该版本根据接口与实现分离版改的,
因为接口与实现分离写起来太烦琐,所以直接使用结构体。由于结构体的数据成员可以直接访问,可以减少编写大量的接口函数,同时对于简单的数据结构采用函数封装,
只对复杂的功能模块采用结构体封装,减少抽象对象的使用以最大限度增加代码的透明度。
共同头文件:
/**************************************************
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>
#include <string.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(); }
#define STREQ(a, b) (*(a) == (*b) && strcmp((a), (b)) == 0)
////////////////////////////// typedef for built-in data type //////////////////////////////
typedef unsigned char uchar;
typedef unsigned long ulong;
typedef void* void_ptr;
typedef const char* pcstr;
typedef char* pstr;
typedef char* char_ptr;
typedef uchar* uchar_ptr;
typedef ulong* ulong_ptr;
typedef float* float_ptr;
typedef void_ptr& void_ptr_ref;
typedef ulong& ulong_ref;
typedef uchar& uchar_ref;
typedef float& float_ref;
////////////////////////////// typedef for D3D data type //////////////////////////////
typedef D3DMATERIAL9* D3DMATERIAL9_PTR;
typedef D3DLIGHT9* D3DLIGHT9_PTR;
#endif
工具函数接口与实现:
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);
long get_screen_width();
long get_screen_height();
//-----------------------------------------------------------------------------
// 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);
}
//-----------------------------------------------------------------------------
// Return width of the screen of the primary display monitor, in pixels.
//-----------------------------------------------------------------------------
long get_screen_width()
{
return GetSystemMetrics(SM_CXSCREEN);
}
//-----------------------------------------------------------------------------
// Return height of the screen of the primary display monitor, in pixels.
//-----------------------------------------------------------------------------
long get_screen_height()
{
return GetSystemMetrics(SM_CYSCREEN);
}
游戏框架接口与实现:
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 game_init, FRAMEWORK_FUNC game_frame, FRAMEWORK_FUNC game_shutdown);
HINSTANCE get_window_inst();
void get_class_name(char* class_name, int length);
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 game_init, FRAMEWORK_FUNC game_frame, FRAMEWORK_FUNC game_shutdown)
{
MSG msg;
// intialize game
if(! game_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(! game_frame())
break;
}
// run shutdown function
game_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);
}