?? application.h
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/*******************************************************************
* Advanced 3D Game Programming using DirectX 9.0
* * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * *
* copyright (c) 2003 by Peter A Walsh and Adrian Perez
* See license.txt for modification and distribution information
******************************************************************/
#ifndef _APPLICATION_H
#define _APPLICATION_H
#include <windows.h>
#include "GameErrors.h"
#include "GameTypes.h"
#include "GraphicsLayer.h"
#include "InputLayer.h"
class cWindow;
class cApplication
{
protected:
//==========-------------------------- Member variables
string m_title; // Name the window should have
int m_width; // Width of our application
int m_height; // Height of our application
int m_bpp; // Desired depth (may not be possible)
bool m_bActive; // Is the appliation active?
uint m_glFlags; // Flags for the graphics layer
static cApplication* m_pGlobalApp;
virtual void InitPrimaryWindow();
virtual void InitGraphics();
virtual void InitInput();
virtual void InitSound();
virtual void InitExtraSubsystems();
public:
cApplication();
virtual ~cApplication();
/**
* Init the application. All user-level init should go here
*/
virtual void Init();
/**
* Run the application. This shouldn't need to change
*/
virtual void Run();
/**
* Handles all code that should be run each frame
* timeDelta == amount of time (in seconds) since last call
*/
virtual void DoFrame( float timeDelta );
virtual void DoIdleFrame( float timeDelta );
/**
* Scene Init is called by Init. This way user-level class
* doesn't need to worry about setting up D3D or handling any
* errors during setup.
*/
virtual void SceneInit();
virtual void SceneEnd();
void Pause() { m_bActive = false; }
void UnPause() { m_bActive = true; }
static cApplication* GetApplication() { return m_pGlobalApp; }
static void KillApplication()
{
delete m_pGlobalApp;
m_pGlobalApp = NULL;
}
};
inline cApplication* Application()
{
return cApplication::GetApplication();
}
HINSTANCE AppInstance();
/**
* This function is implemented by any client that uses GameLib
*/
cApplication* CreateApplication(); // returns a ptr to a valid application object
#endif // _APPLICATION_H
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