410 lines
12 KiB
C++
410 lines
12 KiB
C++
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//------------------------------------------------------------------------------
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// testgameapplication.cc
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// (C) 2007 Radon Labs GmbH
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//------------------------------------------------------------------------------
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#include "stdneb.h"
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#include "simplegameapplication.h"
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#include "simplegamestatehandler.h"
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#include "input/inputhardwaresource.h"
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#include "input/inputwindowsource.h"
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#include "app/appframework/statehandler.h"
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#include "inputprocss.h"
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#include "graphicobjectmanager.h"
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#include "particlefeature/particlefeature.h"
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#include "scriptfeature/inc/script_utility.h"
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#include "spritebacth/debugboard.h"
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#include "app/guifeature/GuiInputHandler.h"
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namespace Sample
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{
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__ImplementThreadSingleton(SimpleGameApplication);
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/// the WinProc
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static LRESULT CALLBACK WinProc(HWND hWnd, UINT uMsg, WPARAM wParam, LPARAM lParam);
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//------------------------------------------------------------------------------
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/**
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*/
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SimpleGameApplication::SimpleGameApplication()
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: mWnd(0)
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, mMonoDebug(false)
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{
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__ConstructThreadSingleton;
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mGuiServer = App::GUIServer::Create();
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}
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//------------------------------------------------------------------------------
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/**
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*/
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SimpleGameApplication::~SimpleGameApplication()
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{
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if (this->IsOpen())
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{
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this->Close();
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}
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mGuiServer = NULL;
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__DestructThreadSingleton;
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}
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//------------------------------------------------------------------------------
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/**
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*/
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void
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SimpleGameApplication::SetupStateHandlers()
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{
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// - setup ScriptSystem here
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Util::String binPath = IO::AssignRegistry::Instance()->ResolveAssignsInString( App::s_csScriptBinaryAssign );
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Util::String emptyStr;
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Util::String monoDllPath = IO::AssignRegistry::Instance()->ResolveAssignsInString( App::s_csMonoDllAssign );
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App::StartupSciptSystem( binPath, emptyStr, monoDllPath, mMonoDebug );
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//App::DebugBoard::Open();
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App::GUIServer* gui_server = App::GUIServer::Instance();
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if (!gui_server->IsOpen())
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{
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//gui_server->SetConfigPath("ui:");
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//gui_server->SetResourePath("ui:");
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gui_server->SetCoreFile("MyGUI_Core.xml");
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gui_server->Open();
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}
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// create our standard gamestatehandler
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Ptr<SimpleStateHandler> gameState = SimpleStateHandler::Create();
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gameState->SetName("GameState");
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gameState->SetSceneName("scene:IntersectScene.scene");
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this->AddStateHandler(gameState.get());
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this->SetState("GameState");
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}
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//------------------------------------------------------------------------------
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/**
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The Nebula3 WinProc.
