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📄 ui.cpp.svn-base

📁 自己做的小游戏
💻 SVN-BASE
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#include "UI.h"
#include "../Renderer/ChaosPrint.h"
#include "../GameData/BMP.h"
#include "../game/player.h"
#include "../Game/Game.h"

bool		active=TRUE;		// Window Active Flag Set To TRUE By Default
bool		fullscreen=true;	// Fullscreen Flag Set To TRUE By Default

GLvoid ReSizeGLScene(GLsizei width, GLsizei height)		// Resize And Initialize The GL Window
{
	if (height==0)										// Prevent A Divide By Zero By
		height=1;										// Making Height Equal One

	glViewport(0,0,width,height);						// Reset The Current Viewport

	glMatrixMode(GL_PROJECTION);						// Select The Projection Matrix
	glLoadIdentity();									// Reset The Projection Matrix

	// Calculate The Aspect Ratio Of The Window.  Farthest Distance Changed To 500.0f (NEW)
	gluPerspective(45.0f, (GLfloat)width/(GLfloat)height, 0.1f, 500.0f);

	glMatrixMode(GL_MODELVIEW);							// Select The Modelview Matrix
	glLoadIdentity();									// Reset The Modelview Matrix
}


int InitGL(void)										// All Setup For OpenGL Goes Here
{
/*	glShadeModel(GL_SMOOTH);							// Enable Smooth Shading
	glClearColor(0.0f, 0.0f, 0.0f, 0.5f);				// Black Background
	glClearDepth(1.0f);									// Depth Buffer Setup
	glEnable(GL_DEPTH_TEST);							// Enables Depth Testing
	glDepthFunc(GL_LEQUAL);								// The Type Of Depth Testing To Do
	glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST);	// Really Nice Perspective Calculations
*/
	glGenTextures(10, &bmptexture[0]);
	if(	!BMP::LoadBMPTexture(&bmptexture[0],"../Data/texture/treebody.bmp")	||
		!BMP::LoadBMPTexture(&bmptexture[1],"../Data/texture/terrain.bmp")	||
		!BMP::LoadBMPTexture(&bmptexture[2],"../Data/texture/Image1.bmp")	||
		!BMP::MakeAlphaTextureBind("../Data/texture/Image1.bmp",&bmptexture[3])||
		!BMP::LoadBMPTexture(&bmptexture[4],"../Data/texture/bmp.bmp")		||
		!BMP::LoadBMPTexture(&bmptexture[5],"../data/texture/Spark.bmp")
		)
	{
		MessageBox(NULL,"Can't open bmp",NULL,NULL);
		return FALSE;
	}
	ChaosPrint::PrintInit();
/*
	if (!t.LoadTGA(&texture[1],"sand.tga"))
	{
		MessageBox(NULL,"Can't open sand.tga",NULL,NULL);
		return FALSE;
	}
*/
//	LoadRawFile("Data/Terrain.raw", MAP_SIZE * MAP_SIZE, g_HeightMap);	// (NEW)

	return TRUE;										// Initialization Went OK
}

GLvoid KillGLWindow(void)								// Properly Kill The Window
{
	if (fullscreen)										// Are We In Fullscreen Mode?
	{
		ChangeDisplaySettings(NULL,0);					// If So Switch Back To The Desktop
		ShowCursor(TRUE);								// Show Mouse Pointer
	}

	if (hRC)											// Do We Have A Rendering Context?
	{
		if (!wglMakeCurrent(NULL,NULL))					// Are We Able To Release The DC And RC Contexts?
		{
			MessageBox(NULL,"Release Of DC And RC Failed.","SHUTDOWN ERROR",MB_OK | MB_ICONINFORMATION);
		}

		if (!wglDeleteContext(hRC))						// Are We Able To Delete The RC?
		{
			MessageBox(NULL,"Release Rendering Context Failed.","SHUTDOWN ERROR",MB_OK | MB_ICONINFORMATION);
		}
		hRC=NULL;										// Set RC To NULL
	}

	if (hDC && !ReleaseDC(hWnd,hDC))					// Are We Able To Release The DC
	{
		MessageBox(NULL,"Release Device Context Failed.","SHUTDOWN ERROR",MB_OK | MB_ICONINFORMATION);
		hDC=NULL;										// Set DC To NULL
	}

	if (hWnd && !DestroyWindow(hWnd))					// Are We Able To Destroy The Window?
	{
		MessageBox(NULL,"Could Not Release hWnd.","SHUTDOWN ERROR",MB_OK | MB_ICONINFORMATION);
		hWnd=NULL;										// Set hWnd To NULL
	}

	if (!UnregisterClass("OpenGL",hInstance))			// Are We Able To Unregister Class
	{
		MessageBox(NULL,"Could Not Unregister Class.","SHUTDOWN ERROR",MB_OK | MB_ICONINFORMATION);
		hInstance=NULL;									// Set hInstance To NULL
	}
}

