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Windows Game Programming for Dummies (2nd Edition)
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GPCHAP15
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PROG15_2.CPP
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C/C++ Source or Header
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2002-04-30
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327 lines
// PROG15_2.CPP - DirectSetup demo with callback
// INCLUDES ///////////////////////////////////////////////
#define WIN32_LEAN_AND_MEAN
#define INITGUID
#include <windows.h> // include important windows stuff
#include <windowsx.h>
#include <mmsystem.h>
#include <iostream.h> // include important C/C++ stuff
#include <conio.h>
#include <stdlib.h>
#include <malloc.h>
#include <memory.h>
#include <string.h>
#include <stdarg.h>
#include <stdio.h>
#include <math.h>
#include <io.h>
#include <fcntl.h>
#include <dsetup.h>
// DEFINES ////////////////////////////////////////////////
// defines for windows
#define WINDOW_CLASS_NAME "WINXCLASS" // class name
#define WINDOW_WIDTH 320 // size of window
#define WINDOW_HEIGHT 240
// number of DirectSetup return values as currently defined
// in DirectX 5.0
#define NUM_DSETUP_RVALUES 14
// MACROS /////////////////////////////////////////////////
// these read the keyboard asynchronously
#define KEY_DOWN(vk_code) ((GetAsyncKeyState(vk_code) & 0x8000) ? 1 : 0)
#define KEY_UP(vk_code) ((GetAsyncKeyState(vk_code) & 0x8000) ? 0 : 1)
// PROTOTYPES /////////////////////////////////////////////
// game console
int Game_Init(void *parms=NULL);
int Game_Shutdown(void *parms=NULL);
int Game_Main(void *parms=NULL);
// GLOBALS ////////////////////////////////////////////////
HWND main_window_handle = NULL; // save the window handle
HINSTANCE main_instance = NULL; // save the instance
char buffer[80]; // used to print text
// exact path of contents of REDIST\
// note the use of "\\" instead of "\"
// this is neccessary since "\" is an escape character
char DIRECTX_REDIST_PATH[]=".\\REDIST";
// a lookup table that holds the return values
DWORD dsetup_rvalues[] = {DSETUPERR_SUCCESS,
DSETUPERR_SUCCESS_RESTART,
DSETUPERR_BADSOURCESIZE,
DSETUPERR_BADSOURCETIME,
DSETUPERR_BADWINDOWSVERSION,
DSETUPERR_CANTFINDDIR,
DSETUPERR_CANTFINDINF,
DSETUPERR_INTERNAL,
DSETUPERR_NOCOPY,
DSETUPERR_NOTPREINSTALLEDONNT,
DSETUPERR_OUTOFDISKSPACE,
DSETUPERR_SOURCEFILENOTFOUND,
DSETUPERR_UNKNOWNOS,
DSETUPERR_USERHITCANCEL };
// another lookup table so the return values can be converted
// into a string for display
char *dsetup_rstrings[] = {"DSETUPERR_SUCCESS",
"DSETUPERR_SUCCESS_RESTART",
"DSETUPERR_BADSOURCESIZE" ,
"DSETUPERR_BADSOURCETIME",
"DSETUPERR_BADWINDOWSVERSION" ,
"DSETUPERR_CANTFINDDIR" ,
"DSETUPERR_CANTFINDINF" ,
"DSETUPERR_INTERNAL" ,
"DSETUPERR_NOCOPY" ,
"DSETUPERR_NOTPREINSTALLEDONNT" ,
"DSETUPERR_OUTOFDISKSPACE" ,
"DSETUPERR_SOURCEFILENOTFOUND" ,
"DSETUPERR_UNKNOWNOS" ,
"DSETUPERR_USERHITCANCEL" };
// FUNCTIONS //////////////////////////////////////////////
LRESULT CALLBACK WindowProc(HWND hwnd,
UINT msg,
WPARAM wparam,
LPARAM lparam)
{
// this is the main message handler of the system
PAINTSTRUCT ps; // used in WM_PAINT
HDC hdc; // handle to a device context
// what is the message
switch(msg)
{
case WM_CREATE:
{
// do initialization stuff here
return(0);
} break;
case WM_PAINT:
{
// start painting
hdc = BeginPaint(hwnd,&ps);
// end painting
EndPaint(hwnd,&ps);
return(0);
} break;
case WM_DESTROY:
{
// kill the application
PostQuitMessage(0);
return(0);
} break;
default:break;
} // end switch
// process any messages that we didn't take care of
return (DefWindowProc(hwnd, msg, wparam, lparam));
} // end WinProc
// WINMAIN ////////////////////////////////////////////////
int WINAPI WinMain( HINSTANCE hinstance,
HINSTANCE hprevinstance,
LPSTR lpcmdline,
int ncmdshow)
{
// this is the winmain function
WNDCLASS winclass; // this will hold the class we create
HWND hwnd; // generic window handle
MSG msg; // generic message
