Ejemplo n.º 1
0
// WinProc
LRESULT CALLBACK WinProc(HWND hwnd, UINT message, WPARAM wparam, LPARAM lparam)
{
	switch(message)
    {
		case WM_SYSKEYDOWN:

			// Toggle on ALT + ENTER				
			if(wparam == VK_RETURN && (lparam & (1 << 29)))
			{
				g3D->toggleFullScreen();
				
				// We need to reset our view
				g3D->setViewMatrix(CPos(0.0f, 0.0f, -5.0f), CPos(0.0f, 0.0f, 0.0f));
			}
				
			break; // Allow other system keys to be handled by DefWindowProc()
    
		case WM_KEYDOWN:
			
			// If the user presses ESC, close the app
			if(wparam == VK_ESCAPE)
				SendMessage(hwnd, WM_CLOSE, 0, 0);
				
			return 0;

		case WM_DESTROY:
			PostQuitMessage(0);
				return 0;
    }

    return DefWindowProc(hwnd, message, wparam, lparam);
}
Ejemplo n.º 2
0
// WinProc
LRESULT CALLBACK WinProc(HWND hwnd, UINT message, WPARAM wparam, LPARAM lparam)
{
	// Constant amounts to move the origin of the ray by
	const CVector kXAxisMoveAmt(0.05f, 0.0f, 0.0f);
	const CVector kYAxisMoveAmt(0.0f, 0.05f, 0.0f);
	
	switch(message)
    {
		case WM_SYSKEYDOWN:

			// Toggle on ALT + ENTER				
			if(wparam == VK_RETURN && (lparam & (1 << 29)))
			{
				g3D->toggleFullScreen();
				g3D->setViewMatrix(CPos(0,1,-3.0f), CPos(0,0,0)); // Reset the view of our scene
					return 0;
			}

			break; // Allow other system keys to be handled by DefWindowProc()
			
		case WM_KEYDOWN: // If we get a key down message, do stuff

			switch(wparam)
			{
				case VK_ESCAPE: // If they push ESC, close the app
					SendMessage(hwnd, WM_CLOSE, 0, 0);
						break;
						
				case VK_LEFT: // Move the origin of the ray to the left (-X axis)
					gRay.setOrigin(gRay.getOrigin() - kXAxisMoveAmt);
						break;
						
				case VK_RIGHT: // Move the origin of the ray to the right (+X axis)
					gRay.setOrigin(gRay.getOrigin() + kXAxisMoveAmt);
						break;
						
				case VK_DOWN: // Move the origin of the ray down (-Y axis)
					gRay.setOrigin(gRay.getOrigin() - kYAxisMoveAmt);
					break;

				case VK_UP: // Move the origin of the ray up (+Y axis)
					gRay.setOrigin(gRay.getOrigin() + kYAxisMoveAmt);
					break;
			}
			
			return 0;
		
		case WM_DESTROY:
			PostQuitMessage(0);
				return 0;
    }

    return DefWindowProc(hwnd, message, wparam, lparam);
}
Ejemplo n.º 3
0
CPos IGUIObject::GetMousePos() const
{
	if (GetGUI())
		return GetGUI()->m_MousePos;

	return CPos();
}
Ejemplo n.º 4
0
CPos CAxisAlgnBB::getCorner(int which)
{
    // Make sure "which" is valid
    assert((which >= 0) && (which < kNumCorners));

    // Return the corner
    return CPos((which & 1) ? mMax.x : mMin.x,
                (which & 2) ? mMax.y : mMin.y,
                (which & 4) ? mMax.z : mMin.z);
}
Ejemplo n.º 5
0
bool CMiniMap::MouseOver()
{
	// Get the mouse position.
	CPos mousePos = GetMousePos();
	// Get the position of the center of the minimap.
	CPos minimapCenter = CPos(m_CachedActualSize.left + m_CachedActualSize.GetWidth() / 2.0, m_CachedActualSize.bottom - m_CachedActualSize.GetHeight() / 2.0);
	// Take the magnitude of the difference of the mouse position and minimap center.
	double distFromCenter = sqrt(pow((mousePos.x - minimapCenter.x), 2) + pow((mousePos.y - minimapCenter.y), 2));
	// If the distance is less then the radius of the minimap (half the width) the mouse is over the minimap.
	if (distFromCenter < m_CachedActualSize.GetWidth() / 2.0)
		return true;
	else
		return false;
}
Ejemplo n.º 6
0
// WinProc
LRESULT CALLBACK WinProc(HWND hwnd, UINT message, WPARAM wparam, LPARAM lparam)
{
    const float kMoveAmt = 0.05f; // Amount to move light by

    switch(message)
    {
    case WM_SYSKEYDOWN:

        // Toggle on ALT + ENTER
        if(wparam == VK_RETURN && (lparam & (1 << 29)))
        {
            // Shut down are render texture and render target
            gRenderTarget.deinit();

            g3D->toggleFullScreen(); // Toggle!

            // Reinitialize the render texture and target
            gRenderTarget.init(256, 256, D3DFMT_A8R8G8B8, D3DFMT_D24S8);

            g3D->setViewMatrix(kEyePos, CPos(0.0f, 0.0f, 0.0f)); // Reset the view of our scene
            return 0;
        }

        break; // Allow other system keys to be handled by DefWindowProc()

    case WM_KEYDOWN:

        switch(wparam)
        {
        case VK_ESCAPE:
            SendMessage(hwnd, WM_CLOSE, 0, 0);
            break;

        case VK_F8:
            gToggle = !gToggle;
            break;
        }

        return 0;

    case WM_DESTROY:
    {
        PostQuitMessage(0);
        return 0;
    }
    }

    return DefWindowProc(hwnd, message, wparam, lparam);
}
Ejemplo n.º 7
0
void CParticle::process(float dt)
{
    // If particle is dead, reset it's position
    if(isAlive() == false)
    {
        mLife = RAND(0.0f, 2.0f); // Make it alive again
        mPos = CPos(0,0,0); // Reposition to the emission point
        return;
    }

    // Apply velocity
    mPos.x += mVel.x * dt;
    mPos.y += mVel.y * dt;
    mPos.z += mVel.z * dt;

    // Apply gravity
    mPos.y += kParticleGravity * dt;

    mLife -= dt; // Decrease particle's life span

    // Apply rotation by "angle" per second if applicable
    if(mAngle != 0.0f)
        mTexture.setRotation(mTexture.getRotAngle() + (mAngle * dt));
}
Ejemplo n.º 8
0
SGUIText CGUI::GenerateText(const CGUIString &string,
							const CStrW& FontW, const float &Width, const float &BufferZone,
							const IGUIObject *pObject)
{
	SGUIText Text; // object we're generating

	CStrIntern Font(FontW.ToUTF8());
	
	if (string.m_Words.size() == 0)
		return Text;

	float x=BufferZone, y=BufferZone; // drawing pointer
	int from=0;
	bool done=false;

	bool FirstLine = true;	// Necessary because text in the first line is shorter
							// (it doesn't count the line spacing)

	// Images on the left or the right side.
	std::vector<SGenerateTextImage> Images[2];
	int pos_last_img=-1;	// Position in the string where last img (either left or right) were encountered.
							//  in order to avoid duplicate processing.

	// Easier to read.
	bool WordWrapping = (Width != 0);

	// get the alignment type for the control we are computing the text for since
	// we are computing the horizontal alignment in this method in order to not have
	// to run through the TextCalls a second time in the CalculateTextPosition method again
	EAlign align;
	GUI<EAlign>::GetSetting(pObject, "text_align", align);

	// Go through string word by word
	for (int i=0; i<(int)string.m_Words.size()-1 && !done; ++i)
	{
		// Pre-process each line one time, so we know which floating images
		//  will be added for that line.

		// Generated stuff is stored in Feedback.
		CGUIString::SFeedback Feedback;

		// Preliminary line_height, used for word-wrapping with floating images.
		float prelim_line_height=0.f;

		// Width and height of all text calls generated.
		string.GenerateTextCall(Feedback, Font,
								string.m_Words[i], string.m_Words[i+1],
								FirstLine);

		// Loop through our images queues, to see if images has been added.
		
