/* * 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