?? opening.cpp
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#include <windows.h>
#include <gl/Gl.h>
#include <gl/glut.h>
#include <stdio.h>
#include <stdlib.h>
#include "define.h"
#include "opening.h"
#include "runningmodel.h"
#include "running.h"
#include "bmpLoader.h"
OPENING::OPENING(void)
{
OpeningImage.data = NULL;
NewGameMouseOut.data = NewGameMouseIn.data = NULL;
ResumeGameMouseOut.data = ResumeGameMouseIn.data = NULL;
ExitGameMouseOut.data = ExitGameMouseIn.data = NULL;
if(!ImageLoad(".\\MenuBackground.bmp", &OpeningImage)) { FreeAllImage() ; exit(1); }
if(!ImageLoad(".\\NewGame387x638.bmp", &NewGameMouseOut)) { FreeAllImage() ; exit(1); }
if(!ImageLoad(".\\NewGameSelected387x638.bmp", &NewGameMouseIn)) { FreeAllImage() ; exit(1); }
if(!ImageLoad(".\\ResumeGame346x559.bmp", &ResumeGameMouseOut)) { FreeAllImage() ; exit(1); }
if(!ImageLoad(".\\ResumeGameSelected346x559.bmp", &ResumeGameMouseIn)) { FreeAllImage() ; exit(1); }
if(!ImageLoad(".\\Exit460x297.bmp", &ExitGameMouseOut)) { FreeAllImage() ; exit(1); }
if(!ImageLoad(".\\ExitSelected460x297.bmp", &ExitGameMouseIn)) { FreeAllImage() ; exit(1); }
MouseIN = NotForAll;
}
OPENING::~OPENING(void)
{
FreeAllImage();
}
void OPENING::Display()
{
glClear(GL_COLOR_BUFFER_BIT);
glRasterPos2f(0.0,0.0);
glDrawPixels(OpeningImage.sizeX,OpeningImage.sizeY,GL_RGB,GL_UNSIGNED_BYTE,OpeningImage.data);
glRasterPos2f((float) winSize.winX / ( (float) WIDTH / 387.0f ) , (float) winSize.winY / ( (float) HEIGHT / 638.0f));
if(MouseIN != NEW) glDrawPixels(NewGameMouseOut.sizeX,NewGameMouseOut.sizeY,GL_RGB,GL_UNSIGNED_BYTE,NewGameMouseOut.data);
else glDrawPixels(NewGameMouseIn.sizeX,NewGameMouseIn.sizeY,GL_RGB,GL_UNSIGNED_BYTE,NewGameMouseIn.data);
glRasterPos2f((float) winSize.winX / ( (float) WIDTH / 346.0f ) , (float) winSize.winY / ( (float) HEIGHT / 559.0f));
if(MouseIN != RESUME) glDrawPixels(ResumeGameMouseOut.sizeX,ResumeGameMouseOut.sizeY,GL_RGB,GL_UNSIGNED_BYTE,ResumeGameMouseOut.data);
else glDrawPixels(ResumeGameMouseIn.sizeX,ResumeGameMouseIn.sizeY,GL_RGB,GL_UNSIGNED_BYTE,ResumeGameMouseIn.data);
glRasterPos2f((float) winSize.winX / ( (float) WIDTH / 460.0f ) , (float) winSize.winY / ( (float) HEIGHT / 297.0f));
if(MouseIN != EXIT) glDrawPixels(ExitGameMouseOut.sizeX,ExitGameMouseOut.sizeY,GL_RGB,GL_UNSIGNED_BYTE,ExitGameMouseOut.data);
else glDrawPixels(ExitGameMouseIn.sizeX,ExitGameMouseIn.sizeY,GL_RGB,GL_UNSIGNED_BYTE,ExitGameMouseIn.data);
glutSwapBuffers();
}
void OPENING::Mouse(M_EVENT mEvent)
{
MouseIN = NotForAll;
if ( mEvent.MouseX > 387 && mEvent.MouseX < 387 + (int) NewGameMouseOut.sizeX && mEvent.MouseY < winSize.winY - 638 && mEvent.MouseY > winSize.winY - 638 - (int) NewGameMouseOut.sizeY ) MouseIN = NEW;
if ( mEvent.MouseX > 346 && mEvent.MouseX < 346 + (int) ResumeGameMouseOut.sizeX && mEvent.MouseY < winSize.winY - 559 && mEvent.MouseY > winSize.winY - 559 - (int) ResumeGameMouseOut.sizeY ) MouseIN = RESUME;
if ( mEvent.MouseX > 460 && mEvent.MouseX < 460 + (int) ExitGameMouseOut.sizeX - 20 && mEvent.MouseY < winSize.winY - 297 && mEvent.MouseY > winSize.winY - 297 - (int) ExitGameMouseOut.sizeY ) MouseIN = EXIT;
if ( mEvent.MouseButton == GLUT_LEFT_BUTTON && mEvent.MouseState == GLUT_DOWN && mEvent.STATE == ::M_EVENT.MOUSE ) {
switch (MouseIN) {
case NEW:
NewGame();
break;
case RESUME:
NewGame();
break;
case EXIT:
FreeAllImage();
exit(0);
}
}
Display();
}
void OPENING::KeyBoard(K_EVENT kEvent)
{
if ( kEvent.Key == 'm' || kEvent.Key == 'M' ) if (!NEXT) NEXT = new RUNNINGMODEL;
}
void OPENING::Reshape(GLsizei Width , GLsizei Height)
{
SetWinSize( Width , Height );
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
glOrtho(0, Width, 0, Height, -1.0, 1.0);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
Display();
}
void OPENING::NewGame()
{
if (!NEXT) NEXT = new RUNNING;
}
void OPENING::ResumeGame()
{
if (!NEXT) NEXT = new RUNNING;
}
void OPENING::FreeAllImage()
{
if (OpeningImage.data) free(OpeningImage.data);
if (NewGameMouseOut.data) free(NewGameMouseOut.data);
if (NewGameMouseIn.data) free(NewGameMouseIn.data);
if (ResumeGameMouseOut.data) free(ResumeGameMouseOut.data);
if (ResumeGameMouseIn.data) free(ResumeGameMouseIn.data);
if (ExitGameMouseOut.data) free(ExitGameMouseOut.data);
if (ExitGameMouseIn.data) free(ExitGameMouseIn.data);
}
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