		// Check if this has already been processed.
		//  Also, floating images are only applicable if Word-Wrapping is on
		if (WordWrapping && i > pos_last_img)
		{
			// Loop left/right
			for (int j=0; j<2; ++j)
			{
				for (std::vector<CStr>::const_iterator it = Feedback.m_Images[j].begin(); 
					it != Feedback.m_Images[j].end();
					++it)
				{
					SGUIText::SSpriteCall SpriteCall;
					SGenerateTextImage Image;

					// Y is if no other floating images is above, y. Else it is placed
					//  after the last image, like a stack downwards.
					float _y;
					if (!Images[j].empty())
						_y = std::max(y, Images[j].back().m_YTo);
					else
						_y = y; 

					// Get Size from Icon database
					SGUIIcon icon = GetIcon(*it);

					CSize size = icon.m_Size;
					Image.SetupSpriteCall((j==CGUIString::SFeedback::Left), SpriteCall, Width, _y, size, icon.m_SpriteName, BufferZone, icon.m_CellID);

					// Check if image is the lowest thing.
					Text.m_Size.cy = std::max(Text.m_Size.cy, Image.m_YTo);

					Images[j].push_back(Image);
					Text.m_SpriteCalls.push_back(SpriteCall);
				}
			}
		}

		pos_last_img = std::max(pos_last_img, i);

		x += Feedback.m_Size.cx;
		prelim_line_height = std::max(prelim_line_height, Feedback.m_Size.cy);

		// If Width is 0, then there's no word-wrapping, disable NewLine.
		if ((WordWrapping && (x > Width-BufferZone || Feedback.m_NewLine)) || i == (int)string.m_Words.size()-2)
		{
			// Change 'from' to 'i', but first keep a copy of its value.
			int temp_from = from;
			from = i;

			static const int From=0, To=1;
			//int width_from=0, width_to=width;
			float width_range[2];
			width_range[From] = BufferZone;
			width_range[To] = Width - BufferZone;

			// Floating images are only applicable if word-wrapping is enabled.
			if (WordWrapping)
			{
				// Decide width of the line. We need to iterate our floating images.
				//  this won't be exact because we're assuming the line_height
				//  will be as our preliminary calculation said. But that may change,
				//  although we'd have to add a couple of more loops to try straightening
				//  this problem out, and it is very unlikely to happen noticeably if one
				//  structures his text in a stylistically pure fashion. Even if not, it
				//  is still quite unlikely it will happen.
				// Loop through left and right side, from and to.
				for (int j=0; j<2; ++j)
				{
					for (std::vector<SGenerateTextImage>::const_iterator it = Images[j].begin(); 
						it != Images[j].end(); 
						++it)
					{
						// We're working with two intervals here, the image's and the line height's.
						//  let's find the union of these two.
						float union_from, union_to;

						union_from = std::max(y, it->m_YFrom);
						union_to = std::min(y+prelim_line_height, it->m_YTo);
						
						// The union is not empty
						if (union_to > union_from)
						{
							if (j == From)
								width_range[From] = std::max(width_range[From], it->m_Indentation);
							else
								width_range[To] = std::min(width_range[To], Width - it->m_Indentation);
						}
					}
				}
			}

			// Reset X for the next loop
			x = width_range[From];

			// Now we'll do another loop to figure out the height and width of
			//  the line (the height of the largest character and the width is
			//  the sum of all of the individual widths). This
			//  couldn't be determined in the first loop (main loop)
			//  because it didn't regard images, so we don't know
			//  if all characters processed, will actually be involved
			//  in that line.
			float line_height=0.f;
			float line_width=0.f;
			for (int j=temp_from; j<=i; ++j)
			{
				// We don't want to use Feedback now, so we'll have to use
				//  another.
				CGUIString::SFeedback Feedback2;

				// Don't attach object, it'll suppress the errors
				//  we want them to be reported in the final GenerateTextCall()
				//  so that we don't get duplicates.
				string.GenerateTextCall(Feedback2, Font,
										string.m_Words[j], string.m_Words[j+1],
										FirstLine);

				// Append X value.
				x += Feedback2.m_Size.cx;

				if (WordWrapping && x > width_range[To] && j!=temp_from && !Feedback2.m_NewLine)
					break;

				// Let line_height be the maximum m_Height we encounter.
				line_height = std::max(line_height, Feedback2.m_Size.cy);

				line_width += Feedback2.m_Size.cx;

				if (WordWrapping && Feedback2.m_NewLine)
					break;
			}

			float dx = 0.f;
			// compute offset based on what kind of alignment
			switch (align)
			{
			case EAlign_Left:
				// don't add an offset
				dx = 0.f;
				break;

			case EAlign_Center:
				dx = ((width_range[To] - width_range[From]) - line_width) / 2;
				break;

			case EAlign_Right:
				dx = width_range[To] - line_width;
				break;

			default:
				debug_warn(L"Broken EAlign in CGUI::GenerateText()");
				break;
			}
			// Reset x once more
			x = width_range[From];
			// Move down, because font drawing starts from the baseline
			y += line_height;

			// Do the real processing now
			for (int j=temp_from; j<=i; ++j)
			{
				// We don't want to use Feedback now, so we'll have to use
				//  another one.
				CGUIString::SFeedback Feedback2;

				// Defaults
				string.GenerateTextCall(Feedback2, Font,
										string.m_Words[j], string.m_Words[j+1], 
										FirstLine, pObject);

				// Iterate all and set X/Y values
				// Since X values are not set, we need to make an internal
				//  iteration with an increment that will append the internal
				//  x, that is what x_pointer is for.
				float x_pointer=0.f;

				std::vector<SGUIText::STextCall>::iterator it;
				for (it = Feedback2.m_TextCalls.begin(); it != Feedback2.m_TextCalls.end(); ++it)
				{
					it->m_Pos = CPos(dx + x + x_pointer, y);

					x_pointer += it->m_Size.cx;

					if (it->m_pSpriteCall)
					{
						it->m_pSpriteCall->m_Area += it->m_Pos - CSize(0,it->m_pSpriteCall->m_Area.GetHeight());
					}
				}

				// Append X value.
				x += Feedback2.m_Size.cx;

				Text.m_Size.cx = std::max(Text.m_Size.cx, x+BufferZone);

				// The first word overrides the width limit, what we
				//  do, in those cases, are just drawing that word even
				//  though it'll extend the object.
				if (WordWrapping) // only if word-wrapping is applicable
				{
					if (Feedback2.m_NewLine)
					{
						from = j+1;

						// Sprite call can exist within only a newline segment,
						//  therefore we need this.
						Text.m_SpriteCalls.insert(Text.m_SpriteCalls.end(), Feedback2.m_SpriteCalls.begin(), Feedback2.m_SpriteCalls.end());
						break;
					}
					else
					if (x > width_range[To] && j==temp_from)
					{
						from = j+1;
						// do not break, since we want it to be added to m_TextCalls
					}
					else
					if (x > width_range[To])
					{
						from = j;
						break;
					}
				}

				// Add the whole Feedback2.m_TextCalls to our m_TextCalls.
				Text.m_TextCalls.insert(Text.m_TextCalls.end(), Feedback2.m_TextCalls.begin(), Feedback2.m_TextCalls.end());
				Text.m_SpriteCalls.insert(Text.m_SpriteCalls.end(), Feedback2.m_SpriteCalls.begin(), Feedback2.m_SpriteCalls.end());

				if (j == (int)string.m_Words.size()-2)
					done = true;
			}

			// Reset X
			x = 0.f;

			// Update height of all
			Text.m_Size.cy = std::max(Text.m_Size.cy, y+BufferZone);

			FirstLine = false;