/*	This Code Creates Our OpenGL Window.  Parameters Are:					*
 *	title			- Title To Appear At The Top Of The Window				*
 *	width			- Width Of The GL Window Or Fullscreen Mode				*
 *	height			- Height Of The GL Window Or Fullscreen Mode			*
 *	bits			- Number Of Bits To Use For Color (8/16/24/32)			*
 *	fullscreenflag	- Use Fullscreen Mode (TRUE) Or Windowed Mode (FALSE)	*/
BOOL CreateGLWindow(char* title, int width, int height, int bits, bool fullscreenflag)
{
	GLuint		PixelFormat;							// Holds The Results After Searching For A Match
	WNDCLASS	wc;										// Windows Class Structure
	DWORD		dwExStyle;								// Window Extended Style
	DWORD		dwStyle;								// Window Style
	RECT		WindowRect;								// Grabs Rectangle Upper Left / Lower Right Values
	WindowRect.left=(long)0;							// Set Left Value To 0
	WindowRect.right=(long)width;						// Set Right Value To Requested Width
	WindowRect.top=(long)0;								// Set Top Value To 0
	WindowRect.bottom=(long)height;						// Set Bottom Value To Requested Height

	fullscreen=fullscreenflag;							// Set The Global Fullscreen Flag

	hInstance			= GetModuleHandle(NULL);		// Grab An Instance For Our Window
	wc.style			= CS_HREDRAW | CS_VREDRAW | CS_OWNDC;	// Redraw On Size, And Own DC For Window.
	wc.lpfnWndProc		= (WNDPROC) WndProc;			// WndProc Handles Messages
	wc.cbClsExtra		= 0;							// No Extra Window Data
	wc.cbWndExtra		= 0;							// No Extra Window Data
	wc.hInstance		= hInstance;					// Set The Instance
	wc.hIcon			= LoadIcon(NULL, IDI_WINLOGO);	// Load The Default Icon
	wc.hCursor			= LoadCursor(NULL, IDC_ARROW);	// Load The Arrow Pointer
	wc.hbrBackground	= NULL;							// No Background Required For GL
	wc.lpszMenuName		= NULL;							// We Don't Want A Menu
	wc.lpszClassName	= "OpenGL";						// Set The Class Name

	if (!RegisterClass(&wc))							// Attempt To Register The Window Class
	{
		MessageBox(NULL,"Failed To Register The Window Class.","ERROR",MB_OK|MB_ICONEXCLAMATION);
		return FALSE;									// Return FALSE
	}
	
	if (fullscreen)										// Attempt Fullscreen Mode?
	{
		DEVMODE dmScreenSettings;						// Device Mode
		memset(&dmScreenSettings,0,sizeof(dmScreenSettings));	// Makes Sure Memory's Cleared
		dmScreenSettings.dmSize=sizeof(dmScreenSettings);	// Size Of The Devmode Structure
		dmScreenSettings.dmPelsWidth	= width;		// Selected Screen Width
		dmScreenSettings.dmPelsHeight	= height;		// Selected Screen Height
		dmScreenSettings.dmBitsPerPel	= bits;			// Selected Bits Per Pixel
		dmScreenSettings.dmFields=DM_BITSPERPEL|DM_PELSWIDTH|DM_PELSHEIGHT;

		// Try To Set Selected Mode And Get Results.  NOTE: CDS_FULLSCREEN Gets Rid Of Start Bar.
		if (ChangeDisplaySettings(&dmScreenSettings,CDS_FULLSCREEN)!=DISP_CHANGE_SUCCESSFUL)
		{
			// If The Mode Fails, Offer Two Options.  Quit Or Use Windowed Mode.
			if (MessageBox(NULL,"The Requested Fullscreen Mode Is Not Supported By\nYour Video Card. Use Windowed Mode Instead?","NeHe GL",MB_YESNO|MB_ICONEXCLAMATION)==IDYES)
			{
				fullscreen=FALSE;						// Windowed Mode Selected.  Fullscreen = FALSE
			}
			else
			{
				// Pop Up A Message Box Letting User Know The Program Is Closing.
				MessageBox(NULL,"Program Will Now Close.","ERROR",MB_OK|MB_ICONSTOP);
				return FALSE;							// Return FALSE
			}
		}
	}

	if (fullscreen)										// Are We Still In Fullscreen Mode?
	{
		dwExStyle=WS_EX_APPWINDOW;						// Window Extended Style
		dwStyle=WS_POPUP;								// Windows Style
	//	ShowCursor(FALSE);								// Hide Mouse Pointer
	}
	else
	{
		dwExStyle=WS_EX_APPWINDOW | WS_EX_WINDOWEDGE;	// Window Extended Style
		dwStyle=WS_OVERLAPPEDWINDOW;					// Windows Style
	}

