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📄 mechwarrior.cpp

📁 DirectInput的基本实现 只是基本应用
💻 CPP
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// Framework_SkyCamera.cpp : Defines the entry point for the application.
//

#include "stdafx.h"
#include "MechWarrior.h"
#include "Game.h"

#define MAX_LOADSTRING 100
#define new VNEW

// Global Variables:
HINSTANCE hInst;								// current instance
TCHAR szTitle[MAX_LOADSTRING];					// The title bar text
TCHAR szWindowClass[MAX_LOADSTRING];			// the main window class name
HWND				g_hWnd;
CGame				*g_pGame;

// Forward declarations of functions included in this code module:
ATOM				MyRegisterClass(HINSTANCE hInstance);
BOOL				InitInstance(HINSTANCE, int);
LRESULT CALLBACK	WndProc(HWND, UINT, WPARAM, LPARAM);

/** 消除动态内存
*/
void				Cleanup();
/** 逻辑帧,处理所有游戏逻辑
	@param
		fElapsedTime 连续两个时间戳的差值
*/
void				LogicFrame(float fElapsedTime);
/** 渲染帧,处理所有渲染
	@param
		fElapsedTime 连续两个时间戳的差值
*/
void				RenderFrame(float fElapsedTime , float FPS);

float FPS=0.0f;

int APIENTRY _tWinMain(HINSTANCE hInstance,
					   HINSTANCE hPrevInstance,
					   LPTSTR    lpCmdLine,
					   int       nCmdShow)
{
	// TODO: Place code here.
	MSG msg;
	HACCEL hAccelTable;

	// Initialize global strings
	LoadString(hInstance, IDS_APP_TITLE, szTitle, MAX_LOADSTRING);
	LoadString(hInstance, IDC_MECHWARRIOR, szWindowClass, MAX_LOADSTRING);
	MyRegisterClass(hInstance);

	// Perform application initialization:
	if (!InitInstance(hInstance, nCmdShow)) 
	{
		return FALSE;
	}

	hAccelTable = LoadAccelerators(hInstance, (LPCTSTR)IDC_MECHWARRIOR);

	// Main message loop:
	ZeroMemory( &msg, sizeof(msg) );
	while( msg.message!=WM_QUIT )
	{
		if( PeekMessage( &msg, NULL, 0U, 0U, PM_REMOVE ) )
		{
			TranslateMessage( &msg );
			DispatchMessage( &msg );
		}
		else
		{
			// 两个时间戳之间的差值
			static float fPreTime = static_cast<float>(timeGetTime());
			float fCurrentTime = static_cast<float>(timeGetTime());
			float fElapsedTime = (fCurrentTime - fPreTime)*0.001f;
			FPS=60/fElapsedTime;
			LogicFrame(fElapsedTime);
			RenderFrame(fElapsedTime,FPS);
			
			fPreTime = fCurrentTime;
		}
	}

	Cleanup();

	return (int) msg.wParam;
}

//  Registers the window class.
ATOM MyRegisterClass(HINSTANCE hInstance)
{
	WNDCLASSEX wcex;

	wcex.cbSize = sizeof(WNDCLASSEX); 

	wcex.style			= CS_HREDRAW | CS_VREDRAW;
	wcex.lpfnWndProc	= (WNDPROC)WndProc;
	wcex.cbClsExtra		= 0;
	wcex.cbWndExtra		= 0;
	wcex.hInstance		= hInstance;
	wcex.hIcon			= LoadIcon(hInstance, (LPCTSTR)IDI_MECHWARRIOR);
	wcex.hCursor		= LoadCursor(NULL, IDC_ARROW);
	wcex.hbrBackground	= (HBRUSH)(COLOR_WINDOW+1);
	wcex.lpszMenuName	= NULL;
	wcex.lpszClassName	= szWindowClass;
	wcex.hIconSm		= LoadIcon(wcex.hInstance, (LPCTSTR)IDI_SMALL);

	return RegisterClassEx(&wcex);
}

// Saves instance handle and creates main window
BOOL InitInstance(HINSTANCE hInstance, int nCmdShow)
{
	hInst = hInstance; // Store instance handle in our global variable

	g_hWnd = CreateWindow(szWindowClass, szTitle, WS_OVERLAPPEDWINDOW,
		0, 0, 800, 600, NULL, NULL, hInstance, NULL);

	if (!g_hWnd)
	{
		return FALSE;
	}

	g_pGame = new CGame;
	if( g_pGame->Init( hInstance, g_hWnd ) == false )
	{ 
		return FALSE;
	}

	ShowWindow(g_hWnd, nCmdShow);
	UpdateWindow(g_hWnd);

	return TRUE;
}

// Processes messages for the main window.
LRESULT CALLBACK WndProc(HWND hWnd, UINT message, WPARAM wParam, LPARAM lParam)
{
 
	switch (message) 
	{
	case WM_DESTROY:
		PostQuitMessage(0);
		break;
 
	default:
		return DefWindowProc(hWnd, message, wParam, lParam);
	}
	return 0;
}

void Cleanup()
{
	SAFE_DELETE(g_pGame);
}

void LogicFrame(float fElapsedTime)
{
	g_pGame->Update(fElapsedTime);
}

void RenderFrame(float fElapsedTime,float FPS)
{
	g_pGame->Render(fElapsedTime,FPS);
}

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