			// Now if we entered as from = i, then we want
			//  i being one minus that, so that it will become
			//  the same i in the next loop. The difference is that
			//  we're on a new line now.
			i = from-1;
		}
	}

	return Text;
}
Ejemplo n.º 9
0
// WinMain
int WINAPI WinMain(HINSTANCE hinstance, HINSTANCE hprev, PSTR cmdline, int ishow)
{
	HWND hwnd = NULL;
	MSG msg = {0};
	WNDCLASSEX wndclassex = {0};

	// Init fields we care about
	wndclassex.cbSize = sizeof(WNDCLASSEX); // Always set to size of WNDCLASSEX
	wndclassex.style = CS_HREDRAW | CS_VREDRAW;
	wndclassex.lpfnWndProc = WinProc;
	wndclassex.hInstance = hinstance;
	wndclassex.lpszClassName = kClassName;
	wndclassex.hCursor = (HCURSOR)LoadImage(NULL, MAKEINTRESOURCE(IDC_ARROW),
											IMAGE_CURSOR, 0, 0, LR_SHARED);

	RegisterClassEx(&wndclassex); // Register the WNDCLASSEX

	RECT rect = { 0, 0, kWinWid, kWinHgt }; // Desired window client rect

	DWORD winStyleEx = WS_EX_CLIENTEDGE;
	DWORD winStyle = WS_OVERLAPPED | WS_CAPTION | WS_SYSMENU | WS_THICKFRAME |
					 WS_CLIPCHILDREN | WS_CLIPSIBLINGS;

	// Adjust window rect so it gives us our desired client rect when we 
	// create the window
	AdjustWindowRectEx(&rect, winStyle, false, winStyleEx);

	// Create the window
    hwnd = CreateWindowEx(winStyleEx, // Window extended style
					      kClassName,
						  "www.GameTutorials.com -- Ray and Plane Collision",
						  winStyle, // Window style
						  CW_USEDEFAULT,
						  CW_USEDEFAULT,
						  rect.right - rect.left, // Window width
						  rect.bottom - rect.top, // Window height
						  NULL,
						  NULL,
						  hinstance,
						  NULL);

	// Init our global 3D object
	if(g3D->init(hwnd) == false)
		return EXIT_FAILURE; // There's been an error, lets get out of this joint

	// Get the client rect and make sure our client is the size we want
	GetClientRect(hwnd, &rect);
	assert(rect.right == kWinWid && rect.bottom == kWinHgt);

	// We set up our projection matrix once because it will never change
	g3D->setProjMatrix(DEG2RAD(60), (float)rect.right / (float)rect.bottom, 1.0f, 8192.0f);
	
	// We set our view matrix once because it will never change
	g3D->setViewMatrix(CPos(0,1,-3.0f), CPos(0,0,0));

	ShowWindow(hwnd, ishow);
	UpdateWindow(hwnd);

	// While the app is running
    while(1)
	{
		// If the OS has messages for us, handle them
		if(PeekMessage(&msg,NULL,0,0,PM_REMOVE))
		{
			if(msg.message == WM_QUIT)
				break;
			
			TranslateMessage(&msg);
			DispatchMessage(&msg);
		}
		else if(LockFrameRate()) // If it is time to draw, do so
		{
			g3D->begin(); // Begin drawing
			g3D->clear(); // Clear the screen
				
			// Draw our ray
			gRay.render(D3DCOLOR_ARGB(255,225,225,0));
			
			// Draw our plane in GREEN if our ray intersects with it
			if(gPlane.intersect(gRay))
				gPlane.render(D3DCOLOR_ARGB(255,25,225,25));
			else // Otherwise draw it in RED
				gPlane.render(D3DCOLOR_ARGB(255,225,25,25));
						
			g3D->end(); // Finish drawing
		}
		else
			Sleep(1); // Give the OS a little bit of time to process other things
	
	} // end of while(1)
	
	g3D->deinit(); // Free up CD3DObj
	UnregisterClass(kClassName,hinstance); // Free up WNDCLASSEX
	    return EXIT_SUCCESS; // Application was a success
}
Ejemplo n.º 10
0
CPos CRect::TopLeft() const
{
	return CPos(left, top);
}
Ejemplo n.º 11
0
CPos CRect::BottomLeft() const
{
	return CPos(left, bottom);
}
Ejemplo n.º 12
0
// Standard WinMain
int WINAPI WinMain(HINSTANCE hinstance, HINSTANCE hprev, PSTR cmdline, int ishow)
{
    HWND hwnd = NULL;
	MSG msg = {0};
    WNDCLASSEX wndclassex = {0};

	// Init fields we care about
	wndclassex.cbSize = sizeof(WNDCLASSEX); // Always set to size of WNDCLASSEX
    wndclassex.style = CS_HREDRAW | CS_VREDRAW;
    wndclassex.lpfnWndProc = WinProc;
    wndclassex.hInstance = hinstance;
	wndclassex.lpszClassName = kClassName;
	wndclassex.hCursor = (HCURSOR)LoadImage(NULL, MAKEINTRESOURCE(IDC_ARROW),
											IMAGE_CURSOR, 0, 0, LR_SHARED);
    
    RegisterClassEx(&wndclassex); // Register WNDCLASSEX

	RECT rect = { 0, 0, kWinWid, kWinHgt }; // Desired window client rect
	
	DWORD winStyleEx = WS_EX_CLIENTEDGE;
	DWORD winStyle = WS_OVERLAPPED | WS_CAPTION | WS_SYSMENU | WS_THICKFRAME;

	// Adjust window rect so it gives us our desired client rect when we 
	// create the window
	AdjustWindowRectEx(&rect, winStyle, false, winStyleEx);

	// Create the window 
    hwnd = CreateWindowEx(winStyleEx, // Window extended style
					      kClassName,
						  "www.GameTutorials.com -- Rotating Cube",
						  winStyle, // Window style
						  CW_USEDEFAULT,
						  CW_USEDEFAULT,
						  rect.right - rect.left,
						  rect.bottom - rect.top,
						  NULL,
						  NULL,
						  hinstance,
						  NULL);

	// Init our global 3D object
	if(g3D->init(hwnd) == false)
		return EXIT_FAILURE; // There's been an error, lets get out of this joint

	// Get the client rect and make sure our client is the size we want
	GetClientRect(hwnd, &rect);
	assert(rect.right == kWinWid && rect.bottom == kWinHgt);

	// Set up our projection matrix once because it will not change
	g3D->setProjMatrix(DEG2RAD(60), (float)kWinWid / (float)kWinHgt, 1.0f, 8192.0f);
	
	// We set up our view matrix once because it will never change
	g3D->setViewMatrix(CPos(0.0f, 0.0f, -5.0f), CPos(0.0f, 0.0f, 0.0f));

	ShowWindow(hwnd, ishow);
	UpdateWindow(hwnd);

    while(1) // While the app is running...
	{
		if(PeekMessage(&msg,NULL,0,0,PM_REMOVE)) // Handle messages from the OS
		{
			if(msg.message == WM_QUIT)
				break;
			
			TranslateMessage(&msg);
			DispatchMessage(&msg);
		}
		else if(LockFrameRate()) // If it's time to render, do so
		{
			DrawAndRotateCube();
		}
		else
			Sleep(1); // Otherwise give the OS some time to process other things
	
	} // end of while(1)

	g3D->deinit(); // Free up the D3D object
	UnregisterClass(kClassName,hinstance); // Free up WNDCLASSEX
	    return EXIT_SUCCESS; // Application was a success
}
Ejemplo n.º 13
0
// WinProc
LRESULT CALLBACK WinProc(HWND hwnd, UINT message, WPARAM wparam, LPARAM lparam)
{
	const float kMoveAmt = 0.05f; // Amount to move light by

	switch(message)
    {
		case WM_SYSKEYDOWN:

			// Toggle on ALT + ENTER				
			if(wparam == VK_RETURN && (lparam & (1 << 29)))
			{
				// Shut down are render texture and render target
				gShadowMap.deinit();
				gRenderTarget.deinit();
				
				g3D->toggleFullScreen(); // Toggle!
				
