本文整理汇总了C++中AdjustWindowRect函数的典型用法代码示例。如果您正苦于以下问题:C++ AdjustWindowRect函数的具体用法?C++ AdjustWindowRect怎么用?C++ AdjustWindowRect使用的例子?那么恭喜您, 这里精选的函数代码示例或许可以为您提供帮助。
在下文中一共展示了AdjustWindowRect函数的20个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于我们的系统推荐出更棒的C++代码示例。
示例1: DEBUG_INFO
//------------------------------------------------------------------------------------------------
// Name: acquireGraphics
// Desc: Implements a robust algorithm to create the Direct3D device
//------------------------------------------------------------------------------------------------
bool EvidyonClient::createD3DDevice(bool windowed, unsigned int requiredNumberOfBlendMatrices)
{
// Get the main Direct3D object from the display structure
IDirect3D9* d3d = d3d_;
{ // Display the adapter that we are using
D3DADAPTER_IDENTIFIER9 identifier;
if (!APP_WARNING(FAILED(d3d->GetAdapterIdentifier(D3DADAPTER_DEFAULT, 0, &identifier)))("Failed to get adapter information"))
DEBUG_INFO("Using \"%s\"", identifier.Description);
}
// Set up the structure used to create the Direct3D device.
D3DPRESENT_PARAMETERS d3dpp;
ZeroMemory(&d3dpp, sizeof(d3dpp));
// Initialize some parts of the parameters
d3dpp.SwapEffect = D3DSWAPEFFECT_DISCARD;
d3dpp.EnableAutoDepthStencil = TRUE;
d3dpp.AutoDepthStencilFormat = D3DFMT_D16;
//d3dpp.PresentationInterval = D3DPRESENT_INTERVAL_DEFAULT;
d3dpp.BackBufferCount = 1;
//d3dpp.Flags = D3DPRESENTFLAG_DISCARD_DEPTHSTENCIL;
// Set up the rest of the parameters based on the windowed mode
if (windowed)
{
d3dpp.Windowed = TRUE;
d3dpp.BackBufferWidth = config_.getSetting("Graphics", "ResolutionX", 800);
d3dpp.BackBufferHeight = config_.getSetting("Graphics", "ResolutionY", 600);
d3dpp.BackBufferFormat = D3DFMT_UNKNOWN;
// Create the application's window
RECT rc = { 0, 0, d3dpp.BackBufferWidth, d3dpp.BackBufferHeight };
AdjustWindowRect(&rc, WS_POPUPWINDOW|WS_CAPTION, FALSE);
d3dpp.hDeviceWindow = CreateWindow(STRING_WINDOWCLASS,
STRING_WINDOWTITLE,
WS_POPUPWINDOW|WS_CAPTION|WS_MINIMIZEBOX,
50,
50,
rc.right-rc.left,
rc.bottom-rc.top,
NULL,
NULL,
GetModuleHandle(NULL),
NULL);
}
else
{
// Get the current display mode (this should always succeed)
D3DDISPLAYMODE displayMode;
if (APP_ERROR(FAILED(d3d->GetAdapterDisplayMode(D3DADAPTER_DEFAULT, &displayMode)))("Couldn't get current display mode"))
return false;
// Use the current display mode
d3dpp.Windowed = FALSE;
d3dpp.BackBufferWidth = config_.getSetting("Graphics", "ResolutionX", (int)displayMode.Width);
d3dpp.BackBufferHeight = config_.getSetting("Graphics", "ResolutionY", (int)displayMode.Height);
switch (config_.getSetting("Graphics", "ColorDepth", 16)) {
default:
case 16: d3dpp.BackBufferFormat = D3DFMT_R5G6B5; break;
case 15: d3dpp.BackBufferFormat = D3DFMT_X1R5G5B5; break;
case 24: d3dpp.BackBufferFormat = D3DFMT_R8G8B8; break;
case 32: d3dpp.BackBufferFormat = D3DFMT_X8R8G8B8; break;
}
// Create the application's window
d3dpp.hDeviceWindow = CreateWindow(STRING_WINDOWCLASS, STRING_WINDOWTITLE,
WS_POPUP, 0, 0, d3dpp.BackBufferWidth, d3dpp.BackBufferHeight,
NULL, NULL, GetModuleHandle(NULL), NULL);
}
// Make sure a window was created
if (APP_ERROR(d3dpp.hDeviceWindow == NULL)("Unable to create application window"))
{
// Try again in windowed mode if this was fullscreen; otherwise, fail
if (!windowed)
return createD3DDevice(true, requiredNumberOfBlendMatrices);
else
return false;
}
// Should we force the rendering into software mode?
