[Remove] Removed GLWindow.* as we no longer use them.

This commit is contained in:
Rtch90 2012-04-12 16:11:36 +01:00
parent 79872d8452
commit ac1923fc46
3 changed files with 8 additions and 289 deletions

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@ -7,8 +7,13 @@ LIBS += -lGL \
-lz \ -lz \
-ltinyxml -ltinyxml
win32: { win32: {
LIBS -= -lGL -lGLU LIBS -= -lGL \
LIBS += -lkernel32 -luser32 -lgdi32 -lopengl32 -lglu32 -lGLU
LIBS += -lkernel32 \
-luser32 \
-lgdi32 \
-lopengl32 \
-lglu32
} }
HEADERS += ../src/Actor/Player.h \ HEADERS += ../src/Actor/Player.h \
../src/Collision/AABB.h \ ../src/Collision/AABB.h \
@ -19,7 +24,6 @@ HEADERS += ../src/Actor/Player.h \
../src/Level/Level.h \ ../src/Level/Level.h \
../src/Level/Layer.h \ ../src/Level/Layer.h \
../src/Level/Tileset.h \ ../src/Level/Tileset.h \
../src/Main/GLWindow.h \
../src/Main/Game.h \ ../src/Main/Game.h \
../src/Math/Timer.h \ ../src/Math/Timer.h \
../src/Math/Rect.h \ ../src/Math/Rect.h \
@ -53,7 +57,6 @@ SOURCES += ../src/Actor/Player.cpp \
../src/Level/Tileset.cpp \ ../src/Level/Tileset.cpp \
../src/Level/Level.cpp \ ../src/Level/Level.cpp \
../src/Level/Layer.cpp \ ../src/Level/Layer.cpp \
../src/Main/GLWindow.cpp \
../src/Main/Game.cpp \ ../src/Main/Game.cpp \
../src/Main/main.cpp \ ../src/Main/main.cpp \
../src/Math/Vec2.cpp \ ../src/Math/Vec2.cpp \

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@ -1,240 +0,0 @@
#ifdef _WIN32
#include <ctime>
#include <iostream>
#include <Windows.h>
#include <GL/gl.h>
#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(false),
_game(NULL),
_hinstance(hInstance),
_lastTime(0)
{}
GLWindow::~GLWindow() {
}
bool GLWindow::Create(int width, int height, int bpp, bool fullscreen) {
DWORD dwExStyle; // Window extended style.
DWORD dwStyle; // Window style.
_isFullScreen = fullscreen; // Store the fullscreen flag.
_windowRect.left = (long)0; // Set left value to zero.
_windowRect.right = (long)width; // Set right value to the requested width.
_windowRect.top = (long)0; // Set top value to zero.
_windowRect.bottom = (long)height; // Set bottom value to the requested height.
// Fill out the class structure.
ZeroMemory(&_windowClass, sizeof(_windowClass));
_windowClass.cbSize = sizeof(WNDCLASSEX);
_windowClass.style = CS_HREDRAW | CS_VREDRAW;
_windowClass.lpfnWndProc = GLWindow::StaticWndProc; // Set out static method as the next event.
_windowClass.cbClsExtra = 0;
_windowClass.cbWndExtra = 0;
_windowClass.hInstance = _hinstance;
_windowClass.hIcon = LoadIcon(NULL, IDI_APPLICATION); // Default icon.
_windowClass.hCursor = LoadCursor(NULL, IDC_ARROW); // Default arrow.
_windowClass.hbrBackground = NULL; // Don't need a background.
_windowClass.lpszMenuName = NULL; // No menu.
_windowClass.lpszClassName = TEXT("GLClass");
_windowClass.hIconSm = LoadIcon(NULL, IDI_WINLOGO); // Windows logo, small icon.
// Register the window class.
if(!RegisterClassEx(&_windowClass)) {
return false;
}
if(_isFullScreen) {
// Then we need to change the display mode.
