/*
* This source file is part of RmlUi, the HTML/CSS Interface Middleware
*
* For the latest information, see http://github.com/mikke89/RmlUi
*
* Copyright (c) 2008-2010 CodePoint Ltd, Shift Technology Ltd
* Copyright (c) 2019 The RmlUi Team, and contributors
*
* Permission is hereby granted, free of charge, to any person obtaining a copy
* of this software and associated documentation files (the "Software"), to deal
* in the Software without restriction, including without limitation the rights
* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
* copies of the Software, and to permit persons to whom the Software is
* furnished to do so, subject to the following conditions:
*
* The above copyright notice and this permission notice shall be included in
* all copies or substantial portions of the Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
* THE SOFTWARE.
*
*/
#include
#include
#include
#include
#include
#include
#include "DecoratorInstancerDefender.h"
#include "DecoratorInstancerStarfield.h"
#include "ElementGame.h"
#include "HighScores.h"
#include "LuaInterface.h"
Rml::Context* context = nullptr;
void DoAllocConsole();
ShellRenderInterfaceExtensions *shell_renderer;
void GameLoop()
{
context->Update();
shell_renderer->PrepareRenderBuffer();
context->Render();
shell_renderer->PresentRenderBuffer();
}
#if defined RMLUI_PLATFORM_WIN32
#include
int APIENTRY WinMain(HINSTANCE, HINSTANCE, char*, int)
#else
int main(int, char**)
#endif
{
#ifdef RMLUI_PLATFORM_WIN32
DoAllocConsole();
#endif
int window_width = 1024;
int window_height = 768;
ShellRenderInterfaceOpenGL opengl_renderer;
shell_renderer = &opengl_renderer;
// Generic OS initialisation, creates a window and attaches OpenGL.
if (!Shell::Initialise() ||
!Shell::OpenWindow("RmlUi Invaders from Mars (Lua Powered)", shell_renderer, window_width, window_height, false))
{
Shell::Shutdown();
return -1;
}
// RmlUi initialisation.
Rml::SetRenderInterface(&opengl_renderer);
opengl_renderer.SetViewport(window_width, window_height);
ShellSystemInterface system_interface;
Rml::SetSystemInterface(&system_interface);
Rml::Initialise();
// Initialise the Lua interface
Rml::Lua::Initialise();
// Create the main RmlUi context and set it on the shell's input layer.
context = Rml::CreateContext("main", Rml::Vector2i(window_width, window_height));
if (context == nullptr)
{
Rml::Shutdown();
Shell::Shutdown();
return -1;
}
Rml::Debugger::Initialise(context);
Input::SetContext(context);
Shell::SetContext(context);
// Load the font faces required for Invaders.
Shell::LoadFonts("assets/");
// Register Invader's custom decorator instancers.
DecoratorInstancerStarfield decorator_starfield;
DecoratorInstancerDefender decorator_defender;
Rml::Factory::RegisterDecoratorInstancer("starfield", &decorator_starfield);
Rml::Factory::RegisterDecoratorInstancer("defender", &decorator_defender);
// Construct the game singletons.
HighScores::Initialise(context);
// Fire off the startup script.
LuaInterface::Initialise(Rml::Lua::Interpreter::GetLuaState()); //the tables/functions defined in the samples
Rml::Lua::Interpreter::LoadFile(Rml::String("luainvaders/lua/start.lua"));
Shell::EventLoop(GameLoop);
// Shut down the game singletons.
HighScores::Shutdown();
// Shutdown RmlUi.
Rml::Shutdown();
Shell::CloseWindow();
Shell::Shutdown();
return 0;
}
#ifdef RMLUI_PLATFORM_WIN32
#include
#include
#include
#include
void DoAllocConsole()
{
static const WORD MAX_CONSOLE_LINES = 500;
int hConHandle;
HANDLE lStdHandle;
CONSOLE_SCREEN_BUFFER_INFO coninfo;
FILE *fp;
// allocate a console for this app
AllocConsole();
// set the screen buffer to be big enough to let us scroll text
GetConsoleScreenBufferInfo(GetStdHandle(STD_OUTPUT_HANDLE), &coninfo);
coninfo.dwSize.Y = MAX_CONSOLE_LINES;
SetConsoleScreenBufferSize(GetStdHandle(STD_OUTPUT_HANDLE), coninfo.dwSize);
// redirect unbuffered STDOUT to the console
lStdHandle = GetStdHandle(STD_OUTPUT_HANDLE);
hConHandle = _open_osfhandle((intptr_t)lStdHandle, _O_TEXT);
fp = _fdopen( hConHandle, "w" );
*stdout = *fp;
setvbuf( stdout, nullptr, _IONBF, 0 );
// redirect unbuffered STDIN to the console
lStdHandle = GetStdHandle(STD_INPUT_HANDLE);
hConHandle = _open_osfhandle((intptr_t)lStdHandle, _O_TEXT);
fp = _fdopen( hConHandle, "r" );
*stdin = *fp;
setvbuf( stdin, nullptr, _IONBF, 0 );
// redirect unbuffered STDERR to the console
lStdHandle = GetStdHandle(STD_ERROR_HANDLE);
hConHandle = _open_osfhandle((intptr_t)lStdHandle, _O_TEXT);
fp = _fdopen( hConHandle, "w" );
*stderr = *fp;
setvbuf( stderr, nullptr, _IONBF, 0 );
ShowWindow(GetConsoleWindow(), SW_SHOW);
}
#endif