				// Reinitialize the render texture and target
				gShadowMap.createRenderTexture(512, 512, D3DFMT_R32F);
				gRenderTarget.init(512, 512, D3DFMT_R32F, D3DFMT_D24S8);
				
				g3D->setViewMatrix(kEyePos, CPos(0.0f, 0.0f, 0.0f)); // Reset the view of our scene
					return 0;
			}

			break; // Allow other system keys to be handled by DefWindowProc()
    
		case WM_KEYDOWN:
					
			switch(wparam)
			{
				case VK_LEFT: // Move the light along the -X axis
					gLightPos.x -= kMoveAmt;
						break;
						
				case VK_RIGHT: // Move the light along the +X axis
					gLightPos.x += kMoveAmt;
						break;
						
				case VK_UP: // Move the light along the +Z axis
					gLightPos.z += kMoveAmt;
						break;
						
				case VK_DOWN: // Move the light along the -Z axis
					gLightPos.z -= kMoveAmt;
						break;
					
				case VK_ESCAPE:
					SendMessage(hwnd, WM_CLOSE, 0, 0);
						break;
			}
							
			return 0;

		case WM_DESTROY:
		{
			PostQuitMessage(0);
				return 0;
		}
    }

    return DefWindowProc(hwnd, message, wparam, lparam);
}
Ejemplo n.º 14
0
// Main program
int WINAPI WinMain(HINSTANCE hinstance, HINSTANCE hprev, PSTR cmdline, int ishow)
{
    HWND hwnd = NULL;
	MSG msg = {0};
    WNDCLASSEX wndclassex = {0};

	// Init fields we care about
	wndclassex.cbSize = sizeof(WNDCLASSEX); // Always set to size of WNDCLASSEX
    wndclassex.style = CS_HREDRAW | CS_VREDRAW;
    wndclassex.lpfnWndProc = WinProc;
    wndclassex.hInstance = hinstance;
	wndclassex.lpszClassName = kClassName;
	wndclassex.hCursor = (HCURSOR)LoadImage(NULL, MAKEINTRESOURCE(IDC_ARROW),
											IMAGE_CURSOR, 0, 0, LR_SHARED);
    
    RegisterClassEx(&wndclassex); // Register the WNDCLASSEX

	RECT rect = { 0, 0, kWinWid, kWinHgt }; // Desired window client rect
	
	DWORD winStyleEx = WS_EX_CLIENTEDGE;
	DWORD winStyle = WS_OVERLAPPED | WS_CAPTION | WS_SYSMENU | WS_THICKFRAME;

	// Adjust window rect so it gives us our desired client rect when we 
	// create the window
	AdjustWindowRectEx(&rect, winStyle, false, winStyleEx);

	// Create the window
    hwnd = CreateWindowEx(winStyleEx, // Window extended style
					      kClassName,
						  "www.GameTutorials.com -- DirectX Mesh",
						  winStyle, // Window style
						  CW_USEDEFAULT,
						  CW_USEDEFAULT,
						  rect.right - rect.left,
						  rect.bottom - rect.top,
						  NULL,
						  NULL,
						  hinstance,
						  NULL);
						  
	// Get the client rect and make sure our client is the size we want
	GetClientRect(hwnd, &rect);
	assert(rect.right == kWinWid && rect.bottom == kWinHgt);

	// Init our global 3D object
	if(g3D->init(hwnd) == false)
		return EXIT_FAILURE; // There's been an error, lets get out of this joint
	
	// Create the sphere	
	if(!CreateSphere(0.5f, D3DCOLOR_XRGB(0,25,225), &gSphere))
		return false; // Couldn't create the sphere... Something very bad happened...
	
	// Create the torus
	if(!CreateTorus(0.5f, 1.0f, D3DCOLOR_XRGB(225,25,25), &gTorus))
		return false; // Couldn't create the sphere... Something very bad happened...

	// Set up our projection matrix once because it will not change
	g3D->setProjMatrix(DEG2RAD(60), (float)kWinWid / (float)kWinHgt, 1.0f, 8192.0f);
	
	// We set up our view matrix once because it will never change
	g3D->setViewMatrix(CPos(0.0f, 0.0f, -5.0f), CPos(0.0f, 0.0f, 0.0f));

	ShowWindow(hwnd, ishow);
	UpdateWindow(hwnd);

	// While the app is running...
    while(1)
	{
		if(PeekMessage(&msg,NULL,0,0,PM_REMOVE)) // If the OS has a message for us
		{
			if(msg.message == WM_QUIT)
				break;
			
			TranslateMessage(&msg);
			DispatchMessage(&msg);
		}
		else if(LockFrameRate()) // Else, if it's time to draw
		{
			g3D->begin(); // Begin the frame
			g3D->clear(); // Clear the back buffer
			
			static float angle = 0;
			D3DXMATRIX wMat;
			
			// Set "wMat" to the identity matrix, then set the world matrix
			// to "wMat" so the sphere is centered in the world 
			D3DXMatrixIdentity(&wMat);
			g3D->setWorldMatrix(&wMat);
			g3D->render(gSphere); // Draw the sphere
			
			// Set "wMat" to a rotation around the X, Y, and Z axis, then 
			// set the world matrix to "wMat" so the torus rotates around all
			// three axises
			D3DXMatrixRotationYawPitchRoll(&wMat, DEG2RAD(angle), DEG2RAD(angle), DEG2RAD(angle));
			g3D->setWorldMatrix(&wMat);
			g3D->render(gTorus); // Draw the torus
			
			++angle; // Update the amount to rotate the torus by
			g3D->end(); // End the frame
		}
		else
			Sleep(1); // Otherwise, give the OS some time to process other programs
	
	} // end of while(1)

	gSphere->Release(); // Free up the sphere
	gTorus->Release(); // Free up the torus
	
	g3D->deinit(); // Free up the D3D object
	UnregisterClass(kClassName,hinstance); // Free up WNDCLASSEX
	    return EXIT_SUCCESS; // Application was a success
}
Ejemplo n.º 15
0
// -
CPos CPos::operator - (const CSize& a) const
{ 
	return CPos(x-a.cx, y-a.cy);
}
Ejemplo n.º 16
0
// -
CPos CPos::operator - (const CPos& a) const
{ 
	return CPos(x-a.x, y-a.y);
}
Ejemplo n.º 17
0
// +
CPos CPos::operator + (const CSize& a) const
{
	return CPos(x+a.cx, y+a.cy);
}
Ejemplo n.º 18
0
// +
CPos CPos::operator + (const CPos& a) const
{
	return CPos(x+a.x, y+a.y);
}
Ejemplo n.º 19
0
// - (the unary operator)
CPos CPos::operator - (void) const
{
	return CPos(-x, -y);
}
Ejemplo n.º 20
0
CPos CRect::CenterPoint() const
{
	return CPos((left+right)/2.f, (top+bottom)/2.f);
}
Ejemplo n.º 21
0
CPos CRect::BottomRight() const
{
	return CPos(right, bottom);
}
Ejemplo n.º 22
0
InReaction CGUI::HandleEvent(const SDL_Event_* ev)
{
	InReaction ret = IN_PASS;

	if (ev->ev.type == SDL_HOTKEYDOWN)
	{
		const char* hotkey = static_cast<const char*>(ev->ev.user.data1);
		std::map<CStr, std::vector<IGUIObject*> >::iterator it = m_HotkeyObjects.find(hotkey);
		if (it != m_HotkeyObjects.end())
		{
			for (size_t i = 0; i < it->second.size(); ++i)
			{
				it->second[i]->SendEvent(GUIM_PRESSED, "press");
			}
		}
	}

	else if (ev->ev.type == SDL_MOUSEMOTION)
	{
		// Yes the mouse position is stored as float to avoid
		//  constant conversions when operating in a
		//  float-based environment.
		m_MousePos = CPos((float)ev->ev.motion.x, (float)ev->ev.motion.y);

