// MapCopy.cpp : Defines the class behaviors for the application.
//

#include "stdafx.h"
#include "MapCopy.h"
#include "MapCopyDlg.h"

#include <GameOS\GameOS.hpp>
#include <DLLPlatform\DLLPlatform.hpp>

#ifdef _DEBUG
#define new DEBUG_NEW
#undef THIS_FILE
static char THIS_FILE[] = __FILE__;
#endif

/////////////////////////////////////////////////////////////////////////////
// CMapCopyApp

BEGIN_MESSAGE_MAP(CMapCopyApp, CWinApp)
	//{{AFX_MSG_MAP(CMapCopyApp)
		// NOTE - the ClassWizard will add and remove mapping macros here.
		//    DO NOT EDIT what you see in these blocks of generated code!
	//}}AFX_MSG
	ON_COMMAND(ID_HELP, CWinApp::OnHelp)
END_MESSAGE_MAP()

/////////////////////////////////////////////////////////////////////////////
// CMapCopyApp construction

CMapCopyApp::CMapCopyApp()
{
	// TODO: add construction code here,
	// Place all significant initialization in InitInstance
}

/////////////////////////////////////////////////////////////////////////////
// The one and only CMapCopyApp object

CMapCopyApp theApp;

/////////////////////////////////////////////////////////////////////////////
// CMapCopyApp initialization

BOOL CMapCopyApp::InitInstance()
{
	AfxEnableControlContainer();

	// Standard initialization
	// If you are not using these features and wish to reduce the size
	//  of your final executable, you should remove from the following
	//  the specific initialization routines you do not need.

#ifdef _AFXDLL
	Enable3dControls();			// Call this when using MFC in a shared DLL
#else
	Enable3dControlsStatic();	// Call this when linking to MFC statically
#endif

	CMapCopyDlg dlg;
	m_pMainWnd = &dlg;

	InitGameOS( AfxGetInstanceHandle(), NULL, "\0" );
	Stuff::ArmorLevel = 4;
	Stuff::InitializeClasses();
	//MidLevelRenderer::InitializeClasses(8192*4, 1024*256);
	//gosFX::InitializeClasses();
	//ElementRenderer::InitializeClasses();




	int nResponse = dlg.DoModal();
	if (nResponse == IDOK)
	{
		// TODO: Place code here to handle when the dialog is
		//  dismissed with OK
	}
	else if (nResponse == IDCANCEL)
	{
		// TODO: Place code here to handle when the dialog is
		//  dismissed with Cancel
	}

	Stuff::TerminateClasses();
	ExitGameOS();
	
	return FALSE;
}

//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
void __stdcall GetGameOSEnvironment(char* CommandLine)
{
		//
	//----------------------------------------------------------
	// This is where to set GOS environment settings.
	//----------------------------------------------------------
	//
	Environment.applicationName			= "DataWalker";
	Environment.screenWidth				= 640;
	Environment.screenHeight			= 480;
	Environment.bitDepth				= 16;
}
