/*
 *		The idea of this game is taken from WYOG.
 *		(Using Hypothenus to Calculate hit Test Although Creates Flaws But Result is Satified)
 *		If You've Found This Code Useful, Please mail me a copy at, 
 *		gan_kim_heng@yahoo.com
 */

#include	<windows.h>										// Header File For Windows
#include	<stdio.h>										// Header File For Standard Input / Output
#include	<stdlib.h>										// Header File For Random number generator, srand()
#include	<time.h>										// Header File For Variable type Used by the time functions, time_t
#include	<math.h>
#include	<gl\gl.h>										// Header File For The OpenGL32 Library
#include	<gl\glu.h>										// Header File For The GLu32 Library
#include	"resource.h"

#pragma comment( lib, "opengl32.lib" )						// Search For OpenGL32.lib While Linking
#pragma comment( lib, "glu32.lib" )							// Search For GLu32.lib While Linking
#pragma comment( lib, "winmm.lib" )

HDC			hDC=NULL;										// Private GDI Device Context
HGLRC		hRC=NULL;										// Permanent Rendering Context
HWND		hWnd=NULL;										// Holds Our Window Handle
HINSTANCE	hInstance;										// Holds The Instance Of The Application

bool		keys[256];										// Array Used For The Keyboard Routine
bool		active=TRUE;									// Window Active Flag Set To TRUE By Default
bool		fullscreen=TRUE;								// Fullscreen Flag Set To Fullscreen Mode By Default

GLuint		base;											// Base Display List For The Font
////////////////////////////////////////////////////////////////////////
////////////////////////////////////////////////////////////////////////
GLfloat		point;											// For Displaying the Points Obtained
GLfloat		mouse_x, mouse_y;								// For Reading the Mouse Position
time_t		t;

typedef struct												// Create A Structure
{
	GLubyte	*imageData;										// Image Data (Up To 32 Bits)
	GLuint	bpp;											// Image Color Depth In Bits Per Pixel.
	GLuint	width;											// Image Width
	GLuint	height;											// Image Height
	GLuint	texID;											// Texture ID Used To Select A Texture
} TextureImage;												// Structure Name

TextureImage textures[1];									// Storage For One Texture

typedef struct										
	{
		float x,y;
		float r,g,b;
		bool active;
		int addmark;
	}
Palettes;
Palettes Palette[10][15];									// Prepare 10x15 palettes for game

typedef struct										
	{
		float x,y;
		float velox,veloy;
		bool hitFlagPaletteX, hitFlagPaletteY;				// Use to Flag if Ball hits Palette
		bool hitFlagWallX, hitFlagWallY;					// Use to Flag if Ball hits Wall
		bool active;
	}
Balls;
Balls Ball[3];												// Prepare for game of 3 levels

struct										
	{
		float x,y;
	}Paddle;

static GLfloat column[10][3]=
{
	{1.0f,0.0f,0.0f},{1.0f,0.5f,0.0f},{1.0f,1.0f,0.5f},{0.0f,1.0f,1.0f},{0.75f,0.75f,0.75f},
	{0.0f,1.0f,0.0f},{0.0f,0.5f,1.0f},{1.0f,0.5f,1.0f},{1.0f,1.0f,0.0f},{0.5f,0.5f,0.5f},
};

GLUquadricObj *quadratic;	

inline GLdouble myglAbsd(GLdouble A)						// Absolute value function
{
  if (A < 0)
  A = -A; 
  return A;
}

////////////////////////////////////////////////////////////////////////
////////////////////////////////////////////////////////////////////////
LRESULT	CALLBACK WndProc(HWND, UINT, WPARAM, LPARAM);		// Declaration For WndProc

bool LoadTGA(TextureImage *texture, char *filename)			// Loads A TGA File Into Memory
{    
	GLubyte		TGAheader[12]={0,0,2,0,0,0,0,0,0,0,0,0};	// Uncompressed TGA Header
	GLubyte		TGAcompare[12];								// Used To Compare TGA Header
	GLubyte		header[6];									// First 6 Useful Bytes From The Header
	GLuint		bytesPerPixel;								// Holds Number Of Bytes Per Pixel Used In The TGA File
	GLuint		imageSize;									// Used To Store The Image Size When Setting Aside Ram
	GLuint		temp;										// Temporary Variable
	GLuint		type=GL_RGBA;								// Set The Default GL Mode To RBGA (32 BPP)

