www.pudn.com > MyGame.rar > MyGameView.cpp


// MyGameView.cpp : implementation of the CMyGameView class 
// 
 
#include "stdafx.h" 
#include "MyGame.h" 
 
#include "MyGameDoc.h" 
#include "MyGameView.h" 
 
#include "GameIntro.h" 
#include "GameSection.h" 
#include "GameSession.h" 
#include "GameIntro.h" 
#include "Audio.h" 
 
#ifdef _DEBUG 
#define new DEBUG_NEW 
#undef THIS_FILE 
static char THIS_FILE[] = __FILE__; 
#endif 
 
#ifdef _WIN32 
#define drand48() (((float) rand())/((float) RAND_MAX)) 
#define srand48(x) (srand((x))) 
#endif 
#ifndef M_PI 
#define M_PI 3.14159265358979323846 
#endif 
///////////////////////////////////////////////////////////////////////////// 
// CMyGameView 
 
IMPLEMENT_DYNCREATE(CMyGameView, CView) 
 
BEGIN_MESSAGE_MAP(CMyGameView, CView) 
	//{{AFX_MSG_MAP(CMyGameView) 
	ON_WM_CREATE() 
	ON_WM_DESTROY() 
	ON_WM_SIZE() 
	ON_WM_TIMER() 
	ON_WM_KEYDOWN() 
	ON_WM_KEYUP() 
	//}}AFX_MSG_MAP 
	// Standard printing commands 
	ON_COMMAND(ID_FILE_PRINT, CView::OnFilePrint) 
	ON_COMMAND(ID_FILE_PRINT_DIRECT, CView::OnFilePrint) 
	ON_COMMAND(ID_FILE_PRINT_PREVIEW, CView::OnFilePrintPreview) 
END_MESSAGE_MAP() 
 
///////////////////////////////////////////////////////////////////////////// 
// CMyGameView construction/destruction 
	CGameSection* Game; 
	CGameSession GS; 
	CGameIntro GI; 
	bool AudioFlag=true; 
	LPAUDIOWAVE lpWaveFire; 
	LPAUDIOWAVE lpWaveShipExp; 
	LPAUDIOWAVE lpWaveExp; 
	LPAUDIOMODULE lpModule; 
	HAC hVoiceFire;  
	HAC hVoiceExp[3];  
 
CMyGameView::CMyGameView() 
{ 
	// TODO: add construction code here 
 
} 
 
CMyGameView::~CMyGameView() 
{ 
} 
 
BOOL CMyGameView::PreCreateWindow(CREATESTRUCT& cs) 
{ 
	// TODO: Modify the Window class or styles here by modifying 
	//  the CREATESTRUCT cs 
//////////////////////////////////////////////////////////////// 
//设置窗口类型 
	cs.style |=WS_CLIPCHILDREN | WS_CLIPSIBLINGS; 
//////////////////////////////////////////////////////////////// 
	return CView::PreCreateWindow(cs); 
} 
 
///////////////////////////////////////////////////////////////////////////// 
// CMyGameView drawing 
 
void CMyGameView::OnDraw(CDC* pDC) 
{ 
	CMyGameDoc* pDoc = GetDocument(); 
	ASSERT_VALID(pDoc); 
	// TODO: add draw code for native data here 
////////////////////////////////////////////////////////////////// 
	RenderScene();	//渲染场景 
////////////////////////////////////////////////////////////////// 
 
} 
 
///////////////////////////////////////////////////////////////////////////// 
// CMyGameView printing 
 
BOOL CMyGameView::OnPreparePrinting(CPrintInfo* pInfo) 
{ 
	// default preparation 
	return DoPreparePrinting(pInfo); 
} 
 
void CMyGameView::OnBeginPrinting(CDC* /*pDC*/, CPrintInfo* /*pInfo*/) 
{ 
	// TODO: add extra initialization before printing 
} 
 
void CMyGameView::OnEndPrinting(CDC* /*pDC*/, CPrintInfo* /*pInfo*/) 
{ 
	// TODO: add cleanup after printing 
} 
 
///////////////////////////////////////////////////////////////////////////// 
// CMyGameView diagnostics 
 
#ifdef _DEBUG 
void CMyGameView::AssertValid() const 
{ 
	CView::AssertValid(); 
} 
 
void CMyGameView::Dump(CDumpContext& dc) const 
{ 
	CView::Dump(dc); 
} 
 
CMyGameDoc* CMyGameView::GetDocument() // non-debug version is inline 
{ 
	ASSERT(m_pDocument->IsKindOf(RUNTIME_CLASS(CMyGameDoc))); 
	return (CMyGameDoc*)m_pDocument; 
} 
#endif //_DEBUG 
 