DEVMODE dmScreenSettings; // Device mode.
memset(&dmScreenSettings, 0, sizeof(dmScreenSettings));
dmScreenSettings.dmSize = sizeof(dmScreenSettings);
dmScreenSettings.dmPelsWidth = width; // Screen width.
dmScreenSettings.dmPelsHeight = height; // Screen height.
dmScreenSettings.dmBitsPerPel = bpp; // Bits per pixel.
dmScreenSettings.dmFields = DM_BITSPERPEL | DM_PELSWIDTH | DM_PELSHEIGHT;
if(ChangeDisplaySettings(&dmScreenSettings, CDS_FULLSCREEN) != DISP_CHANGE_SUCCESSFUL) {
// Setting the display mode failed, so switch to windowed mode.
MessageBox(NULL, TEXT("Display mode failed"), NULL, MB_OK);
_isFullScreen = false;
}
}
// Are we still in fullscreen mode?
if(_isFullScreen) {
dwExStyle = WS_EX_APPWINDOW; // Window extended style.
dwStyle = WS_POPUP; // Windows style.
ShowCursor(false); // Might as well hide the mouse cursor.
} 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.
// The class is registered, so now we can create our window.
_hwnd = CreateWindowEx(dwExStyle, TEXT("GLClass"), TEXT("LibD"), dwStyle,
0, 0, _windowRect.right - _windowRect.left,
_windowRect.bottom - _windowRect.top, NULL, NULL, _hinstance, this);
// Check if the window creation failed - hwnd would be NULL.
if(!_hwnd)
return NULL;
_hdc = GetDC(_hwnd);
ShowWindow(_hwnd, SW_SHOW); // Display the window.
UpdateWindow(_hwnd); // Update the window.
_lastTime = GetTickCount() / 1000.0f; // Initialize the time.
return true;
}
void GLWindow::Destroy(void) {
if(_isFullScreen) {
// Change back to the desktop.
ChangeDisplaySettings(NULL, 0);
ShowCursor(true); // Show us the mouse cursor again.
}
}
void GLWindow::ProcessEvents(void) {
MSG msg;
// While there are messages in the queue, store them in msg.
while(PeekMessage(&msg, NULL, 0, 0, PM_REMOVE)) {
// Process the message one by one.
TranslateMessage(&msg);
DispatchMessage(&msg);
}
}
void GLWindow::SetupPixelFormat(void) {
int pixelFormat;
PIXELFORMATDESCRIPTOR pfd = {
sizeof(PIXELFORMATDESCRIPTOR), // Size.
1, // Version.
PFD_SUPPORT_OPENGL | // OpenGL window.
PFD_DRAW_TO_WINDOW | // Render to window.
PFD_DOUBLEBUFFER, // Support double-buffering.
PFD_TYPE_RGBA, // Color type.
32, // Prefered color depth.
0, 0, 0, 0, 0, 0, // Color bits (ignored).
0, // No alpha buffer.
0, // Alpha bits (ignored).
0, // No accumulation buffer.
0, 0, 0, 0, // Accumulation bits (ignored).
16, // Depth buffer.
0, // No stencil buffer.
0, // No auxiliary buffers.
PFD_MAIN_PLANE, // Main layer.
0, // Reserverd.
0, 0, 0, // No layer, visibility, damage masks.
};
pixelFormat = ChoosePixelFormat(_hdc, &pfd);
SetPixelFormat(_hdc, pixelFormat, &pfd);
}
LRESULT GLWindow::WndProc(HWND hWnd, UINT uMsg, WPARAM wParam, LPARAM lParam) {
switch (uMsg) {
case WM_CREATE: { // Window creation.
_hdc = GetDC(hWnd);
SetupPixelFormat();
// Set the version that we want. in this case, 3.0.
int attribs[] = {
WGL_CONTEXT_MAJOR_VERSION_ARB, 3,
WGL_CONTEXT_MINOR_VERSION_ARB, 0,
0 }; // Zero indicates the end of the array.
// Create temporary context so we can get a pointer to the function.
