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CodeBlocksPortable/share/CodeBlocks/templates/directx_main.cpp

163 lines
3.5 KiB
C++

#include <d3d8.h>
LPDIRECT3D8 g_pD3D = NULL;
LPDIRECT3DDEVICE8 g_pD3DDevice = NULL;
HRESULT InitialiseD3D(HWND hWnd)
{
// First of all, create the main D3D object. If it is created successfully
// we should get a pointer to an IDirect3D8 interface.
g_pD3D = Direct3DCreate8(D3D_SDK_VERSION);
if(g_pD3D == NULL)
{
return E_FAIL;
}
//Get the current display mode
D3DDISPLAYMODE d3ddm;
if(FAILED(g_pD3D->GetAdapterDisplayMode(D3DADAPTER_DEFAULT, &d3ddm)))
{
return E_FAIL;
}
// Create a structure to hold the settings for our device
D3DPRESENT_PARAMETERS d3dpp;
ZeroMemory(&d3dpp, sizeof(d3dpp));
// Fill the structure: Program shall be windowed,
// back buffer format matches current display mode
d3dpp.Windowed = TRUE;
d3dpp.SwapEffect = D3DSWAPEFFECT_COPY_VSYNC;
d3dpp.BackBufferFormat = d3ddm.Format;
//Create a Direct3D device.
if(FAILED(g_pD3D->CreateDevice(D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, hWnd,
D3DCREATE_SOFTWARE_VERTEXPROCESSING, &d3dpp, &g_pD3DDevice)))
{
return E_FAIL;
}
return S_OK;
}
void Render()
{
if(g_pD3DDevice == NULL)
{
return;
}
// Clear the backbuffer to blue
g_pD3DDevice->Clear(0, NULL, D3DCLEAR_TARGET,
D3DCOLOR_XRGB(0, 0, 255), 1.0f, 0);
// Begin the scene
g_pD3DDevice->BeginScene();
// Fill in here the rendering of other objects
// End the scene
g_pD3DDevice->EndScene();
// Fill back and front buffers so that back buffer will be visible on screen
g_pD3DDevice->Present(NULL, NULL, NULL, NULL);
}
void CleanUp()
{
if(g_pD3DDevice != NULL)
{
g_pD3DDevice->Release();
g_pD3DDevice = NULL;
}
if(g_pD3D != NULL)
{
g_pD3D->Release();
g_pD3D = NULL;
}
}
void MainLoop()
{
// Enter the main loop
MSG msg;
BOOL bMessage;
PeekMessage(&msg, NULL, 0U, 0U, PM_NOREMOVE);
while(msg.message != WM_QUIT)
{
bMessage = PeekMessage(&msg, NULL, 0U, 0U, PM_REMOVE);
if(bMessage)
{
// Process message
TranslateMessage(&msg);
DispatchMessage(&msg);
}
else
{
Render(); // No message to process -> render the scene
}
}// while
}
// 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:
// Escape key pressed -> exit
DestroyWindow(hWnd);
return 0;
break;
}
break;
}// switch
return DefWindowProc(hWnd, msg, wParam, lParam);
}
// Application main 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,
"DirectX Project", NULL };
RegisterClassEx(&wc);
// Create the application's main window
HWND hWnd = CreateWindow("DirectX Project", "Code::Blocks Template",
WS_OVERLAPPEDWINDOW, 50, 50, 500, 500,
GetDesktopWindow(), NULL, wc.hInstance, NULL);
// Initialize Direct3D
if(SUCCEEDED(InitialiseD3D(hWnd)))
{
// Show window
ShowWindow(hWnd, SW_SHOWDEFAULT);
UpdateWindow(hWnd);
//Start game running: Enter the game loop
MainLoop();
}
CleanUp();
UnregisterClass("DirectX Project", wc.hInstance);
return 0;
}