	FILE *file = fopen(filename, "rb");						// Open The TGA File

	if(	file==NULL ||										// Does File Even Exist?
		fread(TGAcompare,1,sizeof(TGAcompare),file)!=sizeof(TGAcompare) ||	// Are There 12 Bytes To Read?
		memcmp(TGAheader,TGAcompare,sizeof(TGAheader))!=0				||	// Does The Header Match What We Want?
		fread(header,1,sizeof(header),file)!=sizeof(header))				// If So Read Next 6 Header Bytes
	{
		if (file == NULL)									// Did The File Even Exist? *Added Jim Strong*
			return false;									// Return False
		else
		{
			fclose(file);									// If Anything Failed, Close The File
			return false;									// Return False
		}
	}

	texture->width  = header[1] * 256 + header[0];			// Determine The TGA Width	(highbyte*256+lowbyte)
	texture->height = header[3] * 256 + header[2];			// Determine The TGA Height	(highbyte*256+lowbyte)
    
 	if(	texture->width	<=0	||								// Is The Width Less Than Or Equal To Zero
		texture->height	<=0	||								// Is The Height Less Than Or Equal To Zero
		(header[4]!=24 && header[4]!=32))					// Is The TGA 24 or 32 Bit?
	{
		fclose(file);										// If Anything Failed, Close The File
		return false;										// Return False
	}

	texture->bpp	= header[4];							// Grab The TGA's Bits Per Pixel (24 or 32)
	bytesPerPixel	= texture->bpp/8;						// Divide By 8 To Get The Bytes Per Pixel
	imageSize		= texture->width*texture->height*bytesPerPixel;	// Calculate The Memory Required For The TGA Data

	texture->imageData=(GLubyte *)malloc(imageSize);		// Reserve Memory To Hold The TGA Data

	if(	texture->imageData==NULL ||							// Does The Storage Memory Exist?
		fread(texture->imageData, 1, imageSize, file)!=imageSize)	// Does The Image Size Match The Memory Reserved?
	{
		if(texture->imageData!=NULL)						// Was Image Data Loaded
			free(texture->imageData);						// If So, Release The Image Data

		fclose(file);										// Close The File
		return false;										// Return False
	}

	for(GLuint i=0; i<int(imageSize); i+=bytesPerPixel)		// Loop Through The Image Data
	{														// Swaps The 1st And 3rd Bytes ('R'ed and 'B'lue)
		temp=texture->imageData[i];							// Temporarily Store The Value At Image Data 'i'
		texture->imageData[i] = texture->imageData[i + 2];	// Set The 1st Byte To The Value Of The 3rd Byte
		texture->imageData[i + 2] = temp;					// Set The 3rd Byte To The Value In 'temp' (1st Byte Value)
	}

	fclose (file);											// Close The File

	// Build A Texture From The Data
	glGenTextures(1, &texture[0].texID);					// Generate OpenGL texture IDs

	glBindTexture(GL_TEXTURE_2D, texture[0].texID);			// Bind Our Texture
	glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);	// Linear Filtered
	glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);	// Linear Filtered
	
	if (texture[0].bpp==24)									// Was The TGA 24 Bits
	{
		type=GL_RGB;										// If So Set The 'type' To GL_RGB
	}

	glTexImage2D(GL_TEXTURE_2D, 0, type, texture[0].width, texture[0].height, 0, type, GL_UNSIGNED_BYTE, texture[0].imageData);

	return true;											// Texture Building Went Ok, Return True
}

GLvoid BuildFont(GLvoid)									// Build Our Font Display List
{
	base=glGenLists(256);									// Creating 256 Display Lists
	glBindTexture(GL_TEXTURE_2D, textures[0].texID);		// Select Our Font Texture
	for (int loop1=0; loop1<256; loop1++)					// Loop Through All 256 Lists
	{
		float cx=float(loop1%16)/16.0f;						// X Position Of Current Character
		float cy=float(loop1/16)/16.0f;						// Y Position Of Current Character

		glNewList(base+loop1,GL_COMPILE);					// Start Building A List
			glBegin(GL_QUADS);								// Use A Quad For Each Character
				glTexCoord2f(cx,1.0f-cy-0.0625f);			// Texture Coord (Bottom Left)
				glVertex2d(0,16);							// Vertex Coord (Bottom Left)
				glTexCoord2f(cx+0.0625f,1.0f-cy-0.0625f);	// Texture Coord (Bottom Right)
				glVertex2i(16,16);							// Vertex Coord (Bottom Right)
				glTexCoord2f(cx+0.0625f,1.0f-cy-0.001f);	// Texture Coord (Top Right)
				glVertex2i(16,0);							// Vertex Coord (Top Right)
				glTexCoord2f(cx,1.0f-cy-0.001f);			// Texture Coord (Top Left)
				glVertex2i(0,0);							// Vertex Coord (Top Left)
			glEnd();										// Done Building Our Quad (Character)
			glTranslated(14,0,0);							// Move To The Right Of The Character
		glEndList();										// Done Building The Display List
	}														// Loop Until All 256 Are Built
}

GLvoid KillFont(GLvoid)										// Delete The Font From Memory
{
	glDeleteLists(base,256);								// Delete All 256 Display Lists
}