bool forceSoftwareMode = config_.getSetting("Graphics", "ForceSoftwareRendering", 0) == 1;
// Parameters that will be used to create the device
bool createHardwareDevice = !forceSoftwareMode; // Use D3DCREATE_HARDWARE_VERTEXPROCESSING; otherwise, D3DCREATE_SOFTWARE_VERTEXPROCESSING
bool createPureDevice = false; // Set the D3DCREATE_PUREDEVICE flag. Only valid if createHardwareDevice is true.
bool createMixedDevice = false; // Set the D3DCREATE_MIXED_VERTEXPROCESSING flag. Only valid if createHardwareDevice is false.
// Get device capabilities so we can determine what kind of device to make
D3DCAPS9 devCaps;
if (!APP_ERROR(FAILED(d3d->GetDeviceCaps(D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, &devCaps)))("Couldn't get device capibilities"))
{
// Determine whether or not we can use a pure hardware device
createPureDevice = createHardwareDevice && ((devCaps.DevCaps & D3DDEVCAPS_PUREDEVICE) != 0);
//.........这里部分代码省略.........
开发者ID:karlgluck,项目名称:Evidyon,代码行数:101,代码来源:acquiregraphics.cpp
示例2: WinMain
//-----------------------------------------------------------------------
// WinMain
//-----------------------------------------------------------------------
int APIENTRY WinMain(HINSTANCE _hInstance, HINSTANCE _hPrevInstance, LPSTR _lpCmdLine, int _nCmdShow)
{
_CrtSetDbgFlag(_CRTDBG_ALLOC_MEM_DF | _CRTDBG_LEAK_CHECK_DF);
//_CrtSetBreakAlloc(143430);
new CEngine();
CEngine& engine = CEngine::GetSingleton();
//*/
// Register the window class
WNDCLASSEX wc = { sizeof(WNDCLASSEX), CS_CLASSDC, MsgProc, 0L, 0L, GetModuleHandle(NULL), NULL, NULL, NULL, NULL, APPLICATION_NAME, NULL };
RegisterClassEx(&wc);
// Calcular el tamano de nuestra ventana
RECT rc = {
0, 0, WIDTH, HEIGHT
};
AdjustWindowRect(&rc, WS_OVERLAPPEDWINDOW, FALSE);
// Create the application's window
HWND hWnd = CreateWindow(APPLICATION_NAME, APPLICATION_NAME, WS_OVERLAPPEDWINDOW, 100, 100, rc.right - rc.left, rc.bottom - rc.top, NULL, NULL, wc.hInstance, NULL);
// Añadir aquí el Init de la applicacioón
engine.Init();
engine.getPhysXManager()->InitPhysx();
CContextManager& context = *(CEngine::GetSingleton().getContextManager());
context.CreateContext(hWnd, WIDTH, HEIGHT);
ShowWindow(hWnd, SW_SHOWDEFAULT);
context.CreateBackBuffer(hWnd, WIDTH, HEIGHT);
#ifndef _DEBUG
ToggleFullscreen( hWnd );
#endif
CPlayer *videoPlayer = NULL;
// Initialize the player object.
