diff --git a/Bin/VC10/VC10.vcxproj b/Bin/VC10/VC10.vcxproj
index 8fbbaa4..16be18b 100644
--- a/Bin/VC10/VC10.vcxproj
+++ b/Bin/VC10/VC10.vcxproj
@@ -86,6 +86,7 @@
+
@@ -98,6 +99,7 @@
+
diff --git a/Bin/VC10/VC10.vcxproj.filters b/Bin/VC10/VC10.vcxproj.filters
index 0fbc420..a41e568 100644
--- a/Bin/VC10/VC10.vcxproj.filters
+++ b/Bin/VC10/VC10.vcxproj.filters
@@ -22,6 +22,9 @@
{1354dd04-f0db-4c12-bbfa-ef24daeb2293}
+
+ {5b78104c-8316-4d75-8ad0-3f9a6bfbfde8}
+
@@ -60,6 +63,9 @@
System
+
+ IO
+
@@ -92,5 +98,8 @@
System
+
+ IO
+
\ No newline at end of file
diff --git a/src/Main/GLWindow.cpp b/src/Main/GLWindow.cpp
index db851fe..fcc389c 100644
--- a/src/Main/GLWindow.cpp
+++ b/src/Main/GLWindow.cpp
@@ -1,4 +1,4 @@
-#ifdef _WIN32_
+#ifdef _WIN32
#include
#include
#include
@@ -7,12 +7,13 @@
#include "../glx/wglext.h"
#include "GLWindow.h"
#include "Game.h"
+#include "../IO/Input.h"
typedef HGLRC(APIENTRYP PFNWGLCREATECONTEXTATTRIBSARBPROC)(HDC, HGLRC, const int*);
PFNWGLCREATECONTEXTATTRIBSARBPROC wglCreateContextAttribsARB = NULL;
GLWindow::GLWindow(HINSTANCE hInstance) :
- _isRunning(true),
+ _isRunning(false),
_game(NULL),
_hinstance(hInstance),
_lastTime(0)
@@ -181,6 +182,8 @@ LRESULT GLWindow::WndProc(HWND hWnd, UINT uMsg, WPARAM wParam, LPARAM lParam) {
// Make the GL3 context current.
wglMakeCurrent(_hdc, _hglrc);
_isRunning = true; // Mark our window as running now.
+
+ CreateInput();
}
break;
case WM_DESTROY: // Destroy window.
diff --git a/src/Main/GLWindow.h b/src/Main/GLWindow.h
index 7414721..6e72fe9 100644
--- a/src/Main/GLWindow.h
+++ b/src/Main/GLWindow.h
@@ -1,5 +1,5 @@
#pragma once
-#ifdef _WIN32_ // Stop makefiles from complaining.
+#ifdef _WIN32 // Stop makefiles from complaining.
#include
#include
diff --git a/src/Main/Game.cpp b/src/Main/Game.cpp
index 0749b66..0b40ed6 100644
--- a/src/Main/Game.cpp
+++ b/src/Main/Game.cpp
@@ -67,8 +67,7 @@ void Game::OnResize(int width, int height) {
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
-
- gluPerspective(45.0f, float(width) / float(height), 1.0f, 100.0f);
+ glOrtho(0.0, 800.0, 0.0, 600.0, 0.0, 1.0);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();