GLvoid glPrint(GLint x, GLint y, int set, const char *fmt, ...)	// Where The Printing Happens
{
	char		text[1024];									// Holds Our String
	va_list		ap;											// Pointer To List Of Arguments

	if (fmt == NULL)										// If There's No Text
		return;												// Do Nothing

	va_start(ap, fmt);										// Parses The String For Variables
	    vsprintf(text, fmt, ap);							// And Converts Symbols To Actual Numbers
	va_end(ap);												// Results Are Stored In Text

	if (set>1)												// Did User Choose An Invalid Character Set?
	{
		set=1;												// If So, Select Set 1 (Italic)
	}

	glEnable(GL_TEXTURE_2D);								// Enable Texture Mapping
	glLoadIdentity();										// Reset The Modelview Matrix
	glTranslated(x,y,0);									// Position The Text (0,0 - Top Left)
	glListBase(base-32+(128*set));							// Choose The Font Set (0 or 1)

	glScalef(1.0f,2.0f,1.0f);								// Make The Text 2X Taller

	glCallLists(strlen(text),GL_UNSIGNED_BYTE, text);		// Write The Text To The Screen
	glDisable(GL_TEXTURE_2D);								// Disable Texture Mapping
}

GLvoid ReSizeGLScene(GLsizei width, GLsizei height)			// Resize And Initialize The GL Window
{ 
	if (height==0)											// Prevent A Divide By Zero By
	{
		height=1;											// Making Height Equal One
	}
	glViewport(0,0,width,height);							// Reset The Current Viewport
	glMatrixMode(GL_PROJECTION);							// Select The Projection Matrix
	glLoadIdentity();										// Reset The Projection Matrix
	glOrtho(0.0f,640,480,0.0f,-1.0f,1.0f);					// Create Ortho 640x480 View (0,0 At Top Left)
	glMatrixMode(GL_MODELVIEW);								// Select The Modelview Matrix
	glLoadIdentity();										// Reset The Modelview Matrix
}

int InitGL(GLvoid)											// All Setup For OpenGL Goes Here
{
	if (!LoadTGA(&textures[0],"Data/Font.TGA"))				// Load The Font Texture
	{
		return false;										// If Loading Failed, Return False
	}

	BuildFont();											// Build The Font

	glShadeModel(GL_SMOOTH);								// Enable Smooth Shading
	glClearColor(0.0f, 0.0f, 0.0f, 0.5f);					// Black Background
	glClearDepth(1.0f);										// Depth Buffer Setup
	glBindTexture(GL_TEXTURE_2D, textures[0].texID);		// Select Our Font Texture
////////////////////////////////////////////////////////////////////////
////////////////////////////////////////////////////////////////////////
	quadratic=gluNewQuadric();								// Create A Pointer To The Quadric Object (Return 0 If No Memory)

	for(int m=0;m<10;m++)									// Initialize Palette's Properties
	{
		for(int n=0;n<15;n++)
		{
			Palette[m][n].active=TRUE;
			Palette[m][n].addmark=0;
		}
	}

	srand((unsigned) time(&t));								// Initializes seed of random number 
	Ball[0].x=float(200.0+100*sin(rand()/100.0));			// Initializes random value of initial x-position of ball
	Ball[0].y=400.0;
	Ball[0].velox=1.0;
	Ball[0].veloy=-1.0;										// To let the ball moves upwards
	Ball[0].hitFlagPaletteX=FALSE;							// Use to flag the ball before Displacement
	Ball[0].hitFlagPaletteY=FALSE;
	Ball[0].hitFlagWallX=FALSE;								// Use to flag the ball before it bounces
	Ball[0].hitFlagWallY=FALSE;
	Ball[0].active=TRUE;
	
	Paddle.x=30.0;
	Paddle.y=455.0;

	point=0.0;
////////////////////////////////////////////////////////////////////////
////////////////////////////////////////////////////////////////////////
	return TRUE;											// Initialization Went OK
}

int DrawGLScene(GLvoid)										// Here's Where We Do All The Drawing
{
	glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);		// Clear Screen And Depth Buffer
////////////////////////////////////////////////////////////////////////
////////////////////////////////////////////////////////////////////////
	glColor3f(1.0f,0.5f,0.5f);								// Set Color
	glPrint(230,12,1,"Point:%4.0f",point);					// Display Points obtained
	glColor3f(1.0f,0.0f,0.0f);								// Set Color
	glPrint(500,12,0,"exit: ESC");					// Display Quit Message

	glLoadIdentity();										// Reset The ModelView Matrix
	glColor3f(1.0f,1.0f,1.0f);								// Set The Color To White
	glBegin(GL_LINE_STRIP);									// Start Drawing Line Strips
		glVertex2d(640,450);								// Top Right Of Bottom Box
		glVertex2d(  0,450);								// Top Left Of Bottom Box
		glVertex2d(  0,480);								// Lower Left Of Bottom Box
		glVertex2d(640,480);								// Lower Right Of Bottom Box
		glVertex2d(640, 50);								// Up To Bottom Right Of Top Box
	glEnd();												// Done First Line Strip
	glBegin(GL_LINE_STRIP);									// Start Drawing Another Line Strip
		glVertex2d(  0, 50);								// Bottom Left Of Top Box
		glVertex2d(640, 50);								// Bottom Right Of Top Box								
		glVertex2d(640,  0);								// Top Right Of Top Box
		glVertex2d(  0,  0);								// Top Left Of Top Box
		glVertex2d(  0,450);								// Down To Top Left Of Bottom Box
	glEnd();												// Done Second Line Strip

