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Isometric Game Programming with DirectX 7.0
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Isometric Game Programming.iso
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chapter25
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isohex25_2
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isohex25_2.cpp
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2000-12-08
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/*****************************************************************************
IsoHex24_2.cpp
Ernest S. Pazera
08DEC2000
Start a WIN32 Application Workspace, add in this file
Needs ddraw.lib, d3d8.lib and dxguid.lib
Needs GDICanvas.h/cpp
Needs DDFuncs.h/cpp
Needs D3DFuncs.h/cpp
*****************************************************************************/
//////////////////////////////////////////////////////////////////////////////
//INCLUDES
//////////////////////////////////////////////////////////////////////////////
#define WIN32_LEAN_AND_MEAN
#include <windows.h>
#include <math.h>//sin and cos
#include "GDICanvas.h"
#include "ddraw.h"
#include "DDFuncs.h"
#include "d3d.h"
#include "d3dfuncs.h"
//////////////////////////////////////////////////////////////////////////////
//DEFINES
//////////////////////////////////////////////////////////////////////////////
//name for our window class
#define WINDOWCLASS "ISOHEX25"
//title of the application
#define WINDOWTITLE "IsoHex 25-2"
//screen attributes
const DWORD SCREENWIDTH=640;
const DWORD SCREENHEIGHT=480;
const DWORD SCREENBPP=16;
//tile dimensions
const DWORD TILEWIDTH=64;
const DWORD TILEHEIGHT=32;
//map dimensions
const DWORD MAPWIDTH=20;
const DWORD MAPHEIGHT=40;
//////////////////////////////////////////////////////////////////////////////
//PROTOTYPES
//////////////////////////////////////////////////////////////////////////////
bool Prog_Init();//game data initalizer
void Prog_Loop();//main game loop
void Prog_Done();//game clean up
//////////////////////////////////////////////////////////////////////////////
//GLOBALS
//////////////////////////////////////////////////////////////////////////////
HINSTANCE hInstMain=NULL;//main application handle
HWND hWndMain=NULL;//handle to our main window
//IDirectDraw7 Pointer
LPDIRECTDRAW7 lpdd=NULL;
//surfaces
LPDIRECTDRAWSURFACE7 lpddsPrime=NULL;
LPDIRECTDRAWSURFACE7 lpddsBack=NULL;
LPDIRECTDRAWSURFACE7 lpddsTexture=NULL;
//IDirect3D7
LPDIRECT3D7 lpd3d=NULL;
//IDirect3DDevice
LPDIRECT3DDEVICE7 lpd3ddev=NULL;
//vertices
D3DTLVERTEX vert[4];//three vertices
//////////////////////////////////////////////////////////////////////////////
//WINDOWPROC
//////////////////////////////////////////////////////////////////////////////
LRESULT CALLBACK TheWindowProc(HWND hwnd,UINT uMsg,WPARAM wParam,LPARAM lParam)
{
//which message did we get?
switch(uMsg)
{
case WM_KEYDOWN:
{
//check for escape key
if(wParam==VK_ESCAPE)
{
DestroyWindow(hWndMain);
}
return(0);//handled message
}break;
case WM_DESTROY://the window is being destroyed
{
//tell the application we are quitting
PostQuitMessage(0);
//handled message, so return 0
return(0);
}break;
case WM_PAINT://the window needs repainting
{
//a variable needed for painting information
PAINTSTRUCT ps;
//start painting
HDC hdc=BeginPaint(hwnd,&ps);
/////////////////////////////
//painting code would go here
/////////////////////////////
//end painting
EndPaint(hwnd,&ps);
//handled message, so return 0
return(0);
}break;
}
//pass along any other message to default message handler
return(DefWindowProc(hwnd,uMsg,wParam,lParam));
}
//////////////////////////////////////////////////////////////////////////////
//WINMAIN
//////////////////////////////////////////////////////////////////////////////
int WINAPI WinMain(HINSTANCE hInstance,HINSTANCE hPrevInstance,LPSTR lpCmdLine,int nShowCmd)
{
//assign instance to global variable
hInstMain=hInstance;
//create window class
WNDCLASSEX wcx;
//set the size of the structure
wcx.cbSize=sizeof(WNDCLASSEX);
