关于该内核的细节说明请参考创建游戏内核(1),这个版本主要是按功能划分模块的思想,并严格按照接口与实现相分离的原则来写的,没有用面向对象的思想来写,没有继承没有多态。大家可以对比两个版本,比较优劣。
以下是游戏框架的接口:
/*************************************************************************
PURPOSE:
Defines for main window framework.
*************************************************************************/
#ifndef _CORE_FRAMEWORK_H_
#define _CORE_FRAMEWORK_H_
extern HWND g_hwnd;
typedef BOOL (*FRAMEWORK_FUNC)();
BOOL build_window(HINSTANCE inst, const char* class_name, const char* caption,
DWORD style, DWORD x_pos, DWORD y_pos, DWORD width, DWORD height);
void run_game(FRAMEWORK_FUNC do_init, FRAMEWORK_FUNC do_frame, FRAMEWORK_FUNC do_shutdown);
HINSTANCE get_window_inst();
void get_class_name(char* class_name, int length);
#endif
接着是游戏框架的实现:
/*************************************************************************
PURPOSE:
Implenents for main window framework.
*************************************************************************/
#include "core_common.h"
#include "core_framework.h"
#include "window_func.h"
HWND g_hwnd;
//-----------------------------------------------------------------------------
// The message procedure.
//-----------------------------------------------------------------------------
LRESULT CALLBACK window_proc(HWND hwnd, UINT msg_id, WPARAM w_param, LPARAM l_param)
{
switch(msg_id)
{
case WM_DESTROY:
PostQuitMessage(0);
return 0;
}
return DefWindowProc(hwnd, msg_id, w_param, l_param);
}
//-----------------------------------------------------------------------------
// Register window aclas, create window and show it.
//-----------------------------------------------------------------------------
BOOL build_window(HINSTANCE inst, const char* class_name, const char* caption,
DWORD style, DWORD x_pos, DWORD y_pos, DWORD width, DWORD height)
{
WNDCLASSEX win_class;
// create window class and register it
win_class.cbSize = sizeof(win_class);
win_class.style = CS_CLASSDC;
win_class.lpfnWndProc = window_proc;
win_class.cbClsExtra = 0;
win_class.cbWndExtra = 0;
win_class.hInstance = inst;
win_class.hIcon = LoadIcon(NULL, IDI_APPLICATION);
win_class.hCursor = LoadCursor(NULL, IDC_ARROW);
win_class.hbrBackground = NULL;
win_class.lpszMenuName = NULL;
win_class.lpszClassName = class_name;
win_class.hIconSm = LoadIcon(NULL, IDI_APPLICATION);
if(! RegisterClassEx(&win_class))
return FALSE;
// create the main window
g_hwnd = CreateWindow(class_name, caption, style, x_pos, y_pos, width, height, NULL, NULL, inst, NULL);
if(g_hwnd == NULL)
return FALSE;
ShowWindow(g_hwnd, SW_NORMAL);
UpdateWindow(g_hwnd);
return TRUE;
}
//-----------------------------------------------------------------------------
// Run game framework.
//-----------------------------------------------------------------------------
void run_game(FRAMEWORK_FUNC do_init, FRAMEWORK_FUNC do_frame, FRAMEWORK_FUNC do_shutdown)
{
MSG msg;
// intialize game
if(! do_init())
return;
// start message pump, waiting for signal to quit.
ZeroMemory(&msg, sizeof(MSG));
while(msg.message != WM_QUIT)
{
if(PeekMessage(&msg, NULL, 0, 0, PM_REMOVE))
{
TranslateMessage(&msg);
DispatchMessage(&msg);
}
// draw a frame
if(! do_frame())
break;
}
// run shutdown function
do_shutdown();
// get window class name
char class_name[MAX_PATH];
get_class_name(class_name, sizeof(class_name));
// unregister window class
UnregisterClass(class_name, get_window_inst());
}
//-----------------------------------------------------------------------------
// Return window instnace.
//-----------------------------------------------------------------------------
HINSTANCE get_window_inst()
{
return GetModuleHandle(NULL);
}
//-----------------------------------------------------------------------------
// Get window class name.
//-----------------------------------------------------------------------------
void get_class_name(char* class_name, int length)
{
GetClassName(g_hwnd, class_name, length);
}
这是公共头文件core_common.h的定义:
/**************************************************
PURPOSE:
Include common game core header file.
