Exemple #1
0
bool CScreenButtons::ContextMenu(int iButton, const ScreenPoint & sp, HWND hwnd)
{
	CMenu mmMenu;
	mmMenu.Init();
	Data::Actions::iterator it;
	Data::Actions::iterator begin = m_data->actions.begin();
	Data::Actions::iterator end = m_data->actions.end();
	for (it = begin; it != end; ++it)
		mmMenu.CreateItem(it->label.c_str(), it->command);
	DWORD dwRes = mmMenu.Popup(sp.x, sp.y, hwnd);
	it = std::find(begin, end, dwRes);
	if (it != end)
	{
		m_data->buttons[iButton] = *it;
		Save();
		return true;
	}
	return false;
}
Exemple #2
0
int main(int argc, char** argv)
{
#ifdef _DEBUG
    // Visual Studio CRT memory leak detection
    // very useful, makes me sleep better :)
    _CrtSetDbgFlag( _CRTDBG_ALLOC_MEM_DF | _CRTDBG_LEAK_CHECK_DF );
#endif
    fprintf(stderr, "%s version %i.%i\n", LYNX_TITLE, LYNX_MAJOR, LYNX_MINOR);
    srand((unsigned int)time(NULL));

    float dt;
    uint32_t time, oldtime;
    uint32_t fpstimer, fpscounter=0;

    // Load config file
    if(!CLynx::cfg.AddFile( "game.cfg" ))
        fprintf(stderr, "Failed to open config file.\n"); // bad, but not critical

    // Game Modules
    // Startup SDL OpenGL window
    if(!initSDLvideo(SCREEN_WIDTH, SCREEN_HEIGHT, BPP, FULLSCREEN))
    {
        assert(0);
        return -1;
    }

    // init menu
    menu_engine_callback_t callback;
    memset(&callback, 0, sizeof(callback));
    callback.menu_func_host = menu_func_host;
    callback.menu_func_join = menu_func_join;
    callback.menu_func_quit = menu_func_quit;
    if(!g_menu.Init(SCREEN_WIDTH, SCREEN_HEIGHT, callback))
    {
        fprintf(stderr, "Failed to load menu\n");
        return -1;
    }
    // Draw the menu once, before we continue
    g_menu.DisplayLoadingScreen();
    g_menu.DrawDefaultBackground();
    g_menu.Update(0.0f, 0);
    SDL_GL_SwapBuffers();
    // Ok, now we have something on the screen, now we can load the rest

    SDL_WM_SetCaption(WINDOW_TITLE, NULL);
    SDL_ShowCursor(SDL_DISABLE);
    SDL_WM_GrabInput(SDL_GRAB_ON);
    // we want key repeat. CLynxSys::GetKeyState remembers
    // if a key has been pressed by the user or by auto repeat.
    if(SDL_EnableKeyRepeat(SDL_DEFAULT_REPEAT_DELAY, SDL_DEFAULT_REPEAT_INTERVAL) != 0)
        fprintf(stderr, "Failed to set key repeat\n");

    // Init sound mixer
    initSDLMixer(); // we don't care, if it won't init. No sound for you.

    // Now we are finished with loading, activate the main menu
    g_menu.DisplayMain();

    g_run = 1;
    oldtime = fpstimer = CLynxSys::GetTicks();
    while(g_run)
    {
        time = CLynxSys::GetTicks();
        dt = 0.001f * (float)(time-oldtime);
        if(dt > 0.150f)
        {
            fprintf(stderr, "Warning: Frame time too large: %f\n", dt);
            dt = 0.150f;
        }
        oldtime = time;
        fpscounter++;
        if(time - fpstimer > 1000.0f)
        {
            char title[128];
            sprintf(title, "Lynx (FPS: %i)", (int)fpscounter);
            SDL_WM_SetCaption(title, NULL);
            fpscounter = 0;
            fpstimer = time;
        }

        // Update Server
        if(g_worldsv)
        {
            g_worldsv->Update(dt, time);
            g_svgame->Update(dt, time);
            g_server->Update(dt, time);
        }

        // Update Client
        if(g_worldcl)
        {
            g_mixer->Update(dt, time);
            if(g_client->IsInGame())
                g_worldcl->Update(dt, time);
            g_client->Update(dt, time);
            g_renderer->Update(dt, time);

            if(!g_client->IsRunning())
            {
                fprintf(stderr, "Disconnected\n");
                g_menu.DisplayError("Disconnected from server");
                g_menu.MakeVisible();
                shutdown(&g_worldsv,
                         &g_server,
                         &g_svgame,
                         &g_worldcl,
                         &g_renderer,
                         &g_mixer,
                         &g_clgame,
                         &g_client);
            }
        }
        else
        {
            // We have no gameplay background, let's clear the
            // menu screen. Otherwise the game itself is our
            // background - neat!
            g_menu.DrawDefaultBackground();
            // but since we are not in a game, we don't need > 100 fps
            SDL_Delay(30);
        }

        // Update Menu
        g_menu.Update(dt, time);

        // Draw GL buffer
        SDL_GL_SwapBuffers();

        // Limit to 100 fps
        // so my notebook fan is quiet :-)
        const float dtrest = 1.0f/100.0f - dt;
        if(dtrest > 0.0f)
            SDL_Delay((uint32_t)(dtrest * 1000.0f));

        // Handle system events
        handleSDLevents();
    }

    shutdownSDLMixer();
    shutdown(&g_worldsv,
             &g_server,
             &g_svgame,
             &g_worldcl,
             &g_renderer,
             &g_mixer,
             &g_clgame,
             &g_client);

    return 0;
}