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main.cpp
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main.cpp
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/*
Demo Name: Game Project 4
Author: Allen Sherrod
Chapter: Chapter 5
*/
#include"main.h"
// Globals...
HWND g_hwnd;
CRenderInterface *g_Render = NULL;
// GUI ids.
int g_mainGui = -1;
int g_startGui = -1;
int g_creditsGui = -1;
int g_currentGUI = GUI_MAIN_SCREEN;
// Font id.
int g_arialID = -1;
// Temp Mouse state information.
bool LMBDown = false;
int mouseX = 0, mouseY = 0;
void ShowLog();
LRESULT WINAPI MsgProc(HWND hd, UINT msg, WPARAM wp, LPARAM lp)
{
switch(msg)
{
case WM_DESTROY:
PostQuitMessage(0);
return 0;
break;
case WM_KEYUP:
if(wp == VK_ESCAPE) PostQuitMessage(0);
break;
case WM_LBUTTONDOWN:
LMBDown = true;
//MainMenuRender();
break;
case WM_LBUTTONUP:
LMBDown = false;
break;
case WM_MOUSEMOVE:
mouseY = HIWORD (lp);
mouseX = LOWORD (lp);
break;
}
return DefWindowProc(hd, msg, wp, lp);
}
int WINAPI WinMain(HINSTANCE h, HINSTANCE p, LPSTR cmd, int show)
{
// Register the window class
WNDCLASSEX wc = { sizeof(WNDCLASSEX), CS_CLASSDC, MsgProc,
0L, 0L, GetModuleHandle(NULL), NULL, NULL,
NULL, NULL, WINDOW_CLASS, NULL };
RegisterClassEx(&wc);
// Create the application's window
if(FULLSCREEN)
{
g_hwnd = CreateWindowEx(NULL, WINDOW_CLASS, WINDOW_NAME,
WS_POPUP | WS_SYSMENU | WS_VISIBLE, 0, 0,
WIN_WIDTH, WIN_HEIGHT,
NULL, NULL, h, NULL);
}
else
{
const int sys_min_height = GetSystemMetrics(SM_CYMIN);
const int sys_caption_height = GetSystemMetrics(SM_CYSMCAPTION);
g_hwnd = CreateWindowEx(NULL, WINDOW_CLASS, WINDOW_NAME,
WS_OVERLAPPEDWINDOW | WS_VISIBLE, 0,
0, WIN_WIDTH + (sys_min_height - sys_caption_height),
WIN_HEIGHT + sys_min_height,
NULL, NULL, h, NULL);
}
if(g_hwnd)
{
// Show the window
ShowWindow(g_hwnd, SW_SHOWDEFAULT);
UpdateWindow(g_hwnd);
}
// Initialize the Stranded Engine.
if(InitializeEngine())
{
// Initialize Stranded game.
if(GameInitialize())
{
// Enter the message loop
MSG msg;
ZeroMemory(&msg, sizeof(msg));
SetCursorPos(0, 0);
while(msg.message != WM_QUIT)
{
if(PeekMessage(&msg, NULL, 0U, 0U, PM_REMOVE))
{
TranslateMessage(&msg);
DispatchMessage(&msg);
}
else
GameLoop();
}
}
}
// Release any and all resources.
GameShutdown();
ShutdownEngine();
UnregisterClass(WINDOW_CLASS, wc.hInstance);
return 0;
}
bool InitializeEngine()
{
if(!CreateD3DRenderer(&g_Render)) return false;
if(!g_Render->Initialize(WIN_WIDTH, WIN_HEIGHT,
g_hwnd, FULLSCREEN)) return false;
g_Render->SetClearCol(0, 0, 0);
if(!g_Render->CreateText("Times New Roman", 0, false, 18, g_arialID))
return false;
return true;
}
void ShutdownEngine()
{
if(g_Render)
{
g_Render->Shutdown();
delete g_Render;
g_Render = NULL;
}
}
bool InitializeMainMenu()
{
// Create gui screens.
if(!g_Render->CreateGUI(g_mainGui)) return false;
if(!g_Render->CreateGUI(g_startGui)) return false;
if(!g_Render->CreateGUI(g_creditsGui)) return false;
// Load backdrops.
if(!g_Render->AddGUIBackdrop(g_mainGui, "menu/mainMenu.jpg"))
return false;
if(!g_Render->AddGUIBackdrop(g_startGui, "menu/startMenu.jpg"))
return false;
if(!g_Render->AddGUIBackdrop(g_creditsGui,
"menu/creditsMenu.jpg")) return false;
// Set main screen elements.
