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- /*****************************************************************************
- IsoHex24_1.cpp
- Ernest S. Pazera
- 17NOV2000
- Start a WIN32 Application Workspace, add in this file
- Needs ddraw.lib, d3d8.lib and dxguid.lib
- Needs GDICanvas.h/cpp
- Needs DDFuncs.h/cpp
- Needs D3DFuncs.h/cpp
- *****************************************************************************/
-
- //////////////////////////////////////////////////////////////////////////////
- //INCLUDES
- //////////////////////////////////////////////////////////////////////////////
- #define WIN32_LEAN_AND_MEAN
-
- #include <windows.h>
- #include <math.h>//sin and cos
- #include "GDICanvas.h"
- #include "ddraw.h"
- #include "DDFuncs.h"
- #include "d3d.h"
- #include "d3dfuncs.h"
-
- //////////////////////////////////////////////////////////////////////////////
- //DEFINES
- //////////////////////////////////////////////////////////////////////////////
- //name for our window class
- #define WINDOWCLASS "ISOHEX25"
- //title of the application
- #define WINDOWTITLE "IsoHex 25-1"
-
- //screen attributes
- const DWORD SCREENWIDTH=640;
- const DWORD SCREENHEIGHT=480;
- const DWORD SCREENBPP=16;
-
- //////////////////////////////////////////////////////////////////////////////
- //PROTOTYPES
- //////////////////////////////////////////////////////////////////////////////
- bool Prog_Init();//game data initalizer
- void Prog_Loop();//main game loop
- void Prog_Done();//game clean up
-
- //////////////////////////////////////////////////////////////////////////////
- //GLOBALS
- //////////////////////////////////////////////////////////////////////////////
- HINSTANCE hInstMain=NULL;//main application handle
- HWND hWndMain=NULL;//handle to our main window
-
- //IDirectDraw7 Pointer
- LPDIRECTDRAW7 lpdd=NULL;
-
- //surfaces
- LPDIRECTDRAWSURFACE7 lpddsPrime=NULL;
- LPDIRECTDRAWSURFACE7 lpddsBack=NULL;
-
- //IDirect3D7
- LPDIRECT3D7 lpd3d=NULL;
-
- //IDirect3DDevice
- LPDIRECT3DDEVICE7 lpd3ddev=NULL;
-
- //vertices
- D3DTLVERTEX vert[3];//three vertices
-
- //////////////////////////////////////////////////////////////////////////////
- //WINDOWPROC
- //////////////////////////////////////////////////////////////////////////////
- LRESULT CALLBACK TheWindowProc(HWND hwnd,UINT uMsg,WPARAM wParam,LPARAM lParam)
- {
- //which message did we get?
- switch(uMsg)
- {
- case WM_KEYDOWN:
- {
- //check for escape key
- if(wParam==VK_ESCAPE)
- {
- DestroyWindow(hWndMain);
- }
-
- return(0);//handled message
- }break;
- case WM_DESTROY://the window is being destroyed
- {
-
- //tell the application we are quitting
- PostQuitMessage(0);
-
- //handled message, so return 0
- return(0);
-
- }break;
- case WM_PAINT://the window needs repainting
- {
- //a variable needed for painting information
- PAINTSTRUCT ps;
-
- //start painting
- HDC hdc=BeginPaint(hwnd,&ps);
-
- /////////////////////////////
- //painting code would go here
- /////////////////////////////
-
- //end painting
- EndPaint(hwnd,&ps);
-
- //handled message, so return 0
- return(0);
- }break;
- }
-
- //pass along any other message to default message handler
- return(DefWindowProc(hwnd,uMsg,wParam,lParam));
- }
-
-
- //////////////////////////////////////////////////////////////////////////////
- //WINMAIN
- //////////////////////////////////////////////////////////////////////////////
- int WINAPI WinMain(HINSTANCE hInstance,HINSTANCE hPrevInstance,LPSTR lpCmdLine,int nShowCmd)
- {
- //assign instance to global variable
- hInstMain=hInstance;
-
