelLinking> <FunctionLevelLinking>true</FunctionLevelLinking>
<IntrinsicFunctions>true</IntrinsicFunctions> <IntrinsicFunctions>true</IntrinsicFunctions>
<PreprocessorDefinitions>WIN32;NDEBUG;_WINDOWS;%(PreprocessorDefinitions)</PreprocessorDefinitions> <PreprocessorDefinitions>WIN32;NDEBUG;_WINDOWS;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<AdditionalIncludeDirectories>$(SolutionDir)Game\DanBiasServer\Include</AdditionalIncludeDirectories> <AdditionalIncludeDirectories>$(SolutionDir)Input;$(SolutionDir)Include;$(SolutionDir)Misc;$(SolutionDir)OysterMath;$(SolutionDir)OysterGraphics\;$(SolutionDir)Game\DanBiasServer\Include;$(SolutionDir)Game\DanBiasGame\Include</AdditionalIncludeDirectories>
</ClCompile> </ClCompile>
<Link> <Link>
<SubSystem>Windows</SubSystem> <SubSystem>Windows</SubSystem>
<GenerateDebugInformation>true</GenerateDebugInformation> <GenerateDebugInformation>true</GenerateDebugInformation>
<EnableCOMDATFolding>true</EnableCOMDATFolding> <EnableCOMDATFolding>true</EnableCOMDATFolding>
<OptimizeReferences>true</OptimizeReferences> <OptimizeReferences>true</OptimizeReferences>
<DelayLoadDLLs>DanBiasServer_$(PlatformShortName).dll;DanBiasGame_$(PlatformShortName).dll;%(DelayLoadDLLs)</DelayLoadDLLs> <DelayLoadDLLs>GameLogic_$(PlatformShortName).dll;OysterGraphics_$(PlatformShortName).dll;DanBiasServer_$(PlatformShortName).dll;DanBiasGame_$(PlatformShortName).dll;%(DelayLoadDLLs)</DelayLoadDLLs>
<AdditionalDependencies>DanBiasServer_$(PlatformShortName).lib;DanBiasGame_$(PlatformShortName).lib;%(AdditionalDependencies)</AdditionalDependencies> <AdditionalDependencies>Input_$(PlatformShortName).lib;GameLogic_$(PlatformShortName).lib;DanBiasServer_$(PlatformShortName).lib;DanBiasGame_$(PlatformShortName).lib;%(AdditionalDependencies)</AdditionalDependencies>
</Link> </Link>
</ItemDefinitionGroup> </ItemDefinitionGroup>
<ItemGroup> <ItemGroup>
<ClCompile Include="Launcher.cpp" /> <ClCompile Include="Launcher.cpp" />
</ItemGroup> </ItemGroup>
<ItemGroup>
<ProjectReference Include="..\..\GamePhysics\GamePhysics.vcxproj">
<Project>{104fa3e9-94d9-4e1d-a941-28a03bc8a095}</Project>
</ProjectReference>
<ProjectReference Include="..\..\Input\Input.vcxproj">
<Project>{7e3990d2-3d94-465c-b58d-64a74b3ecf9b}</Project>
</ProjectReference>
<ProjectReference Include="..\..\Misc\Misc.vcxproj">
<Project>{2ec4dded-8f75-4c86-a10b-e1e8eb29f3ee}</Project>
</ProjectReference>
<ProjectReference Include="..\..\OysterGraphics\OysterGraphics.vcxproj">
<Project>{0ec83e64-230e-48ef-b08c-6ac9651b4f82}</Project>
</ProjectReference>
<ProjectReference Include="..\..\OysterMath\OysterMath.vcxproj">
<Project>{f10cbc03-9809-4cba-95d8-327c287b18ee}</Project>
</ProjectReference>
<ProjectReference Include="..\DanBiasGame\DanBiasGame.vcxproj">
<Project>{2a1bc987-af42-4500-802d-89cd32fc1309}</Project>
</ProjectReference>
<ProjectReference Include="..\DanBiasServer\DanBiasServer.vcxproj">
<Project>{52380daa-0f4a-4d97-8e57-98df39319caf}</Project>
</ProjectReference>
<ProjectReference Include="..\GameLogic\GameLogic.vcxproj">
<Project>{b1195bb9-b3a5-47f0-906c-8dea384d1520}</Project>
</ProjectReference>
</ItemGroup>
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.targets" /> <Import Project="$(VCTargetsPath)\Microsoft.Cpp.targets" />
<ImportGroup Label="ExtensionTargets"> <ImportGroup Label="ExtensionTargets">
</ImportGroup> </ImportGroup>

