From 46734223140b00e96374f2a0b018e8fbd605cbea Mon Sep 17 00:00:00 2001 From: Alexander Biryukov Date: Mon, 26 Mar 2018 16:42:25 +0500 Subject: [PATCH] Screen Resolution Scaling --- game/gamecode.cpp | 142 ++++++++++-------- game/gamecode.h | 4 +- game/main_code.cpp | 29 +++- game/main_code.h | 9 +- .../DoubleHitBalls-win/main.cpp | 4 +- .../DoubleHitBalls-win/main.h | 1 + 6 files changed, 115 insertions(+), 74 deletions(-) diff --git a/game/gamecode.cpp b/game/gamecode.cpp index ef700c4..38b499c 100644 --- a/game/gamecode.cpp +++ b/game/gamecode.cpp @@ -4,9 +4,8 @@ using namespace SE; //const std::string fendl = "\x0D\x0A"; //Windows-style, for files - -const int CONST_LEVEL_VIEWPORT_WIDTH = 700; -const int CONST_LEVEL_VIEWPORT_HEIGHT = 480; +const int CONST_REFLECTOR_WIDTH = 210; +const int CONST_REFLECTOR_HEIGHT = 45; const int CONST_LEVELSTATE_STANDBY = 0; const int CONST_LEVELSTATE_PLAYING = 1; @@ -30,6 +29,9 @@ const Vector2f CONST_SLIDE_UP_POS(240.f, 64.f); const Vector2f CONST_TAP_TO_CONTINUE_POS(240.f, 200.f); +const float CONST_BACK_BTN_WIDTH = 256.f; +const float CONST_BACK_BTN_HEIGHT = 64.f; + bool operator<(const PairColorTexture& p1, const PairColorTexture& p2) { if (p1.second == p2.second) @@ -88,8 +90,10 @@ void TBrick::TryDrawAppear(int ipos, int jpos) { *SE::Console << "TBrick::TryDrawAppear"; Vector2f centerPos = GetPosFrom(ipos, jpos); - - Vector2f blockHalfSize = Vector2f(0.5f*CONST_BRICK_WIDTH * (CONST_LEVEL_VIEWPORT_WIDTH/480.f), 0.5f*CONST_BRICK_HEIGHT * (CONST_LEVEL_VIEWPORT_HEIGHT/320.f)); + float LEVEL_VIEWPORT_WIDTH = Application->GetGameLevelScreenWidth(); + float LEVEL_VIEWPORT_HEIGHT = Application->GetGameLevelScreenHeight(); + + Vector2f blockHalfSize = Vector2f(0.5f*CONST_BRICK_WIDTH * (LEVEL_VIEWPORT_WIDTH/480.f), 0.5f*CONST_BRICK_HEIGHT * (LEVEL_VIEWPORT_HEIGHT/320.f)); std::string texName; if (Locked == 2) @@ -157,11 +161,14 @@ Vector4f TBrick::GetColor() Vector2f TBrick::GetPosFrom(int ipos, int jpos) { *SE::Console << "TBrick::GetPosFrom"; - const Vector2f BorderShift(CONST_BRICK_SHIFT_X * (CONST_LEVEL_VIEWPORT_WIDTH/480.f), CONST_BRICK_SHIFT_Y * (CONST_LEVEL_VIEWPORT_HEIGHT/320.f)); - - Vector2f outlineShift = Vector2f(((Renderer->GetScreenWidth() - CONST_LEVEL_VIEWPORT_WIDTH)*0.5f), (Renderer->GetScreenHeight() - CONST_LEVEL_VIEWPORT_HEIGHT)*0.5f); + float LEVEL_VIEWPORT_WIDTH = Application->GetGameLevelScreenWidth(); + float LEVEL_VIEWPORT_HEIGHT = Application->GetGameLevelScreenHeight(); - return outlineShift+BorderShift+Vector2f(CONST_BRICK_WIDTH*(CONST_LEVEL_VIEWPORT_WIDTH/480.f)*ipos + 0.5f*CONST_BRICK_WIDTH*(CONST_LEVEL_VIEWPORT_WIDTH/480.f), Renderer->GetScreenHeight() - CONST_BRICK_HEIGHT*(CONST_LEVEL_VIEWPORT_HEIGHT/320.f)*(jpos)-0.5f*CONST_BRICK_HEIGHT*(CONST_LEVEL_VIEWPORT_HEIGHT/320.f)); + const Vector2f BorderShift(CONST_BRICK_SHIFT_X * (LEVEL_VIEWPORT_WIDTH/480.f), CONST_BRICK_SHIFT_Y * (LEVEL_VIEWPORT_HEIGHT/320.f)); + + Vector2f outlineShift = Vector2f(((Renderer->GetScreenWidth() - LEVEL_VIEWPORT_WIDTH)*0.5f),0.f); + + return outlineShift+BorderShift+Vector2f(CONST_BRICK_WIDTH*(LEVEL_VIEWPORT_WIDTH/480.f)*ipos + 0.5f*CONST_BRICK_WIDTH*(LEVEL_VIEWPORT_WIDTH/480.f), LEVEL_VIEWPORT_HEIGHT - CONST_BRICK_HEIGHT*(LEVEL_VIEWPORT_HEIGHT/320.f)*(jpos)-0.5f*CONST_BRICK_HEIGHT*(LEVEL_VIEWPORT_HEIGHT/320.f)); } void TBrick::Disappear() @@ -359,33 +366,32 @@ float ReflectorPlaneFunction(float shift) Something like this */ - - if (shift>=-70.f && shift < -40.f) - { - float t = (shift+70.f)/30.f; //0 to 1 - return 9.f + 21.f * t; - } - - if (shift>=-40.f && shift < 40.f) - { - return 30.f; - } - - - if (shift >= 40.f && shift <= 70.f) - { - float t = (70.f - shift)/30.f; //1 to 0 - return 9.f + 21.f * t; - } - + float LEVEL_VIEWPORT_WIDTH = Application->GetGameLevelScreenWidth(); + float LEVEL_VIEWPORT_HEIGHT = Application->GetGameLevelScreenHeight(); + float hRW = (CONST_REFLECTOR_WIDTH*LEVEL_VIEWPORT_WIDTH / 700.f)*0.5f; // Half Reflector width + float hRPW = hRW*0.594f; // Half Reflector plane width + float cRH = CONST_REFLECTOR_HEIGHT*LEVEL_VIEWPORT_HEIGHT / 480.f; // Current Reflector Height + + if (shift >= -(hRW) && shift < -(hRPW)) { + float t = (shift+ hRW)/cRH; + return cRH*0.29f + (cRH*0.71f) * t; + } + if (shift >= -(hRPW) && shift < hRPW) { + return cRH; + } + if (shift >= hRPW && shift <= hRW) { + float t = (hRW - shift) / cRH; + return cRH*0.29f + (cRH*0.71) * t; + } return 0.f; } void TBall::TryReflectOnReflector(Vector2f refPos) { *SE::Console << "TBall::TryReflectOnReflector(Vector2f refPos)"; + float LEVEL_VIEWPORT_HEIGHT = Application->GetGameLevelScreenHeight(); const float reflectionShiftY = 13.f; - const float reflectionMaxHeight = 30.f; + const float reflectionMaxHeight = CONST_REFLECTOR_HEIGHT*LEVEL_VIEWPORT_HEIGHT/480.f; @@ -461,6 +467,8 @@ TGameLevel::~TGameLevel() void TGameLevel::ReloadBlockInstansingList() { *SE::Console << "TGameLevel::ReloadBlockInstansingList"; + float LEVEL_VIEWPORT_WIDTH = Application->GetGameLevelScreenWidth(); + float LEVEL_VIEWPORT_HEIGHT = Application->GetGameLevelScreenHeight(); std::map ConstTextureBlockMap = boost::assign::map_list_of (0,CONST_BLOCK_TEXTURE1) (1,CONST_BLOCK_TEXTURE2) (2,CONST_BLOCK_TEXTURE3); std::pair tempPair; @@ -493,8 +501,8 @@ void TGameLevel::ReloadBlockInstansingList() itr--; } - Vector2f posFrom = BlockMatrix[i][j].GetPosFrom(i,j) + Vector2f(-0.5f*CONST_BRICK_WIDTH*(GetLevelScale()(0)/480.f), -0.5f*CONST_BRICK_HEIGHT*(GetLevelScale()(1)/320.f)); - Vector2f posTo = BlockMatrix[i][j].GetPosFrom(i,j) + Vector2f(+0.5f*CONST_BRICK_WIDTH*(GetLevelScale()(0)/480.f), +0.5f*CONST_BRICK_HEIGHT*(GetLevelScale()(1)/320.f)); + Vector2f posFrom = BlockMatrix[i][j].GetPosFrom(i,j) + Vector2f(-0.5f*CONST_BRICK_WIDTH*(LEVEL_VIEWPORT_WIDTH/480.f), -0.5f*CONST_BRICK_HEIGHT*(LEVEL_VIEWPORT_HEIGHT/320.f)); + Vector2f posTo = BlockMatrix[i][j].GetPosFrom(i,j) + Vector2f(+0.5f*CONST_BRICK_WIDTH*(LEVEL_VIEWPORT_WIDTH/480.f), +0.5f*CONST_BRICK_HEIGHT*(LEVEL_VIEWPORT_HEIGHT/320.f)); itr->second.Data += MakeDataTriangleList(posFrom, posTo); @@ -512,9 +520,10 @@ void TGameLevel::ReloadBlockInstansingList() Vector2f TGameLevel::GetBlock(const Vector2f& pos) { *SE::Console << "TGameLevel::GetBlock"; - Vector2f lsScale = GetLevelScale(); // Level Screen Scale - int x = static_cast((pos(0) - CONST_BRICK_SHIFT_X*(lsScale(0)/480.f) - ((Renderer->GetScreenWidth() - lsScale(0))*0.5f)) / (CONST_BRICK_WIDTH*(lsScale(0)/480.f))); - int y = static_cast((lsScale(1) + CONST_BRICK_SHIFT_Y*(lsScale(1)/320.f) - pos(1)) / (CONST_BRICK_HEIGHT*(lsScale(1)/320.f))); + float LEVEL_VIEWPORT_WIDTH = Application->GetGameLevelScreenWidth(); + float LEVEL_VIEWPORT_HEIGHT = Application->GetGameLevelScreenHeight(); + int x = static_cast((pos(0) - CONST_BRICK_SHIFT_X*(LEVEL_VIEWPORT_WIDTH /480.f) - ((Renderer->GetScreenWidth() - LEVEL_VIEWPORT_WIDTH)*0.5f)) / (CONST_BRICK_WIDTH*(LEVEL_VIEWPORT_WIDTH /480.f))); + int y = static_cast((LEVEL_VIEWPORT_HEIGHT + CONST_BRICK_SHIFT_Y*(LEVEL_VIEWPORT_HEIGHT/320.f) - pos(1)) / (CONST_BRICK_HEIGHT*(LEVEL_VIEWPORT_HEIGHT/320.f))); if (x < 0) @@ -536,7 +545,10 @@ Vector2f TGameLevel::GetBlock(const Vector2f& pos) bool TGameLevel::TapInBackBtnArea(const Vector2f& pos) { *SE::Console << "TGameLevel::TapInBackBtnArea"; - return (pos(1) > 320.f - 64.f) && (pos(0)>=240.f-75.f) && (pos(0)<=240.f+75.f); + const float yRatio = Application->GetGameLevelScreenHeight() / 320.f; + const float backBtnWidth = CONST_BACK_BTN_WIDTH*Application->GetGameLevelScreenWidth()/480.f; + const float backBtnHeight = CONST_BACK_BTN_HEIGHT*yRatio; + return (pos(1) > Application->GetGameLevelScreenHeight() - 52.f*yRatio - backBtnHeight) && (pos(0)>=Renderer->GetScreenWidth()*0.5f-backBtnWidth*0.5f) && (pos(0)<=Renderer->GetScreenWidth()*0.5f+backBtnWidth*0.5f); } void TGameLevel::SetFinishFreeze() @@ -682,8 +694,10 @@ void TGameLevel::SetLoading(const std::string& bkg, const std::string& levelscre void TGameLevel::InitLevel() { *SE::Console << "TGameLevel::InitLevel"; - ReflectorPos = Vector2f(Renderer->GetScreenWidth()*0.5, 16 + 13 * CONST_LEVEL_VIEWPORT_HEIGHT / 320.f); - Vector2f ballPos = Vector2f(240, 80); + float LEVEL_VIEWPORT_WIDTH = Application->GetGameLevelScreenWidth(); + float LEVEL_VIEWPORT_HEIGHT = Application->GetGameLevelScreenHeight(); + ReflectorPos = Vector2f(Renderer->GetScreenWidth()*0.5f, 16* LEVEL_VIEWPORT_HEIGHT/320.f + 13 * LEVEL_VIEWPORT_HEIGHT / 320.f); + Vector2f ballPos = Vector2f(Renderer->GetScreenWidth()*0.5f, 80* LEVEL_VIEWPORT_HEIGHT/320.f); BallList.clear(); BallList.push_back(TBall(ballPos, Vector2f(0, 0), BallColor)); @@ -715,10 +729,11 @@ void TGameLevel::Draw() *SE::Console << "TGameLevel::Draw"; // Scaling math - float tSW = GetLevelScale()(0); // Screen Width - float tSH = GetLevelScale()(1); // Screen Height + float tSW = Application->GetGameLevelScreenWidth(); // Screen Width + float tSH = Application->GetGameLevelScreenHeight(); // Screen Height float xlOffset = (Renderer->GetScreenWidth() - tSW)*0.5f; // Level Screen x-offset - float ylOffset = (Renderer->GetScreenHeight() - tSH)*0.5f; // Level Screen y-offset + //float ylOffset = (Renderer->GetScreenHeight() - tSH)*0.5f; // Level Screen y-offset + float ylOffset = 0.f; float lrFBO = 4 * tSH / 320.f; // Left/Right Wall Textures offset from bottom float uWTW = tSW * (static_cast(ResourceManager->TexList.GetTextureHeight(CONST_WALL_UP_TEXTURE)) / static_cast(ResourceManager->TexList.GetTextureWidth(CONST_WALL_UP_TEXTURE))); // up Wall Texture Width float lWTW = (static_cast(ResourceManager->TexList.GetTextureWidth(CONST_WALL_LEFT_TEXTURE)) / static_cast(ResourceManager->TexList.GetTextureHeight(CONST_WALL_LEFT_TEXTURE))) * (tSH - uWTW - lrFBO); // left Wall Texture Width @@ -829,11 +844,9 @@ void TGameLevel::Draw() glBindTexture(GL_TEXTURE_2D,ResourceManager->TexList[CONST_REFLECTOR_TEXTURE]); - //float xRW = 256* CONST_LEVEL_VIEWPORT_WIDTH/480.f; // x Reflector width - //float yRW = 32 * CONST_LEVEL_VIEWPORT_HEIGHT/320.f; // y Reflector width - float xRW = 140.f; - float yRW = 30.f; // continue from - Renderer->DrawRect(Vector2f(-xRW*0.5f, -yRW*0.5f)+ReflectorPos, Vector2f(xRW*0.5f, yRW*0.5f)+ReflectorPos); + float xRW = 210.f * tSW/700.f; // x Reflector Width + float yRH = 45.f * tSH/480.f; // y Reflector Height + Renderer->DrawRect(Vector2f(-xRW*0.5f, -yRH*0.5f)+ReflectorPos, Vector2f(xRW*0.5f, yRH*0.5f)+ReflectorPos); const Vector2f wallUpPos1(xlOffset, tSH-ylOffset-uWTW); const Vector2f wallUpPos2(tSW + xlOffset, tSH-ylOffset); @@ -868,8 +881,10 @@ void TGameLevel::Draw() { RenderUniform1f("Transparency", 1.f); glBindTexture(GL_TEXTURE_2D,ResourceManager->TexList[CONST_BACK_BTN_TEXTURE]); - const Vector2f BackBtnPos(240.f, 320.f - 32.f - 20.f); - Renderer->DrawRect(Vector2f(-128.f, -32.f)+BackBtnPos, Vector2f(128.f, 32.f)+BackBtnPos); + const Vector2f BackBtnPos(Renderer->GetScreenWidth()*0.5f, Application->GetGameLevelScreenHeight() - 52.f*(Application->GetGameLevelScreenHeight()/320.f)); + const float const_backBtnWidth = CONST_BACK_BTN_WIDTH * Application->GetGameLevelScreenWidth()/480.f; + const float const_backBtnHeight = CONST_BACK_BTN_HEIGHT * Application->GetGameLevelScreenHeight()/320.f; + Renderer->DrawRect(Vector2f(-const_backBtnWidth*0.5f, -const_backBtnHeight*0.5f)+BackBtnPos, Vector2f(const_backBtnWidth*0.5f, const_backBtnHeight*0.5f)+BackBtnPos); } if (pause && !renderBufferReady) @@ -883,6 +898,7 @@ void TGameLevel::Draw() Renderer->PushMatrix(); //Renderer->LoadIdentity(); Renderer->TranslateMatrix(Vector3f(Renderer->GetMatrixWidth() * 0.5f, Renderer->GetMatrixHeight() * 0.5f, 0)); + //Renderer->TranslateMatrix(Vector3f(Application->GetGameLevelScreenWidth(), Application->GetGameLevelScreenHeight(), 0)); Renderer->ScaleMatrix(OutScale); Renderer->TranslateMatrix(-Vector3f(Renderer->GetMatrixWidth() * 0.5f, Renderer->GetMatrixHeight() * 