///////////////////////////////////////////////////////////////////////////// 
// CMyGameView message handlers 
 
int CMyGameView::OnCreate(LPCREATESTRUCT lpCreateStruct)  
{ 
	if (CView::OnCreate(lpCreateStruct) == -1) 
		return -1; 
	 
	// TODO: Add your specialized creation code here 
////////////////////////////////////////////////////////////////// 
//初始化OpenGL和设置定时器 
	m_pDC = new CClientDC(this); 
	SetTimer(1, 20, NULL); 
	InitializeOpenGL(m_pDC); 
////////////////////////////////////////////////////////////////// 
	if(AudioFlag) AudioSetup(); 
	TimerFlag=true; 
    srand48(time(NULL)); 
	Game=&GI;	 
	Game->Init();	 
	return 0; 
} 
 
void CMyGameView::OnDestroy()  
{ 
	CView::OnDestroy(); 
	 
	// TODO: Add your message handler code here 
///////////////////////////////////////////////////////////////// 
//删除调色板和渲染上下文、定时器 
	::wglMakeCurrent(0,0); 
	::wglDeleteContext( m_hRC); 
	if (m_hPalette) 
	    DeleteObject(m_hPalette); 
	if ( m_pDC ) 
	{ 
		delete m_pDC; 
	} 
	KillTimer(1);		 
///////////////////////////////////////////////////////////////// 
	if(AudioFlag) AudioEnd();	 
} 
 
void CMyGameView::OnSize(UINT nType, int cx, int cy)  
{ 
	CView::OnSize(nType, cx, cy); 
	 
	// TODO: Add your message handler code here 
///////////////////////////////////////////////////////////////// 
//添加窗口缩放时的图形变换函数 
	glViewport(0,0,cx,cy); 
///////////////////////////////////////////////////////////////// 
	ScreenW=cx; 
	ScreenH=cy; 
	Game->Reshape(cx,cy);	 
} 
 
void CMyGameView::OnTimer(UINT nIDEvent)  
{ 
	// TODO: Add your message handler code here and/or call default 
///////////////////////////////////////////////////////////////// 
//添加定时器响应函数和场景更新函数 
	Invalidate(FALSE);	 
///////////////////////////////////////////////////////////////// 
	 
	CView::OnTimer(nIDEvent); 
} 
 
///////////////////////////////////////////////////////////////////// 
//	                  设置逻辑调色板 
////////////////////////////////////////////////////////////////////// 
void CMyGameView::SetLogicalPalette(void) 
{ 
    struct 
    { 
        WORD Version; 
        WORD NumberOfEntries; 
        PALETTEENTRY aEntries[256]; 
    } logicalPalette = { 0x300, 256 }; 
 
	BYTE reds[] = {0, 36, 72, 109, 145, 182, 218, 255}; 
	BYTE greens[] = {0, 36, 72, 109, 145, 182, 218, 255}; 
	BYTE blues[] = {0, 85, 170, 255}; 
 
    for (int colorNum=0; colorNum<256; ++colorNum) 
    { 
        logicalPalette.aEntries[colorNum].peRed = 
            reds[colorNum & 0x07]; 
        logicalPalette.aEntries[colorNum].peGreen = 
            greens[(colorNum >> 0x03) & 0x07]; 
        logicalPalette.aEntries[colorNum].peBlue = 
            blues[(colorNum >> 0x06) & 0x03]; 
        logicalPalette.aEntries[colorNum].peFlags = 0; 
    } 
 
    m_hPalette = CreatePalette ((LOGPALETTE*)&logicalPalette); 
} 
 
 
////////////////////////////////////////////////////////// 
//						初始化openGL场景 
////////////////////////////////////////////////////////// 
BOOL CMyGameView::InitializeOpenGL(CDC* pDC) 
{ 
	m_pDC = pDC; 
	SetupPixelFormat(); 
	//生成绘制描述表 
	m_hRC = ::wglCreateContext(m_pDC->GetSafeHdc()); 
	//置当前绘制描述表 
	::wglMakeCurrent(m_pDC->GetSafeHdc(), m_hRC); 
 