//class style
wcx.style=CS_OWNDC | CS_HREDRAW | CS_VREDRAW | CS_DBLCLKS;
//window procedure
wcx.lpfnWndProc=TheWindowProc;
//class extra
wcx.cbClsExtra=0;
//window extra
wcx.cbWndExtra=0;
//application handle
wcx.hInstance=hInstMain;
//icon
wcx.hIcon=LoadIcon(NULL,IDI_APPLICATION);
//cursor
wcx.hCursor=LoadCursor(NULL,IDC_ARROW);
//background color
wcx.hbrBackground=(HBRUSH)GetStockObject(BLACK_BRUSH);
//menu
wcx.lpszMenuName=NULL;
//class name
wcx.lpszClassName=WINDOWCLASS;
//small icon
wcx.hIconSm=NULL;
//register the window class, return 0 if not successful
if(!RegisterClassEx(&wcx)) return(0);
//create main window
hWndMain=CreateWindowEx(0,WINDOWCLASS,WINDOWTITLE, WS_POPUP | WS_VISIBLE,0,0,320,240,NULL,NULL,hInstMain,NULL);
//error check
if(!hWndMain) return(0);
//if program initialization failed, then return with 0
if(!Prog_Init()) return(0);
//message structure
MSG msg;
//message pump
for(;;)
{
//look for a message
if(PeekMessage(&msg,NULL,0,0,PM_REMOVE))
{
//there is a message
//check that we arent quitting
if(msg.message==WM_QUIT) break;
//translate message
TranslateMessage(&msg);
//dispatch message
DispatchMessage(&msg);
}
//run main game loop
Prog_Loop();
}
//clean up program data
Prog_Done();
//return the wparam from the WM_QUIT message
return(msg.wParam);
}
//////////////////////////////////////////////////////////////////////////////
//INITIALIZATION
//////////////////////////////////////////////////////////////////////////////
bool Prog_Init()
{
lpdd=LPDD_Create(hWndMain,DDSCL_EXCLUSIVE | DDSCL_FULLSCREEN | DDSCL_ALLOWREBOOT);
//set the display mode
lpdd->SetDisplayMode(SCREENWIDTH,SCREENHEIGHT,SCREENBPP,0,0);
//create primary surface
lpddsPrime=LPDDS_CreatePrimary3D(lpdd,1);
//create back buffer
lpddsBack=LPDDS_GetSecondary3D(lpddsPrime);
//get the idirect3d pointer
lpd3d=LPD3D_Create(lpdd);
//create the idirect3ddevice(hack method)
lpd3ddev=LPD3DDEV_Create(lpd3d,lpddsBack);
//set up viewport
LPD3DDEV_SetViewport(lpd3ddev,0,0,SCREENWIDTH,SCREENHEIGHT);
//load in texture image
CGDICanvas gdic;
gdic.Load(NULL,"texture.bmp");
//load texture
lpddsTexture=LPDDS_CreateTexture(lpdd,gdic.GetWidth(),gdic.GetHeight());
//grab texture's DC
HDC hdc;
lpddsTexture->GetDC(&hdc);
//blit image
BitBlt(hdc,0,0,gdic.GetWidth(),gdic.GetHeight(),gdic,0,0,SRCCOPY);
//release texture's dc
lpddsTexture->ReleaseDC(hdc);
//set this texture
lpd3ddev->SetTexture(0,lpddsTexture);
return(true);//return success
}
//////////////////////////////////////////////////////////////////////////////
//CLEANUP
//////////////////////////////////////////////////////////////////////////////
void Prog_Done()
{
//release texture
LPDDS_Release(&lpddsTexture);
//release IDirect3DDevice
LPD3DDEV_Release(&lpd3ddev);
//release IDirect3D
LPD3D_Release(&lpd3d);
//clean up primary surface(this will clean up the back buffer, also)
LPDDS_Release(&lpddsPrime);
//clean up the dd pointer
LPDD_Release(&lpdd);
}
//////////////////////////////////////////////////////////////////////////////
//MAIN GAME LOOP
//////////////////////////////////////////////////////////////////////////////
void Prog_Loop()
{
//clear the viewport to black
lpd3ddev->Clear(0,NULL,D3DCLEAR_TARGET,0,0,0);
//start the scene
lpd3ddev->BeginScene();
//center positions
D3DVALUE CenterX,CenterY;
//loop through map
for(int y=0;y<MAPHEIGHT;y++)
{
for(int x=0;x<MAPWIDTH;x++)
{
//calculate world coordinates for center of tile
CenterX=(float)(x*TILEWIDTH+(y&1)*(TILEWIDTH/2));
CenterY=(float)(y*(TILEHEIGHT/2));
//set up the vertex
//v1
VERTEX_Set(&vert[0],CenterX-TILEWIDTH/2,CenterY,D3DRGB(1.0,1.0,1.0),0.0,0.0);
//v2
VERTEX_Set(&vert[1],CenterX,CenterY-TILEHEIGHT/2,D3DRGB(1.0,1.0,1.0),1.0,0.0);
//v3
VERTEX_Set(&vert[2],CenterX,CenterY+TILEHEIGHT/2,D3DRGB(1.0,1.0,1.0),0.0,1.0);
//v4
VERTEX_Set(&vert[3],CenterX+TILEWIDTH/2,CenterY,D3DRGB(1.0,1.0,1.0),1.0,1.0);
//render the triangle strip
LPD3DDEV_DrawTriangleStrip(lpd3ddev,vert,4);
}
}
//end the scene
lpd3ddev->EndScene();
//flip
lpddsPrime->Flip(NULL,DDFLIP_WAIT);
}