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*/
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LRESULT CALLBACK
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WinProc(HWND hWnd, UINT uMsg, WPARAM wParam, LPARAM lParam)
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{
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switch( uMsg )
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{
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case WM_DESTROY:
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App::GameServer::Instance()->SetQuitRequested();
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PostQuitMessage( 0 );
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return 0;
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}
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SimpleGameApplication* pApp = SimpleGameApplication::Instance();
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Ptr<Input::InputWindowSource> pInputSource = pApp->GetInputWindowsSource();
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if ( pInputSource.isvalid() )
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{
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return pInputSource->OnWinProc(hWnd, uMsg, wParam, lParam );
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}
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return DefWindowProc(hWnd, uMsg, wParam, lParam);
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}
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void SimpleGameApplication::Run(void)
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{
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//MSG msg;
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//while (1)
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//{
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// if (PeekMessage(&msg, 0, 0, 0, PM_REMOVE))
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// {
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// TranslateMessage(&msg);
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// DispatchMessage(&msg);
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// }
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//}
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//return;
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while ( this->GetCurrentState() != "Exit" )
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{
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if ( mWnd )
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{
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MSG msg;
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while (PeekMessage(&msg, 0, 0, 0, PM_REMOVE))//mWnd
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{
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//int msgHandled = TranslateAccelerator(mWin32Device->hPresentWnd, mWin32Device->hAccel, &msg);
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//if (0 == msgHandled)
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//{
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TranslateMessage(&msg);
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DispatchMessage(&msg);
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//}
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}
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}
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//_start_timer(mGameApplicationFrameTimeAll);
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#if __NEBULA3_HTTP__
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this->mHttpServerProxy->HandlePendingRequests();
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#endif
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this->mCoreServer->Trigger();
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//trigger our game server, which triggers all game features
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this->mGameServer->OnFrame();
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Util::String curState = this->GetCurrentState();
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Ptr<App::StateHandler> curStateHandler;
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Util::String newState;
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if (curState.IsValid())
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{
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// call the current state handler
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curStateHandler = this->FindStateHandlerByName(curState);
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n_assert(curStateHandler);
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newState = curStateHandler->OnFrame();
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}
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// call the app's Run() method
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Application::Run();
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// a requested state always overrides the returned state
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if (this->mRequestedState.IsValid())
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{
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this->SetState(this->mRequestedState);
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}
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else if (newState.IsValid() && newState != curStateHandler->GetName())
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{
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// a normal state transition
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this->SetState(newState);
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}
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//_stop_timer(mGameApplicationFrameTimeAll);
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}
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}
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//------------------------------------------------------------------------------
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/**
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*/
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void
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SimpleGameApplication::SetupGameFeatures()
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{
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GameApplication::SetupGameFeatures();
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// create and attach default features
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this->mBaseGameFeature = App::BaseGameFeature::Create();
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this->mBaseGameFeature->SetCmdLineArgs(this->GetCmdLineArgs());
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this->mBaseGameFeature->SetRenderDebug(true);
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this->mGameServer->AttachGameFeature(this->mBaseGameFeature.cast<App::Feature>());
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// game features
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this->mGraphicsFeature = App::GraphicsFeature::Create();
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mGraphicObjectManager = App::GraphicObjectManager::Create();
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mGraphicObjectManager->OnActivate();
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// input features
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this->mInputFeature = App::InputFeature::Create();
