// INCLUDES /////////////////////////////////////////////// #define WIN32_LEAN_AND_MEAN // just say no to MFC
#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>
// DEFINES ////////////////////////////////////////////////
// defines for windows #define WINDOW_CLASS_NAME "WINCLASS1"
// MACROS /////////////////////////////////////////////////
#define KEYDOWN(vk_code) ((GetAsyncKeyState(vk_code) & 0x8000) ? 1 : 0) #define KEYUP(vk_code) ((GetAsyncKeyState(vk_code) & 0x8000) ? 0 : 1)
// GLOBALS //////////////////////////////////////////////// HWND main_window_handle = NULL; // globally track main window HINSTANCE hinstance_app = NULL; // globally track hinstance
char buffer[80]; // general printing buffer
// 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 char buffer[80]; // used to print strings
// what is the message switch(msg) { case WM_CREATE: { // do initialization stuff here // return success return(0); } break; case WM_PAINT: { // simply validate the window hdc = BeginPaint(hwnd,&ps); // end painting EndPaint(hwnd,&ps);
// return success return(0); } break;
case WM_DESTROY: {
// kill the application, this sends a WM_QUIT message PostQuitMessage(0);
// return success 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
///////////////////////////////////////////////////////////
int Game_Main(void *parms = NULL, int num_parms = 0) { // this is the main loop of the game, do all your processing // here
// for now test if user is hitting ESC and send WM_CLOSE if (KEYDOWN(VK_ESCAPE)) SendMessage(main_window_handle,WM_CLOSE,0,0);
// return success or failure or your own return code here return(1);
} // end Game_Main
////////////////////////////////////////////////////////////
int Game_Init(void *parms = NULL, int num_parms = 0) { // this is called once after the initial window is created and // before the main event loop is entered, do all your initialization // here
// return success or failure or your own return code here return(1);
} // end Game_Init
/////////////////////////////////////////////////////////////
int Game_Shutdown(void *parms = NULL, int num_parms = 0) { // this is called after the game is exited and the main event // loop while is exited, do all you cleanup and shutdown here
// return success or failure or your own return code here return(1);
} // end Game_Shutdown
// WINMAIN //////////////////////////////////////////////// int WINAPI WinMain( HINSTANCE hinstance, HINSTANCE hprevinstance, LPSTR lpcmdline, int ncmdshow) {
WNDCLASSEX winclass; // this will hold the class we create HWND hwnd; // generic window handle MSG msg; // generic message HDC hdc; // graphics device context
// first fill in the window class stucture winclass.cbSize = sizeof(WNDCLASSEX); 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; winclass.hIconSm = LoadIcon(NULL, IDI_APPLICATION);
// save hinstance in global hinstance_app = hinstance;
// register the window class if (!RegisterClassEx(&winclass)) return(0);
// create the window if (!(hwnd = CreateWindowEx(NULL, // extended style WINDOW_CLASS_NAME, // class " Game Console Version 1.0", // title WS_OVERLAPPEDWINDOW | WS_VISIBLE, 0,0, // initial x,y 400,300, // initial width, height NULL, // handle to parent NULL, // handle to menu hinstance,// instance of this application NULL))) // extra creation parms return(0);
// save main window handle main_window_handle = hwnd;
// initialize game here Game_Init();
// enter main event loop while(TRUE) { // test if there is a message in queue, if so get it 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
// closedown game here Game_Shutdown();
// return to Windows like this return(msg.wParam);
} // end WinMain
///////////////////////////////////////////////////////////