	AdjustWindowRectEx(&WindowRect, dwStyle, FALSE, dwExStyle);	// Adjust Window To True Requested Size

	// Create The Window
	if (!(hWnd=CreateWindowEx(	dwExStyle,				// Extended Style For The Window
								"OpenGL",				// Class Name
								title,					// Window Title
								dwStyle |				// Defined Window Style
								WS_CLIPSIBLINGS |		// Required Window Style
								WS_CLIPCHILDREN,		// Required Window Style
								0, 0,					// Window Position
								WindowRect.right-WindowRect.left,	// Calculate Window Width
								WindowRect.bottom-WindowRect.top,	// Calculate Window Height
								NULL,					// No Parent Window
								NULL,					// No Menu
								hInstance,				// Instance
								NULL)))					// Dont Pass Anything To WM_CREATE
	{
		KillGLWindow();									// Reset The Display
		MessageBox(NULL,"Window Creation Error.","ERROR",MB_OK|MB_ICONEXCLAMATION);
		return FALSE;									// Return FALSE
	}

	static	PIXELFORMATDESCRIPTOR pfd=					// pfd Tells Windows How We Want Things To Be
	{
		sizeof(PIXELFORMATDESCRIPTOR),					// Size Of This Pixel Format Descriptor
		1,												// Version Number
		PFD_DRAW_TO_WINDOW |							// Format Must Support Window
		PFD_SUPPORT_OPENGL |							// Format Must Support OpenGL
		PFD_DOUBLEBUFFER,								// Must Support Double Buffering
		PFD_TYPE_RGBA,									// Request An RGBA Format
		bits,											// Select Our Color Depth
		0, 0, 0, 0, 0, 0,								// Color Bits Ignored
		0,												// No Alpha Buffer
		0,												// Shift Bit Ignored
		0,												// No Accumulation Buffer
		0, 0, 0, 0,										// Accumulation Bits Ignored
		16,												// 16Bit Z-Buffer (Depth Buffer)  
		0,												// No Stencil Buffer
		0,												// No Auxiliary Buffer
		PFD_MAIN_PLANE,									// Main Drawing Layer
		0,												// Reserved
		0, 0, 0											// Layer Masks Ignored
	};

	if (!(hDC=GetDC(hWnd)))								// Did We Get A Device Context?
	{
		KillGLWindow();									// Reset The Display
		MessageBox(NULL,"Can't Create A GL Device Context.","ERROR",MB_OK|MB_ICONEXCLAMATION);
		return FALSE;									// Return FALSE
	}

	if (!(PixelFormat=ChoosePixelFormat(hDC,&pfd)))		// Did Windows Find A Matching Pixel Format?
	{
		KillGLWindow();									// Reset The Display
		MessageBox(NULL,"Can't Find A Suitable PixelFormat.","ERROR",MB_OK|MB_ICONEXCLAMATION);
		return FALSE;									// Return FALSE
	}

	if(!SetPixelFormat(hDC,PixelFormat,&pfd))			// Are We Able To Set The Pixel Format?
	{
		KillGLWindow();									// Reset The Display
		MessageBox(NULL,"Can't Set The PixelFormat.","ERROR",MB_OK|MB_ICONEXCLAMATION);
		return FALSE;									// Return FALSE
	}

	if (!(hRC=wglCreateContext(hDC)))					// Are We Able To Get A Rendering Context?
	{
		KillGLWindow();									// Reset The Display
		MessageBox(NULL,"Can't Create A GL Rendering Context.","ERROR",MB_OK|MB_ICONEXCLAMATION);
		return FALSE;									// Return FALSE
	}

	if(!wglMakeCurrent(hDC,hRC))						// Try To Activate The Rendering Context
	{
		KillGLWindow();									// Reset The Display
		MessageBox(NULL,"Can't Activate The GL Rendering Context.","ERROR",MB_OK|MB_ICONEXCLAMATION);
		return FALSE;									// Return FALSE
	}