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Ptr<App::GyrostProcessInput> pInputProcess = App::GyrostProcessInput::Create();
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this->mInputFeature->AttachManager( pInputProcess.upcast<App::Manager>() );
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// register window class
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WNDCLASSEX wndClass;
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Memory::Clear(&wndClass, sizeof(wndClass));
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wndClass.cbSize = sizeof(wndClass);
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wndClass.style = CS_DBLCLKS;
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wndClass.lpfnWndProc = WinProc;
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wndClass.cbClsExtra = 0;
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wndClass.cbWndExtra = sizeof(void*); // used to hold 'this' pointer
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wndClass.hInstance = GetModuleHandle(0);
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wndClass.hIcon = LoadIcon(NULL, IDI_APPLICATION);
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wndClass.hCursor = LoadCursor(NULL, IDC_ARROW);
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wndClass.hbrBackground = (HBRUSH) GetStockObject(NULL_BRUSH);
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wndClass.lpszMenuName = NULL;
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wndClass.lpszClassName = L"Test";
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wndClass.hIconSm = NULL;
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RegisterClassEx(&wndClass);
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int wndWidth,wndHeight;
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wndWidth = 1024;
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wndHeight = 768;
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mWnd = ::CreateWindow(L"Test", // lpClassName
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L"WebJet", // lpWindowName
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WS_CLIPSIBLINGS | WS_CLIPCHILDREN | WS_POPUP | WS_CAPTION | WS_SYSMENU | WS_THICKFRAME | WS_MINIMIZEBOX | WS_MAXIMIZEBOX | WS_VISIBLE, // dwStyle
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//WS_VISIBLE | WS_CLIPCHILDREN | WS_OVERLAPPEDWINDOW,
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0, // x
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0, // y
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wndWidth, // nWidth
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wndHeight, // nHeight
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NULL, // hWndParent
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NULL, // hMenu
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GetModuleHandle(0), // hInstance
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NULL); // lParam
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//WNDCLASS wc = { 0, WinProc, 0, 0, GetModuleHandle(0),
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// LoadIcon(0, IDI_APPLICATION), LoadCursor(NULL, IDC_ARROW),
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// (HBRUSH)GetStockObject(BLACK_BRUSH), 0, "Test" };
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//RegisterClass(&wc);
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//mWnd = CreateWindowEx(0, "Test", "WebJet", WS_VISIBLE | WS_CLIPCHILDREN | WS_OVERLAPPEDWINDOW,
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// 0, 0, wndWidth, wndHeight, 0, 0, GetModuleHandle(0), this);
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ShowWindow(mWnd, SW_SHOWDEFAULT);
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UpdateWindow(mWnd);
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this->mGraphicsFeature->SetWebVersion(false);
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this->mGraphicsFeature->SetWindow(mWnd);
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RECT clientRect;
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GetClientRect(mWnd,&clientRect);
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wndHeight = clientRect.bottom - clientRect.top ;
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wndWidth = clientRect.right - clientRect.left;
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this->mGraphicsFeature->SetWindowHeight(wndHeight);
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this->mGraphicsFeature->SetWindowWidth(wndWidth);
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App::InputSourceList inputsourceList;
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mInputWindowsSource = Input::InputWindowSource::Create();
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mInputWindowsSource->SetWnd(mWnd);
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inputsourceList.Append( mInputWindowsSource.upcast<Input::InputSource>() );
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// DInput <20><>IO<49><4F><EFBFBD><EFBFBD>
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Ptr< Input::InputHardwareSource > hardwareSource = Input::InputHardwareSource::Create();
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inputsourceList.Append( hardwareSource.upcast<Input::InputSource>() );
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mInputFeature->InitSource( inputsourceList );
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this->mGameServer->AttachGameFeature(this->mGraphicsFeature.upcast<App::Feature>());
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mGameServer->AttachGameFeature(this->mInputFeature.upcast<App::Feature>());
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Ptr<Input::GuiInputHandler> pUIHandler = Input::GuiInputHandler::Create();
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n_assert(pUIHandler);
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mInputFeature->GetInputServer()->AttachInputHandler(Input::InputPriority::Gui,pUIHandler.upcast<Input::InputHandler>());
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this->mParticleFeature = App::ParticleFeature::Create();
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mGameServer->AttachGameFeature(this->mParticleFeature.upcast<App::Feature>());
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}
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//------------------------------------------------------------------------------
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/**
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Cleanup all added game features
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*/
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void
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SimpleGameApplication::CleanupGameFeatures()
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{
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this->mGameServer->RemoveGameFeature(this->mInputFeature.upcast<App::Feature>());
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this->mInputFeature = 0;
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this->mGameServer->RemoveGameFeature(this->mBaseGameFeature.upcast<App::Feature>());
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this->mBaseGameFeature = 0;
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this->mGameServer->RemoveGameFeature(this->mGraphicsFeature.upcast<App::Feature>());
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this->mGraphicsFeature = 0;
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this->mGraphicObjectManager->OnDeactivate();