0.5f, 0)); DrawBuffer(); @@ -897,7 +913,7 @@ void TGameLevel::Draw() CheckGlError(); } -void TGameLevel::DrawPauseButtons() +void TGameLevel::DrawPauseButtons() //continue from { *SE::Console << "TGameLevel::DrawPauseButtons"; glBindTexture(GL_TEXTURE_2D,ResourceManager->TexList[CONST_SLIDE_UP_BTN_TEXTURE]); @@ -947,8 +963,10 @@ void TGameLevel::DrawBuffer() //Matrix switched to identity //Vector2f RectPos = Vector2f(-1, -1); //Vector2f RectSize = Vector2f(2, 2); - Vector2f RectPos = Vector2f(240.f, 160.f); - Vector2f RectSize = Vector2f(240.f, 160.f); + float x_levelScreenCenter = Renderer->GetScreenWidth()*0.5f; + float y_levelScreenCenter = Renderer->GetScreenHeight()*0.5f; + Vector2f RectPos = Vector2f(x_levelScreenCenter, y_levelScreenCenter); + Vector2f RectSize = Vector2f(x_levelScreenCenter, y_levelScreenCenter); Renderer->DrawRect(RectPos-RectSize, RectPos+RectSize); @@ -1383,6 +1401,9 @@ void TGameLevel::UpdateBallList(size_t dt) { *SE::Console << "TGameLevel::UpdateBallList"; std::list::iterator iBall; + + float LEVEL_VIEWOPRT_WIDTH = Application->GetGameLevelScreenWidth(); + float LEVEL_VIEWPORT_HEIGHT = Application->GetGameLevelScreenHeight(); bool mustReloadBalls = false; @@ -1428,10 +1449,10 @@ void TGameLevel::UpdateBallList(size_t dt) Vector2f ballPos = iBall->GetPos(); - float xWO = (Renderer->GetScreenWidth()-GetLevelScale()(0))*0.5f; // x Wall Offest - float yWO = (Renderer->GetScreenHeight()-GetLevelScale()(1))*0.5f; // y Wall Offset + float xWO = (Renderer->GetScreenWidth()-LEVEL_VIEWOPRT_WIDTH)*0.5f; // x Wall Offest + float yWO = (Renderer->GetScreenHeight()-LEVEL_VIEWPORT_HEIGHT)*0.5f; // y Wall Offset - if (ballPos(0) > (xWO + GetLevelScale()(0))-15.f*(GetLevelScale()(0)/480.f)) + if (ballPos(0) > (xWO + LEVEL_VIEWOPRT_WIDTH)-15.f*(LEVEL_VIEWOPRT_WIDTH/480.f)) { iBall->ReflectToLeft(); } @@ -1441,14 +1462,14 @@ void TGameLevel::UpdateBallList(size_t dt) iBall->ReflectToRight(); } - if (ballPos(1) > (yWO+GetLevelScale()(1))-16.f * (GetLevelScale()(1)/320.f)) + if (ballPos(1) > (yWO+LEVEL_VIEWPORT_HEIGHT)-16.f * (LEVEL_VIEWPORT_HEIGHT/320.f)) { iBall->ReflectToDown(); } if (BonusFloorTimer > 0.f) { - if (ballPos(1) < yWO+13.0f*(GetLevelScale()(1)/320.f)) + if (ballPos(1) < yWO+13.0f*(LEVEL_VIEWPORT_HEIGHT/320.f)) { iBall->ReflectToUp(); } @@ -1654,15 +1675,4 @@ void TGameLevel::TryGoToMenu() { OutScale = 1.f; } -} - -void TGameLevel::SetLevelScale() -{ - lvlWidth = CONST_LEVEL_VIEWPORT_WIDTH; - lvlHeight = CONST_LEVEL_VIEWPORT_HEIGHT; -} - -Vector2f TGameLevel::GetLevelScale() -{ - return Vector2f(lvlWidth, lvlHeight); } \ No newline at end of file diff --git a/game/gamecode.h b/game/gamecode.h index 371acae..aad2bb0 100644 --- a/game/gamecode.h +++ b/game/gamecode.h @@ -185,8 +185,8 @@ public: void FillWithFile(const std::string& filename); - void SetLevelScale(); - Vector2f GetLevelScale(); + //void SetLevelScale(); + //Vector2f GetLevelScale(); void SetStandBy(); void