202 lines
5.3 KiB
C++
202 lines
5.3 KiB
C++
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#include <time.h>
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#include <SDL/SDL.h>
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#ifdef WIN32
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#include <SDL/SDL_syswm.h>
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#endif
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#include <iostream>
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#include <sstream>
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#include <string>
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#include "Config.h"
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#include "Graphics.h"
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#if defined(LIN32) || defined(LIN64)
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#include "icon.h"
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#endif
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#include "interface/Engine.h"
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#include "interface/Button.h"
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#include "interface/Panel.h"
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#include "interface/ControlFactory.h"
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#include "interface/Point.h"
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#include "interface/Label.h"
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#include "game/GameController.h"
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#include "game/GameView.h"
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#include "dialogues/ErrorMessage.h"
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#include "client/HTTP.h"
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using namespace std;
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#ifdef WIN32
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extern "C" IMAGE_DOS_HEADER __ImageBase;
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#endif
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SDL_Surface * SDLOpen()
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{
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SDL_Surface * surface;
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#if defined(WIN32) && defined(WINCONSOLE)
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FILE * console = fopen("CON", "w" );
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#endif
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if (SDL_Init(SDL_INIT_VIDEO)<0)
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{
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fprintf(stderr, "Initializing SDL: %s\n", SDL_GetError());
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return 0;
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}
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SDL_EnableUNICODE(1);
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#if defined(WIN32) && defined(WINCONSOLE)
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//On Windows, SDL redirects stdout to stdout.txt, which can be annoying when debugging, here we redirect back to the console
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if (console)
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{
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freopen("CON", "w", stdout);
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freopen("CON", "w", stderr);
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//fclose(console);
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}
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#endif
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#ifdef WIN32
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SDL_SysWMinfo SysInfo;
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SDL_VERSION(&SysInfo.version);
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if(SDL_GetWMInfo(&SysInfo) <= 0) {
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printf("%s : %d\n", SDL_GetError(), SysInfo.window);
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exit(-1);
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}
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HWND WindowHandle = SysInfo.window;
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HICON hIconSmall = (HICON)LoadImage(reinterpret_cast<HMODULE>(&__ImageBase), MAKEINTRESOURCE(101), IMAGE_ICON, 16, 16, LR_SHARED);
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HICON hIconBig = (HICON)LoadImage(reinterpret_cast<HMODULE>(&__ImageBase), MAKEINTRESOURCE(101), IMAGE_ICON, 32, 32, LR_SHARED);
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SendMessage(WindowHandle, WM_SETICON, ICON_SMALL, (LPARAM)hIconSmall);
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SendMessage(WindowHandle, WM_SETICON, ICON_BIG, (LPARAM)hIconBig);
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#elif defined(LIN32) || defined(LIN32)
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SDL_Surface *icon = SDL_CreateRGBSurfaceFrom(app_icon, 16, 16, 32, 64, 0x000000FF, 0x0000FF00, 0x00FF0000, 0xFF000000);
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SDL_WM_SetIcon(icon, NULL);
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#endif
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SDL_WM_SetCaption("The Powder Toy", "Powder Toy");
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//SDL_EnableKeyRepeat(SDL_DEFAULT_REPEAT_DELAY, SDL_DEFAULT_REPEAT_INTERVAL);
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atexit(SDL_Quit);
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#ifndef OGLR
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surface = SDL_SetVideoMode(XRES + BARSIZE, YRES + MENUSIZE, 32, SDL_SWSURFACE);
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#else
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surface = SDL_SetVideoMode(XRES + BARSIZE, YRES + MENUSIZE, 32, SDL_OPENGL);
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#endif
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#if defined(WIN32) && defined(OGLR)
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int status = glewInit();
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if(status != GLEW_OK)
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{
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fprintf(stderr, "Initializing Glew: %d\n", status);
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exit(-1);
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}
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#endif
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return surface;
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}
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/*int SDLPoll(SDL_Event * event)
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{
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while (SDL_PollEvent(event))
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{
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switch (event->type)
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{
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case SDL_QUIT:
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return 1;
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}
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}
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return 0;
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}*/
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int main(int argc, char * argv[])
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{
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int elapsedTime = 0, currentTime = 0, lastTime = 0, currentFrame = 0;
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float fps = 0, delta = 1.0f;
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ui::Engine::Ref().g = new Graphics();
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ui::Engine::Ref().g->AttachSDLSurface(SDLOpen());
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ui::Engine * engine = &ui::Engine::Ref();
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engine->Begin(XRES+BARSIZE, YRES+MENUSIZE);
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GameController * gameController = new GameController();
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engine->ShowWindow(gameController->GetView());
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//new ErrorMessage("Error", "This is a test error message");
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SDL_Event event;
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while(engine->Running())
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{
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event.type = 0;
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while (SDL_PollEvent(&event))
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{
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switch (event.type)
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{
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case SDL_QUIT:
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engine->Exit();
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break;
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case SDL_KEYDOWN:
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engine->onKeyPress(event.key.keysym.sym, event.key.keysym.unicode, event.key.keysym.mod&KEY_MOD_SHIFT, event.key.keysym.mod&KEY_MOD_CONTROL, event.key.keysym.mod&KEY_MOD_ALT);
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break;
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case SDL_KEYUP:
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engine->onKeyRelease(event.key.keysym.sym, event.key.keysym.unicode, event.key.keysym.mod&KEY_MOD_SHIFT, event.key.keysym.mod&KEY_MOD_CONTROL, event.key.keysym.mod&KEY_MOD_ALT);
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break;
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case SDL_MOUSEMOTION:
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engine->onMouseMove(event.motion.x, event.motion.y);
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break;
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case SDL_MOUSEBUTTONDOWN:
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if(event.button.button == SDL_BUTTON_WHEELUP)
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{
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engine->onMouseWheel(event.motion.x, event.motion.y, 1);
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}
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else if (event.button.button == SDL_BUTTON_WHEELDOWN)
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{
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engine->onMouseWheel(event.motion.x, event.motion.y, -1);
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}
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else
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{
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engine->onMouseClick(event.motion.x, event.motion.y, event.button.button);
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}
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break;
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case SDL_MOUSEBUTTONUP:
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if(event.button.button != SDL_BUTTON_WHEELUP && event.button.button != SDL_BUTTON_WHEELDOWN)
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engine->onMouseUnclick(event.motion.x, event.motion.y, event.button.button);
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break;
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}
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event.type = 0; //Clear last event
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}
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engine->Tick();
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engine->Draw();
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currentFrame++;
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currentTime = SDL_GetTicks();
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elapsedTime = currentTime - lastTime;
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if(ui::Engine::Ref().FpsLimit > 2.0f && (currentFrame>2 || elapsedTime > 1000*2/ui::Engine::Ref().FpsLimit) && elapsedTime && currentFrame*1000/elapsedTime > ui::Engine::Ref().FpsLimit)
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{
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while (currentFrame*1000/elapsedTime > ui::Engine::Ref().FpsLimit)
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{
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SDL_Delay(1);
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currentTime = SDL_GetTicks();
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elapsedTime = currentTime-lastTime;
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}
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}
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if(elapsedTime>=1000)
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{
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fps = (((float)currentFrame)/((float)elapsedTime))*1000.0f;
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currentFrame = 0;
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lastTime = currentTime;
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if(ui::Engine::Ref().FpsLimit > 2.0f)
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{
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delta = ui::Engine::Ref().FpsLimit/fps;
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}
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else
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{
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delta = 1.0f;
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}
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}
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engine->SetFps(fps);
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}
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ui::Engine::Ref().CloseWindow();
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delete gameController;
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delete ui::Engine::Ref().g;
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}
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