📄 demoii8_9.cpp
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switch (umsg)
{
case WM_INITDIALOG:
{
SetFocus ( htextedit );
} break;
case WM_COMMAND:
{
switch (LOWORD(wparam))
{
case IDOK:
{
int linelength = SendMessage ( htextedit, EM_LINELENGTH, 0, 0 );
ascfilename[0] = (unsigned char )255;
SendMessage (htextedit, EM_GETLINE, 0, (LPARAM) (LPCSTR) ascfilename );
ascfilename[linelength] = 0;
// set swap and winding order globals
swapyz = (int) SendMessage(hswapyz, BM_GETCHECK, 0,0);
iwinding = (int) SendMessage(hiwinding, BM_GETCHECK, 0,0);
dolocal = (int) SendMessage(hlocal, BM_GETCHECK, 0,0);
doworld = (int) SendMessage(hworld, BM_GETCHECK, 0,0);
EndDialog (hwnddlg, IDOK );
return TRUE;
} break;
case IDCANCEL:
{
EndDialog ( hwnddlg, IDCANCEL );
return TRUE;
} break;
default: break;
} // end switch
} break;
} // end switch
// return normal
return 0;
} // end DialogProc
// 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 = MAKEINTRESOURCE(IDR_ASCMENU);
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
(WINDOWED_APP ? (WS_OVERLAPPED | WS_SYSMENU | WS_CAPTION) : (WS_POPUP | WS_VISIBLE)),
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;
// resize the window so that client is really width x height
if (WINDOWED_APP)
{
// now resize the window, so the client area is the actual size requested
// since there may be borders and controls if this is going to be a windowed app
// if the app is not windowed then it won't matter
RECT window_rect = {0,0,WINDOW_WIDTH-1,WINDOW_HEIGHT-1};
// make the call to adjust window_rect
AdjustWindowRectEx(&window_rect,
GetWindowStyle(main_window_handle),
GetMenu(main_window_handle) != NULL,
GetWindowExStyle(main_window_handle));
// save the global client offsets, they are needed in DDraw_Flip()
window_client_x0 = -window_rect.left;
window_client_y0 = -window_rect.top;
// now resize the window with a call to MoveWindow()
MoveWindow(main_window_handle,
0, // x position
0, // y position
window_rect.right - window_rect.left, // width
window_rect.bottom - window_rect.top, // height
FALSE);
// show the window, so there's no garbage on first render
ShowWindow(main_window_handle, SW_SHOW);
} // end if windowed
// perform all game console specific initialization
Game_Init();
// disable CTRL-ALT_DEL, ALT_TAB, comment this line out
// if it causes your system to crash
SystemParametersInfo(SPI_SCREENSAVERRUNNING, TRUE, NULL, 0);
// 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();
// enable CTRL-ALT_DEL, ALT_TAB, comment this line out
// if it causes your system to crash
SystemParametersInfo(SPI_SCREENSAVERRUNNING, FALSE, NULL, 0);
// 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
int index; // looping var
// start up DirectDraw (replace the parms as you desire)
DDraw_Init(WINDOW_WIDTH, WINDOW_HEIGHT, WINDOW_BPP, WINDOWED_APP);
// initialize directinput
DInput_Init();
// acquire the keyboard
DInput_Init_Keyboard();
// add calls to acquire other directinput devices here...
// initialize directsound and directmusic
DSound_Init();
DMusic_Init();
// hide the mouse
if (!WINDOWED_APP)
ShowCursor(FALSE);
// seed random number generator
srand(Start_Clock());
Open_Error_File("ERROR.TXT");
// initialize math engine
Build_Sin_Cos_Tables();
// initialize the camera with 90 FOV, normalized coordinates
Init_CAM4DV1(&cam, // the camera object
CAM_MODEL_EULER, // the euler model
&cam_pos, // initial camera position
&cam_dir, // initial camera angles
&cam_target, // no target
200.0, // near and far clipping planes
12000.0,
120.0, // field of view in degrees
WINDOW_WIDTH, // size of final screen viewport
WINDOW_HEIGHT);
// load in default object
VECTOR4D_INITXYZ(&vscale,5.00,5.00,5.00);
Load_OBJECT4DV1_COB(&obj_player,"sphere01.cob",
&vscale, &vpos, &vrot,
VERTEX_FLAGS_SWAP_YZ |
VERTEX_FLAGS_TRANSFORM_LOCAL | VERTEX_FLAGS_TRANSFORM_LOCAL_WORLD);
// set up lights
Reset_Lights_LIGHTV1();
// create some working colors
RGBAV1 white, gray, black, red, green, blue;
white.rgba = _RGBA32BIT(255,255,255,0);
gray.rgba = _RGBA32BIT(100,100,100,0);
black.rgba = _RGBA32BIT(0,0,0,0);
red.rgba = _RGBA32BIT(255,0,0,0);
green.rgba = _RGBA32BIT(0,255,0,0);
blue.rgba = _RGBA32BIT(0,0,255,0);
// ambient light
Init_Light_LIGHTV1(AMBIENT_LIGHT_INDEX,
LIGHTV1_STATE_ON, // turn the light on
LIGHTV1_ATTR_AMBIENT, // ambient light type
gray, black, black, // color for ambient term only
NULL, NULL, // no need for pos or dir
0,0,0, // no need for attenuation
0,0,0); // spotlight info NA
VECTOR4D dlight_dir = {-1,0,-1,0};
// directional light
Init_Light_LIGHTV1(INFINITE_LIGHT_INDEX,
LIGHTV1_STATE_ON, // turn the light on
LIGHTV1_ATTR_INFINITE, // infinite light type
black, gray, black, // color for diffuse term only
NULL, &dlight_dir, // need direction only
0,0,0, // no need for attenuation
0,0,0); // spotlight info NA
VECTOR4D plight_pos = {0,200,0,0};
// point light
Init_Light_LIGHTV1(POINT_LIGHT_INDEX,
LIGHTV1_STATE_ON, // turn the light on
LIGHTV1_ATTR_POINT, // pointlight type
black, green, black, // color for diffuse term only
&plight_pos, NULL, // need pos only
0,.001,0, // linear attenuation only
0,0,1); // spotlight info NA
VECTOR4D slight_pos = {0,200,0,0};
VECTOR4D slight_dir = {-1,0,-1,0};
// spot light
Init_Light_LIGHTV1(SPOT_LIGHT_INDEX,
LIGHTV1_STATE_ON, // turn the light on
LIGHTV1_ATTR_SPOTLIGHT2, // spot light type 2
black, red, black, // color for diffuse term only
&slight_pos, &slight_dir, // need pos only
0,.001,0, // linear attenuation only
0,0,1);
// create lookup for lighting engine
RGB_16_8_IndexedRGB_Table_Builder(DD_PIXEL_FORMAT565, // format we want to build table for
palette, // source palette
rgblookup); // lookup table
// 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
// shut everything down
// release all your resources created for the game here....
// now directsound
DSound_Stop_All_Sounds();
DSound_Delete_All_Sounds();
DSound_Shutdown();
// directmusic
DMusic_Delete_All_MIDI();
DMusic_Shutdown();
// shut down directinput
DInput_Release_Keyboard();
// shutdown directinput
DInput_Shutdown();
// shutdown directdraw last
DDraw_Shutdown();
Close_Error_File();
// return success
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