HRESULT hr = CPlayer::CreateInstance(hWnd, hWnd, &videoPlayer);
CEngine::GetSingleton().setPlayerManager(videoPlayer);
engine.getTextureManager()->Init();
engine.getDebugRender()->Init();
engine.getEffectsManager()->load("Data\\effects.xml");
engine.getRenderableObjectTechniqueManager()->Load("Data\\pool_renderable_objects.xml");
engine.getMaterialManager()->load("Data\\materials.xml");
engine.getCookedMeshManager()->SetCookedMeshPath("Cache\\Cooked\\");
engine.getStaticMeshManager()->Load("Data\\static_meshes.xml");
engine.getAnimatedMeshManager()->Load("Data\\animated_models.xml");
engine.getParticleManager()->Load("Data\\particle_classes.xml");
engine.getLightManager()->Load("Data\\lights.xml");
engine.getSceneRendererCommandManager()->Load("Data\\scene_renderer_commands.xml");
engine.getSceneManager()->Initialize("Data\\Scenes\\");
engine.getSoundManager()->InitAll("Data\\Sound\\Soundbanks\\SoundbanksInfo.xml", "Data\\Sound\\speakers.xml");
{
CInputManagerImplementation inputManager(hWnd);
CInputManager::SetCurrentInputManager(&inputManager);
inputManager.LoadCommandsFromFile("Data\\input.xml");
engine.getCinematicManager()->LoadFilesInDir("Data\\Animations\\");
//#ifdef _DEBUG
CDebugHelperImplementation debugHelper(context.GetDevice());
CDebugHelper::SetCurrentDebugHelper(&debugHelper);
//#endif
CApplication application(&context);
engine.setApplication( &application );
engine.getScriptManager()->Initialize("Data\\scripting.xml");
engine.getComponentManager()->FirstInitialization();
UpdateWindow(hWnd);
MSG msg;
ZeroMemory(&msg, sizeof(msg));
HCURSOR cursor = LoadCursor( NULL, IDC_ARROW );
SetCursor( cursor );
// Añadir en el while la condición de salida del programa de la aplicación
auto previousTime = std::chrono::high_resolution_clock::now();
bool hasFocus = true;
//.........这里部分代码省略.........
开发者ID:rcrmn,项目名称:mastervj-basic-engine,代码行数:101,代码来源:videogame.cpp
示例3: SetRect
VOID CGameProcedure::CreateMainWnd(VOID)
{
//------------------------------------------------------
//计算窗口大小
m_bMinimized = FALSE;
m_bFullScreen = TRUE;
fVector2 fResoution;
if (CGameProcedure::s_pVariableSystem->GetAs_Int("View_FullScreen"))
{
fResoution.x = (float)::GetSystemMetrics(SM_CXSCREEN);
fResoution.y = (float)::GetSystemMetrics(SM_CYSCREEN);
}
else
{
fResoution = s_pVariableSystem->GetAs_Vector2("View_Resoution");
}
CGameProcedure::m_fWindowFOV = fResoution.x / fResoution.y;
SetRect(&m_rectWindow, 0, 0, (int)fResoution.x, (int)fResoution.y);
AdjustWindowRect(&m_rectWindow, DEFWINDOW_STYLE, FALSE);
SetRect(&m_rectFCOffset, m_rectWindow.left, m_rectWindow.top,
m_rectWindow.right-(int)fResoution.x, m_rectWindow.bottom-(int)fResoution.y);
UINT dwX = (::GetSystemMetrics(SM_CXFULLSCREEN)-(m_rectWindow.right-m_rectWindow.left))/2;