		SGUIMessage msg(GUIM_MOUSE_MOTION);
		GUI<SGUIMessage>::RecurseObject(GUIRR_HIDDEN | GUIRR_GHOST, m_BaseObject, 
										&IGUIObject::HandleMessage, 
										msg);
	}

	// Update m_MouseButtons. (BUTTONUP is handled later.)
	else if (ev->ev.type == SDL_MOUSEBUTTONDOWN)
	{
		switch (ev->ev.button.button)
		{
		case SDL_BUTTON_LEFT:
		case SDL_BUTTON_RIGHT:
		case SDL_BUTTON_MIDDLE:
			m_MouseButtons |= Bit<unsigned int>(ev->ev.button.button);
			break;
		default:
			break;
		}
	}

	// Update m_MousePos (for delayed mouse button events)
	CPos oldMousePos = m_MousePos;
	if (ev->ev.type == SDL_MOUSEBUTTONDOWN || ev->ev.type == SDL_MOUSEBUTTONUP)
	{
		m_MousePos = CPos((float)ev->ev.button.x, (float)ev->ev.button.y);
	}

	// Only one object can be hovered
	IGUIObject *pNearest = NULL;

	// TODO Gee: (2004-09-08) Big TODO, don't do the below if the SDL_Event is something like a keypress!
	try
	{
		PROFILE( "mouse events" );
		// TODO Gee: Optimizations needed!
		//  these two recursive function are quite overhead heavy.

		// pNearest will after this point at the hovered object, possibly NULL
		pNearest = FindObjectUnderMouse();

		// Is placed in the UpdateMouseOver function
		//if (ev->ev.type == SDL_MOUSEMOTION && pNearest)
		//	pNearest->ScriptEvent("mousemove");

		// Now we'll call UpdateMouseOver on *all* objects,
		//  we'll input the one hovered, and they will each
		//  update their own data and send messages accordingly
		
		GUI<IGUIObject*>::RecurseObject(GUIRR_HIDDEN | GUIRR_GHOST, m_BaseObject, 
										&IGUIObject::UpdateMouseOver, 
										pNearest);

		if (ev->ev.type == SDL_MOUSEBUTTONDOWN)
		{
			switch (ev->ev.button.button)
			{
			case SDL_BUTTON_LEFT:
				// Focus the clicked object (or focus none if nothing clicked on)
				SetFocusedObject(pNearest);

				if (pNearest)
					ret = pNearest->SendEvent(GUIM_MOUSE_PRESS_LEFT, "mouseleftpress");
				break;

			case SDL_BUTTON_RIGHT:
				if (pNearest)
					ret = pNearest->SendEvent(GUIM_MOUSE_PRESS_RIGHT, "mouserightpress");
				break;

#if !SDL_VERSION_ATLEAST(2, 0, 0)
			case SDL_BUTTON_WHEELDOWN: // wheel down
				if (pNearest)
					ret = pNearest->SendEvent(GUIM_MOUSE_WHEEL_DOWN, "mousewheeldown");
				break;

			case SDL_BUTTON_WHEELUP: // wheel up
				if (pNearest)
					ret = pNearest->SendEvent(GUIM_MOUSE_WHEEL_UP, "mousewheelup");
				break;
#endif
			default:
				break;
			}
		}
#if SDL_VERSION_ATLEAST(2, 0, 0)
		else if (ev->ev.type == SDL_MOUSEWHEEL)
		{
			if (ev->ev.wheel.y < 0)
			{
				if (pNearest)
					ret = pNearest->SendEvent(GUIM_MOUSE_WHEEL_DOWN, "mousewheeldown");
			}
			else if (ev->ev.wheel.y > 0)
			{
				if (pNearest)
					ret = pNearest->SendEvent(GUIM_MOUSE_WHEEL_UP, "mousewheelup");
			}
		}
#endif
		else if (ev->ev.type == SDL_MOUSEBUTTONUP)
		{
			switch (ev->ev.button.button)
			{
			case SDL_BUTTON_LEFT:
				if (pNearest)
				{
					double timeElapsed = timer_Time() - pNearest->m_LastClickTime[SDL_BUTTON_LEFT];
					pNearest->m_LastClickTime[SDL_BUTTON_LEFT] = timer_Time();
					
					//Double click?
					if (timeElapsed < SELECT_DBLCLICK_RATE)
					{
						ret = pNearest->SendEvent(GUIM_MOUSE_DBLCLICK_LEFT, "mouseleftdoubleclick");
					}
					else
					{
						ret = pNearest->SendEvent(GUIM_MOUSE_RELEASE_LEFT, "mouseleftrelease");
					}
				}
				break;
			case SDL_BUTTON_RIGHT:
				if (pNearest)
				{
					double timeElapsed = timer_Time() - pNearest->m_LastClickTime[SDL_BUTTON_RIGHT];
					pNearest->m_LastClickTime[SDL_BUTTON_RIGHT] = timer_Time();
					
					//Double click?
					if (timeElapsed < SELECT_DBLCLICK_RATE)
					{
						ret = pNearest->SendEvent(GUIM_MOUSE_DBLCLICK_RIGHT, "mouserightdoubleclick");
					}
					else
					{
						ret = pNearest->SendEvent(GUIM_MOUSE_RELEASE_RIGHT, "mouserightrelease");
					}
				}
				break;
			}

			// Reset all states on all visible objects
			GUI<>::RecurseObject(GUIRR_HIDDEN, m_BaseObject, 
									&IGUIObject::ResetStates);

			// It will have reset the mouse over of the current hovered, so we'll
			//  have to restore that
			if (pNearest)
				pNearest->m_MouseHovering = true;
		}
	}
	catch (PSERROR_GUI& e)
	{
		UNUSED2(e);
		debug_warn(L"CGUI::HandleEvent error");
		// TODO Gee: Handle
	}

	// BUTTONUP's effect on m_MouseButtons is handled after
	// everything else, so that e.g. 'press' handlers (activated
	// on button up) see which mouse button had been pressed.
	if (ev->ev.type == SDL_MOUSEBUTTONUP)
	{
		switch (ev->ev.button.button)
		{
		case SDL_BUTTON_LEFT:
		case SDL_BUTTON_RIGHT:
		case SDL_BUTTON_MIDDLE:
			m_MouseButtons &= ~Bit<unsigned int>(ev->ev.button.button);
			break;
		default:
			break;
		}
	}

	// Restore m_MousePos (for delayed mouse button events)
	if (ev->ev.type == SDL_MOUSEBUTTONDOWN || ev->ev.type == SDL_MOUSEBUTTONUP)
	{
		m_MousePos = oldMousePos;
	}

	// Handle keys for input boxes
	if (GetFocusedObject())
	{
		if (
			(ev->ev.type == SDL_KEYDOWN &&
				ev->ev.key.keysym.sym != SDLK_ESCAPE &&
				!g_keys[SDLK_LCTRL] && !g_keys[SDLK_RCTRL] &&
				!g_keys[SDLK_LALT] && !g_keys[SDLK_RALT]) 
			|| ev->ev.type == SDL_HOTKEYDOWN
			)
		{
			ret = GetFocusedObject()->ManuallyHandleEvent(ev);
		}
		// else will return IN_PASS because we never used the button.
	}

	return ret;
}
Ejemplo n.º 23
0
// Main window program
int WINAPI WinMain(HINSTANCE hinstance, HINSTANCE hprev, PSTR cmdline, int ishow)
{
	HWND hwnd = NULL;
	MSG msg = {0};
	WNDCLASSEX wndclassex = {0};

	// Init fields we care about
	wndclassex.cbSize = sizeof(WNDCLASSEX); // Always set to size of WNDCLASSEX
	wndclassex.style = CS_HREDRAW | CS_VREDRAW;
	wndclassex.lpfnWndProc = WinProc;
	wndclassex.hInstance = hinstance;
	wndclassex.lpszClassName = kClassName;
	wndclassex.hCursor = (HCURSOR)LoadImage(NULL, MAKEINTRESOURCE(IDC_ARROW),
											IMAGE_CURSOR, 0, 0, LR_SHARED);