View File

@ -1,10 +1,11 @@
///////////////////////////////////////////////// /////////////////////////////////////////////////
// Launcher to launch Danbias server or client // // Launcher to launch Danbias server or client //
///////////////////////////////////////////////// /////////////////////////////////////////////////
#define NOMINMAX
#include <Windows.h> #include <Windows.h>
#define DANBIAS_SERVER //#define DANBIAS_SERVER
//#define DANBIAS_CLIENT #define DANBIAS_CLIENT
#if defined(DANBIAS_SERVER) #if defined(DANBIAS_SERVER)
@ -30,8 +31,21 @@ int WINAPI WinMain( HINSTANCE hinst, HINSTANCE prevInst, PSTR cmdLine, int cmdSh
DanBias::DanBiasServer::Release(); DanBias::DanBiasServer::Release();
} }
#elif defined(DANBIAS_CLIENT) #elif defined(DANBIAS_CLIENT)
if(SetDllDirectory(L"..\\DLL") == FALSE)
{
return cmdShow;
}
// Game client starter code goes here // Game client starter code goes here
return cmdShow; 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 #endif
return cmdShow; return cmdShow;

View File

@ -3,6 +3,7 @@
namespace DanBias namespace DanBias
{ {
#pragma region Server Data #pragma region Server Data
class DanBiasServerPrivateData class DanBiasServerPrivateData
{ {

View File

@ -101,6 +101,7 @@
<Link> <Link>
<GenerateDebugInformation>true</GenerateDebugInformation> <GenerateDebugInformation>true</GenerateDebugInformation>
<AdditionalDependencies>OysterGraphics_$(PlatformShortName)D.lib;Input_$(PlatformShortName)D.lib;GamePhysics_$(PlatformShortName)D.lib;%(AdditionalDependencies)</AdditionalDependencies> <AdditionalDependencies>OysterGraphics_$(PlatformShortName)D.lib;Input_$(PlatformShortName)D.lib;GamePhysics_$(PlatformShortName)D.lib;%(AdditionalDependencies)</AdditionalDependencies>
<DelayLoadDLLs>GamePhysics_$(PlatformShortName)D.dll</DelayLoadDLLs>
</Link> </Link>
</ItemDefinitionGroup> </ItemDefinitionGroup>
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'"> <ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">