UINT dwY = (::GetSystemMetrics(SM_CYFULLSCREEN)-(m_rectWindow.bottom-m_rectWindow.top))/2;
OffsetRect(&m_rectWindow, -m_rectFCOffset.left, -m_rectFCOffset.top);
OffsetRect(&m_rectWindow, dwX, dwY);
m_bActive = true;
m_bRenderingPaused = FALSE;
//------------------------------------------------------
//注册窗口类
WNDCLASSEX wcex;
wcex.cbSize = sizeof(WNDCLASSEX);
wcex.style = CS_HREDRAW | CS_VREDRAW | CS_OWNDC;
wcex.lpfnWndProc = (WNDPROC)_MainWndProc;
wcex.cbClsExtra = 0;
wcex.cbWndExtra = 0;
wcex.hInstance = g_hInstance;
wcex.hIcon = LoadIcon(g_hInstance, (LPCTSTR)IDD_GAME_DIALOG);
wcex.hCursor = LoadCursor( NULL, IDC_ARROW );
wcex.hbrBackground = (HBRUSH)NULL; //GetStockObject(WHITE_BRUSH);
wcex.lpszMenuName = (LPCTSTR)NULL;
wcex.lpszClassName = MAINWINDOW_CLASS;
wcex.hIconSm = LoadIcon(wcex.hInstance, (LPCTSTR)IDI_SMALL);
RegisterClassEx(&wcex);
//------------------------------------------------------
//创建窗口
CHAR szTitle[MAX_PATH];
_snprintf(szTitle, MAX_PATH, "%s %s (%s %s)", GAME_TITLE, VERSION_INFO, __DATE__, __TIME__);
HWND hWnd = CreateWindowEx(NULL, MAINWINDOW_CLASS, szTitle,
DEFWINDOW_STYLE,
m_rectWindow.left, m_rectWindow.top,
m_rectWindow.right-m_rectWindow.left,
m_rectWindow.bottom-m_rectWindow.top,
NULL, NULL, g_hInstance, NULL);
if (!hWnd)
{
TDThrow(_T("Can't create main window!"));
}
if (CGameProcedure::s_pVariableSystem->GetAs_Int("View_FullScreen"))
{
s_pEventSystem->PushEvent(GE_VARIABLE_CHANGED, "View_FullScreen", "1");
s_pEventSystem->PushEvent(GE_CHAT_ADJUST_MOVE_CTL, (INT)fResoution.x, (INT)fResoution.y);
}else
{
const STRING& strVariable = CGameProcedure::s_pVariableSystem->GetAs_String("View_Resoution");
s_pEventSystem->PushEvent(GE_VARIABLE_CHANGED,"View_Resoution", strVariable.c_str());
s_pEventSystem->PushEvent(GE_CHAT_ADJUST_MOVE_CTL, (INT)fResoution.x, (INT)fResoution.y);
}
ShowWindow(hWnd, SW_SHOW);
UpdateWindow(hWnd);
g_hMainWnd = hWnd;
}
开发者ID:ueverything,项目名称:mmo-resourse,代码行数:83,代码来源:GameProcedure.cpp
示例4: ZeroMemory
DEMO::DEMO(HINSTANCE hinst, WNDPROC proc)
{
// ****************** BEGIN WARNING ***********************//
application = hinst;
appWndProc = proc;
WNDCLASSEX wndClass;
ZeroMemory(&wndClass, sizeof(wndClass));
wndClass.cbSize = sizeof(WNDCLASSEX);
wndClass.lpfnWndProc = appWndProc;
wndClass.lpszClassName = L"DirectXApplication";
wndClass.hInstance = application;
wndClass.hCursor = LoadCursor(NULL, IDC_ARROW);
wndClass.hbrBackground = (HBRUSH)(COLOR_WINDOWFRAME);
//wndClass.hIcon = LoadIcon(GetModuleHandle(NULL), MAKEINTRESOURCE(IDI_FSICON));
RegisterClassEx(&wndClass);
RECT window_size = { 0, 0, (long)BACKBUFFER_WIDTH, (long)BACKBUFFER_HEIGHT };
AdjustWindowRect(&window_size, WS_OVERLAPPEDWINDOW, false);
window = CreateWindow(L"DirectXApplication", L"Mockingbird", WS_OVERLAPPEDWINDOW /*& ~(WS_THICKFRAME | WS_MAXIMIZEBOX)*/,