HGLRC tmpContext = wglCreateContext(_hdc);
// Make it current.
wglMakeCurrent(_hdc, tmpContext);
// Get the function pointer.
wglCreateContextAttribsARB = (PFNWGLCREATECONTEXTATTRIBSARBPROC) wglGetProcAddress("wglCreateContextAttribsARB");
// If this is NULL then OpenGL 3.0 is not supported.
if(!wglCreateContextAttribsARB) {
std::cerr << "OpenGL 3.0 is not supported, falling back to GL 2.1" << std::endl;
_hglrc = tmpContext;
} else {
// Create an OpenGL 3.0 context using the new function.
_hglrc = wglCreateContextAttribsARB(_hdc, 0, attribs);
// Delete them temp context.
wglDeleteContext(tmpContext);
}
// Make the GL3 context current.
wglMakeCurrent(_hdc, _hglrc);
_isRunning = true; // Mark our window as running now.
CreateInput();
}
break;
case WM_DESTROY: // Destroy window.
case WM_CLOSE: // Windows is closing.
wglMakeCurrent(_hdc, NULL);
wglDeleteContext(_hglrc);
_isRunning = false; // Stop the main loop.
PostQuitMessage(0); // Send a WM_QUIT message.
return 0;
break;
case WM_SIZE: {
int height = HIWORD(lParam); // Retrieve width and height.
int width = LOWORD(lParam);
GetAttachedGame()->OnResize(width, height); // Call the games resize method.
}
break;
case WM_KEYDOWN:
if(wParam == VK_ESCAPE) {
// Then send a WM_DESTROY request.
DestroyWindow(_hwnd);
}
break;
default:
break;
}
return DefWindowProc(hWnd, uMsg, wParam, lParam);
}
LRESULT CALLBACK GLWindow::StaticWndProc(HWND hWnd, UINT uMsg, WPARAM wParam, LPARAM lParam) {
GLWindow* window = NULL;
// If this is the create message:
if(uMsg == WM_CREATE) {
// Get the pointer we stored during create.
window = (GLWindow*)((LPCREATESTRUCT)lParam)->lpCreateParams;
// Associate the window pointer with the hwnd for the events to acess.
SetWindowLongPtr(hWnd, GWL_USERDATA, (LONG_PTR)window);
} else {
// If this is not a creation event, then we should have stored a pointer to the window.
window = (GLWindow*) GetWindowLongPtr(hWnd, GWL_USERDATA);
}
// Call our window's member WndProc - Allows us to create access member variables)
return window->WndProc(hWnd, uMsg, wParam, lParam);
}
float GLWindow::GetElapsedSeconds(void) {
float currentTime = float(GetTickCount()) / 1000.0f;
float seconds = float(currentTime - _lastTime);
_lastTime = currentTime;
return seconds;
}
#endif

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@ -1,44 +0,0 @@
#pragma once
#ifdef _WIN32 // Stop makefiles from complaining.
#include <windows.h>
#include <ctime>
class Game;
class GLWindow {
public:
GLWindow(HINSTANCE hInstance);
~GLWindow(void);
bool Create(int width, int height, int bpp, bool fullscreen);
void Destroy(void);
void ProcessEvents(void);
void AttachGame(Game* game) { _game = game; }
bool IsRunning(void) { return _isRunning; }
void SwapBuffers(void) { ::SwapBuffers(_hdc); }
static LRESULT CALLBACK StaticWndProc(HWND wnd, UINT msg, WPARAM wParam, LPARAM lParam);
LRESULT CALLBACK WndProc(HWND wnd, UINT msg, WPARAM wParam, LPARAM lParam);
float GetElapsedSeconds(void);
private:
void SetupPixelFormat(void);
Game* GetAttachedGame(void) { return _game; }
// A pointer to the application.
Game* _game;
bool _isRunning;
bool _isFullScreen;
float _lastTime;
HWND _hwnd; // Window handle.
HGLRC _hglrc; // Rendering context.
HDC _hdc; // Device context.
RECT _windowRect; // Window bound.
HINSTANCE _hinstance; // Application instance.
WNDCLASSEX _windowClass;
};
#endif