?? main.cpp
字號:
#include "Game.h"
CGame* g_pGame = NULL;
void CleanUp()
{
SafeDelete(g_pGame);
}
//The windows message handler
LRESULT WINAPI WinProc(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam)
{
switch(msg)
{
case WM_DESTROY:
PostQuitMessage(0);
return 0;
break;
case WM_KEYUP:
switch (wParam)
{
case VK_ESCAPE:
//User has pressed the escape key, so quit
DestroyWindow(hWnd);
return 0;
break;
}
break;
}
return DefWindowProc(hWnd, msg, wParam, lParam);
}
//Application entry point
INT WINAPI WinMain(HINSTANCE hInst, HINSTANCE, LPSTR, INT)
{
//Register the window class
WNDCLASSEX wc = {sizeof(WNDCLASSEX), CS_CLASSDC, WinProc, 0L, 0L,
GetModuleHandle(NULL), NULL, NULL, NULL, NULL,
"DX Project 8", NULL};
//Set the mouse pointer to an arrow
wc.hCursor = LoadCursor(NULL, IDC_ARROW);
RegisterClassEx(&wc);
//Create the application's window
HWND hWnd = CreateWindow("DX Project 8", "www.andypike.com: Tutorial 8",
WS_OVERLAPPEDWINDOW, 0, 0, GetSystemMetrics(SM_CXSCREEN), GetSystemMetrics(SM_CYSCREEN),
NULL, NULL, wc.hInstance, NULL);
g_pGame = new CGame();
g_pGame->EnableLogging();
//Initialize Direct3D
if(g_pGame->Initialise(hWnd, 800, 600))
{
//Show our window
ShowWindow(hWnd, SW_SHOWDEFAULT);
UpdateWindow(hWnd);
//Start game running: Enter the game loop
g_pGame->GameLoop();
}
CleanUp();
UnregisterClass("DX Project 8", wc.hInstance);
return 0;
}
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