t3dconsolealpha1.cpp
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上传用户:husern
上传日期:2018-01-20
资源大小:42486k
文件大小:6k
源码类别:
游戏
开发平台:
Visual C++
- // T3DCONSOLEALPHA1.CPP - First alpha iteration of game console
- // INCLUDES ///////////////////////////////////////////////
- #define WIN32_LEAN_AND_MEAN
- #include <windows.h> // include important windows stuff
- #include <windowsx.h>
- #include <mmsystem.h>
- #include <iostream.h> // include important C/C++ stuff
- #include <conio.h>
- #include <stdlib.h>
- #include <malloc.h>
- #include <memory.h>
- #include <string.h>
- #include <stdarg.h>
- #include <stdio.h>
- #include <math.h>
- #include <io.h>
- #include <fcntl.h>
- // DEFINES ////////////////////////////////////////////////
- // defines for windows interface
- #define WINDOW_CLASS_NAME "WIN3DCLASS" // class name
- #define WINDOW_TITLE "T3D Graphics Console Alpha 1.0"
- #define WINDOW_WIDTH 320 // size of window
- #define WINDOW_HEIGHT 240
- // these read the keyboard asynchronously
- #define KEY_DOWN(vk_code) ((GetAsyncKeyState(vk_code) & 0x8000) ? 1 : 0)
- #define KEY_UP(vk_code) ((GetAsyncKeyState(vk_code) & 0x8000) ? 0 : 1)
- // PROTOTYPES /////////////////////////////////////////////
- // game console
- int Game_Init(void *parms=NULL);
- int Game_Shutdown(void *parms=NULL);
- int Game_Main(void *parms=NULL);
- // GLOBALS ////////////////////////////////////////////////
- HWND main_window_handle = NULL; // save the window handle
- HINSTANCE main_instance = NULL; // save the instance
- char buffer[256]; // used to print text
- // FUNCTIONS //////////////////////////////////////////////
- LRESULT CALLBACK WindowProc(HWND hwnd,
- UINT msg,
- WPARAM wparam,
- LPARAM lparam)
- {
- // this is the main message handler of the system
- PAINTSTRUCT ps; // used in WM_PAINT
- HDC hdc; // handle to a device context
- // what is the message
- switch(msg)
- {
- case WM_CREATE:
- {
- // do initialization stuff here
- return(0);
- } break;
- case WM_PAINT:
- {
- // start painting
- hdc = BeginPaint(hwnd,&ps);
- // end painting
- EndPaint(hwnd,&ps);
- return(0);
- } break;
- case WM_DESTROY:
- {
- // kill the application
- PostQuitMessage(0);
- return(0);
- } break;
- default:break;
- } // end switch
- // process any messages that we didn't take care of
- return (DefWindowProc(hwnd, msg, wparam, lparam));
- } // end WinProc
- // WINMAIN ////////////////////////////////////////////////
- int WINAPI WinMain( HINSTANCE hinstance,
- HINSTANCE hprevinstance,
- LPSTR lpcmdline,
- int ncmdshow)
- {
- // this is the winmain function
- WNDCLASS winclass; // this will hold the class we create
- HWND hwnd; // generic window handle
- MSG msg; // generic message
- HDC hdc; // generic dc
- PAINTSTRUCT ps; // generic paintstruct
- // first fill in the window class stucture
- winclass.style = CS_DBLCLKS | CS_OWNDC |
- CS_HREDRAW | CS_VREDRAW;
- winclass.lpfnWndProc = WindowProc;
- winclass.cbClsExtra = 0;
- winclass.cbWndExtra = 0;
- winclass.hInstance = hinstance;
- winclass.hIcon = LoadIcon(NULL, IDI_APPLICATION);
- winclass.hCursor = LoadCursor(NULL, IDC_ARROW);
- winclass.hbrBackground = (HBRUSH)GetStockObject(BLACK_BRUSH);
- winclass.lpszMenuName = NULL;
- winclass.lpszClassName = WINDOW_CLASS_NAME;
- // register the window class
- if (!RegisterClass(&winclass))
- return(0);
- // create the window, note the test to see if WINDOWED_APP is
- // true to select the appropriate window flags
- if (!(hwnd = CreateWindow(WINDOW_CLASS_NAME, // class
- WINDOW_TITLE, // title
- WS_OVERLAPPED | WS_SYSMENU | WS_CAPTION,
- 0,0, // x,y
- WINDOW_WIDTH, // width
- WINDOW_HEIGHT, // height
- NULL, // handle to parent
- NULL, // handle to menu
- hinstance,// instance
- NULL))) // creation parms
- return(0);
- // save the window handle and instance in a global
- main_window_handle = hwnd;
- main_instance = hinstance;
- // make sure window is visible
- ShowWindow(main_window_handle, SW_SHOW);
- // perform all game console specific initialization
- Game_Init();
- // enter main event loop
- while(1)
- {
- if (PeekMessage(&msg,NULL,0,0,PM_REMOVE))
- {
- // test if this is a quit
- if (msg.message == WM_QUIT)
- break;
- // translate any accelerator keys
- TranslateMessage(&msg);
- // send the message to the window proc
- DispatchMessage(&msg);
- } // end if
- // main game processing goes here
- Game_Main();
- } // end while
- // shutdown game and release all resources
- Game_Shutdown();
- // return to Windows like this
- return(msg.wParam);
- } // end WinMain
- // T3D II GAME PROGRAMMING CONSOLE FUNCTIONS ////////////////
- int Game_Init(void *parms)
- {
- // this function is where you do all the initialization
- // for your game
- // return success
- return(1);
- } // end Game_Init
- ///////////////////////////////////////////////////////////
- int Game_Shutdown(void *parms)
- {
- // this function is where you shutdown your game and
- // release all resources that you allocated
- // return success
- return(1);
- } // end Game_Shutdown
- //////////////////////////////////////////////////////////
- int Game_Main(void *parms)
- {
- // this is the workhorse of your game it will be called
- // continuously in real-time this is like main() in C
- // all the calls for you game go here!
- // game logic here...
- // check of user is trying to exit
- if (KEY_DOWN(VK_ESCAPE))
- {
- PostMessage(main_window_handle, WM_DESTROY,0,0);
- } // end if
- // return success
- return(1);
- } // end Game_Main
- //////////////////////////////////////////////////////////