- //create window class
- WNDCLASSEX wcx;
-
- //set the size of the structure
- wcx.cbSize=sizeof(WNDCLASSEX);
-
- //class style
- wcx.style=CS_OWNDC | CS_HREDRAW | CS_VREDRAW | CS_DBLCLKS;
-
- //window procedure
- wcx.lpfnWndProc=TheWindowProc;
-
- //class extra
- wcx.cbClsExtra=0;
-
- //window extra
- wcx.cbWndExtra=0;
-
- //application handle
- wcx.hInstance=hInstMain;
-
- //icon
- wcx.hIcon=LoadIcon(NULL,IDI_APPLICATION);
-
- //cursor
- wcx.hCursor=LoadCursor(NULL,IDC_ARROW);
-
- //background color
- wcx.hbrBackground=(HBRUSH)GetStockObject(BLACK_BRUSH);
-
- //menu
- wcx.lpszMenuName=NULL;
-
- //class name
- wcx.lpszClassName=WINDOWCLASS;
-
- //small icon
- wcx.hIconSm=NULL;
-
- //register the window class, return 0 if not successful
- if(!RegisterClassEx(&wcx)) return(0);
-
- //create main window
- hWndMain=CreateWindowEx(0,WINDOWCLASS,WINDOWTITLE, WS_POPUP | WS_VISIBLE,0,0,320,240,NULL,NULL,hInstMain,NULL);
-
- //error check
- if(!hWndMain) return(0);
-
- //if program initialization failed, then return with 0
- if(!Prog_Init()) return(0);
-
- //message structure
- MSG msg;
-
- //message pump
- for(;;)
- {
- //look for a message
- if(PeekMessage(&msg,NULL,0,0,PM_REMOVE))
- {
- //there is a message
-
- //check that we arent quitting
- if(msg.message==WM_QUIT) break;
-
- //translate message
- TranslateMessage(&msg);
-
- //dispatch message
- DispatchMessage(&msg);
- }
-
- //run main game loop
- Prog_Loop();
- }
-
- //clean up program data
- Prog_Done();
-
- //return the wparam from the WM_QUIT message
- return(msg.wParam);
- }
-
- //////////////////////////////////////////////////////////////////////////////
- //INITIALIZATION
- //////////////////////////////////////////////////////////////////////////////
- bool Prog_Init()
- {
- lpdd=LPDD_Create(hWndMain,DDSCL_EXCLUSIVE | DDSCL_FULLSCREEN | DDSCL_ALLOWREBOOT);
-
- //set the display mode
- lpdd->SetDisplayMode(SCREENWIDTH,SCREENHEIGHT,SCREENBPP,0,0);
-
- //create primary surface
- lpddsPrime=LPDDS_CreatePrimary3D(lpdd,1);
-
- //create back buffer
- lpddsBack=LPDDS_GetSecondary3D(lpddsPrime);
-
- //get the idirect3d pointer
- lpd3d=LPD3D_Create(lpdd);
-
- //create the idirect3ddevice(hack method)
- lpd3ddev=LPD3DDEV_Create(lpd3d,lpddsBack);
-
- //set up viewport
- LPD3DDEV_SetViewport(lpd3ddev,0,0,SCREENWIDTH,SCREENHEIGHT);
-
- //////////////////////////////////
- //extra setup goes here
- //////////////////////////////////
-
- return(true);//return success
- }
-
- //////////////////////////////////////////////////////////////////////////////
- //CLEANUP
- //////////////////////////////////////////////////////////////////////////////
- void Prog_Done()
- {
- //////////////////////////////////
- //extra cleanup goes here
- //////////////////////////////////
-
- //release IDirect3DDevice
- LPD3DDEV_Release(&lpd3ddev);
-
- //release IDirect3D
- LPD3D_Release(&lpd3d);
-
- //clean up primary surface(this will clean up the back buffer, also)
- LPDDS_Release(&lpddsPrime);
-
- //clean up the dd pointer
- LPDD_Release(&lpdd);
- }
-
- //////////////////////////////////////////////////////////////////////////////
- //MAIN GAME LOOP
- //////////////////////////////////////////////////////////////////////////////
- void Prog_Loop()
- {
- //clear the viewport to black
- lpd3ddev->Clear(0,NULL,D3DCLEAR_TARGET,0,0,0);
-
- //start the scene
- lpd3ddev->BeginScene();
-
- //////////////////////////////////
- //rendering code goes here
- //////////////////////////////////
-
- //end the scene
- lpd3ddev->EndScene();
-
- //flip
- lpddsPrime->Flip(NULL,DDFLIP_WAIT);
- }
-
-