一个简易的屏幕保护程序

// DEMO3_1.CPP  - Demo of loading an icon and cursor resource

// INCLUDES ///
#define WIN32_LEAN_AND_MEAN  // just say no to MFC

#include <windows.h>   // include all the windows headers
#include <windowsx.h>  // include useful macros
#include <mmsystem.h>
#include <stdio.h>
#include <stdlib.h>
#include <math.h>
#include<tchar.h>
//#include "DEMO3_1RES.H" // include the resource header

// DEFINES

// defines for windows
#define WINDOW_CLASS_NAME "WINCLASS1"
#define WINDOW_WIDTH   480
#define WINDOW_HEIGHT  640
// GLOBALS
HWND main_window_handle  = NULL;
HINSTANCE main_instance = NULL;

#define KEYDOWN(vk_code) ((GetAsyncKeyState(vk_code) & 0x8000) ? 1 : 0)
#define KEYUP(vk_code)   ((GetAsyncKeyState(vk_code) & 0x8000) ? 0 : 1)

// FUNCTIONS //

//LRESULT CALLBACK TimerProc(HWND)
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
//TCHAR buffer[80];
// 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); 
  // you would do all your painting here
        EndPaint(hwnd,&ps);
        // return success
  return(0);
     } break;

  //调用顺序:WM_CLOSE---->WM_DESTROY--->WM_QUIT

 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
 

///start game main
void Game_Main()
{   
}

// 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;
HPEN     pen;
int color_change_count = 100;///这里设置为0运行速度会很慢,估计是因为一开始就要调用函数创建画笔,消耗了时间

// 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(hinstance, IDI_APPLICATION);
winclass.hCursor  = LoadCursor(hinstance, IDC_ARROW);
winclass.hbrBackground = (HBRUSH)GetStockObject(BLACK_BRUSH);
winclass.lpszMenuName = NULL;
winclass.lpszClassName = WINDOW_CLASS_NAME;
winclass.hIconSm        = LoadIcon(hinstance, IDI_APPLICATION);

// register the window class
if (!RegisterClassEx(&winclass))
 return(0);

// create the window
if (!(hwnd = CreateWindowEx(NULL,                  // extended style
                            WINDOW_CLASS_NAME,     // class
          "Demo of Custom Cursor and Icon", // title
          WS_OVERLAPPEDWINDOW | WS_VISIBLE,
           0,0,   // initial x,y
       400,400,
          //GetSystemMetrics(SM_CXFULLSCREEN),
       //GetSystemMetrics(SM_CYFULLSCREEN),  // initial width, height
          NULL,   // handle to parent
          NULL,   // handle to menu
          hinstance,// instance of this application
          NULL))) // extra creation parms
return(0);

main_window_handle = hwnd; 
main_instance = hinstance;
hdc = GetDC(hwnd);

//用法:它需要提供一个种子,这个种子会对应一个随机数,如果使用相同的种子后面的rand()函数会出现一样的随机数。
//如: srand(1); 直接使用1来初始化种子。不过为了防止随机数每次重复常常使用系统时间来初始化
srand(GetTickCount());

///endpoints of line
int x1 = rand()%WINDOW_WIDTH;
int y1 = rand()%WINDOW_HEIGHT;

int x2 = rand()%WINDOW_WIDTH;
int y2 = rand()%WINDOW_HEIGHT;

//intial velocity of each end
int x1v = -4 + rand()%8;
int y1v = -4 + rand()%8;

int x2v = -4 + rand()%8;
int y2v = -4 + rand()%8;
// enter main event loop, but this time we use PeekMessage()
// instead of GetMessage() to retrieve messages
while(TRUE)
 {

 DWORD start_time = GetTickCount();
    // 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

    //is it time to change color?
    if (++color_change_count >= 100)
    {
     color_change_count = 0;
     //create a random color pen
     if (pen)
      DeleteObject(pen);

     //create a new pen
     pen = CreatePen(PS_SOLID,1,RGB(rand()%256,rand()%256,rand()%256));
     SelectObject(hdc,pen);
    }///end if

    ///move endpoints of line
    x1 += x1v;
    y1 += y1v;

    x2 += x2v;
    y2 += y2v;

    /test  if  either end hit window edge
    涉及碰撞理论的处理方法
    if(x1 < 0 || x1 >= WINDOW_WIDTH)
    {
     ///invert velocity
     x1v = -x1v;

     ///bum endpoint back

     x1 += x1v;
    }///end if

    if(y1 < 0 || y1 >= WINDOW_WIDTH)
    {
     ///invert velocity
     y1v = -y1v;

     bum endpoint back
     y1 += y1v;
    }///end if

    if(x2 < 0 || x2 >= WINDOW_WIDTH)
    {
     ///invert  velocity
     x2v = -x2v;

     ///bum endpoint back
     x2 += x2v;
    }///end if

    if(y2 < 0 || y2 >= WINDOW_HEIGHT)
    {
     invert velocity

     y2v = -y2v;

     y2 += y2v;
    }


    ///move to end one of line
    MoveToEx(hdc,x1,y1,NULL);

    ///draw to the other end

    LineTo(hdc ,x2,y2);

    lock time to 30 fps which is aprox ,33 milliseconds

    while((GetTickCount() - start_time) < 33)  还是未理解在这里这样写的好处,望各位发表高见
     ;
   
    // main game processing goes here
  //Game_Main(); // or whatever your loop is called
   if(KEYDOWN(VK_ESCAPE))
   SendMessage(hwnd,WM_CLOSE,0,0);
 } // end while

ReleaseDC(hwnd,hdc);
// return to Windows like this
return(msg.wParam);

} // end WinMain

///

 

评论 1
添加红包

请填写红包祝福语或标题

红包个数最小为10个

红包金额最低5元

当前余额3.43前往充值 >
需支付:10.00
成就一亿技术人!
领取后你会自动成为博主和红包主的粉丝 规则
hope_wisdom
发出的红包
实付
使用余额支付
点击重新获取
扫码支付
钱包余额 0

抵扣说明:

1.余额是钱包充值的虚拟货币,按照1:1的比例进行支付金额的抵扣。
2.余额无法直接购买下载,可以购买VIP、付费专栏及课程。

余额充值