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this->mGraphicObjectManager = 0;
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this->mGameServer->RemoveGameFeature(this->mParticleFeature.upcast<App::Feature>());
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this->mParticleFeature = 0;
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GameApplication::CleanupGameFeatures();
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}
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//------------------------------------------------------------------------------
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/**
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*/
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bool
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SimpleGameApplication::Open()
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{
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if (NULL == mGuiServer)
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{
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mGuiServer = App::GUIServer::Create();
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}
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bool ret = App::GameApplication::Open();
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return ret;
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}
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void SimpleGameApplication::Close()
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{
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mInputWindowsSource = NULL;
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App::GUIServer::Instance()->Close();
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mGuiServer = NULL;
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App::GameApplication::Close();
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}
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//------------------------------------------------------------------------
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#define USE_HTTP_SERVER 0
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void SimpleGameApplication::SetupProjectAssigns()
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{
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#if USE_HTTP_SERVER
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IO::AssignRegistry* pAssignRegistry = IO::AssignRegistry::Instance();
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// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> temp code
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pAssignRegistry->SetAssign( IO::Assign("Net","http://10.7.82.13:8080") );
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pAssignRegistry->SetAssign( IO::Assign("project", "Net:test_project"));
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pAssignRegistry->SetAssign(IO::Assign("asset", "project:Asset") );
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// setup defalut content assigns
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pAssignRegistry->SetAssign(IO::Assign("atp", "asset:ActorTemplate"));
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pAssignRegistry->SetAssign(IO::Assign("ani", "asset:Animation"));
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pAssignRegistry->SetAssign(IO::Assign("msh", "asset:Mesh"));
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pAssignRegistry->SetAssign(IO::Assign("phy", "asset:physics"));
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pAssignRegistry->SetAssign(IO::Assign("scene", "asset:Scene"));
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pAssignRegistry->SetAssign(IO::Assign("script", "asset:Script"));
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pAssignRegistry->SetAssign(IO::Assign("sound", "asset:Sound"));
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pAssignRegistry->SetAssign(IO::Assign("tex", "asset:Texture"));
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// setup engine default assigns
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pAssignRegistry->SetAssign(IO::Assign("sys", "asset:System"));
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// <20><><EFBFBD><EFBFBD>shader<65><72>Ҫ<EFBFBD><D2AA><EFBFBD>롣<EFBFBD><EBA1A3><EFBFBD>ܷ<EFBFBD><DCB7>ڷ<EFBFBD><DAB7><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ͻ<EFBFBD><CFBD>д<EFBFBD><D0B4><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ص<EFBFBD><D8B5><EFBFBD><EFBFBD><EFBFBD>
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pAssignRegistry->SetAssign(IO::Assign("shd", "home:test_project/asset/Shader"));
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#else
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IO::AssignRegistry* pAssignRegistry = IO::AssignRegistry::Instance();
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const Util::String &projectPath = args.GetString("ProjectPath");
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if (!projectPath.IsValid())
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{
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n_error("Setup project path error, project path is empty.");
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}
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if (!IO::IoServer::Instance()->DirectoryExists(projectPath))
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{
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n_error("Setup project path error, project path is not a full path, or the project folder is not exist.");
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}
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pAssignRegistry->SetAssign( IO::Assign("project", projectPath));
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pAssignRegistry->SetAssign(IO::Assign("asset", "project:Asset") );
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// setup defalut content assigns
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pAssignRegistry->SetAssign(IO::Assign("atp", "asset:ActorTemplate"));
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pAssignRegistry->SetAssign(IO::Assign("ani", "asset:Animation"));
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pAssignRegistry->SetAssign(IO::Assign("msh", "asset:Mesh"));
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pAssignRegistry->SetAssign(IO::Assign("phy", "asset:physics"));
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pAssignRegistry->SetAssign(IO::Assign("scene", "asset:Scene"));
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pAssignRegistry->SetAssign(IO::Assign("script", "asset:Script"));
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pAssignRegistry->SetAssign(IO::Assign("shd", "asset:Shader"));
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pAssignRegistry->SetAssign(IO::Assign("sound", "asset:Sound"));
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pAssignRegistry->SetAssign(IO::Assign("tex", "asset:Texture"));
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pAssignRegistry->SetAssign(IO::Assign("ui", "asset:UIMedia"));
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// setup engine default assigns
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pAssignRegistry->SetAssign(IO::Assign("sys", "asset:System"));
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#endif
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}
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} // namespace Tools
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