//=================================================================== // Win32 Specific Stuff // // InitInstance - this checks system resources, creates your window, and launches the game // // preprocessor macro setting in the C++ options of the project provides the base macro // C preprocessor string concatenation takes care of the rest. // // AlphaApp::InitInstance - Chapter 5, page 136 // //=================================================================== bool AlphaApp::InitInstance(HINSTANCE hInstance, LPWSTR lpCmdLine, HWND hWnd, int screenWidth, int screenHeight, bool windowed) { AC_LOG("Script","Init"); // Check for existing instance of the same window - Chapter 5, page 137 // #ifndef _DEBUG // Note - it can be really useful to debug network code to have // more than one instance of the game up at one time - so // feel free to comment these lines in or out as you wish! if (!IsOnlyInstance(VGetGameTitle())) return false; #endif // We don't need a mouse cursor by default, let the game turn it on SetCursor(NULL); // Check for adequate machine resources. // Check secondary storage space and memory. - Chapter 5, page 138-139 // Calculate the CPU speed. - Chapter 5, page 140 bool resourceCheck = false; while (!resourceCheck) { const DWORDLONG physicalRAM = 512 * MEGABYTE; const DWORDLONG virtualRAM = 1024 * MEGABYTE; const DWORDLONG diskSpace = 10 * MEGABYTE; if (!CheckStorage(diskSpace)) return false; const DWORD minCpuSpeed = 1300; // 1.3Ghz DWORD thisCPU = ReadCPUSpeed(); if (thisCPU < minCpuSpeed) { AC_ERROR("GetCPUSpeed reports CPU is too slow for this game."); return false; } resourceCheck = true; } m_hInstance = hInstance; // register all events RegisterEngineEvents(); VRegisterGameEvents(); // // Initialize the ResCache - Chapter 5, page 141 // // Note - this is a little different from the book. Here we have a speccial resource ZIP file class, DevelopmentResourceZipFile, // that actually reads directly from the source asset files, rather than the ZIP file. This is MUCH better during development, since // you don't want to have to rebuild the ZIP file every time you make a minor change to an asset. // IResourceFile *zipFile = (m_bIsEditorRunning || m_Options.m_useDevelopmentDirectories) ? AC_NEW DevelopmentResourceZipFile(L"Assets.zip", DevelopmentResourceZipFile::Editor) : AC_NEW ResourceZipFile(L"Assets.zip"); m_ResCache = AC_NEW ResCache(50, zipFile); if (!m_ResCache->Init()) { AC_ERROR("Failed to initialize resource cache! Are your paths set up correctly?"); return false; } //extern shared_ptr<IResourceLoader> CreateWAVResourceLoader(); //extern shared_ptr<IResourceLoader> CreateOGGResourceLoader(); extern shared_ptr<IResourceLoader> CreateDDSResourceLoader(); extern shared_ptr<IResourceLoader> CreateJPGResourceLoader(); extern shared_ptr<IResourceLoader> CreateXmlResourceLoader(); //extern shared_ptr<IResourceLoader> CreateSdkMeshResourceLoader(); extern shared_ptr<IResourceLoader> CreateScriptResourceLoader(); // Note - register these in order from least specific to most specific! They get pushed onto a list. // RegisterLoader is discussed in Chapter 5, page 142 //m_ResCache->RegisterLoader(CreateWAVResourceLoader()); //m_ResCache->RegisterLoader(CreateOGGResourceLoader()); m_ResCache->RegisterLoader(CreateDDSResourceLoader()); m_ResCache->RegisterLoader(CreateJPGResourceLoader()); m_ResCache->RegisterLoader(CreateXmlResourceLoader()); //m_ResCache->RegisterLoader(CreateSdkMeshResourceLoader()); m_ResCache->RegisterLoader(CreateScriptResourceLoader()); //// Load strings that will be presented to the player. - Chapter 5, page 142 //if(!LoadStrings("English")) //{ // AC_ERROR("Failed to load strings"); // return false; //} // Create the LUA script manager. - Chapter 5, page 144 if (!LuaStateManager::Create()) { AC_ERROR("Failed to initialize Lua"); return false; } // Load the preinit file. This is within braces to create a scope and destroy the resource once it's loaded. We // don't need to do anything with it, we just need to load it. { Resource resource(SCRIPT_PREINIT_FILE); shared_ptr<ResHandle> pResourceHandle = m_ResCache->GetHandle(&resource); // this actually loads the XML file from the zip file } // Register function exported from C++ ScriptExports::Register(); ScriptProcess::RegisterScriptClass(); BaseScriptComponent::RegisterScriptFunctions(); // Create the game's event manager. - Chapter 5, page 145 m_pEventManager = AC_NEW EventManager("AlphaApp Event Mgr", true); if (!m_pEventManager) { AC_ERROR("Failed to create EventManager."); return false; } // Inititalize DirectX, the application's window, and the D3D device. - Chapter 5, page 145 //DXUTInit(true, true, lpCmdLine, true); //Init DirectX11Wrapper class g_pDX11W->DX11WInit(lpCmdLine);// may need to be put in the alpha app init instance function if (hWnd==NULL) { //DXUTCreateWindow(VGetGameTitle(), hInstance, VGetIcon()); g_pDX11W->DX11WCreateWindow(VGetGameTitle(), hInstance, VGetIcon()); } else { //DXUTSetWindow( hWnd, hWnd, hWnd ); } if(!GetHwnd()) { return false; } SetWindowText(GetHwnd(), VGetGameTitle()); // initialize the directory location you can store save game files //_tcscpy_s(m_saveGameDirectory, GetSaveGameDirectory(GetHwnd(), VGetGameAppDirectory())); // DXUTCreateDevice - Chapter 5 - page 139 m_screenSize = Point(screenWidth, screenHeight); //DXUTCreateDevice( D3D_FEATURE_LEVEL_10_1, true, screenWidth, screenHeight); g_pDX11W->DX11WCreateDevice(windowed, screenWidth, screenHeight); m_Renderer = shared_ptr<IRenderer>(AC_NEW D3DRenderer11()); m_Renderer->VSetBackgroundColor(0, 50, 100, 255); m_Renderer->VOnRestore(); // You usually must have an HWND to initialize your game views... // VCreateGameAndView - Chapter 5, page 145 m_pGame = VCreateGameAndView(); if (!m_pGame) return false; // now that all the major systems are initialized, preload resources // Preload calls are discussed in Chapter 5, page 148 //m_ResCache->Preload("*.ogg", NULL); m_ResCache->Preload("*.dds", NULL); //m_ResCache->Preload("*.jpg", NULL); //if ( GameCodeApp::GetRendererImpl() == GameCodeApp::Renderer_D3D11 ) // m_ResCache->Preload("*.sdkmesh", NULL); m_bIsRunning = TRUE; return TRUE; }
bool Application::VInitializeInstance() { /*m_pGame = VCreateGameAndView(); if (!m_pGame) return false;*/ // // Initialize the ResCache - Chapter 5, page 141 // // Note - this is a little different from the book. Here we have a speccial resource ZIP file class, DevelopmentResourceZipFile, // that actually reads directly from the source asset files, rather than the ZIP file. This is MUCH better during development, since // you don't want to have to rebuild the ZIP file every time you make a minor change to an asset. // //IResourceFile *zipFile = (m_bIsEditorRunning || m_Options.m_useDevelopmentDirectories) ? //WE_NEW DevelopmentResourceZipFile(L"Assets.zip", DevelopmentResourceZipFile::Editor) : IResourceFile *ZipFile = WE_NEW ResourceZipFile(L"Assets.zip"); m_ResCache = WE_NEW ResCache(50, ZipFile); if (!m_ResCache->Init()) { printf("Failed to initialize resource cache! Are your paths set up correctly?"); return false; } //extern shared_ptr<IResourceLoader> CreateWAVResourceLoader(); //extern shared_ptr<IResourceLoader> CreateOGGResourceLoader(); //extern shared_ptr<IResourceLoader> CreateDDSResourceLoader(); //extern shared_ptr<IResourceLoader> CreateJPGResourceLoader(); extern shared_ptr<IResourceLoader> CreateXMLResourceLoader(); //extern shared_ptr<IResourceLoader> CreateSdkMeshResourceLoader(); //extern shared_ptr<IResourceLoader> CreateScriptResourceLoader(); // Note - register these in order from least specific to most specific! They get pushed onto a list. // RegisterLoader is discussed in Chapter 5, page 142 //m_ResCache->RegisterLoader(CreateWAVResourceLoader()); //m_ResCache->RegisterLoader(CreateOGGResourceLoader()); //m_ResCache->RegisterLoader(CreateDDSResourceLoader()); //m_ResCache->RegisterLoader(CreateJPGResourceLoader()); m_ResCache->RegisterLoader(CreateXMLResourceLoader()); //m_ResCache->RegisterLoader(CreateSdkMeshResourceLoader()); //m_ResCache->RegisterLoader(CreateScriptResourceLoader()); m_ProcessManager = new ProcessManager; m_pEventManager = WE_NEW EventManager("Warp Engine Generic Event Manager", true); EventListenerDelegate DelegateFunction = fastdelegate::MakeDelegate(this, &Application::EngineLoadedDelegate); IEventManager::Get()->VAddListener(DelegateFunction, EventData_Engine_Loaded::sk_EventType); TS = WE_NEW TestSystem(); TS->Initialize(); // Create a window //IWindow* Wind = new GLFWWindow(); //Wind->VInitializeInstance(640, 400, "Main Window"); // Splash Screen Creation m_pSplash = new GLFWSplashScreen(); m_pSplash->VInitializeInstance(1024, 512, "Splash"); // Renderer setup m_Renderer = shared_ptr<IRenderer>(WE_NEW OpenGLRenderer()); //m_Renderer->SetBackgroundColor() // Temporary! m_pGame = WE_NEW BaseGameLogic; if (!m_pGame) return false; Human = WE_NEW HumanView(m_Renderer); m_pGame->VAddView(shared_ptr<IGameView>(Human)); Human->SetWindow(m_pSplash); m_pSplash->VOnUpdate(1.0f); m_pSplash->VOnRender(); //Human->SetWindow(Wind); StrongProcessPtr EngineLoad(new ProcessEngineLoad(3)); m_ProcessManager->AttachProcess(EngineLoad); //m_Renderer->VAddRenderTarget(Wind); /* Mat4x4 Mat = Mat4x4(); Mat.BuildRotationX(0.5f); Mat.BuildTranslation(2.0f, 3.0f, 10.0f); Mat.BuildTranslation(1.0f, 0.0f, 0.0f); Mat.BuildTranslation(1.0f, 0.0f, 0.0f); Mat.BuildTranslation(1.0f, 0.0f, 0.0f); Mat.BuildTranslation(1.0f, 0.0f, 0.0f); Mat.BuildTranslation(2.0f, 0.0f, 0.0f); StrongProcessPtr Render(new ProcessRender()); StrongProcessPtr Delay(new ProcessDelay(10)); StrongProcessPtr Delay2(new ProcessDelay(2)); m_ProcessManager->AttachProcess(Delay); Delay->AttachChild(Delay2); Delay->AttachChild(Render); */ return true; }