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