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