//=================================================================== // 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 EngineApp::InitInstance( SDL_Window* window, int screenWidth, int screenHeight ) { /*auto test = std::vector< Vec2 >( { Vec2( 1.0f, 1.0f ), Vec2( 5.0f, 5.0f ), Vec2( 4.0f, 4.0f ), Vec2( 1.0f, -3.0f ) } );*/ //auto test = std::vector< Vec2 >( { Vec2( 0.0f, 2.0f ), Vec2( 1.0f, 4.0f ), Vec2( 2.0f, 0.0f ), Vec2( 3.0f, 1.0f ), Vec2( 4.0f, 3.0f ) } ); //Triangulation( test ); // Check for existing instance of the same window // Not sure if this feature is working normally.... #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 //--------------------------------- // Check system requirements //--------------------------------- 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 ) { ENG_ERROR("GetCPUSpeed reports CPU is too slow for this game."); return false; } resourceCheck = true; } //--------------------------------- // Check system requirements //--------------------------------- //--------------------------------- // Initialize ResCache, all assets are within a zip file //--------------------------------- IResourceFile *pFile = NULL; if( m_EngineOptions.GetIsUsingDevDirectory() ) { pFile = ENG_NEW DevResourceFile( DevResourceFile::Editor ); } else { pFile = ENG_NEW ResourceZipFile( L"Assets.zip" ); } m_pResCache = ENG_NEW ResourceCache( 50, pFile ); if ( !m_pResCache->Init() ) { ENG_ERROR("Failed to initialize resource cache! Are your paths set up correctly?"); return false; } // extern shared_ptr<IResourceLoader> CreateWAVResourceLoader(); m_pResCache->RegisterLoader< XmlResourceLoader >(); m_pResCache->RegisterLoader< MeshResourceLoader >(); m_pResCache->RegisterLoader< TextureResourceLoader >(); m_pResCache->RegisterLoader< ScriptResourceLoader >(); if( !LoadStrings("English") ) { ENG_ERROR("Failed to load strings"); return false; } //--------------------------------- // Initialize ResCache //--------------------------------- //--------------------------------- // Initialize Lua scripting //--------------------------------- // Rez up the Lua State manager now, and run the initial script - discussed in Chapter 5, page 144. if( !LuaStateManager::GetSingleton().VInit() ) { ENG_ERROR( "Failed to initialize Lua" ); return false; } ScriptExports::Register(); Resource resource( m_EngineOptions.GetPreInitScriptFile() ); shared_ptr<ResHandle> pResourceHandle = m_pResCache->GetHandle( resource ); ENG_ASSERT( pResourceHandle ); RegisterScriptClass< AnimationClipNode, IAnimationNode >(); RegisterScriptClass< AnimationLerpNode, IAnimationNode >(); RegisterScriptClass< AnimationState >(); //--------------------------------- // Initialize Lua scripting //--------------------------------- //--------------------------------- // Initialize EventManager //--------------------------------- // Set as global EventManager m_pEventManager = ENG_NEW EventManager( "Engine Event Manager", true ); if ( !m_pEventManager ) { ENG_ERROR( "Failed to create EventManager." ); return false; } //--------------------------------- // Initialize EventManager //--------------------------------- //--------------------------------- // Initiate window & SDL, glew //--------------------------------- if ( SDL_Init(SDL_INIT_EVERYTHING) != 0 ) { ENG_ERROR( SDL_GetError() ); return false; } CHAR charTitle[100]; if( GenericToAnsiCch( charTitle, VGetGameTitle(), strlen( charTitle ) ) != S_OK ) { ENG_ERROR( "Game title translation failed" ); } if( !window ) { m_pWindow = SDL_CreateWindow( charTitle, SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, screenWidth,screenHeight, SDL_WINDOW_OPENGL ); if ( !m_pWindow ) { ENG_ERROR( SDL_GetError() ); return false; } } else { m_pWindow = window; } // Only if execute under editor can engine allow file drop if( m_EngineOptions.GetEngineEnvironment() == Environment_Editor ) { SDL_EventState( SDL_DROPFILE, SDL_ENABLE ); } if( m_EngineOptions.GetShowMouseCursor() ) { SDL_ShowCursor( SDL_ENABLE ); } else { SDL_ShowCursor( SDL_DISABLE ); } SDL_WarpMouseInWindow( g_pApp->GetWindow(), g_pApp->GetScreenSize().GetX() / 2, g_pApp->GetScreenSize().GetY() / 2 ); // setup opengl rendering context SDL_GLContext glContext = SDL_GL_CreateContext( m_pWindow ); if( !glContext ) { ENG_ERROR( SDL_GetError() ); } // Needed for core profile glewExperimental = true; GLenum error = glewInit(); if( error != GLEW_OK ) { ENG_ERROR( reinterpret_cast<const char *>( gluErrorString( error ) ) ); } // set two buffer for rendering SDL_GL_SetAttribute( SDL_GL_DOUBLEBUFFER, 1 ); m_ShutDownEventType = RegisterEvent( 1 ); //--------------------------------- // Initiate window & SDL, glew //--------------------------------- //--------------------------------- // SDL_Image //--------------------------------- int initFlags= IMG_INIT_JPG | IMG_INIT_PNG | IMG_INIT_TIF; int initted = IMG_Init( initFlags ); if( ( initted & initFlags ) != initFlags ) { ENG_ERROR( IMG_GetError() ); } //--------------------------------- // SDL_Image //--------------------------------- //--------------------------------- // Set Renderer //--------------------------------- if( GetRendererImpl() == Renderer_OpenGL ) { m_pRenderer = shared_ptr<IRenderer>( ENG_NEW OpenGLRenderer() ); } else { ENG_ERROR( "Not supported renderer type" ); } m_pRenderer->VSetBackgroundColor( g_Black ); // Enable depth test glEnable( GL_DEPTH_TEST ); // Accept fragment if it closer to the camera than the former one glDepthFunc( GL_LESS ); // Cull triangles which normal is not towards the camera glEnable( GL_CULL_FACE ); m_pRenderer->VOnRestore(); //--------------------------------- // Set Renderer //--------------------------------- // Start global timer GetGlobalTimer()->Reset(); // initialize the directory location you can store save game files _tcscpy_s( m_saveGameDirectory, GetSaveGameDirectory( GetHwnd(), VGetGameAppDirectory() ) ); //--------------------------------- // Create game & view //--------------------------------- m_pEngineLogic = VCreateLogic(); if (!m_pEngineLogic) { return false; } //--------------------------------- // Create game & view //--------------------------------- m_bIsRunning = true; return true; }