	if( Ball[0].y < 480.0 && point < 150 )
	{
/////////////////////////Palette/////////////////////////////////
		for(int i=0;i<10;i++)
		{
			for(int j=0;j<15;j++)
			{
				glLoadIdentity();							// Reset The Current Modelview Matrix
				glTranslatef(20.0f,90.0f,0.0f);				// Move the Reference Point to desired position
				Palette[i][j].x=j*43.0f;					// 43=Palette.width+1, where 1 is for additional offset
				Palette[i][j].y=i*21.0f;					// 21=Palette.height+1, where 1 is for additional offset
				glTranslatef(Palette[i][j].x,Palette[i][j].y,0.0f);	
				
				if(Palette[i][j].active==TRUE)
				{
					glColor3fv(column[i]);
				}else
				{
					glColor3f(0.0f,0.0f,0.0f);				// Trick for hiding the hit palette
				}
				glBegin(GL_QUADS);							// Draw A Quad 
					glVertex2f( -21.0f,  10.0f);			// Top Left
					glVertex2f(  21.0f,  10.0f);			// Top Right
					glVertex2f(  21.0f, -10.0f);			// Bottom Right
					glVertex2f( -21.0f, -10.0f);			// Bottom Left
				glEnd();
			}
		}
		/////////////////////////Flag if Hit //////////////////////////////////////
		for(int rol=0;rol<10;rol++)
		{
			for(int col=0;col<15;col++)
			{
				if( (myglAbsd (Palette[rol][col].x + 20.0 - Ball[0].x) < 21.0 + 8.0) &&		// hit test,21.0=(Palette.width)/2
					(myglAbsd (Palette[rol][col].y + 90.0 - Ball[0].y) < 10.0 + 8.0) &&		// hit test,10.0=(Palette.width)/2
					 Palette[rol][col].active == TRUE )
				{
					Palette[rol][col].active=FALSE;
					Palette[rol][col].addmark+=1;
					point += 1.0;
					if(myglAbsd (Palette[rol][col].x + 20.0 - Ball[0].x) < 21.0 + 8.0)
					{
						Ball[0].hitFlagPaletteX=TRUE;		// Use in case Ball hits Two or more Palettes at once
					}
					if(myglAbsd (Palette[rol][col].y + 90.0 - Ball[0].y) < 10.0 + 8.0)
					{
						Ball[0].hitFlagPaletteY=TRUE;		// Use in case Ball hits Two or more Palettes at once
					}
				}	
			}
		}
		/////////////////////////Perform Hit Test//////////////////////////////////
		if(Ball[0].hitFlagPaletteX==TRUE && Ball[0].hitFlagPaletteY==TRUE)			// If hit both sides of Palette
		{
			//Ball[0].velox *= -1.0;						// Commented To make the Game Playable 
			if(myglAbsd(Ball[0].veloy) < 10.0)				// Limit the maximum speed to a playable level
			{
				PlaySound("Data/DING.WAV", NULL, SND_ASYNC);
				Ball[0].veloy *= -1.05;						// Increase the speed after hitting the each Palette
			}else
			{
				PlaySound("Data/DING.WAV", NULL, SND_ASYNC);
				Ball[0].veloy *= -1.0;
			}
		}else if(Ball[0].hitFlagPaletteX==TRUE && Ball[0].hitFlagPaletteY==FALSE)	// If hit Left/Right hand side of Palette
		{
			PlaySound("Data/DING.WAV", NULL, SND_ASYNC);
			Ball[0].velox *= -1.0;
		}else if(Ball[0].hitFlagPaletteX==FALSE && Ball[0].hitFlagPaletteY==TRUE)	// If hit Top/Bottom of Palette
		{
			if(myglAbsd(Ball[0].veloy) < 10.0)	
			{
				PlaySound("Data/DING.WAV", NULL, SND_ASYNC);
				Ball[0].veloy *= -1.05;			
			}else
			{
				PlaySound("Data/DING.WAV", NULL, SND_ASYNC);
				Ball[0].veloy *= -1.0;
			}
		}

		Ball[0].hitFlagPaletteX=FALSE;						// Reset to Initial Condition
		Ball[0].hitFlagPaletteY=FALSE;
//////////////////////////Paddle///////////////////////////////////////	
		glLoadIdentity();									// Reset The Current Modelview Matrix
		Paddle.x=mouse_x;									// Move Mouse in X-axis as Move Paddle
		glTranslatef(Paddle.x,Paddle.y,0.0f);
		glColor3f(1.0f,0.0f,0.0f);
		glBegin(GL_QUADS);									// Draw A Quad 
			glVertex2f( -20.0f,  5.0f);						// Top Left
			glVertex2f(  20.0f,  5.0f);						// Top Right
			glVertex2f(  20.0f, -5.0f);						// Bottom Right
			glVertex2f( -20.0f, -5.0f);						// Bottom Left
		glEnd();

