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C++ WIN32(如何使用游戏壳)

2017-01-15 19:26 246 查看
PlaneCtrl.h[/b]

#pragma once
#include "cgamectrl.h"
class CPlaneCtrl :
public CGameCtrl
{
public:
CPlaneCtrl(void);
~CPlaneCtrl(void);
public:
DECLEAR()
public:
virtual void OnGameDraw();
};


PlaneCtrl.cpp

#include "PlaneCtrl.h"

INPLEMENT(CPlaneCtrl)
CPlaneCtrl::CPlaneCtrl(void)
{
}

CPlaneCtrl::~CPlaneCtrl(void)
{
}
void CPlaneCtrl::OnGameDraw()
{

}


CGameCtrl.h

#pragma once
#include<Windows.h>

#ifndef _GAMECTRL_H_
#define _GAMECTRL_H_

//=====================两个宏,一个初始化=============================//
#define DECLEAR()\
static CGameCtrl* CreateObject();

#define INPLEMENT(ThisClass)\
CGameCtrl* ThisClass::CreateObject()\
{\
return  new ThisClass ;\
}\
Init init##ThisClass(&ThisClass::CreateObject);
//=====================两个宏,一个初始化=============================//

class CGameCtrl;
typedef CGameCtrl* (*PFUN)();

class CGameCtrl
{
protected:
HINSTANCE m_hInstance;
HWND m_hWnd;
public:
CGameCtrl()
{
m_hInstance=0;
m_hWnd=0;
}
~CGameCtrl()
{

}
public:
void SetWindow(HINSTANCE instance,HWND wnd)
{
m_hInstance=instance;
m_hWnd=wnd;
}

public:
static PFUN pfun;//静态函数指针
public:

virtual void OnCreateGame(){}                       // WM_CREATE
virtual void OnGameDraw  (){}                       // WM_PAINT
virtual void OnGameRun   (WPARAM nTimeId){}         // WM_TIMER 需要判断哪个定时器,传参数wParam [in]The timer identifier.
//键盘
virtual void OnKeyDown(WPARAM nKey){}               // WM_KEYDOWN
virtual void OnKeyUp(WPARAM nKey){}                 // WM_KEYUP
//鼠标
virtual void OnLButtonDown(POINT point){}           // WM_LBUTTONDOWN
virtual void OnLButtonUp(POINT point){}             // WM_LBUTTONUP
virtual void OnMouseMove(POINT point){}             // WM_MOUSEMOVE
};
class Init
{
public:
Init(PFUN pfun)
{
CGameCtrl::pfun=pfun;

}
};
#endif //_GAMECTRL_H_


CGameCtrl.cpp

#include<windows.h>
#include"CGameCtrl.h"
#include"PlaneCtrl.h"
#include<time.h>
PFUN CGameCtrl::pfun=0; //只有静态成员函数才能在类外定义
CGameCtrl *pCtrl=0;
LRESULT CALLBACK MyWinMain(HWND hWnd, UINT uMsg, WPARAM wParam, LPARAM lParam)//回调函数(消息的)
{
switch(uMsg)
{
case WM_CREATE:
if(CGameCtrl::pfun==NULL)   //在创建窗口之前需要先判断这个函数指针是否为空
{
::MessageBox(hWnd,"亲注册失败了","提示",MB_OK);
::DestroyWindow(hWnd);  //销毁窗口
::PostQuitMessage(0);   //退出

}else
{
pCtrl=(*CGameCtrl::pfun)(); //调用函数指针(指向的是子类的对象)通过子类对象去执行子类中的虚构函数
pCtrl->SetWindow(LPCREATESTRUCT(lParam)->hInstance,hWnd);//设置句柄
pCtrl->OnCreateGame();  //初始化游戏加载资源
}
break;
case WM_PAINT:
pCtrl->OnGameDraw();
break;
case WM_TIMER:
pCtrl->OnGameRun(wParam);
break;
case WM_KEYDOWN:
pCtrl->OnKeyDown(wParam);
break;
case WM_KEYUP:
pCtrl->OnKeyUp(wParam);
break;
case WM_LBUTTONDOWN:
{
POINT point;
point.x=LOWORD(lParam);
point.y=HIWORD(lParam);
pCtrl->OnLButtonDown(point);
}
break;
case WM_LBUTTONUP:
{
POINT point;
point.x=LOWORD(lParam);
point.y=HIWORD(lParam);
pCtrl->OnLButtonUp(point);
}
break;
case WM_MOUSEMOVE:
{
POINT point;
point.x=LOWORD(lParam);
point.y=HIWORD(lParam);
pCtrl->OnMouseMove(point);
}
break;

case WM_CLOSE:
{
::PostQuitMessage(0);
}

}
return  DefWindowProc(hWnd,uMsg,wParam,lParam); //返回消息的默认处理
}

int CALLBACK WinMain(HINSTANCE hInstance,HINSTANCE hPrevInstance,LPSTR lpCmdLine,int nCmdShow)
{
srand((unsigned int)time(0));
//设置画刷
HBRUSH hBrush=::CreateSolidBrush(RGB(62,71,98));

//设计窗口
WNDCLASSEX wndclass;
wndclass.cbClsExtra=0;
wndclass.cbSize=sizeof(wndclass);
wndclass.cbWndExtra=0;
wndclass.hbrBackground=hBrush;
wndclass.hCursor=0;
wndclass.hIcon=0;
wndclass.hIconSm=0;
wndclass.lpfnWndProc=MyWinMain;
wndclass.lpszClassName="Leo";   //注册窗口时候要的名字,作为参数
wndclass.lpszMenuName=0;        //菜单名字
wndclass.style=CS_HREDRAW|CS_VREDRAW;
wndclass.hInstance=hInstance;

//注册窗口

if(RegisterClassEx(&wndclass)== false)
{
MessageBox(NULL,"注册失败","提示",MB_OK);
return 0;
}
//创建
HWND hWnd=::CreateWindow("Leo","Small Test",WS_OVERLAPPEDWINDOW,0,200,500,500,NULL,NULL,hInstance,NULL);

//显示窗口

ShowWindow(hWnd,nCmdShow);

//消息循环
MSG msg;
while(::GetMessage(&msg,0,0,0))
{

::TranslateMessage(&msg);   //将得到的消息翻译
::DispatchMessage(&msg);    //翻译来的消息发送

}

return 0;
}
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标签:  win32