	RegisterClassEx(&wndclassex); // Register the WNDCLASSEX

	RECT rect = { 0, 0, kWinWid, kWinHgt }; // Desired window client rect

	DWORD winStyleEx = WS_EX_CLIENTEDGE;
	DWORD winStyle = WS_OVERLAPPED | WS_CAPTION | WS_SYSMENU | WS_THICKFRAME |
					 WS_CLIPCHILDREN | WS_CLIPSIBLINGS;

	// Adjust window rect so it gives us our desired client rect when we 
	// create the window
	AdjustWindowRectEx(&rect, winStyle, false, winStyleEx);
	
	// Create the window
    hwnd = CreateWindowEx(winStyleEx, // Window extended style
					      kClassName,
						  "www.GameTutorials.com -- D3D Vertex Buffers",
						  winStyle, // Window style
						  CW_USEDEFAULT,
						  CW_USEDEFAULT,
						  rect.right - rect.left,
						  rect.bottom - rect.top,
						  NULL,
						  NULL,
						  hinstance,
						  NULL);
						  
	// Get the client rect and make sure our client is the size we want
	GetClientRect(hwnd, &rect);
	assert(rect.right == kWinWid && rect.bottom == kWinHgt);

	// Init our global 3D object
	if(g3D->init(hwnd) == false)
		return EXIT_FAILURE; // There's been an error, lets get out of this joint
		
	if(gTexture.load("Texture.jpg") == false)
		return EXIT_FAILURE; // There's been an error, lets get out of this joint
		
	// Create and set the vertex buffer in our CD3DMesh object
	if(gQuad.setVertexData(gQuadVertexData, kMaxVerts) == false)
		return EXIT_FAILURE; // This is bad!  The tutorial is officially broken

	// Set the perspective matrix once because it will never change
	g3D->setProjMatrix(DEG2RAD(60), (float)rect.right / (float)rect.bottom, 1.0f, 8192.0f);
	
	// We set up our view matrix once because it will never change
	g3D->setViewMatrix(CPos(0.0f, 0.0f, -5.0f), CPos(0.0f, 0.0f, 0.0f));

	ShowWindow(hwnd, ishow);
	UpdateWindow(hwnd);

    while(1) // While the app is running
	{
		if(PeekMessage(&msg,NULL,0,0,PM_REMOVE)) // Handle messages from the OS
		{
			if(msg.message == WM_QUIT)
				break;
			
			TranslateMessage(&msg);
			DispatchMessage(&msg);
		}
		else if(LockFrameRate()) // If it is time to draw, do so
		{
			g3D->begin(); // Begin the scene
			g3D->clear(); // Clear the Z-buffer
			
			gTexture.select(); // Select the texture to be used
			
			// Render the textured quad
			gQuad.render();
			
			g3D->end(); // End the scene
		}
		else
			Sleep(1); // Give the OS a slice of time to process other things
	
	} // end of while(1)

	g3D->deinit(); // Free up CD3DObj
	UnregisterClass(kClassName, hinstance); // Free up WNDCLASSEX
	    return EXIT_SUCCESS; // Application was a success
}
Ejemplo n.º 24
0
// Our Win32 main
int WINAPI WinMain(HINSTANCE hinstance, HINSTANCE hprev, PSTR cmdline, int ishow)
{
    HWND hwnd = NULL; // Handle to our window
    MSG msg = {0};
    WNDCLASSEX wndclassex = {0};

    // Init fields we care about
    wndclassex.cbSize = sizeof(WNDCLASSEX); // Always set to size of WNDCLASSEX
    wndclassex.style = CS_HREDRAW | CS_VREDRAW;
    wndclassex.lpfnWndProc = WinProc;
    wndclassex.hInstance = hinstance;
    wndclassex.lpszClassName = kClassName;
    wndclassex.hCursor = (HCURSOR)LoadImage(NULL, MAKEINTRESOURCE(IDC_ARROW),
                                            IMAGE_CURSOR, 0, 0, LR_SHARED);

    RegisterClassEx(&wndclassex); // Register the WNDCLASSEX

    RECT rect = { 0, 0, kWinWid, kWinHgt }; // Desired window client rect

    DWORD winStyleEx = WS_EX_CLIENTEDGE;
    DWORD winStyle = WS_OVERLAPPED | WS_CAPTION | WS_SYSMENU | WS_THICKFRAME;

    // Adjust window rect so it gives us our desired client rect when we
    // create the window
    AdjustWindowRectEx(&rect, winStyle, false, winStyleEx);

    // Create the window
    hwnd = CreateWindowEx(winStyleEx,
                          kClassName,
                          "www.GameTutorials.com -- Render Targets",
                          winStyle,
                          CW_USEDEFAULT,
                          CW_USEDEFAULT,
                          rect.right - rect.left,
                          rect.bottom - rect.top,
                          NULL,
                          NULL,
                          hinstance,
                          NULL);

    // Get the client rect and make sure our client is the size we want
    GetClientRect(hwnd, &rect);
    assert(rect.right == kWinWid && rect.bottom == kWinHgt);



    // Init our global 3D object
    if(g3D->init(hwnd) == false)
        return EXIT_FAILURE; // There's been an error, lets get out of this joint

    if(!gBlurTexture1.createRenderTexture(256, 256, D3DFMT_A8R8G8B8))
        return false; // Couldn't create a off screen texture to render to

    if(!gBlurTexture2.createRenderTexture(256, 256, D3DFMT_A8R8G8B8))
        return false; // Couldn't create a off screen texture to render to

    if(!gDiffTex.load("texture.jpg"))
        return false;

    if(!gRenderTarget.init(256, 256, D3DFMT_A8R8G8B8, D3DFMT_D24S8))
        return false; // Couldn't create a render texture... Does your video card support this?

    Make3x3GuassianDistribution();

    // Set up our projection matrix once because it will not change
    g3D->setProjMatrix(DEG2RAD(60), 1.0f, 2048.0f);

    // We set up our view matrix once because it will never change
    g3D->setViewMatrix(kEyePos, CPos(0.0f, 0.0f, 0.0f));

    g3D->mShader->SetFloatArray("gEyePos", &kEyePos.x, 3); // Set the camera's eye position
    g3D->mShader->SetFloatArray("gBlurWeights", gBlurWeights, 9); // Gaussian blur weights

    // Show and update the window
    ShowWindow(hwnd, ishow);
    UpdateWindow(hwnd);

    while(1) // While the app is alive
    {
        if(PeekMessage(&msg,NULL,0,0,PM_REMOVE)) // If the OS has a message for us
        {
            if(msg.message == WM_QUIT)
                break;

            TranslateMessage(&msg);
            DispatchMessage(&msg);
        }
        else if(LockFrameRate()) // Else, if it's time to draw
        {
            // Render the off screen texture (created directly above) to another
            // off screen texture using a Gaussian blur
            if(gToggle)
                Combined();
            else
                RenderSobelFilter();

            // Render the two textures to the screen
            RenderScene();
        }
        else
            Sleep(1); // Otherwise, give the OS some time to process other programs

    } // end of while(1)

    g3D->deinit(); // Free up the D3D object
    UnregisterClass(kClassName,hinstance); // Free up WNDCLASSEX
    return EXIT_SUCCESS; // Application was a success
}
Ejemplo n.º 25
0
// Our Win32 main
int WINAPI WinMain(HINSTANCE hinstance, HINSTANCE hprev, PSTR cmdline, int ishow)
{
    HWND hwnd = NULL; // Handle to our window
	MSG msg = {0};  
    WNDCLASSEX wndclassex = {0};

	// Init fields we care about
	wndclassex.cbSize = sizeof(WNDCLASSEX); // Always set to size of WNDCLASSEX
    wndclassex.style = CS_HREDRAW | CS_VREDRAW;
    wndclassex.lpfnWndProc = WinProc;
    wndclassex.hInstance = hinstance;
	wndclassex.lpszClassName = kClassName;
	wndclassex.hCursor = (HCURSOR)LoadImage(NULL, MAKEINTRESOURCE(IDC_ARROW),
											IMAGE_CURSOR, 0, 0, LR_SHARED);
    
