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📄 headers.h

📁 VC++ DEMO, used for the beginners and the amour
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#ifndef CGE_HEADER_H
#define CGE_HEADER_H

#include <windows.h>
#include <stdio.h>
#include <tchar.h>
#include <mmsystem.h>

#include <d3d8.h>
#include <d3dx8.h>

#include <dinput.h>

#pragma warning (disable : 4243)
#pragma warning (disable : 4786)
#pragma warning (disable : 4800)

#include <map>
#include <deque>
#include <string>
#include <vector>
#include <algorithm>

#define USING using
#define NAMESPACE namespace
#define CGE_INLINE inline


#define SAFE_RELEASE(x) if (x) { x->Release();x = 0; }
#define SAFE_DELETE(x) if (x) { delete x;x = 0; }
#define SAFE_DELETE_ARRAY(x) if (x) { delete [] x; x = 0; }
#define CHECK_RANGE(x, min, max)  x = (x<min  ? min : x<max ? x : max);
#define BOOL_RANGE(x,min,max) (( x >= min ) && ( x <= max ) )
#define RANDOM   (((float)rand())/RAND_MAX)
#define RANDOM_FLOAT    (((float)rand()-(float)rand())/RAND_MAX)
#define RANDOM_VECTOR   D3DXVECTOR3(RANDOM_FLOAT,RANDOM_FLOAT,RANDOM_FLOAT)
#define RANDOM_RANGE(min,max) (RANDOM*((max)-(min))+min)
#define KEYDOWN(name, key) (name[key] & 0x80) 
#define MOUSEKEYDOWN(key) (key & 0x80)
#define LINEAR_INTERPOLATE(B,E,S) ((B)+((B)-(E))*(S))
#define RANDOM_LERP_RANGE(MIN,MAX,RATE) ((MIN)+((FLOAT)(rand()%(INT)(((MAX)-(MIN))*(RATE)))/(RATE)))
#define SQR(x) ((x) * (x))
#define RAND_COORD(x)   ((float)rand()/RAND_MAX * (x))

#pragma comment(lib,"d3d8.lib")
#pragma comment(lib,"d3dx8.lib")
#pragma comment(lib,"d3dxof.lib")
#pragma comment(lib,"dinput8.lib")
#pragma comment(lib,"dxguid.lib")
#pragma comment(lib,"winmm.lib")

typedef struct D3DVERTEX {
	union {
		float     x;             /* Homogeneous coordinates */
		float     dvX;
	};
	union {
		float     y;
		float     dvY;
	};
	union {
		float     z;
		float     dvZ;
	};
	union {
		float     tu;            /* Texture coordinates */
		float     dvTU;
	};
	union {
		float     tv;
		float     dvTV;
	};
	D3DVERTEX() { }
	D3DVERTEX(const D3DVECTOR& v, float _tu, float _tv)
	{
		x = v.x; y = v.y; z = v.z;
		tu = _tu; tv = _tv;
	}
	enum
	{
		D3DFVF_D3DVERTEX = (D3DFVF_XYZ|D3DFVF_TEX1)
	};
}*LPD3DVERTEX;

CGE_INLINE DWORD FTODW( FLOAT f ) { return *((DWORD*)&f); }

#endif

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