CW_USEDEFAULT, CW_USEDEFAULT, window_size.right - window_size.left, window_size.bottom - window_size.top,
NULL, NULL, application, this);
ShowWindow(window, SW_SHOW);
//********************* END WARNING ************************//
//D3D Init
DXGI_SWAP_CHAIN_DESC swapchain_DESC;
ZeroMemory(&swapchain_DESC, sizeof(swapchain_DESC));
swapchain_DESC.BufferCount = 1;
swapchain_DESC.BufferDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
swapchain_DESC.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT | DXGI_USAGE_SHADER_INPUT;
swapchain_DESC.BufferDesc.Width = (UINT)BACKBUFFER_WIDTH;
swapchain_DESC.BufferDesc.Height = (UINT)BACKBUFFER_HEIGHT;
swapchain_DESC.BufferDesc.RefreshRate.Numerator = 60;
swapchain_DESC.BufferDesc.RefreshRate.Denominator = 1;
swapchain_DESC.OutputWindow = window;
#if MSAA
swapchain_DESC.SampleDesc.Count = MSAA_COUNT;
#else
swapchain_DESC.SampleDesc.Count = 1;
#endif
swapchain_DESC.SampleDesc.Quality = D3D11_STANDARD_MULTISAMPLE_PATTERN;
swapchain_DESC.Windowed = TRUE;
//Create Device and Swapchain DEBUG
D3D_FEATURE_LEVEL FeatureLevel = D3D_FEATURE_LEVEL_11_0;
HRESULT hr = D3D11CreateDeviceAndSwapChain(
NULL,
D3D_DRIVER_TYPE_HARDWARE,
NULL,
D3D11_CREATE_DEVICE_DEBUG,
&FeatureLevel,
1,
D3D11_SDK_VERSION,
&swapchain_DESC,
&pSwapchain,
&pDevice,
&featureLevel,
&pDeviceContext);
pDevice->CreateDeferredContext(0, &pDeferredDeviceContext);
//Create Render Target View from back buffer
ID3D11Texture2D* pBackBuffer = nullptr;
pSwapchain->GetBuffer(0, __uuidof(ID3D11Texture2D), reinterpret_cast<void**>(&pBackBuffer));
pDevice->CreateRenderTargetView(pBackBuffer, 0, &pRenderTargetView);
SecureRelease(pBackBuffer);
D3D11_TEXTURE2D_DESC renderToTextureDesc;
ZeroMemory(&renderToTextureDesc, sizeof(renderToTextureDesc));
renderToTextureDesc.Usage = D3D11_USAGE_DEFAULT;
renderToTextureDesc.BindFlags = D3D11_BIND_RENDER_TARGET | D3D11_BIND_SHADER_RESOURCE;
renderToTextureDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
renderToTextureDesc.Height = swapchain_DESC.BufferDesc.Height;
renderToTextureDesc.Width = swapchain_DESC.BufferDesc.Width;
renderToTextureDesc.SampleDesc.Count = 1;
renderToTextureDesc.ArraySize = 1;
renderToTextureDesc.MipLevels = 1;
pDevice->CreateTexture2D(&renderToTextureDesc, NULL, &pQuad_texture);
pDevice->CreateRenderTargetView(pQuad_texture, 0, &pQuadRTV);
quadDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
quadDesc.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE2D;
quadDesc.Texture2D.MipLevels = 1;
quadDesc.Texture2D.MostDetailedMip = 0;
pDevice->CreateShaderResourceView(pQuad_texture, &quadDesc, &pQuadSRV);
//Set up view port
ZeroMemory(&viewport, sizeof(viewport));
viewport.MaxDepth = 1;
//.........这里部分代码省略.........