View File

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

View File

@ -24,26 +24,26 @@
</PropertyGroup> </PropertyGroup>
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.Default.props" /> <Import Project="$(VCTargetsPath)\Microsoft.Cpp.Default.props" />
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'" Label="Configuration"> <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'" Label="Configuration">
<ConfigurationType>DynamicLibrary</ConfigurationType> <ConfigurationType>StaticLibrary</ConfigurationType>
<UseDebugLibraries>true</UseDebugLibraries> <UseDebugLibraries>true</UseDebugLibraries>
<PlatformToolset>v110</PlatformToolset> <PlatformToolset>v110</PlatformToolset>
<CharacterSet>MultiByte</CharacterSet> <CharacterSet>MultiByte</CharacterSet>
</PropertyGroup> </PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'" Label="Configuration"> <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'" Label="Configuration">
<ConfigurationType>DynamicLibrary</ConfigurationType> <ConfigurationType>StaticLibrary</ConfigurationType>
<UseDebugLibraries>true</UseDebugLibraries> <UseDebugLibraries>true</UseDebugLibraries>
<PlatformToolset>v110</PlatformToolset> <PlatformToolset>v110</PlatformToolset>
<CharacterSet>MultiByte</CharacterSet> <CharacterSet>MultiByte</CharacterSet>
</PropertyGroup> </PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'" Label="Configuration"> <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'" Label="Configuration">
<ConfigurationType>DynamicLibrary</ConfigurationType> <ConfigurationType>StaticLibrary</ConfigurationType>
<UseDebugLibraries>false</UseDebugLibraries> <UseDebugLibraries>false</UseDebugLibraries>
<PlatformToolset>v110</PlatformToolset> <PlatformToolset>v110</PlatformToolset>
<WholeProgramOptimization>true</WholeProgramOptimization> <WholeProgramOptimization>true</WholeProgramOptimization>
<CharacterSet>MultiByte</CharacterSet> <CharacterSet>MultiByte</CharacterSet>
</PropertyGroup> </PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'" Label="Configuration"> <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'" Label="Configuration">
<ConfigurationType>DynamicLibrary</ConfigurationType> <ConfigurationType>StaticLibrary</ConfigurationType>
<UseDebugLibraries>false</UseDebugLibraries> <UseDebugLibraries>false</UseDebugLibraries>
<PlatformToolset>v110</PlatformToolset> <PlatformToolset>v110</PlatformToolset>
<WholeProgramOptimization>true</WholeProgramOptimization> <WholeProgramOptimization>true</WholeProgramOptimization>
@ -69,21 +69,25 @@
<OutDir>$(SolutionDir)..\External\Lib\$(ProjectName)\</OutDir> <OutDir>$(SolutionDir)..\External\Lib\$(ProjectName)\</OutDir>
<IntDir>$(SolutionDir)..\Obj\$(ProjectName)\$(PlatformShortName)\$(Configuration)\</IntDir> <IntDir>$(SolutionDir)..\Obj\$(ProjectName)\$(PlatformShortName)\$(Configuration)\</IntDir>
<TargetName>$(ProjectName)_$(PlatformShortName)D</TargetName> <TargetName>$(ProjectName)_$(PlatformShortName)D</TargetName>
<TargetExt>.lib</TargetExt>
</PropertyGroup> </PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'"> <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">
<OutDir>$(SolutionDir)..\External\Lib\$(ProjectName)\</OutDir> <OutDir>$(SolutionDir)..\External\Lib\$(ProjectName)\</OutDir>
<IntDir>$(SolutionDir)..\Obj\$(ProjectName)\$(PlatformShortName)\$(Configuration)\</IntDir> <IntDir>$(SolutionDir)..\Obj\$(ProjectName)\$(PlatformShortName)\$(Configuration)\</IntDir>
<TargetName>$(ProjectName)_$(PlatformShortName)</TargetName> <TargetName>$(ProjectName)_$(PlatformShortName)</TargetName>
<TargetExt>.lib</TargetExt>
</PropertyGroup> </PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'"> <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">
<OutDir>$(SolutionDir)..\External\Lib\$(ProjectName)\</OutDir> <OutDir>$(SolutionDir)..\External\Lib\$(ProjectName)\</OutDir>
<IntDir>$(SolutionDir)..\Obj\$(ProjectName)\$(PlatformShortName)\$(Configuration)\</IntDir> <IntDir>$(SolutionDir)..\Obj\$(ProjectName)\$(PlatformShortName)\$(Configuration)\</IntDir>
<TargetName>$(ProjectName)_$(PlatformShortName)D</TargetName> <TargetName>$(ProjectName)_$(PlatformShortName)D</TargetName>
<TargetExt>.lib</TargetExt>
</PropertyGroup> </PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'"> <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'">
<OutDir>$(SolutionDir)..\External\Lib\$(ProjectName)\</OutDir> <OutDir>$(SolutionDir)..\External\Lib\$(ProjectName)\</OutDir>
<IntDir>$(SolutionDir)..\Obj\$(ProjectName)\$(PlatformShortName)\$(Configuration)\</IntDir> <IntDir>$(SolutionDir)..\Obj\$(ProjectName)\$(PlatformShortName)\$(Configuration)\</IntDir>
<TargetName>$(ProjectName)_$(PlatformShortName)</TargetName> <TargetName>$(ProjectName)_$(PlatformShortName)</TargetName>
<TargetExt>.lib</TargetExt>
</PropertyGroup> </PropertyGroup>
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'"> <ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
<ClCompile> <ClCompile>