if(!g_Render->AddGUIStaticText(g_mainGui, STATIC_TEXT_ID,
"Version: 1.0", PERCENT_OF(WIN_WIDTH, 0.85),
PERCENT_OF(WIN_WIDTH, 0.05),
UGPCOLOR_ARGB(255,255,255,255), g_arialID)) return false;
if(!g_Render->AddGUIButton(g_mainGui, BUTTON_START_ID,
PERCENT_OF(WIN_WIDTH, 0.05), PERCENT_OF(WIN_HEIGHT, 0.40),
"menu/startUp.png", "menu/StartOver.png",
"menu/startDown.png")) return false;
if(!g_Render->AddGUIButton(g_mainGui, BUTTON_CREDITS_ID,
PERCENT_OF(WIN_WIDTH, 0.05), PERCENT_OF(WIN_HEIGHT, 0.50),
"menu/creditsUp.png", "menu/creditsOver.png",
"menu/creditsDown.png")) return false;
if(!g_Render->AddGUIButton(g_mainGui, BUTTON_QUIT_ID,
PERCENT_OF(WIN_WIDTH, 0.05), PERCENT_OF(WIN_HEIGHT, 0.60),
"menu/quitUp.png", "menu/quitOver.png",
"menu/quitDown.png")) return false;
// Set start screen elements.
if(!g_Render->AddGUIButton(g_startGui, BUTTON_LEVEL_1_ID,
PERCENT_OF(WIN_WIDTH, 0.1), PERCENT_OF(WIN_HEIGHT, 0.15),
"menu/level1Up.png", "menu/level1Over.png",
"menu/level1Down.png")) return false;
if(!g_Render->AddGUIButton(g_startGui, BUTTON_BACK_ID,
PERCENT_OF(WIN_WIDTH, 0.1), PERCENT_OF(WIN_HEIGHT, 0.80),
"menu/backUp.png", "menu/backOver.png",
"menu/backDown.png")) return false;
//if(!g_Render->AddGUIButton(g_startGui, BUTTON_BACK_ID,
// PERCENT_OF(WIN_WIDTH, 0.0), PERCENT_OF(WIN_HEIGHT, 0.0),
// "menu/backUp.png", "menu/backOver.png",
// "menu/backDown.png")) return false;
// Set credits screen elements.
if(!g_Render->AddGUIStaticText(g_creditsGui, STATIC_TEXT_ID,
"Game Design -",
PERCENT_OF(WIN_WIDTH, 0.1), PERCENT_OF(WIN_HEIGHT, 0.15),
UGPCOLOR_ARGB(255,255,255,255),
g_arialID)) return false;
if(!g_Render->AddGUIStaticText(g_creditsGui, STATIC_TEXT_ID,
" Allen Sherrod",
PERCENT_OF(WIN_WIDTH, 0.1), PERCENT_OF(WIN_HEIGHT, 0.20),
UGPCOLOR_ARGB(255,255,255,255),
g_arialID)) return false;
if(!g_Render->AddGUIStaticText(g_creditsGui, STATIC_TEXT_ID,
"Programming -",
PERCENT_OF(WIN_WIDTH, 0.1), PERCENT_OF(WIN_HEIGHT, 0.25),
UGPCOLOR_ARGB(255,255,255,255),
g_arialID)) return false;
if(!g_Render->AddGUIStaticText(g_creditsGui, STATIC_TEXT_ID,
" Allen Sherrod",
PERCENT_OF(WIN_WIDTH, 0.1), PERCENT_OF(WIN_HEIGHT, 0.30),
UGPCOLOR_ARGB(255,255,255,255),
g_arialID)) return false;
if(!g_Render->AddGUIStaticText(g_creditsGui, STATIC_TEXT_ID,
"Sound -",
PERCENT_OF(WIN_WIDTH, 0.1), PERCENT_OF(WIN_HEIGHT, 0.35),
UGPCOLOR_ARGB(255,255,255,255),
g_arialID)) return false;
if(!g_Render->AddGUIStaticText(g_creditsGui, STATIC_TEXT_ID,
" Allen Sherrod",
PERCENT_OF(WIN_WIDTH, 0.1), PERCENT_OF(WIN_HEIGHT, 0.40),
UGPCOLOR_ARGB(255,255,255,255),
g_arialID)) return false;
if(!g_Render->AddGUIStaticText(g_creditsGui, STATIC_TEXT_ID,
"Level Design -",
