Exemple #1
0
//===================================================================
// 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;
}
Exemple #2
0
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;
	}