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// GameWnd.h: interface for the CGameWnd class. 
// 
////////////////////////////////////////////////////////////////////// 
 
#if !defined(AFX_GAMEWND_H__A7C41EA3_DB80_49DA_9A84_72E6251F9A21__INCLUDED_) 
#define AFX_GAMEWND_H__A7C41EA3_DB80_49DA_9A84_72E6251F9A21__INCLUDED_ 
 
#if _MSC_VER > 1000 
#pragma once 
#endif // _MSC_VER > 1000 
#include "gamehead.h" 
#include "texture.h" 
#include "scene.h" 
class CGameWnd  
{ 
	CScene		m_Scene; 
	HDC			m_hDC;		// Private GDI Device Context 
	HGLRC		m_hRC;		// Permanent Rendering Context	 
	bool		m_bFullscreen;	// Fullscreen Flag Set To Fullscreen Mode By Default 
	static bool	m_bActive;		// Window Active Flag Set To TRUE By Default 
public: 
	static HWND		m_hWnd;		// Holds Our Window Handle 
public: 
	bool bActive(){return m_bActive;}; 
	void UpdateKeyMouse(){m_Scene.UpdateKeyMouse();}; 
public: 
	BOOL CreateGLWindow(char* title, int width, int height, int bits, bool fullscreenflag); 
	GLvoid KillGLWindow(GLvoid); 
	int DrawGLScene(GLvoid);	 
private: 
	int InitGL(GLvoid); 
	static LRESULT  CALLBACK WndProc(HWND hWnd,UINT uMsg,WPARAM	wParam,LPARAM lParam); 
	static GLvoid  ReSizeGLScene(GLsizei width, GLsizei height); 
public: 
	CGameWnd(); 
	virtual ~CGameWnd(); 
}; 
 
#endif // !defined(AFX_GAMEWND_H__A7C41EA3_DB80_49DA_9A84_72E6251F9A21__INCLUDED_)