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📄 init_win32.cpp

📁 这是一款2d游戏引擎
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/*  $Id: init_win32.cpp,v 1.45 2003/09/08 21:00:06 mbn Exp $
**
**  ClanLib Game SDK
**  Copyright (C) 2003  The ClanLib Team
**  For a total list of contributers see the file CREDITS.
**
**  This library is free software; you can redistribute it and/or
**  modify it under the terms of the GNU Lesser General Public
**  License as published by the Free Software Foundation; either
**  version 2.1 of the License, or (at your option) any later version.
**
**  This library is distributed in the hope that it will be useful,
**  but WITHOUT ANY WARRANTY; without even the implied warranty of
**  MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the GNU
**  Lesser General Public License for more details.
**
**  You should have received a copy of the GNU Lesser General Public
**  License along with this library; if not, write to the Free Software
**  Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307  USA
**

	File purpose:
		This file is the WinMain entry point. It will setup the clanCore
		win32 environment.

		This file also contain the win32 specific implementations
		of the CL_System class.

		The win32 versions of CL_SetupCore functions are also defined here.
*/

#include "Core/precomp.h" // visual c++: precompiled header file MUST be mentioned FIRST.

#ifdef BORLAND
#include <stdio.h>
#pragma hdrstop
#endif

#include "init_win32.h"
#include "API/Core/System/keep_alive.h"
#include "API/Core/System/setupcore.h"
#include "API/Core/System/error.h"
#include "API/Core/System/clanstring.h"
#include "API/Core/System/cl_assert.h"

class CL_Win32Event_Dispatcher : public CL_KeepAlive
{
public:
	virtual void keep_alive();
};

// Setup a CL_System::keep_alive() listener that will read win32 events
// and dispatch them.
CL_Win32Event_Dispatcher *event_dispatcher = NULL;

void CL_SetupCore::set_instance(HINSTANCE hInstance)
{
	CL_System_Win32::hInstance = hInstance;
}

static int init_ref_count = 0;
void init_system()
{
	init_ref_count++;
	if (init_ref_count > 1) return;

	event_dispatcher = new CL_Win32Event_Dispatcher;

	// if you get this assertion, you forgot to call CL_SetupCore::set_instance()
	// prior to CL_SetupCore::init().
	cl_assert(CL_System_Win32::hInstance != NULL);

	// Redirect C++ output streams to the output window in developer studio:
//	std::cout = iostream(&debug_buf);
//	cerr = iostream(&debug_buf);
}

void deinit_system()
{
	init_ref_count--;
	if (init_ref_count > 0) return;

	delete event_dispatcher;
	event_dispatcher = NULL;
}

void CL_Win32Event_Dispatcher::keep_alive()
{
	// Check for win32 events and dispatch them to MainMessageHandler().

	MSG msg;

	while (PeekMessage(&msg, NULL, 0, 0, PM_NOREMOVE) == TRUE)
	{
		int ret = GetMessage(&msg, NULL, 0, 0);
		if (ret > 0)
		{
			TranslateMessage(&msg);
			DispatchMessage(&msg);
		}
		else
		{
			if (ret == 0)
				throw CL_Error("WM_QUIT");
			else
				throw CL_Error(CL_String::from_int(GetLastError()));
		}
	}
}

// Win32 implementation of CL_System functions:

unsigned int CL_System::sys_time()
{
	static LARGE_INTEGER perf_frequency, perf_counter;
	static bool first_time = true;

	if (first_time)
	{
		QueryPerformanceFrequency(&perf_frequency);
		perf_frequency.QuadPart /= 1000;
		first_time = false;
	}

	QueryPerformanceCounter(&perf_counter);
	return (unsigned int) (perf_counter.QuadPart / perf_frequency.QuadPart);
}

void CL_System::sleep(int millis)
{
	Sleep(millis);
}

std::string CL_System::get_exe_path()
{
	// Get path to executable:
	TCHAR szDllName[_MAX_PATH];
	TCHAR szDrive[_MAX_DRIVE];
	TCHAR szDir[_MAX_DIR];
	TCHAR szFilename[256];
	TCHAR szExt[256];
	GetModuleFileName(0, szDllName, _MAX_PATH);
	_splitpath(szDllName, szDrive, szDir, szFilename, szExt);

	return std::string(szDrive) + std::string(szDir); 
}

// Global vars:
HINSTANCE CL_System_Win32::hInstance = NULL;

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