    RegisterClassEx(&wndclassex); // Register the WNDCLASSEX

	RECT rect = { 0, 0, kWinWid, kWinHgt }; // Desired window client rect
	
	DWORD winStyleEx = WS_EX_CLIENTEDGE;
	DWORD winStyle = WS_OVERLAPPED | WS_CAPTION | WS_SYSMENU | WS_THICKFRAME;

	// Adjust window rect so it gives us our desired client rect when we 
	// create the window
	AdjustWindowRectEx(&rect, winStyle, false, winStyleEx);

	// Create the window
    hwnd = CreateWindowEx(winStyleEx,
					      kClassName,
						  "www.GameTutorials.com -- Shadow Mapping (HLSL)",
						  winStyle,
						  CW_USEDEFAULT,
						  CW_USEDEFAULT,
						  rect.right - rect.left,
						  rect.bottom - rect.top,
						  NULL,
						  NULL,
						  hinstance,
						  NULL);
						  
	// Get the client rect and make sure our client is the size we want
	GetClientRect(hwnd, &rect);
	assert(rect.right == kWinWid && rect.bottom == kWinHgt);

	// Init our global 3D object
	if(g3D->init(hwnd) == false)
		return EXIT_FAILURE; // There's been an error, lets get out of this joint
	
	if(!CreateSphere(0.05f, D3DCOLOR_XRGB(255,255,0), &gLight))
		return false; // Couldn't create the sphere... Something very bad happened...
		
	if(!CreateSphere(0.75f, D3DCOLOR_XRGB(0,128,64), &gSphere))
		return false; // Couldn't create the sphere... Something very bad happened...
		
	if(!CreateBox(1.0f, 2.0f, 1.0f, D3DCOLOR_XRGB(0, 128, 64), &gBox))
		return false; // Couldn't create the box... This isn't good!
	
	if(!CreateBox(16.0f, 0.05f, 16.0f, D3DCOLOR_XRGB(225, 225, 255), &gGround))
		return false; // Couldn't create the ground... Time to bail
				
	if(!gShadowMap.createRenderTexture(512, 512, D3DFMT_R32F))
		return false; // Couldn't create a shadow map texture.  Your video card 
					 // probably doesn't support the D3DFMT_R32F format.  You will need a beefier card to
					// run this tutorial
					 
	if(!gRenderTarget.init(512, 512, D3DFMT_R32F, D3DFMT_D24S8))
		return false; // Couldn't create a shadow map texture.  Your video card doesn't support render
					 // targets or it probably doesn't support the D3DFMT_R32F format.  You will need
					// a beefier card to run this tutorial

	// Set up our projection matrix once because it will not change
	g3D->setProjMatrix(DEG2RAD(60), 1.0f, 2048.0f);
	
	// We set up our view matrix once because it will never change
	g3D->setViewMatrix(kEyePos, CPos(0.0f, 0.0f, 0.0f));
	
	D3DXMATRIXA16 projMat;
	
	// Create texture projection matrix
	D3DXMatrixPerspectiveFovLH(&projMat, DEG2RAD(60), 1.0f, 0.1f, 100.0f);
	
	// Set data in our shader that will never change
	g3D->mShader->SetFloatArray("gLightProjMat", &projMat._11, 16);	
	
	g3D->mShader->SetFloatArray("gEyePos", &kEyePos.x, 3); // Set the camera's eye position
	g3D->mShader->SetFloatArray("gDiffuse", &kDiffuse.r, 3); // Lights diffuse color
	g3D->mShader->SetFloatArray("gSpecular", &kSpecular.r, 3); // Lights specular color
	g3D->mShader->SetFloatArray("gAmbient", &kAmbient.r, 3); // Lights ambient color

	// Show and update the window
	ShowWindow(hwnd, ishow);
	UpdateWindow(hwnd);
	
    while(1) // While the app is alive
	{
		if(PeekMessage(&msg,NULL,0,0,PM_REMOVE)) // If the OS has a message for us
		{
			if(msg.message == WM_QUIT)
				break;
			
			TranslateMessage(&msg);
			DispatchMessage(&msg);
		}
		else if(LockFrameRate()) // Else, if it's time to draw
		{
			static int angle = 0; // Stores the amount rotated in degrees
			D3DXMATRIX tMat, rMat; // This will hold translation and rotation matrices
			D3DXMATRIX wMat; // This will hold the world matrix of objects we want rendered
			D3DXMATRIX shadowMat; // The matrix for projecting the shadow to a plane
			
			// The light is going to potentially move, so we need to
			// set it's position every frame 
			g3D->mShader->SetFloatArray("gLightPos", &gLightPos.x, 3);
			
			// Render the shadow map
			RenderShadowMap();
		
			// Render the ground, box and sphere with shadows
			RenderScene();
		}
		else
			Sleep(1); // Otherwise, give the OS some time to process other programs
	
	} // end of while(1)

	gLight->Release(); // Free up the light
	gSphere->Release(); // Free up the sphere
	gBox->Release(); // Free up the box
	gGround->Release(); // Free up the ground
	
	g3D->deinit(); // Free up the D3D object
	UnregisterClass(kClassName,hinstance); // Free up WNDCLASSEX
	    return EXIT_SUCCESS; // Application was a success
}
Ejemplo n.º 26
0
// Constants //
//////////////

const TCHAR kClassName[] = "GT_RayAABBCollision"; // WNDCLASSEX name

// Width and height of the window (specifically the client rect)
const int kWinWid = 800;
const int kWinHgt = 600;

//////////////
// Globals //
////////////

// Ray and plane used in the program
CRay gRay(CVector(0,0,0), CVector(0,1,0));
CAxisAlgnBB gAABB(CPos(-1,-1,-1), CPos(1,1,1));

bool LockFrameRate(int frameRate = 60); // Locks the frame rate

// The WinProc
LRESULT CALLBACK WinProc(HWND hwnd, UINT message, WPARAM wparam, LPARAM lparam);

// WinMain
int WINAPI WinMain(HINSTANCE hinstance, HINSTANCE hprev, PSTR cmdline, int ishow)
{
    HWND hwnd = NULL;
    MSG msg = {0};
    WNDCLASSEX wndclassex = {0};

    // Init fields we care about
    wndclassex.cbSize = sizeof(WNDCLASSEX); // Always set to size of WNDCLASSEX
Ejemplo n.º 27
0
void CList::DrawList(const int& selected, const CStr& _sprite, const CStr& _sprite_selected, const CStr& _textcolor)
{
	float bz = GetBufferedZ();

	// First call draw on ScrollBarOwner
	bool scrollbar;
	GUI<bool>::GetSetting(this, "scrollbar", scrollbar);

	if (scrollbar)
		IGUIScrollBarOwner::Draw();

	if (GetGUI())
	{
		CRect rect = GetListRect();

		CGUISpriteInstance* sprite = NULL;
		CGUISpriteInstance* sprite_selectarea = NULL;
		int cell_id;
		GUI<CGUISpriteInstance>::GetSettingPointer(this, _sprite, sprite);
		GUI<CGUISpriteInstance>::GetSettingPointer(this, _sprite_selected, sprite_selectarea);
		GUI<int>::GetSetting(this, "cell_id", cell_id);

		CGUIList* pList;
		GUI<CGUIList>::GetSettingPointer(this, "list", pList);

		GetGUI()->DrawSprite(*sprite, cell_id, bz, rect);

		float scroll = 0.f;
		if (scrollbar)
			scroll = GetScrollBar(0).GetPos();

		if (selected != -1)
		{
			ENSURE(selected >= 0 && selected+1 < (int)m_ItemsYPositions.size());

