DirectX 教程: DirectX Tutorial - Win32: Basics

本文翻译自DirectxTurtorial,在此只是大概内容,方便忘记的时候快速记起,可以同时参考原文及code.

http://www.directxtutorial.com/LessonList.aspx?listid=11

电脑游戏的结构图示:



初始代码框架:


#include <windows.h>
#include <windowsx.h>

// the WindowProc function prototype
LRESULT CALLBACK WindowProc(HWND hWnd,
                         UINT message,
                         WPARAM wParam,
                         LPARAM lParam);

// the entry point for any Windows program
int WINAPI WinMain(HINSTANCE hInstance,
                   HINSTANCE hPrevInstance,
                   LPSTR lpCmdLine,
                   int nCmdShow)
{
    // the handle for the window, filled by a function
    HWND hWnd;
    // this struct holds information for the window class
    WNDCLASSEX wc;

    // clear out the window class for use
    ZeroMemory(&wc, sizeof(WNDCLASSEX));

    // fill in the struct with the needed information
    wc.cbSize = sizeof(WNDCLASSEX);
    wc.style = CS_HREDRAW | CS_VREDRAW;
    wc.lpfnWndProc = WindowProc;
    wc.hInstance = hInstance;
    wc.hCursor = LoadCursor(NULL, IDC_ARROW);
    wc.hbrBackground = (HBRUSH)COLOR_WINDOW;
    wc.lpszClassName = L"WindowClass1";

    // register the window class
    RegisterClassEx(&wc);

    // create the window and use the result as the handle
    hWnd = CreateWindowEx(NULL,
                          L"WindowClass1",    // name of the window class
                          L"Our First Windowed Program",   // title of the window
                          WS_OVERLAPPEDWINDOW,    // window style
                          300,    // x-position of the window
                          300,    // y-position of the window
                          500,    // width of the window
                          400,    // height of the window
                          NULL,    // we have no parent window, NULL
                          NULL,    // we aren't using menus, NULL
                          hInstance,    // application handle
                          NULL);    // used with multiple windows, NULL

    // display the window on the screen
    ShowWindow(hWnd, nCmdShow);

    // enter the main loop:

    // this struct holds Windows event messages
    MSG msg;

    // wait for the next message in the queue, store the result in 'msg'
    while(GetMessage(&msg, NULL, 0, 0))
    {
        // translate keystroke messages into the right format
        TranslateMessage(&msg);

        // send the message to the WindowProc function
        DispatchMessage(&msg);
    }

    // return this part of the WM_QUIT message to Windows
    return msg.wParam;
}

// this is the main message handler for the program
LRESULT CALLBACK WindowProc(HWND hWnd, UINT message, WPARAM wParam, LPARAM lParam)
{
    // sort through and find what code to run for the message given
    switch(message)
    {
        // this message is read when the window is closed
        case WM_DESTROY:
            {
                // close the application entirely
                PostQuitMessage(0);
                return 0;
            } break;
    }

    // Handle any messages the switch statement didn't
    return DefWindowProc (hWnd, message, wParam, lParam);
}

代码大概分为三步:

1. 窗口注册: wc 相关

2. 窗口句柄:hWnd 相关

3. 消息处理单元: WindowProc函数以及while循环用来接受消息。


窗口创建三步:

1. 注册 RegisterClassEx

2. 创建 CreateWindowEx

3. 显示 ShowWindow


消息处理图解:对应到上面的代码即可看懂流程



DirectX 相关点1:窗口大小


windows 中的 window大小与client大小有区别,特别是在directX中如果你想要显示的大小对应到client不是正好,可能会产生锯齿等情况,因此需要设置Client大小为你想要的,再去调整windows大小。

做法:在RegisterClassEx下加两句话,同时修改创建窗口宽高参数。

 // register the window class
    RegisterClassEx(&wc);

    // calculate the size of the client area
    RECT wr = {0, 0, 500, 400};    // set the size, but not the position
    AdjustWindowRect(&wr, WS_OVERLAPPEDWINDOW, FALSE);    // adjust the size

    // create the window and use the result as the handle
    hWnd = CreateWindowEx(NULL,
                          L"WindowClass1",    // name of the window class
                          L"Our First Windowed Program",   // title of the window
                          WS_OVERLAPPEDWINDOW,    // window style
                          300,    // x-position of the window
                          300,    // y-position of the window
                          wr.right - wr.left,    // width of the window
                          wr.bottom - wr.top,    // height of the window
                          NULL,    // we have no parent window, NULL
                          NULL,    // we aren't using menus, NULL
                          hInstance,    // application handle
                          NULL);    // used with multiple windows, NULL

    // display the window on the screen
    ShowWindow(hWnd, nCmdShow);





DirectX 相关点2:消息机制调整

GetMessage函数符合window消息机制,但是在消息传递的时候会有等待,在游戏中这种等待是不被允许的。

下图是GetMessage 消息机制:



改进:使用PeekMessage消息机制,不会产生任何等待。



代码: 替换掉主方法里面的循环:

// Enter the infinite message loop
    while(TRUE)
    {
        // Check to see if any messages are waiting in the queue
        if(PeekMessage(&msg, NULL, 0, 0, PM_REMOVE))
        {
            // translate keystroke messages into the right format
            TranslateMessage(&msg);

            // send the message to the WindowProc function
            DispatchMessage(&msg);

            // check to see if it's time to quit
            if(msg.message == WM_QUIT)
                break;
        }
        else
        {
            // Run game code here
            // ...
            // ...
        }
    }


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