📄 main.cpp
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#include <windows.h>
#include <stdlib.h>
#include <time.h>
#include <mmsystem.h>
#include "defines.h"
#include "utils.h"
#include "CTimer.h"
#include "CGun.h"
///////////////////////GLOBALS ////////////////////////////////////
char* szApplicationName = "Chapter6 - Transformations with Matrices";
char* szWindowClassName = "Simple shapes";
//create an instance of the gun
CGun g_Gun(WINDOW_WIDTH/2, WINDOW_HEIGHT/2, 5, 0);
//-----------------------------------WinProc-----------------------------
//
//-----------------------------------------------------------------------
LRESULT CALLBACK WindowProc(HWND hWnd,
UINT msg,
WPARAM wparam,
LPARAM lparam)
{
//these hold the dimensions of the client window area
static int cxClient, cyClient;
//used to create the back buffer
static HDC hdcBackBuffer;
static HBITMAP hBitmap;
static HBITMAP hOldBitmap;
switch(msg)
{
case WM_CREATE:
{
//seed the random number generator
srand((unsigned) time(NULL));
//get the size of the client window
RECT rect;
GetClientRect(hWnd, &rect);
cxClient = rect.right;
cyClient = rect.bottom;
//create a surface for us to render to(backbuffer)
hdcBackBuffer = CreateCompatibleDC(NULL);
HDC hdc = GetDC(hWnd);
hBitmap = CreateCompatibleBitmap(hdc,
cxClient,
cyClient);
ReleaseDC(hWnd, hdc);
hOldBitmap = (HBITMAP)SelectObject(hdcBackBuffer, hBitmap);
}
break;
//check key press messages
case WM_KEYUP:
{
switch(wparam)
{
case VK_ESCAPE:
{
PostQuitMessage(0);
}
break;
}//end WM_KEYUP switch
}
break;
case WM_PAINT:
{
PAINTSTRUCT ps;
BeginPaint(hWnd, &ps);
//fill our backbuffer with white
BitBlt(hdcBackBuffer,
0,
0,
cxClient,
cyClient,
NULL,
NULL,
NULL,
WHITENESS);
//render the gun
g_Gun.Render(hdcBackBuffer);
//now blit backbuffer to front
BitBlt(ps.hdc, 0, 0, cxClient, cyClient, hdcBackBuffer, 0, 0, SRCCOPY);
EndPaint(hWnd, &ps);
}
break;
case WM_DESTROY:
{
SelectObject(hdcBackBuffer, hOldBitmap);
//clean up our backbuffer objects
DeleteDC(hdcBackBuffer);
DeleteObject(hBitmap);
// kill the application, this sends a WM_QUIT message
PostQuitMessage(0);
}
break;
default:break;
}//end switch
// default msg handler
return (DefWindowProc(hWnd, msg, wparam, lparam));
}//end WinProc
//-----------------------------------WinMain-----------------------------------------
// Entry point for our windows application
//-----------------------------------------------------------------------------------
int WINAPI WinMain( HINSTANCE hinstance,
HINSTANCE hprevinstance,
LPSTR lpcmdline,
int ncmdshow)
{
WNDCLASSEX winclass;
HWND hWnd;
MSG msg;
// first fill in the window class stucture
winclass.cbSize = sizeof(WNDCLASSEX);
winclass.style = CS_HREDRAW | CS_VREDRAW;
winclass.lpfnWndProc = WindowProc;
winclass.cbClsExtra = 0;
winclass.cbWndExtra = 0;
winclass.hInstance = hinstance;
winclass.hIcon = NULL;
winclass.hCursor = LoadCursor(NULL, IDC_ARROW);
winclass.hbrBackground= NULL;
winclass.lpszMenuName = NULL;
winclass.lpszClassName= szWindowClassName;
winclass.hIconSm = NULL;
// register the window class
if (!RegisterClassEx(&winclass))
{
MessageBox(NULL, "Error Registering Class!", "Error", 0);
return 0;
}
// create a window which cannot be resized
if (!(hWnd = CreateWindowEx(NULL,
szWindowClassName,
szApplicationName,
WS_OVERLAPPED | WS_VISIBLE | WS_CAPTION | WS_SYSMENU,
0,0,
WINDOW_WIDTH,WINDOW_HEIGHT,
NULL,
NULL,
hinstance,
NULL)))
{
MessageBox(NULL, "Error Creating Window!", "Error", 0);
return 0;
}
// Show the window
ShowWindow(hWnd, SW_SHOWDEFAULT );
UpdateWindow(hWnd);
//create a timer
CTimer timer(FRAMES_PER_SECOND);
//start the timer
timer.Start();
// Enter the message loop
bool bDone = false;
while(!bDone)
{
while( PeekMessage( &msg, NULL, 0, 0, PM_REMOVE ) )
{
if( msg.message == WM_QUIT )
{
// Stop loop if it's a quit message
bDone = true;
}
else
{
TranslateMessage( &msg );
DispatchMessage( &msg );
}
}
if (timer.ReadyForNextFrame())
{
//update the gun
g_Gun.Update();
//this will call WM_PAINT which will render our scene
InvalidateRect(hWnd, NULL, TRUE);
UpdateWindow(hWnd);
}
}//end while
UnregisterClass( szWindowClassName, winclass.hInstance );
return 0;
} // end WinMain
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