		if(	Paddle.y - 5.0 - 8.0 <= Ball[0].y &&			// If ball hits the paddle;5=Paddle.height;8=Ball[0].radius
			myglAbsd(Paddle.x - Ball[0].x) <= 20.0 + 8.0)	// 20=Paddle.width;8=Ball[0].radius
		{		
			PlaySound("Data/RICOCHET.WAV", NULL, SND_ASYNC);
			Ball[0].veloy *= -1.0;
			Ball[0].x+=Ball[0].velox;
			Ball[0].y+=Ball[0].veloy;
		}
	}
//////////////////////////Ball///////////////////////////////////////
		glLoadIdentity();
		glTranslatef(Ball[0].x,Ball[0].y,1.0f);
		glColor3f(1.0f,1.0f,1.0f);	
		gluDisk(quadratic,0.0f,8.0f,32,32);
			
		if(Ball[0].x <= 8.0 || Ball[0].x >= 632.0)			// If ball hits sides of the wall, offset 8 units for radius of ball
		{
			PlaySound("Data/RICOCHET.WAV", NULL, SND_ASYNC);
			Ball[0].hitFlagWallX = TRUE;
		}
		if(Ball[0].y <= 58.0)								// If ball hits top of the wall, offset 8 units for radius of ball
		{
			PlaySound("Data/RICOCHET.WAV", NULL, SND_ASYNC);
			Ball[0].hitFlagWallY = TRUE;
		}
		// Avoid Bug by Testing Flag before Adding Displacement 			
		if(Ball[0].hitFlagWallX == TRUE && Ball[0].hitFlagWallY == TRUE)
		{
			Ball[0].velox *= -1.0;
			Ball[0].veloy *= -1.0;
			Ball[0].x+=Ball[0].velox;
			Ball[0].y+=Ball[0].veloy;
		}else if(Ball[0].hitFlagWallX == TRUE && Ball[0].hitFlagWallY == FALSE)
		{
			Ball[0].velox *= -1.0;
			Ball[0].x+=Ball[0].velox;
			Ball[0].y+=Ball[0].veloy;
		}else if(Ball[0].hitFlagWallX == FALSE && Ball[0].hitFlagWallY == TRUE)
		{
			Ball[0].veloy *= -1.0;
			Ball[0].x+=Ball[0].velox;
			Ball[0].y+=Ball[0].veloy;
		}else
		{
			Ball[0].x+=Ball[0].velox;
			Ball[0].y+=Ball[0].veloy;
		}
		
		Ball[0].hitFlagWallX = FALSE;						// Reset to Initial Condition
		Ball[0].hitFlagWallY = FALSE;
//////////////////////////Ball///////////////////////////////////////
	if(Ball[0].y >= 480.0)									// If ball falls out of sign
	{	
		glColor3f(1.0f,0.0f,0.0f);							
		glPrint(240,230,0,"Game over!");
		glColor3f(1.0f,1.0f,1.0f);							
		glPrint(200,430,1,"Press ESC to exit");
		Ball[0].velox = 0;
		Ball[0].veloy = 0;
		Ball[0].active = FALSE;
	}
	if(point == 150)
	{
		glColor3f(1.0f,0.0f,0.0f);							
		glPrint(240,230,0,"You win!");
		glColor3f(1.0f,1.0f,1.0f);							
		glPrint(200,430,1,"Press ESC to exit");
		Ball[0].velox = 0;
		Ball[0].veloy = 0;
		Ball[0].active = FALSE;
	}
////////////////////////////////////////////////////////////////////////
////////////////////////////////////////////////////////////////////////
	return TRUE;											// Everything Went OK
}

GLvoid KillGLWindow(GLvoid)									// Properly Kill The Window
{
	if (fullscreen)											// Are We In Fullscreen Mode?
	{
		ChangeDisplaySettings(NULL,0);						// If So Switch Back To The Desktop
		ShowCursor(TRUE);									// Show Mouse Pointer
	}

	if (hRC)												// Do We Have A Rendering Context?
	{
		if (!wglMakeCurrent(NULL,NULL))						// Are We Able To Release The DC And RC Contexts?
		{
			MessageBox(NULL,"Release Of DC And RC Failed.","SHUTDOWN ERROR",MB_OK | MB_ICONINFORMATION);
		}

		if (!wglDeleteContext(hRC))							// Are We Able To Delete The RC?
		{
			MessageBox(NULL,"Release Rendering Context Failed.","SHUTDOWN ERROR",MB_OK | MB_ICONINFORMATION);
		}
		hRC=NULL;											// Set RC To NULL
	}

	if (hDC && !ReleaseDC(hWnd,hDC))						// Are We Able To Release The DC
	{
		MessageBox(NULL,"Release Device Context Failed.","SHUTDOWN ERROR",MB_OK | MB_ICONINFORMATION);
		hDC=NULL;											// Set DC To NULL
	}

	if (hWnd && !DestroyWindow(hWnd))						// Are We Able To Destroy The Window?
	{
		MessageBox(NULL,"Could Not Release hWnd.","SHUTDOWN ERROR",MB_OK | MB_ICONINFORMATION);
		hWnd=NULL;											// Set hWnd To NULL
	}

	if (!UnregisterClass("OpenGL",hInstance))				// Are We Able To Unregister Class
	{
		MessageBox(NULL,"Could Not Unregister Class.","SHUTDOWN ERROR",MB_OK | MB_ICONINFORMATION);
		hInstance=NULL;										// Set hInstance To NULL
	}

