-
Notifications
You must be signed in to change notification settings - Fork 0
Expand file tree
/
Copy pathGameEngine.cpp
More file actions
221 lines (190 loc) · 6.05 KB
/
GameEngine.cpp
File metadata and controls
221 lines (190 loc) · 6.05 KB
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
//This and it's sister file (GameEngine.h) where writen by Micheal Morrison
#include "GameEngine.h"
#include <iostream>
#include <ctime>
using namespace std;
int wait(int iBeginTime)
{
return clock() - iBeginTime;
}
GameEngine *GameEngine::m_pGameEngine = NULL;
//-----------------------------------------------------------------
// Windows Functions
//-----------------------------------------------------------------
int WINAPI WinMain(HINSTANCE hInstance, HINSTANCE hPrevInstance,
PSTR szCmdLine, int iCmdShow)
{
MSG msg;
static int iTickTrigger = 0;
int iTickCount;
if (GameInitialize(hInstance))
{
// Initialize the game engine
if (!GameEngine::GetEngine()->Initialize(iCmdShow))
return FALSE;
// Enter the main message loop
while (TRUE)
{
if (PeekMessage(&msg, NULL, 0, 0, PM_REMOVE))
{
// Process the message
if (msg.message == WM_QUIT)
break;
TranslateMessage(&msg);
DispatchMessage(&msg);
}
else
{
// Make sure the game engine isn't sleeping
if (!GameEngine::GetEngine()->GetSleep())
{
// Check the tick count to see if a game cycle has elapsed
iTickCount = GetTickCount();
if (iTickCount > iTickTrigger)
{
iTickTrigger = iTickCount +
GameEngine::GetEngine()->GetFrameDelay();
HandleKeys();
GameCycle();
}
}
}
}
return (int)msg.wParam;
}
// End the game
GameEnd();
return TRUE;
}
LRESULT CALLBACK WndProc(HWND hWindow, UINT msg, WPARAM wParam, LPARAM lParam)
{
// Route all Windows messages to the game engine
return GameEngine::GetEngine()->HandleEvent(hWindow, msg, wParam, lParam);
}
//-----------------------------------------------------------------
// GameEngine Constructor(s)/Destructor
//-----------------------------------------------------------------
GameEngine::GameEngine(HINSTANCE hInstance, LPTSTR szWindowClass,
LPTSTR szTitle, WORD wIcon, WORD wSmallIcon, WORD wCursor, int iWidth, int iHeight)
{
// Set the member variables for the game engine
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_wCursor = wCursor;
m_iWidth = iWidth;
m_iHeight = iHeight;
m_iFrameDelay = 50; // 20 FPS default
m_bSleep = TRUE;
}
GameEngine::~GameEngine()
{
}
//-----------------------------------------------------------------
// Game Engine General Methods
//-----------------------------------------------------------------
BOOL GameEngine::Initialize(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()));
if(GetCursor() == NULL)
wndclass.hCursor = LoadCursor(m_hInstance, IDC_ARROW);
else
wndclass.hCursor = LoadCursor(m_hInstance, MAKEINTRESOURCE(GetCursor()));
wndclass.hbrBackground = (HBRUSH)(COLOR_WINDOW + 1);
wndclass.lpszMenuName = NULL;
wndclass.lpszClassName = m_szWindowClass;
// Register the window class
if (!RegisterClassEx(&wndclass))
return FALSE;
// Calculate the window size and position based upon the game size
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 the 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 the 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 game engine member functions
switch (msg)
{
case WM_LBUTTONDOWN:
//Handle left mouse button press
MouseButtonDown(LOWORD(lParam), HIWORD(lParam), TRUE);
return 0;
case WM_LBUTTONUP:
//Handle left mouse button release
MouseButtonUp(LOWORD(lParam), HIWORD(lParam), TRUE);
return 0;
case WM_RBUTTONDOWN:
//Handle right mouse button press
MouseButtonDown(LOWORD(lParam), HIWORD(lParam), FALSE);
return 0;
case WM_RBUTTONUP:
//Handle right mouse button release
MouseButtonDown(LOWORD(lParam), HIWORD(lParam), FALSE);
return 0;
case WM_MOUSEMOVE:
//Handle mouse movement
MouseMove(LOWORD(lParam), HIWORD(lParam));
return 0;
case WM_CREATE:
// Set the game window and start the game
SetWindow(hWindow);
GameStart(hWindow);
return 0;
case WM_SETFOCUS:
// Activate the game and update the Sleep status
GameActivate(hWindow);
SetSleep(FALSE);
return 0;
case WM_KILLFOCUS:
// Deactivate the game and update the Sleep status
GameDeactivate(hWindow);
SetSleep(TRUE);
return 0;
case WM_PAINT:
HDC hDC;
PAINTSTRUCT ps;
hDC = BeginPaint(hWindow, &ps);
// Paint the game
GamePaint(hDC);
EndPaint(hWindow, &ps);
return 0;
case WM_DESTROY:
// End the game and exit the application
GameEnd();
PostQuitMessage(0);
return 0;
}
return DefWindowProc(hWindow, msg, wParam, lParam);
}