📄 windows.cpp
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// DEMOII7_6.CPP
// READ THIS!
// To compile make sure to include DDRAW.LIB, DSOUND.LIB,
// DINPUT.LIB, DINPUT8.LIB, WINMM.LIB in the project link list, and of course
// the C++ source modules T3DLIB1-5.CPP and the headers T3DLIB1-5.H
// be in the working directory of the compiler
// INCLUDES ///////////////////////////////////////////////
#define INITGUID // make sure al the COM interfaces are available
// instead of this you can include the .LIB file
// DXGUID.LIB
#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>
#include "ddraw.h" // directX includes
#include "T3DLIB1.h" // game library includes
extern "C"
{
#include "our_3d_lib/our_draw32.h"
#include "our_3d_lib/our_math.h"
#include "our_3d_lib/our_3d.h"
#include "our_3d_lib/our_main.h"
#include "our_3d_lib/our_cpu.h"
//extern int Game_Init(void);
//extern int Game_Main(UCHAR *video_buffer, int lpitch, int FPS);
}
int Game_Shutdown(void);
// DEFINES ////////////////////////////////////////////////
// defines for windows interface
#define WINDOW_CLASS_NAME "WIN3DCLASS" // class name
#define WINDOW_TITLE "our_3d_engine demo"
#define WINDOW_WIDTH LCD_W // size of window
#define WINDOW_HEIGHT LCD_H
#define WINDOW_BPP 16 // bitdepth of window (8,16,24 etc.)
// note: if windowed and not
// fullscreen then bitdepth must
// be same as system bitdepth
// also if 8-bit the a pallete
// is created and attached
#define WINDOWED_APP 1 // 0 not windowed, 1 windowed
// defines for the game universe
#define UNIVERSE_RADIUS 4000
#define POINT_SIZE 200
#define NUM_POINTS_X (2*UNIVERSE_RADIUS/POINT_SIZE)
#define NUM_POINTS_Z (2*UNIVERSE_RADIUS/POINT_SIZE)
#define NUM_POINTS (NUM_POINTS_X*NUM_POINTS_Z)
// PROTOTYPES /////////////////////////////////////////////
// game console
//int Game_Init(void );
//int Game_Shutdown(void );
//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[2048]; // used to print text
// initialize camera position and direction
//============================================
//============================================
// FUNCTIONS //////////////////////////////////////////////
int keyin,keyhold=0,c=1;
int first1=0;
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;
case WM_KEYDOWN:
{
// kill the application
if(!keyhold)
{
keyhold=1;
keyin=wparam;
c++;
}
//return(0);
} break;
case WM_KEYUP:
{
// kill the application
keyhold=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
static int frame=0,frame2=0,time_fram=1;
// 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
(WINDOWED_APP ? (WS_OVERLAPPED | WS_SYSMENU | WS_CAPTION) : (WS_POPUP | WS_VISIBLE)),
0,0, // x,y
LCD_W, // width
LCD_H, // 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,LCD_W-1,LCD_H-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
//ssssssssssssssssssssssssssssssssssssssssssssssssssssssssssss
// start up DirectDraw (replace the parms as you desire)
DDraw_Init(WINDOW_WIDTH, WINDOW_HEIGHT, WINDOW_BPP, WINDOWED_APP);
// hide the mouse
if (!WINDOWED_APP)
ShowCursor(FALSE);
// seed random number generator
//srand(Start_Clock());
//eeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeee
//Open_Error_File("ERROR.TXT");
// disable CTRL-ALT_DEL, ALT_TAB, comment this line out
// if it causes your system to crash
SystemParametersInfo(SPI_SCREENSAVERRUNNING, TRUE, NULL, 0);
OUR_3D_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
//
DDraw_Flip();
// main game processing goes here
DDraw_Lock_Back_Surface();
if(c)
{
//DDraw_Fill_Surface(lpddsback, OUR_RGB32_2_16(0xff));
c=OUR_3D_Main( back_buffer, keyin, frame2);
}
keyin=0;
/*
if(keyin == 39)
{
if(first1)
{
first1=0;
keyin=0;
}
else
{
first1=1;
}
}
else
{
}
*/
DDraw_Unlock_Back_Surface();
frame++;
if(GetTickCount()- time_fram>1000)
{ frame2=frame;
frame=0;
time_fram=GetTickCount();
}
Sleep(80);
} // 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_Shutdown(void)
{
DDraw_Shutdown();
return(1);
} // end Game_Shutdown
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