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#include "GameEngine.h"
// Static Variable (aasigning a fixed pointer to game engine address)
GameEngine *GameEngine :: m_pGameEngine = NULL;
/* Pointer 'GameEngine' points to the global pointer 'm_pGameEngine' of class 'GameEngine',
but doesn't point to an obj */
//The WinMain function handles window functions and methods, but is separate from Game Engine functions and methods
int WINAPI WinMain (HINSTANCE hInstance, HINSTANCE hPrevInstance, PSTR szCmdLine, int iCmdShow)
{
MSG msg;
static int iTickTrigger = 0;
int iTickCount;
if (GameInitialise (hInstance) )
{
//Initalise Game Engine
if (!GameEngine :: GetEngine() -> Initialise (iCmdShow) )
return FALSE;
//Enter the main message loop
while (TRUE)
{
if (PeekMessage (&msg, NULL, 0, 0, PM_REMOVE) )
{
//Message Processing
if (msg . message == WM_QUIT)
break; //End loop if program recives windows quit message
TranslateMessage (&msg);
DispatchMessage (&msg);
}
else
{
//Check to see if the engine is active
if (!GameEngine :: GetEngine() -> GetSleep() )
{
//Check tick count to see if a cycle has elapsed
iTickCount = GetTickCount();
if (iTickCount > iTickTrigger)
{
iTickTrigger = iTickCount + GameEngine :: GetEngine() -> GetFrameDelay();
GameCycle();
}
}
}
}
return (int) msg.wParam;
}
//End the game
GameEnd();
return TRUE;
}
LRESULT CALLBACK WndProc (HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam)
{
//All messages sent to game engine
return GameEngine :: GetEngine() -> HandleEvent (hWnd, msg, wParam, lParam);
}
//Constructors and Destructor Definition
GameEngine :: GameEngine (HINSTANCE hInstance, LPSTR szWindowClass, LPSTR szTitle, WORD wIcon,
WORD wSmallIcon, int iWidth, int iHeight)
{
//Definition of game engine member varibles
m_pGameEngine = this;
m_hInstance = hInstance;
m_hWindow = NULL;
if (lstrlen (szWindowClass) > 0)
lstrcpy (m_szWindowClass, szWindowClass);
if (lstrlen (szTitle) > 0)
lstrcpy (m_szTitle, szTitle);
m_wIcon = wIcon;
m_wSmallIcon = wSmallIcon;
m_iWidth = iWidth;
m_iHeight = iHeight;
m_iFrameDelay = 50; //Defines the time between frames as 50ms, i.e. 20fps
m_bSleep = TRUE;
}
GameEngine :: ~GameEngine()
{
}
//General Methods
//Initialising the engine
BOOL GameEngine :: Initialise(int iCmdShow)
{
WNDCLASSEX wndclass;
//Create the window class for the main window
wndclass.cbSize = sizeof (wndclass);
wndclass.style = CS_HREDRAW | CS_VREDRAW;
wndclass.lpfnWndProc = WndProc;
wndclass.cbClsExtra = 0;
wndclass.cbWndExtra = 0;
wndclass.hInstance = m_hInstance;
wndclass.hIcon = LoadIcon (m_hInstance, MAKEINTRESOURCE (GetIcon() ) );
wndclass.hIconSm = LoadIcon (m_hInstance, MAKEINTRESOURCE (GetSmallIcon() ) );
wndclass.hCursor = LoadCursor (NULL, IDC_ARROW);
wndclass.hbrBackground = (HBRUSH)(COLOR_WINDOW + 1);
wndclass.lpszMenuName = NULL;
wndclass.lpszClassName = m_szWindowClass;
//Regester the window class
if (!RegisterClassEx (&wndclass) )
return FALSE;
//Calculate window size and position, based upon game
int iWindowWidth = m_iWidth + GetSystemMetrics (SM_CXFIXEDFRAME) * 2,
iWindowHeight = m_iHeight + GetSystemMetrics (SM_CYFIXEDFRAME) *2 + GetSystemMetrics (SM_CYCAPTION);
if (wndclass.lpszMenuName != NULL)
iWindowHeight += GetSystemMetrics (SM_CYMENU);
int iXWindowPos = (GetSystemMetrics (SM_CXSCREEN) - iWindowWidth) / 2,
iYWindowPos = (GetSystemMetrics (SM_CYSCREEN) - iWindowHeight) /2;
//Create Window
m_hWindow = CreateWindow (m_szWindowClass, m_szTitle, WS_POPUPWINDOW | WS_CAPTION | WS_MINIMIZEBOX,
iXWindowPos, iYWindowPos, iWindowWidth, iWindowHeight, NULL, NULL, m_hInstance, NULL);
if (!m_hWindow)
return FALSE;
//Show and Update window
ShowWindow (m_hWindow, iCmdShow);
UpdateWindow (m_hWindow);
return TRUE;
}
LRESULT GameEngine :: HandleEvent(HWND hWindow, UINT msg, WPARAM wParam, LPARAM lParam)
{
//Route windows messages to the game engine members
switch (msg)
{
//Set the game window and start the game
case WM_CREATE:
SetWindow (hWindow);
GameStart (hWindow);
return 0;
//Activate and deactivate the game and update the sleep status
case WM_ACTIVATE:
if (wParam != WA_INACTIVE)
{
GameActivate (hWindow);
SetSleep (FALSE);
}
else
{
GameDeactivate (hWindow);
SetSleep (TRUE);
}
return 0;
//Painting the game
case WM_PAINT:
HDC hDC;
PAINTSTRUCT ps;
hDC = BeginPaint (hWindow, &ps);
GamePaint (hDC);
EndPaint (hWindow, &ps);
return 0;
//End game and close application
case WM_DESTROY:
GameEnd();
PostQuitMessage (0);
return 0;
}
return DefWindowProc (hWindow, msg, wParam, lParam);
}
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