	return TRUE; 
} 
 
////////////////////////////////////////////////////////// 
//						设置像素格式 
////////////////////////////////////////////////////////// 
BOOL CMyGameView::SetupPixelFormat() 
{ 
	PIXELFORMATDESCRIPTOR pfd = {  
	    sizeof(PIXELFORMATDESCRIPTOR),    // pfd结构的大小  
	    1,                                // 版本号  
	    PFD_DRAW_TO_WINDOW |              // 支持在窗口中绘图  
	    PFD_SUPPORT_OPENGL |              // 支持 OpenGL  
	    PFD_DOUBLEBUFFER,                 // 双缓存模式  
	    PFD_TYPE_RGBA,                    // RGBA 颜色模式  
	    24,                               // 24 位颜色深度  
	    0, 0, 0, 0, 0, 0,                 // 忽略颜色位  
	    0,                                // 没有非透明度缓存  
	    0,                                // 忽略移位位  
	    0,                                // 无累加缓存  
	    0, 0, 0, 0,                       // 忽略累加位  
	    32,                               // 32 位深度缓存      
	    0,                                // 无模板缓存  
	    0,                                // 无辅助缓存  
	    PFD_MAIN_PLANE,                   // 主层  
	    0,                                // 保留  
	    0, 0, 0                           // 忽略层,可见性和损毁掩模  
	}; 	 
	int pixelformat; 
	pixelformat = ::ChoosePixelFormat(m_pDC->GetSafeHdc(), &pfd);//选择像素格式 
	::SetPixelFormat(m_pDC->GetSafeHdc(), pixelformat, &pfd);	//设置像素格式 
	if(pfd.dwFlags & PFD_NEED_PALETTE) 
		SetLogicalPalette();	//设置逻辑调色板 
	return TRUE; 
} 
 
 
 
////////////////////////////////////////////////////////// 
//						场景绘制与渲染 
////////////////////////////////////////////////////////// 
BOOL CMyGameView::RenderScene()  
{ 
	static int lasttime; 
	int dt,nt; 
	dt=glutGet(GLUT_ELAPSED_TIME)-lasttime; 
	lasttime=glutGet(GLUT_ELAPSED_TIME); 
 
	glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); 
	glMatrixMode(GL_MODELVIEW); 
	glLoadIdentity(); 
	glutGet(GLUT_ELAPSED_TIME); 
	Game->Update(dt); 
	nt=Game->Draw(); 
	float fps=m_Utility.FPS(dt); 
 
	glColor3f(1,0,0); 
	m_Utility.glPrintf(ScreenW,ScreenH,10,10,0,10,"FPS %7.1f TRI %8i TRI/SEC %8.0f\n",fps,nt,nt*fps); 
 
	::SwapBuffers(m_pDC->GetSafeHdc());		//交互缓冲区 
	return TRUE; 
} 
 
void CMyGameView::OnKeyDown(UINT nChar, UINT nRepCnt, UINT nFlags)  
{ 
	// TODO: Add your message handler code here and/or call default 
	Game->KeyDown(nChar); 
	Invalidate(FALSE);	 
	CView::OnKeyDown(nChar, nRepCnt, nFlags); 
} 
 
void CMyGameView::OnKeyUp(UINT nChar, UINT nRepCnt, UINT nFlags)  
{ 
	// TODO: Add your message handler code here and/or call default 
	Game->KeyUp(nChar);		 
	CView::OnKeyUp(nChar, nRepCnt, nFlags); 
} 
 
void CMyGameView::AudioSetup() 
{ 
	AUDIOINFO info; 
	 
	// 初始化音频库 
	AInitialize(); 
	// 打开音频设备 
	info.nDeviceId = AUDIO_DEVICE_MAPPER; 
	info.wFormat = AUDIO_FORMAT_16BITS | AUDIO_FORMAT_STEREO; 
	info.nSampleRate = 44100; 
	AOpenAudio(&info); 
 
	// 装入音频组件和声音文件 
	ALoadModuleFile("data/intro.xm", &lpModule, 0); 
	ALoadWaveFile("data/fire.wav", &lpWaveFire, 0); 
	ALoadWaveFile("data/explode.wav", &lpWaveExp, 0); 
	ALoadWaveFile("data/shipexplode.wav", &lpWaveShipExp, 0); 
	assert(lpModule && lpWaveFire && lpWaveExp); 
	// 打开音频组件的声音 
	AOpenVoices(lpModule->nTracks + 4); 
	// 通过声音播放 
	ACreateAudioVoice(&hVoiceFire); 
	ACreateAudioVoice(&(hVoiceExp[0])); 
	ACreateAudioVoice(&(hVoiceExp[1])); 
	ACreateAudioVoice(&(hVoiceExp[2])); 
     
	assert(hVoiceFire && hVoiceFire);  
 
} 
 
void CMyGameView::AudioEnd() 
{ 
	AStopVoice(hVoiceFire); 
	AStopVoice(hVoiceExp[0]); 
	AStopVoice(hVoiceExp[1]); 
	AStopVoice(hVoiceExp[2]); 
	ADestroyAudioVoice(hVoiceFire); 
	ADestroyAudioVoice(hVoiceExp[0]); 
	ADestroyAudioVoice(hVoiceExp[1]); 
	ADestroyAudioVoice(hVoiceExp[2]); 
     
	// 停止播放声音组件 
	AStopModule(); 
	ACloseVoices(); 
 
	// 释放波形文件和声音组件 
	AFreeWaveFile(lpWaveExp); 
	AFreeWaveFile(lpWaveFire); 
	AFreeModuleFile(lpModule); 
 
	// 关闭音频设备 
	ACloseAudio(); 
}