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📄 opening.cpp

📁 一個簡單的游戲設計...好好玩的
💻 CPP
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#include <windows.h>
#include <gl/Gl.h>
#include <gl/glut.h>
#include <stdio.h>
#include <stdlib.h>
#include "define.h"
#include "opening.h"
#include "runningmodel.h"
#include "running.h"
#include "bmpLoader.h"

OPENING::OPENING(void)  
{
	OpeningImage.data = NULL; 
	NewGameMouseOut.data = NewGameMouseIn.data = NULL;
	ResumeGameMouseOut.data = ResumeGameMouseIn.data = NULL;
	ExitGameMouseOut.data = ExitGameMouseIn.data = NULL;

	if(!ImageLoad(".\\MenuBackground.bmp", &OpeningImage)) { FreeAllImage() ; exit(1); }
	if(!ImageLoad(".\\NewGame387x638.bmp", &NewGameMouseOut)) { FreeAllImage() ; exit(1); }
	if(!ImageLoad(".\\NewGameSelected387x638.bmp", &NewGameMouseIn)) { FreeAllImage() ; exit(1); }
	if(!ImageLoad(".\\ResumeGame346x559.bmp", &ResumeGameMouseOut)) { FreeAllImage() ; exit(1); }
	if(!ImageLoad(".\\ResumeGameSelected346x559.bmp", &ResumeGameMouseIn)) { FreeAllImage() ; exit(1); }
	if(!ImageLoad(".\\Exit460x297.bmp", &ExitGameMouseOut)) { FreeAllImage() ; exit(1); }
	if(!ImageLoad(".\\ExitSelected460x297.bmp", &ExitGameMouseIn)) { FreeAllImage() ; exit(1); }
	
	MouseIN = NotForAll;
}

OPENING::~OPENING(void)
{
	FreeAllImage();
}

void OPENING::Display()
{
	glClear(GL_COLOR_BUFFER_BIT);

	glRasterPos2f(0.0,0.0);
	glDrawPixels(OpeningImage.sizeX,OpeningImage.sizeY,GL_RGB,GL_UNSIGNED_BYTE,OpeningImage.data);

	glRasterPos2f((float) winSize.winX /  ( (float) WIDTH / 387.0f ) , (float) winSize.winY / ( (float) HEIGHT / 638.0f));
	if(MouseIN != NEW) glDrawPixels(NewGameMouseOut.sizeX,NewGameMouseOut.sizeY,GL_RGB,GL_UNSIGNED_BYTE,NewGameMouseOut.data);
	else glDrawPixels(NewGameMouseIn.sizeX,NewGameMouseIn.sizeY,GL_RGB,GL_UNSIGNED_BYTE,NewGameMouseIn.data);

	glRasterPos2f((float) winSize.winX /  ( (float) WIDTH / 346.0f ) , (float) winSize.winY / ( (float) HEIGHT / 559.0f));
	if(MouseIN != RESUME) glDrawPixels(ResumeGameMouseOut.sizeX,ResumeGameMouseOut.sizeY,GL_RGB,GL_UNSIGNED_BYTE,ResumeGameMouseOut.data);
	else glDrawPixels(ResumeGameMouseIn.sizeX,ResumeGameMouseIn.sizeY,GL_RGB,GL_UNSIGNED_BYTE,ResumeGameMouseIn.data);

	glRasterPos2f((float) winSize.winX /  ( (float) WIDTH / 460.0f ) , (float) winSize.winY / ( (float) HEIGHT / 297.0f));
	if(MouseIN != EXIT) glDrawPixels(ExitGameMouseOut.sizeX,ExitGameMouseOut.sizeY,GL_RGB,GL_UNSIGNED_BYTE,ExitGameMouseOut.data);
	else glDrawPixels(ExitGameMouseIn.sizeX,ExitGameMouseIn.sizeY,GL_RGB,GL_UNSIGNED_BYTE,ExitGameMouseIn.data);

	glutSwapBuffers();
}

void OPENING::Mouse(M_EVENT mEvent)
{

	MouseIN = NotForAll;

	if ( mEvent.MouseX > 387 && mEvent.MouseX < 387 + (int) NewGameMouseOut.sizeX && mEvent.MouseY < winSize.winY - 638 && mEvent.MouseY > winSize.winY - 638 - (int) NewGameMouseOut.sizeY ) MouseIN = NEW;
	if ( mEvent.MouseX > 346 && mEvent.MouseX < 346 + (int) ResumeGameMouseOut.sizeX && mEvent.MouseY < winSize.winY - 559 && mEvent.MouseY > winSize.winY - 559 - (int) ResumeGameMouseOut.sizeY ) MouseIN = RESUME;
	if ( mEvent.MouseX > 460 && mEvent.MouseX < 460 + (int) ExitGameMouseOut.sizeX - 20 && mEvent.MouseY < winSize.winY - 297 && mEvent.MouseY > winSize.winY - 297 - (int) ExitGameMouseOut.sizeY ) MouseIN = EXIT;
	
	if ( mEvent.MouseButton == GLUT_LEFT_BUTTON && mEvent.MouseState == GLUT_DOWN && mEvent.STATE == ::M_EVENT.MOUSE ) {
		switch (MouseIN) {
		case NEW:
			NewGame();
			break;
		case RESUME:
			NewGame();
			break;
		case EXIT:
			FreeAllImage();
			exit(0);
		}
	}

	Display();
}

void OPENING::KeyBoard(K_EVENT kEvent)
{
	if ( kEvent.Key == 'm' || kEvent.Key == 'M' ) if (!NEXT) NEXT = new RUNNINGMODEL;
}

void OPENING::Reshape(GLsizei Width , GLsizei Height)
{
	SetWinSize( Width , Height );
	glMatrixMode(GL_PROJECTION);
	glLoadIdentity();
	glOrtho(0, Width, 0, Height, -1.0, 1.0);
	glMatrixMode(GL_MODELVIEW);
	glLoadIdentity();
	Display();
}

void OPENING::NewGame() 
{
	if (!NEXT) NEXT = new RUNNING;
}

void OPENING::ResumeGame()
{
	if (!NEXT) NEXT = new RUNNING;
}

void OPENING::FreeAllImage() 
{
	if (OpeningImage.data) free(OpeningImage.data);
	if (NewGameMouseOut.data) free(NewGameMouseOut.data);
	if (NewGameMouseIn.data) free(NewGameMouseIn.data);
	if (ResumeGameMouseOut.data) free(ResumeGameMouseOut.data);
	if (ResumeGameMouseIn.data) free(ResumeGameMouseIn.data);
	if (ExitGameMouseOut.data) free(ExitGameMouseOut.data);
	if (ExitGameMouseIn.data) free(ExitGameMouseIn.data);
}

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