	KillFont();												// Kill The Font
}

/*	This Code Creates Our OpenGL Window.  Parameters Are:					*
 *	title			- Title To Appear At The Top Of The Window				*
 *	width			- Width Of The GL Window Or Fullscreen Mode				*
 *	height			- Height Of The GL Window Or Fullscreen Mode			*
 *	bits			- Number Of Bits To Use For Color (8/16/24/32)			*
 *	fullscreenflag	- Use Fullscreen Mode (TRUE) Or Windowed Mode (FALSE)	*/
 
BOOL CreateGLWindow(char* title, int width, int height, int bits, bool fullscreenflag)
{
	GLuint		PixelFormat;									// Holds The Results After Searching For A Match
	WNDCLASS	wc;												// Windows Class Structure
	DWORD		dwExStyle;										// Window Extended Style
	DWORD		dwStyle;										// Window Style
	RECT		WindowRect;										// Grabs Rectangle Upper Left / Lower Right Values
	WindowRect.left=(long)0;									// Set Left Value To 0
	WindowRect.right=(long)width;								// Set Right Value To Requested Width
	WindowRect.top=(long)0;										// Set Top Value To 0
	WindowRect.bottom=(long)height;								// Set Bottom Value To Requested Height

	fullscreen=fullscreenflag;									// Set The Global Fullscreen Flag

	hInstance			= GetModuleHandle(NULL);				// Grab An Instance For Our Window
	wc.style			= CS_HREDRAW | CS_VREDRAW | CS_OWNDC;	// Redraw On Size, And Own DC For Window
	wc.lpfnWndProc		= (WNDPROC) WndProc;					// WndProc Handles Messages
	wc.cbClsExtra		= 0;									// No Extra Window Data
	wc.cbWndExtra		= 0;									// No Extra Window Data
	wc.hInstance		= hInstance;							// Set The Instance
	wc.hIcon			= LoadIcon( hInstance, MAKEINTRESOURCE( IDI_ICON1 ) );		
	wc.hCursor			= LoadCursor(NULL, IDC_ARROW);			// Load The Arrow Pointer
	wc.hbrBackground	= NULL;									// No Background Required For GL
	wc.lpszMenuName		= NULL;									// We Don't Want A Menu
	wc.lpszClassName	= "OpenGL";								// Set The Class Name

	if (!RegisterClass(&wc))									// Attempt To Register The Window Class
	{
		MessageBox(NULL,"Failed To Register The Window Class.","ERROR",MB_OK|MB_ICONEXCLAMATION);
		return FALSE;											// Return FALSE
	}
	
	if (fullscreen)												// Attempt Fullscreen Mode?
	{
		DEVMODE dmScreenSettings;								// Device Mode
		memset(&dmScreenSettings,0,sizeof(dmScreenSettings));	// Makes Sure Memory's Cleared
		dmScreenSettings.dmSize=sizeof(dmScreenSettings);		// Size Of The Devmode Structure
		dmScreenSettings.dmPelsWidth	= width;				// Selected Screen Width
		dmScreenSettings.dmPelsHeight	= height;				// Selected Screen Height
		dmScreenSettings.dmBitsPerPel	= bits;					// Selected Bits Per Pixel
		dmScreenSettings.dmFields=DM_BITSPERPEL|DM_PELSWIDTH|DM_PELSHEIGHT;

		// Try To Set Selected Mode And Get Results.  NOTE: CDS_FULLSCREEN Gets Rid Of Start Bar.
		if (ChangeDisplaySettings(&dmScreenSettings,CDS_FULLSCREEN)!=DISP_CHANGE_SUCCESSFUL)
		{
			// If The Mode Fails, Offer Two Options.  Quit Or Use Windowed Mode.
			if (MessageBox(NULL,"The Requested Fullscreen Mode Is Not Supported By\nYour Video Card. Use Windowed Mode Instead?","NeHe GL",MB_YESNO|MB_ICONEXCLAMATION)==IDYES)
			{
				fullscreen=FALSE;								// Windowed Mode Selected.  Fullscreen = FALSE
			}
			else												// Otherwise
			{
				// Pop Up A Message Box Letting User Know The Program Is Closing.
				MessageBox(NULL,"Program Will Now Close.","ERROR",MB_OK|MB_ICONSTOP);
				return FALSE;									// Return FALSE
			}
		}
	}

	if (fullscreen)												// Are We Still In Fullscreen Mode?
	{
		dwExStyle=WS_EX_APPWINDOW;								// Window Extended Style
		dwStyle=WS_POPUP;										// Windows Style
////////////////////////////////////////////////////////////////////////
////////////////////////////////////////////////////////////////////////
		ShowCursor(TRUE);										// Hide Mouse Pointer
////////////////////////////////////////////////////////////////////////
////////////////////////////////////////////////////////////////////////
	}
	else														// Otherwise
	{
		dwExStyle=WS_EX_APPWINDOW | WS_EX_WINDOWEDGE;			// Window Extended Style
		dwStyle=WS_OVERLAPPEDWINDOW;							// Windows Style
	}