			// Get rectangle of selection:
			CRect rect_sel(rect.left, rect.top + m_ItemsYPositions[selected] - scroll,
					       rect.right, rect.top + m_ItemsYPositions[selected+1] - scroll);

			if (rect_sel.top <= rect.bottom &&
				rect_sel.bottom >= rect.top)
			{
				if (rect_sel.bottom > rect.bottom)
					rect_sel.bottom = rect.bottom;
				if (rect_sel.top < rect.top)
					rect_sel.top = rect.top;

				if (scrollbar)
				{
					// Remove any overlapping area of the scrollbar.
					if (rect_sel.right > GetScrollBar(0).GetOuterRect().left &&
						rect_sel.right <= GetScrollBar(0).GetOuterRect().right)
						rect_sel.right = GetScrollBar(0).GetOuterRect().left;

					if (rect_sel.left >= GetScrollBar(0).GetOuterRect().left &&
						rect_sel.left < GetScrollBar(0).GetOuterRect().right)
						rect_sel.left = GetScrollBar(0).GetOuterRect().right;
				}

				GetGUI()->DrawSprite(*sprite_selectarea, cell_id, bz+0.05f, rect_sel);
			}
		}

		CColor color;
		GUI<CColor>::GetSetting(this, _textcolor, color);

		for (size_t i = 0; i < pList->m_Items.size(); ++i)
		{
			if (m_ItemsYPositions[i+1] - scroll < 0 ||
				m_ItemsYPositions[i] - scroll > rect.GetHeight())
				continue;

			// Clipping area (we'll have to substract the scrollbar)
			CRect cliparea = GetListRect();

			if (scrollbar)
			{
				if (cliparea.right > GetScrollBar(0).GetOuterRect().left &&
					cliparea.right <= GetScrollBar(0).GetOuterRect().right)
					cliparea.right = GetScrollBar(0).GetOuterRect().left;

				if (cliparea.left >= GetScrollBar(0).GetOuterRect().left &&
					cliparea.left < GetScrollBar(0).GetOuterRect().right)
					cliparea.left = GetScrollBar(0).GetOuterRect().right;
			}

			DrawText(i, color, rect.TopLeft() - CPos(0.f, scroll - m_ItemsYPositions[i]), bz+0.1f, cliparea);
		}
	}
}
Ejemplo n.º 28
0
// Constants //
//////////////

const char kClassName[] = "GT_RayPlaneCollision"; // WNDCLASSEX name

// Width and height of the window (specifically the client rect)
const int kWinWid = 800;
const int kWinHgt = 600;

//////////////
// Globals //
//////////// 

// Ray and plane used in the program
CRay gRay(CVector(0,-1,0), CVector(0,1,0));
CPlane gPlane(CVector(0.0f, -1.0f, 0.0f), CPos(0, 0, 0));

bool LockFrameRate(int frame_rate = 60); // Locks the frame rate

// The WinProc
LRESULT CALLBACK WinProc(HWND hwnd, UINT message, WPARAM wparam, LPARAM lparam);

// WinMain
int WINAPI WinMain(HINSTANCE hinstance, HINSTANCE hprev, PSTR cmdline, int ishow)
{
	HWND hwnd = NULL;
	MSG msg = {0};
	WNDCLASSEX wndclassex = {0};

	// Init fields we care about
	wndclassex.cbSize = sizeof(WNDCLASSEX); // Always set to size of WNDCLASSEX
Ejemplo n.º 29
0
// Main window program
int WINAPI WinMain(HINSTANCE hinstance, HINSTANCE hprev, PSTR cmdline, int ishow)
{
    HWND hwnd = NULL;
    MSG msg = {0};
    WNDCLASSEX wndclassex = {0};

    // Init fields we care about
    wndclassex.cbSize = sizeof(WNDCLASSEX); // Always set to size of WNDCLASSEX
    wndclassex.style = CS_HREDRAW | CS_VREDRAW;
    wndclassex.lpfnWndProc = WinProc;
    wndclassex.hInstance = hinstance;
    wndclassex.lpszClassName = kClassName;
    wndclassex.hCursor = (HCURSOR)LoadImage(NULL, MAKEINTRESOURCE(IDC_ARROW),
                                            IMAGE_CURSOR, 0, 0, LR_SHARED);

    RegisterClassEx(&wndclassex); // Register the WNDCLASSEX

    RECT rect = { 0, 0, kWinWid, kWinHgt }; // Desired window client rect

    DWORD winStyleEx = WS_EX_CLIENTEDGE;
    DWORD winStyle = WS_OVERLAPPED | WS_CAPTION | WS_SYSMENU | WS_THICKFRAME |
                     WS_CLIPCHILDREN | WS_CLIPSIBLINGS;

    // Adjust window rect so it gives us our desired client rect when we
    // create the window
    AdjustWindowRectEx(&rect, winStyle, false, winStyleEx);

    // Create the window
    hwnd = CreateWindowEx(winStyleEx, // Window extended style
                          kClassName,
                          "www.GameTutorials.com -- D3D Fog",
                          winStyle, // Window style
                          CW_USEDEFAULT,
                          CW_USEDEFAULT,
                          rect.right - rect.left,
                          rect.bottom - rect.top,
                          NULL,
                          NULL,
                          hinstance,
                          NULL);

    // Init our global 3D object
    if(g3D->init(hwnd) == false)
        return EXIT_FAILURE; // There's been an error, lets get out of this joint

    // Get the client rect and make sure our client is the size we want
    GetClientRect(hwnd, &rect);
    assert(rect.right == kWinWid && rect.bottom == kWinHgt);

    // We set up our projection matrix once because it will never change
    g3D->setProjMatrix(DEG2RAD(60), (float)rect.right / (float)rect.bottom, 1.0f, 8192.0f);

    // If we can initialize the fog, exit the application
    if(!InitFog())
        return EXIT_FAILURE;

    ShowCursor(FALSE); // Hide cursor
    ShowWindow(hwnd, ishow);
    UpdateWindow(hwnd);

    // Slam the cursor to the middle of the screen
    SetCursorPos(GetSystemMetrics(SM_CXSCREEN) >> 1, GetSystemMetrics(SM_CYSCREEN) >> 1);

    // While the app is running...
    while(1)
    {
        if(PeekMessage(&msg,NULL,0,0,PM_REMOVE)) // Handle messages from the OS
        {
            if(msg.message == WM_QUIT)
                break;

            TranslateMessage(&msg);
            DispatchMessage(&msg);
        }
        else if(LockFrameRate()) // Otherwise if it's time to draw
        {
            static float angle = 0; // Angle of rotation
            D3DXMATRIX wMat; // World matrix

            CameraMouseInput(); // Move camera via the mouse

            // Set the world view to the current camera view
            g3D->setViewMatrix(gCamera);

            g3D->begin(); // Begin drawing
            g3D->clear(kFogColor); // Clear the screen to the fog color

            // Rotate around the Y-axis
            g3D->setWorldMatrix(D3DXMatrixRotationY(&wMat, DEG2RAD(++angle)));

            // Draw 4 cubes
            DrawCube(CPos(2,0,0), 0.5f, D3DCOLOR_ARGB(255, 255, 0, 0));
            DrawCube(CPos(-2,0,0), 0.5f, D3DCOLOR_ARGB(255, 255, 0, 0));
            DrawCube(CPos(0,0,2), 0.5f, D3DCOLOR_ARGB(255, 255, 0, 0));
            DrawCube(CPos(0,0,-2), 0.5f, D3DCOLOR_ARGB(255, 255, 0, 0));

            // Draw the grid
            g3D->setWorldMatrix(D3DXMatrixIdentity(&wMat));
            DrawGrid(CPos(0,-2,0), 32, D3DCOLOR_ARGB(255, 0, 200, 0));

            g3D->end(); // Finish drawing
        }
        else
            Sleep(1); // Give the OS a tiny bit of time to process other things

    } // end of while(1)

    ShowCursor(TRUE); // Reshow cursor

    g3D->deinit(); // Free up CD3DObj
    UnregisterClass(kClassName,hinstance); // Free up WNDCLASSEX
    return EXIT_SUCCESS; // Application was a success
}
Ejemplo n.º 30
0
CPos CRect::TopRight() const
{
	return CPos(right, top);
}