**************************************************/
#ifndef _CORE_COMMON_H_
#define _CORE_COMMON_H_
#define DIRECTINPUT_VERSION 0x0800
// Windows includes
#include <windows.h>
// Standard ANSI-C includes
#include <stdio.h>
// DirectX includes
#include <d3d9.h>
#include <d3dx9.h>
#include <dmusici.h>
#include <dsound.h>
#include <dplay8.h>
#include <dpaddr.h>
#include <dinput.h>
#include <dshow.h>
#include <dxfile.h>
#pragma warning(disable : 4996)
#define release_com(x) { if(x) { x->Release(); x = NULL; } }
#endif
我还将公用的windows窗口操作函数封装在了1个文件中:
/***********************************************************************************
PURPOSE:
Interface for windows draw.
***********************************************************************************/
void show_error_msg(BOOL is_fatal, char* text, );
void move_window(HWND hwnd, long x_pos, long y_pos);
void resize_window(HWND hwnd, long width, long height);
long get_client_width(HWND hwnd);
long get_client_height(HWND hwnd);
long get_window_width(HWND hwnd);
long get_window_height(HWND hwnd);
/***********************************************************************************
PURPOSE:
Capsulates for windows draw.
***********************************************************************************/
#include <windows.h>
#include <stdio.h>
#include <string.h>
#pragma warning(disable : 4996)
//-----------------------------------------------------------------------------
// Show error message box.
//-----------------------------------------------------------------------------
void show_error_msg(BOOL is_fatal, char* text, )
{
char caption_text[12];
char error_text[2048];
va_list valist;
// Build the message box caption based on fatal flag
strcpy(caption_text, is_fatal ? "Fatal error" : "error");
// Build variable text buffer
va_start(valist, text);
vsprintf(error_text, text, valist);
va_end(valist);
// display the message box
MessageBox(NULL, error_text, caption_text, MB_OK | MB_ICONEXCLAMATION);
// Post a quit message if error was fatal.
if(is_fatal)
PostQuitMessage(0);
}
//-----------------------------------------------------------------------------
// move window to new position.
//-----------------------------------------------------------------------------
void move_window(HWND hwnd, long x_pos, long y_pos)
{
RECT client_rect;
GetClientRect(hwnd, &client_rect);
MoveWindow(hwnd, x_pos, y_pos, client_rect.right, client_rect.bottom, TRUE);
}
//-----------------------------------------------------------------------------
// Resize window to new width and height.
//-----------------------------------------------------------------------------
void resize_window(HWND hwnd, long width, long height)
{
RECT window_rect, client_rect;
long new_window_width, new_window_height;
// Retrieves the dimensions of the bounding rectangle of the specified window.
// The dimensions are given in screen coordinates that are relative to the upper-left corner of the screen.
GetWindowRect(hwnd, &window_rect);
// Retrieves the coordinates of a window's client area.
//
// The client coordinates specify the upper-left and lower-right corners of the client area.
// Because client coordinates are relative to the upper-left corner of a window's client area,
// the coordinates of the upper-left corner are (0,0).
GetClientRect(hwnd, &client_rect);
new_window_width = (window_rect.right - window_rect.left) - client_rect.right + width;
new_window_height = (window_rect.bottom - window_rect.top) - client_rect.bottom + height;
// Changes the position and dimensions of the specified window.
//
// For a top-level window, the position and dimensions are relative to the upper-left corner of the screen.
// For a child window, they are relative to the upper-left corner of the parent window's client area.
MoveWindow(hwnd, window_rect.left, window_rect.top, new_window_width, new_window_height, TRUE);
}
//-----------------------------------------------------------------------------
// Get window client width.
//-----------------------------------------------------------------------------
long get_client_width(HWND hwnd)
{
RECT client_rect;
GetClientRect(hwnd, &client_rect);
return (client_rect.right - client_rect.left);
}
//-----------------------------------------------------------------------------
// Get window client height.
//-----------------------------------------------------------------------------
long get_client_height(HWND hwnd)
{
RECT client_rect;
GetClientRect(hwnd, &client_rect);
return (client_rect.bottom - client_rect.top);
}
//-----------------------------------------------------------------------------
// Get window width.
//-----------------------------------------------------------------------------
long get_window_width(HWND hwnd)
{
RECT window_rect;
GetWindowRect(hwnd, &window_rect);
return (window_rect.right - window_rect.left);
}
//-----------------------------------------------------------------------------
// Get window height.
//-----------------------------------------------------------------------------
long get_window_height(HWND hwnd)
{
RECT window_rect;
GetWindowRect(hwnd, &window_rect);
return (window_rect.bottom - window_rect.top);
}