	AdjustWindowRectEx(&WindowRect, dwStyle, FALSE, dwExStyle);	// Adjust Window To True Requested Size

	// Create The Window
	if (!(hWnd=CreateWindowEx(	dwExStyle,						// Extended Style For The Window
								"OpenGL",						// Class Name
								title,							// Window Title
								dwStyle |						// Defined Window Style
								WS_CLIPSIBLINGS |				// Required Window Style
								WS_CLIPCHILDREN,				// Required Window Style
								0, 0,							// Window Position
								WindowRect.right-WindowRect.left,	// Calculate Window Width
								WindowRect.bottom-WindowRect.top,	// Calculate Window Height
								NULL,							// No Parent Window
								NULL,							// No Menu
								hInstance,						// Instance
								NULL)))							// Dont Pass Anything To WM_CREATE
	{
		KillGLWindow();											// Reset The Display
		MessageBox(NULL,"Window Creation Error.","ERROR",MB_OK|MB_ICONEXCLAMATION);
		return FALSE;											// Return FALSE
	}

	static	PIXELFORMATDESCRIPTOR pfd=							// pfd Tells Windows How We Want Things To Be
	{
		sizeof(PIXELFORMATDESCRIPTOR),							// Size Of This Pixel Format Descriptor
		1,														// Version Number
		PFD_DRAW_TO_WINDOW |									// Format Must Support Window
		PFD_SUPPORT_OPENGL |									// Format Must Support OpenGL
		PFD_DOUBLEBUFFER,										// Must Support Double Buffering
		PFD_TYPE_RGBA,											// Request An RGBA Format
		bits,													// Select Our Color Depth
		0, 0, 0, 0, 0, 0,										// Color Bits Ignored
		0,														// No Alpha Buffer
		0,														// Shift Bit Ignored
		0,														// No Accumulation Buffer
		0, 0, 0, 0,												// Accumulation Bits Ignored
		16,														// 16Bit Z-Buffer (Depth Buffer)  
		0,														// No Stencil Buffer
		0,														// No Auxiliary Buffer
		PFD_MAIN_PLANE,											// Main Drawing Layer
		0,														// Reserved
		0, 0, 0													// Layer Masks Ignored
	};
	
	if (!(hDC=GetDC(hWnd)))										// Did We Get A Device Context?
	{
		KillGLWindow();											// Reset The Display
		MessageBox(NULL,"Can't Create A GL Device Context.","ERROR",MB_OK|MB_ICONEXCLAMATION);
		return FALSE;											// Return FALSE
	}

	if (!(PixelFormat=ChoosePixelFormat(hDC,&pfd)))				// Did Windows Find A Matching Pixel Format?
	{
		KillGLWindow();											// Reset The Display
		MessageBox(NULL,"Can't Find A Suitable PixelFormat.","ERROR",MB_OK|MB_ICONEXCLAMATION);
		return FALSE;											// Return FALSE
	}

	if(!SetPixelFormat(hDC,PixelFormat,&pfd))					// Are We Able To Set The Pixel Format?
	{
		KillGLWindow();											// Reset The Display
		MessageBox(NULL,"Can't Set The PixelFormat.","ERROR",MB_OK|MB_ICONEXCLAMATION);
		return FALSE;											// Return FALSE
	}

	if (!(hRC=wglCreateContext(hDC)))							// Are We Able To Get A Rendering Context?
	{
		KillGLWindow();											// Reset The Display
		MessageBox(NULL,"Can't Create A GL Rendering Context.","ERROR",MB_OK|MB_ICONEXCLAMATION);
		return FALSE;											// Return FALSE
	}	

	if(!wglMakeCurrent(hDC,hRC))								// Try To Activate The Rendering Context
	{
		KillGLWindow();											// Reset The Display
		MessageBox(NULL,"Can't Activate The GL Rendering Context.","ERROR",MB_OK|MB_ICONEXCLAMATION);
		return FALSE;											// Return FALSE
	}