SetLoading(const std::string& bkg, const std::string& levelscreen); diff --git a/game/main_code.cpp b/game/main_code.cpp index 496beb0..b2c1c70 100644 --- a/game/main_code.cpp +++ b/game/main_code.cpp @@ -1,5 +1,3 @@ -#include "main_code.h" - #include #include #include @@ -56,6 +54,7 @@ const std::string CONST_CREDITS_TEXTURE = "credits"; const float CONST_CREDITS_SHOW_TIME = 150.f; + TMyApplication* Application; @@ -105,7 +104,8 @@ void TMyApplication::InnerInit() Renderer->SetOrthoProjection(); Renderer->SetFullScreenViewport(); - GameLevel.SetLevelScale(); + Application->SetGameLevelScreenScale(); + //GameLevel.SetLevelScale(); } void TMyApplication::InnerDeinit() @@ -500,3 +500,26 @@ bool TMyApplication::IsInited() { return Inited; } + +void TMyApplication::SetGameLevelScreenScale() +{ + if ((((float)Renderer->GetScreenWidth())/((float)Renderer->GetScreenHeight())) >= levelScreenRatio) + { + levelScreenHeight = (float)Renderer->GetScreenHeight(); + levelScreenWidth = levelScreenHeight * levelScreenRatio; + } else + { + levelScreenWidth = (float)Renderer->GetScreenWidth(); + levelScreenHeight = levelScreenWidth / levelScreenRatio; + } +} + +float TMyApplication::GetGameLevelScreenWidth() +{ + return levelScreenWidth; +} + +float TMyApplication::GetGameLevelScreenHeight() +{ + return levelScreenHeight; +} \ No newline at end of file diff --git a/game/main_code.h b/game/main_code.h index 6efa645..0f1809e 100644 --- a/game/main_code.h +++ b/game/main_code.h @@ -88,6 +88,10 @@ const int CONST_GAMESTATE_PRELOADING = 7; class TMyApplication : public TApplication { protected: + int levelScreenWidth; + int levelScreenHeight; + float levelScreenRatio = 1.5f; + TGameMenu Menu; TGameLevel GameLevel; TGameCredits GameCredits; @@ -147,7 +151,10 @@ public: virtual void InnerOnMove(Vector2f p, Vector2f shift); virtual void OnFling(Vector2f v); - + + float GetGameLevelScreenWidth(); + float GetGameLevelScreenHeight(); + void SetGameLevelScreenScale(); }; diff --git a/windows/DoubleHitBalls-win/DoubleHitBalls-win/main.cpp b/windows/DoubleHitBalls-win/DoubleHitBalls-win/main.cpp index 654218b..05fd3a9 100755 --- a/windows/DoubleHitBalls-win/DoubleHitBalls-win/main.cpp +++ b/windows/DoubleHitBalls-win/DoubleHitBalls-win/main.cpp @@ -9,7 +9,7 @@ int APIENTRY WinMain(HINSTANCE hCurrentInst, HINSTANCE hPreviousInst, LPSTR lpszCmdLine, int nCmdShow) { - int width = 800; // To change Level scale -> CONST_LEVEL_VIEWPORT_WIDTH/HEIGHT + int width = 800; int height = 480; @@ -32,4 +32,4 @@ int APIENTRY WinMain(HINSTANCE hCurrentInst, HINSTANCE hPreviousInst, } return 0; -} \ No newline at end of file +} diff --git a/windows/DoubleHitBalls-win/DoubleHitBalls-win/main.h b/windows/DoubleHitBalls-win/DoubleHitBalls-win/main.h index e51f59f..a02c908 100755 --- a/windows/DoubleHitBalls-win/DoubleHitBalls-win/main.h +++ b/windows/DoubleHitBalls-win/DoubleHitBalls-win/main.h @@ -6,3 +6,4 @@ #define NOMINMAX 1 #include #undef NOMINMAX +