	ShowWindow(hWnd,SW_SHOW);							// Show The Window
	SetForegroundWindow(hWnd);							// Slightly Higher Priority
	SetFocus(hWnd);										// Sets Keyboard Focus To The Window
	ReSizeGLScene(width, height);						// Set Up Our Perspective GL Screen

	if (!InitGL())										// Initialize Our Newly Created GL Window
	{
		KillGLWindow();									// Reset The Display
		MessageBox(NULL,"Initialization Failed.","ERROR",MB_OK|MB_ICONEXCLAMATION);
		return FALSE;									// Return FALSE
	}

	return true;										// Success
}



LRESULT CALLBACK WndProc(	HWND	hWnd,				// Handle For This Window
							UINT	uMsg,				// Message For This Window
							WPARAM	wParam,				// Additional Message Information
							LPARAM	lParam)				// Additional Message Information
{
	switch (uMsg)									// Check For Windows Messages
	{
		case WM_CREATE:
		{
			SetTimer (hWnd, ID_TIMER, 50, TimerProc) ;
			return 0 ;
		}
		case WM_ACTIVATE:							// Watch For Window Activate Message
		{
			if (!HIWORD(wParam))					// Check Minimization State
			{
				active=TRUE;						// Program Is Active
			}
			else
			{
				active=FALSE;						// Program Is No Longer Active
			}

			return 0;								// Return To The Message Loop
		}

		case WM_SYSCOMMAND:							// Intercept System Commands
		{
			switch (wParam)							// Check System Calls
			{
				case SC_SCREENSAVE:					// Screensaver Trying To Start?
				case SC_MONITORPOWER:				// Monitor Trying To Enter Powersave?
				return 0;							// Prevent From Happening
			}
			break;									// Exit
		}

		case WM_CLOSE:								// Did We Receive A Close Message?
		{          
			KillTimer (hWnd, ID_TIMER) ;
			PostQuitMessage(0);						// Send A Quit Message
			return 0;								// Jump Back
		}

		case WM_KEYDOWN:							// Is A Key Being Held Down?
		{
			key[wParam] = true;
			return 0;								// Jump Back
		}

		case WM_KEYUP:								// Has A Key Been Released?
		{
			key[wParam] = false;
			return 0;								// Jump Back

		}
		case WM_LBUTTONDOWN:								// Left mouse button is pressed
		{
			key[MOUSE_0] = true;
			return 0;
		}

		case WM_LBUTTONUP:								
		{
			//key[MOUSE_0] = false;
			return 0;
		}

		case WM_RBUTTONDOWN:								
		{
			key[MOUSE_1] = true;
			ShowCursor(false);
			SetCursorPos(CENTER_X,CENTER_Y); 
			return 0;
		}

		case WM_RBUTTONUP:							
		{
			key[MOUSE_1] = false;
			ShowCursor(true);
			return 0;
		}

		case WM_MOUSEMOVE:
		{
			mouseX = LOWORD(lParam);
			mouseY = HIWORD(lParam);
			return 0;
		}

		case WM_SIZE:								// Resize The OpenGL Window
		{
			ReSizeGLScene(LOWORD(lParam),HIWORD(lParam));  // LoWord=Width, HiWord=Height
			return 0;								// Jump Back
		}
	}

	// Pass All Unhandled Messages To DefWindowProc
	return DefWindowProc(hWnd,uMsg,wParam,lParam);
}

VOID CALLBACK TimerProc (HWND hwnd, UINT message, UINT iTimerID, DWORD dwTime)
{
	Process();
}
	


int WINAPI WinMain(	HINSTANCE	hInstance,				// Instance
					HINSTANCE	hPrevInstance,			// Previous Instance
					LPSTR		lpCmdLine,				// Command Line Parameters
					int			nCmdShow)				// Window Show State
{
	MSG		msg;									// Windows Message Structure
	BOOL	done=FALSE;								// Bool Variable To Exit Loop

	model[0].Init("../Data/model/zombie.mdl");
	model[0].SetSequence("walk");
	model[1].Init("../Data/model/scientist.mdl");
	model[1].SetSequence("walk");

	// Create Our OpenGL Window
	if (!CreateGLWindow("Chaos",1024,768,32,fullscreen))
	{
		return 0;									// Quit If Window Was Not Created
	}
	
	InitGame();

	while (GetMessage (&msg, NULL, 0, 0))
    {
          TranslateMessage (&msg) ;
          DispatchMessage (&msg) ;
    }

	// Shutdown
	KillGLWindow();									// Kill The Window
	return (msg.wParam);							// Exit The Program
	return 0;										// Exit The Program
}

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