	ShowWindow(hWnd,SW_SHOW);									// Show The Window
	SetForegroundWindow(hWnd);									// Slightly Higher Priority
	SetFocus(hWnd);												// Sets Keyboard Focus To The Window
	ReSizeGLScene(width, height);								// Set Up Our Perspective GL Screen

	if (!InitGL())												// Initialize Our Newly Created GL Window
	{
		fullscreen=TRUE;
		KillGLWindow();											// Reset The Display
		MessageBox(NULL,"Initialization Failed.","ERROR",MB_OK|MB_ICONEXCLAMATION);
		return FALSE;											// Return FALSE
	}

	return TRUE;												// Success
}

LRESULT CALLBACK WndProc(	HWND	hWnd,						// Handle For This Window
							UINT	uMsg,						// Message For This Window
							WPARAM	wParam,						// Additional Message Information
							LPARAM	lParam)						// Additional Message Information
{
	switch (uMsg)												// Check For Windows Messages
	{
////////////////////////////////////////////////////////////////////////
////////////////////////////////////////////////////////////////////////
		case WM_MOUSEMOVE:										// Watch For Mouse Status
		{
			mouse_x=LOWORD(lParam);								// Check Mouse Position
			mouse_y=HIWORD(wParam);

			return 0;											// Return To The Message Loop
		}	
////////////////////////////////////////////////////////////////////////
////////////////////////////////////////////////////////////////////////
		case WM_ACTIVATE:										// Watch For Window Activate Message
		{
			if (!HIWORD(wParam))								// Check Minimization State
			{
				active=TRUE;									// Program Is Active
			}
			else												// Otherwise
			{
				active=FALSE;									// Program Is No Longer Active
			}

			return 0;											// Return To The Message Loop
		}

		case WM_SYSCOMMAND:										// Intercept System Commands
		{
			switch (wParam)										// Check System Calls
			{
				case SC_SCREENSAVE:								// Screensaver Trying To Start?
				case SC_MONITORPOWER:							// Monitor Trying To Enter Powersave?
				return 0;										// Prevent From Happening
			}
			break;												// Exit
		}

		case WM_CLOSE:											// Did We Receive A Close Message?
		{
			PostQuitMessage(0);									// Send A Quit Message
			return 0;											// Jump Back
		}

		case WM_KEYDOWN:										// Is A Key Being Held Down?
		{
			keys[wParam] = TRUE;								// If So, Mark It As TRUE
			return 0;											// Jump Back
		}

		case WM_KEYUP:											// Has A Key Been Released?
		{
			keys[wParam] = FALSE;								// If So, Mark It As FALSE
			return 0;											// Jump Back
		}

		case WM_SIZE:											// Resize The OpenGL Window
		{
			ReSizeGLScene(LOWORD(lParam),HIWORD(lParam));		// LoWord=Width, HiWord=Height
			return 0;											// Jump Back
		}
	}

	return DefWindowProc(hWnd,uMsg,wParam,lParam);				// Pass All Unhandled Messages To DefWindowProc
}

int WINAPI WinMain(	HINSTANCE	hInstance,						// Instance
					HINSTANCE	hPrevInstance,					// Previous Instance
					LPSTR		lpCmdLine,						// Command Line Parameters
					int			nCmdShow)						// Window Show State
{
	MSG		msg;												// Windows Message Structure
	BOOL	done=FALSE;											// Bool Variable To Exit Loop

	// Ask The User Which Screen Mode They Prefer
	if (MessageBox(NULL,"Would You Like To Run In Fullscreen Mode?", "Start FullScreen?",MB_YESNO|MB_ICONQUESTION)==IDNO)
	{
		fullscreen=FALSE;										// Windowed Mode
	}

	// Create Our OpenGL Window
	if (!CreateGLWindow("Simple Brick Game",640,480,16,fullscreen))
	{
		return 0;												// Quit If Window Was Not Created
	}

	while(!done)												// Loop That Runs While done=FALSE
	{
		if (PeekMessage(&msg,NULL,0,0,PM_REMOVE))				// Is There A Message Waiting?
		{
			if (msg.message==WM_QUIT)							// Have We Received A Quit Message?
			{
				done=TRUE;										// If So done=TRUE
			}
			else												// If Not, Deal With Window Messages
			{
				DispatchMessage(&msg);							// Dispatch The Message
			}
		}
		else													// If There Are No Messages
		{
			// Draw The Scene.  Watch For ESC Key And Quit Messages From DrawGLScene()
			if ((active && !DrawGLScene()) || keys[VK_ESCAPE])	// Active?  Was There A Quit Received?
			{
				done=TRUE;										// ESC or DrawGLScene Signalled A Quit
			}
			else												// Not Time To Quit, Update Screen
			{
				SwapBuffers(hDC);								// Swap Buffers (Double Buffering)

				if (keys[VK_F1])								// Is F1 Being Pressed?
				{
					keys[VK_F1]=FALSE;							// If So Make Key FALSE
					KillGLWindow();								// Kill Our Current Window
					fullscreen=!fullscreen;						// Toggle Fullscreen / Windowed Mode
					// Recreate Our OpenGL Window
					if (!CreateGLWindow("Simple Brick Game",640,480,16,fullscreen))
					{
						return 0;								// Quit If Window Was Not Created
					}
				}
			}
		}
	}

	// Shutdown
	KillGLWindow();												// Kill The Window
	return (msg.wParam);										// Exit The Program
}