PERCENT_OF(WIN_WIDTH, 0.1), PERCENT_OF(WIN_HEIGHT, 0.45),
UGPCOLOR_ARGB(255,255,255,255),
g_arialID)) return false;
if(!g_Render->AddGUIStaticText(g_creditsGui, STATIC_TEXT_ID,
" Allen Sherrod",
PERCENT_OF(WIN_WIDTH, 0.1), PERCENT_OF(WIN_HEIGHT, 0.50),
UGPCOLOR_ARGB(255,255,255,255),
g_arialID)) return false;
if(!g_Render->AddGUIStaticText(g_creditsGui, STATIC_TEXT_ID,
"Speical Thanks -",
PERCENT_OF(WIN_WIDTH, 0.1), PERCENT_OF(WIN_HEIGHT, 0.55),
UGPCOLOR_ARGB(255,255,255,255),
g_arialID)) return false;
if(!g_Render->AddGUIStaticText(g_creditsGui, STATIC_TEXT_ID,
" Jenifer Niles",
PERCENT_OF(WIN_WIDTH, 0.1), PERCENT_OF(WIN_HEIGHT, 0.60),
UGPCOLOR_ARGB(255,255,255,255),
g_arialID)) return false;
if(!g_Render->AddGUIStaticText(g_creditsGui, STATIC_TEXT_ID,
" Bryan Davidson",
PERCENT_OF(WIN_WIDTH, 0.1), PERCENT_OF(WIN_HEIGHT, 0.65),
UGPCOLOR_ARGB(255,255,255,255),
g_arialID)) return false;
if(!g_Render->AddGUIStaticText(g_creditsGui, STATIC_TEXT_ID,
" Charles River Media",
PERCENT_OF(WIN_WIDTH, 0.1), PERCENT_OF(WIN_HEIGHT, 0.70),
UGPCOLOR_ARGB(255,255,255,255),
g_arialID)) return false;
if(!g_Render->AddGUIStaticText(g_creditsGui, STATIC_TEXT_ID,
" Readers of this book",
PERCENT_OF(WIN_WIDTH, 0.1), PERCENT_OF(WIN_HEIGHT, 0.75),
UGPCOLOR_ARGB(255,255,255,255),
g_arialID)) return false;
if(!g_Render->AddGUIButton(g_creditsGui, BUTTON_BACK_ID,
PERCENT_OF(WIN_WIDTH, 0.1), PERCENT_OF(WIN_HEIGHT, 0.80),
"menu/backUp.png", "menu/backOver.png",
"menu/backDown.png")) return false;
return true;
}
void MainMenuCallback(int id, int state)
{
switch(id)
{
case BUTTON_START_ID:
if(state == UGP_BUTTON_DOWN)
g_currentGUI = GUI_START_SCREEN;
break;
case BUTTON_CREDITS_ID:
if(state == UGP_BUTTON_DOWN)
g_currentGUI = GUI_CREDITS_SCREEN;
break;
case BUTTON_BACK_ID:
if(state == UGP_BUTTON_DOWN)
g_currentGUI = GUI_MAIN_SCREEN;
break;
case BUTTON_QUIT_ID:
if(state == UGP_BUTTON_DOWN)
PostQuitMessage(0);
break;
case BUTTON_LEVEL_1_ID:
// Start first level.
break;
}
}
void MainMenuRender()
{
if(!g_Render) return;
g_Render->StartRender(1, 1, 0);
if(g_currentGUI == GUI_MAIN_SCREEN)
g_Render->ProcessGUI(g_mainGui, LMBDown, mouseX,
mouseY, MainMenuCallback);
else if(g_currentGUI == GUI_START_SCREEN)
g_Render->ProcessGUI(g_startGui, LMBDown, mouseX,
mouseY, MainMenuCallback);
else
g_Render->ProcessGUI(g_creditsGui, LMBDown, mouseX,
mouseY, MainMenuCallback);
ShowLog();
g_Render->EndRendering();
}
bool GameInitialize()
{
if(!InitializeMainMenu()) return false;
return true;
}
void ShowLog()
{
if(!g_Render)
{
return;
}
char szLog[128] = {0};
sprintf(szLog, "%d,%d",mouseX,mouseY);
g_Render->DisplayText(0,400,0,UGPCOLOR_ARGB(255,0,128,255),szLog);
}
void GameLoop()
{
MainMenuRender();
}
void GameShutdown()
{
}