📄 worldeditor.cpp
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/*
Author: Bear
This source is free to anybody.
If you have any problem with this or some advice to me, please:
mailto: heyang22118952.student@sina.com
or yang45249.student@sina.com
or you can contact me through my QQ: 261570581
Welcome to discuss game programming techniques with me :)
And I like to play games!
*/
//SuperMarioDemo.cpp - Main file for "SuperMarioDemo" application
//Author: Bear
#include "SWEGame.h"
HWND hwndMain;
HINSTANCE hInstance;
SWEGame game;
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 success
return(0);
} break;
case WM_PAINT:
{
// simply validate the window
hdc = BeginPaint(hwnd,&ps);
// end painting
EndPaint(hwnd,&ps);
// return success
return(0);
} break;
case WM_DESTROY:
{
game.CloseWindow();
// kill the application, this sends a WM_QUIT message
PostQuitMessage(0);
// return success
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
int WINAPI WinMain( HINSTANCE hinstance, HINSTANCE hprevinstance, LPSTR lpcmdline, int ncmdshow)
{
WNDCLASSEX winclass; // this will hold the class we create
HWND hwnd; // generic window handle
MSG msg; // generic message
// first fill in the window class stucture
winclass.cbSize = sizeof(WNDCLASSEX);
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;
winclass.hIconSm = LoadIcon(NULL, IDI_APPLICATION);
// save hinstance in global
hInstance = hinstance;
// register the window class
if (!RegisterClassEx(&winclass))
return(0);
//adjust window
RECT wndRect = {0, 0, SCREEN_WIDTH, SCREEN_HEIGHT+SLICE_HEIGHT};
AdjustWindowRectEx(&wndRect, (WINDOWED_APP ? WS_OVERLAPPED | WS_CAPTION | WS_SYSMENU | WS_MINIMIZEBOX | WS_VISIBLE : WS_POPUP | WS_VISIBLE), FALSE, NULL); //test window mode
// create the window
int wndX = (GetSystemMetrics(SM_CXSCREEN) - wndRect.right + wndRect.left) / 2;
int wndY = (GetSystemMetrics(SM_CYSCREEN) - wndRect.bottom + wndRect.top) / 2;
if (!(hwnd = CreateWindowEx(NULL, WINDOW_CLASS_NAME, "DirectX Game Application Framework",
(WINDOWED_APP ? WS_OVERLAPPED | WS_CAPTION | WS_SYSMENU | WS_MINIMIZEBOX | WS_VISIBLE : WS_POPUP | WS_VISIBLE), wndX, wndY,
wndRect.right - wndRect.left, wndRect.bottom - wndRect.top, NULL, NULL, hinstance, NULL)))
return(0);
// save main window handle
hwndMain = hwnd;
//ShowCursor(FALSE);
// initialize game here
if(!game.Initialize(hinstance, hwnd, WINDOWED_APP ? true : false, SCREEN_WIDTH, SCREEN_HEIGHT+SLICE_HEIGHT, SCREEN_BPP)) {
game.ShutDown();
return 0;
}
// enter main event loop
while(TRUE)
{
// test if there is a message in queue, if so get it
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
if(!game.Run()) {
break;
}
} // end while
// closedown game here
game.ShutDown();
//ShowCursor(TRUE);
// return to Windows like this
return (int)(msg.wParam);
} // end WinMain
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