HDC hdc; // generic dc
PAINTSTRUCT ps; // generic paintstruct
// first fill in the window class stucture
winclass.style = CS_DBLCLKS | CS_OWNDC |
CS_HREDRAW | CS_VREDRAW;
winclass.lpfnWndProc = WindowProc;
winclass.cbClsExtra = 0;
winclass.cbWndExtra = 0;
winclass.hInstance = hinstance;
winclass.hIcon = LoadIcon(NULL, IDI_APPLICATION);
winclass.hCursor = LoadCursor(NULL, IDC_ARROW);
winclass.hbrBackground = (HBRUSH)GetStockObject(BLACK_BRUSH);
winclass.lpszMenuName = NULL;
winclass.lpszClassName = WINDOW_CLASS_NAME;
// register the window class
if (!RegisterClass(&winclass))
return(0);
// create the window, note the use of WS_POPUP
if (!(hwnd = CreateWindow(WINDOW_CLASS_NAME, // class
"DUMB Setup Parent Window", // title
WS_OVERLAPPEDWINDOW | WS_VISIBLE,
0,0, // x,y
WINDOW_WIDTH, // width
WINDOW_HEIGHT, // height
NULL, // handle to parent
NULL, // handle to menu
hinstance,// instance
NULL))) // creation parms
return(0);
// save the window handle and instance in a global
main_window_handle = hwnd;
main_instance = hinstance;
// perform all game console specific initialization
Game_Init();
// enter main event loop
while(1)
{
if (PeekMessage(&msg,NULL,0,0,PM_REMOVE))
{
// test if this is a quit
if (msg.message == WM_QUIT)
break;
// translate any accelerator keys
TranslateMessage(&msg);
// send the message to the window proc
DispatchMessage(&msg);
} // end if
// main game processing goes here
Game_Main();
} // end while
// shutdown game and release all resources
Game_Shutdown();
// return to Windows like this
return(msg.wParam);
} // end WinMain
// WINX GAME PROGRAMMING CONSOLE FUNCTIONS ////////////////
// this prototype is very important!
DWORD WINAPI DSetupCallback(DWORD Reason,
DWORD MsgType,
char *szMessage,
char *szName,
void *pUpgradeInfo)
{
// this is the most generic callback function you can have
// it simply returns IDOK for status calls, otherwise
// it pops up a messagebox and allows you to make the
// decision
if (MsgType==0)
return IDOK;
// call the messagebox function and return its value
// remember, DirectSetup is designed to respond to the
// return values of MessageBox
return(MessageBox(main_window_handle, szMessage,
"DirectX Setup Demo -- Running", MsgType));
} // end DSetupCallback
///////////////////////////////////////////////////////////
int Game_Init(void *parms)
{
// this function is where you do all the initialization
// for your game
char messbuffer[256]; // used to print messages
// tell user whats up
MessageBox(main_window_handle,
"This simple application installs the\nDirectX Run-Time libraries.\n\nPress OK to Continue.\n",
"DirectX Setup Demo -- Starting...",MB_OK);
// set callback function
DirectXSetupSetCallback(DSetupCallback);
// call directsetup
DWORD dsetup_result =
DirectXSetup(main_window_handle,DIRECTX_REDIST_PATH,DSETUP_DIRECTX);
// test the return value and print out the DirectSetup
// error string
for (int index=0; index<NUM_DSETUP_RVALUES; index++)
{
if (dsetup_rvalues[index] == dsetup_result)
{
// build up message
sprintf(messbuffer,"DirectSetup Has Completed.\n\nResult=%s\n\nPress OK to Continue.",dsetup_rstrings[index]);
// print results of DirectXSetup to user
MessageBox(main_window_handle,
messbuffer,
"DirectX Setup Demo -- Final Results",MB_OK);
break;
} // end if
} // end for
// return success
return(1);
} // end Game_Init
///////////////////////////////////////////////////////////
int Game_Shutdown(void *parms)
{
// this function is where you shutdown your game and
// release all resources that you allocated
// shut everything down
// return success
return(1);
} // end Game_Shutdown
///////////////////////////////////////////////////////////
int Game_Main(void *parms)
{
// this is the workhorse of your game it will be called
// continuously in real-time this is like main() in C
// all the calls for you game go here!
// check of user is trying to exit
if (KEY_DOWN(VK_ESCAPE))
PostMessage(main_window_handle, WM_DESTROY,0,0);
// return success
return(1);
} // end Game_Main
//////////////////////////////////////////////////////////