开发者ID:locpk,项目名称:Mockingbird,代码行数:101,代码来源:DEMO.cpp
示例5: destroy
//.........这里部分代码省略.........
mWidth = mDesiredWidth = width;
mHeight = mDesiredHeight = height;
mTop = top;
mLeft = left;
if (fullScreen)
{
dwStyleEx |= WS_EX_TOPMOST;
dwStyle |= WS_POPUP;
mTop = monitorInfo.rcMonitor.top;
mLeft = monitorInfo.rcMonitor.left;
}
else
{
if (parentHWnd)
{
dwStyle |= WS_CHILD;
}
else
{
if (border == "none")
dwStyle |= WS_POPUP;
else if (border == "fixed")
dwStyle |= WS_OVERLAPPED | WS_BORDER | WS_CAPTION |
WS_SYSMENU | WS_MINIMIZEBOX;
else
dwStyle |= WS_OVERLAPPEDWINDOW;
}
if (!outerSize)
{
// Calculate window dimensions required
// to get the requested client area
SetRect(&rc, 0, 0, mWidth, mHeight);
AdjustWindowRect(&rc, dwStyle, false);
mWidth = rc.right - rc.left;
mHeight = rc.bottom - rc.top;
// Clamp window rect to the nearest display monitor.
if (mLeft < monitorInfo.rcWork.left)
mLeft = monitorInfo.rcWork.left;
if (mTop < monitorInfo.rcWork.top)
mTop = monitorInfo.rcWork.top;
if (static_cast<int>(winWidth) > monitorInfo.rcWork.right - mLeft)
winWidth = monitorInfo.rcWork.right - mLeft;
if (static_cast<int>(winHeight) > monitorInfo.rcWork.bottom - mTop)
winHeight = monitorInfo.rcWork.bottom - mTop;
}
}
// Register the window class
// NB allow 4 bytes of window data for D3D9RenderWindow pointer
WNDCLASS wc = { 0, WindowEventUtilities::_WndProc, 0, 0, hInst,
LoadIcon(0, IDI_APPLICATION), LoadCursor(NULL, IDC_ARROW),
(HBRUSH)GetStockObject(BLACK_BRUSH), 0, "OgreD3D9Wnd" };
RegisterClass(&wc);
// Create our main window
// Pass pointer to self
mIsExternal = false;
mHWnd = CreateWindowEx(dwStyleEx, "OgreD3D9Wnd", title.c_str(), dwStyle,
mLeft, mTop, winWidth, winHeight, parentHWnd, 0, hInst, this);
WindowEventUtilities::_addRenderWindow(this);
}
else
{
mHWnd = externalHandle;
mIsExternal = true;
}
RECT rc;
// top and left represent outer window coordinates
GetWindowRect(mHWnd, &rc);
mTop = rc.top;
mLeft = rc.left;
// width and height represent interior drawable area
GetClientRect(mHWnd, &rc);
mWidth = rc.right;
mHeight = rc.bottom;
mName = name;
mDepthBufferPoolId = depthBuffer ? DepthBuffer::POOL_DEFAULT : DepthBuffer::POOL_NO_DEPTH;
mDepthBuffer = 0;
mIsFullScreen = fullScreen;
mColourDepth = colourDepth;
LogManager::getSingleton().stream()
<< "D3D9 : Created D3D9 Rendering Window '"
<< mName << "' : " << mWidth << "x" << mHeight
<< ", " << mColourDepth << "bpp";
mActive = true;
mClosed = false;
}
开发者ID:gbruce,项目名称:ogre3d_trunk,代码行数:101,代码来源:OgreD3D9RenderWindow.cpp
示例6: LoadIcon
CWindowsToolkit::CWindowsToolkit(void *parentWindow, CEditor *editor)
{
this->parentWindow = parentWindow;
this->editor = editor;
g_useCount++;
if (g_useCount == 1)
{
WNDCLASSW windowClass;
windowClass.style = CS_DBLCLKS;
windowClass.lpfnWndProc = WindowProc;
windowClass.cbClsExtra = 0;
windowClass.cbWndExtra = 0;
windowClass.hInstance = (HINSTANCE)hInstance;
windowClass.hIcon = LoadIcon((HINSTANCE)hInstance,MAKEINTRESOURCE(IDI_ICON));
windowClass.hCursor = LoadCursor( NULL, IDC_ARROW );
windowClass.hbrBackground = NULL;
windowClass.lpszMenuName = 0;
windowClass.lpszClassName = L"OxeVstEditorClass";
RegisterClassW(&windowClass);
}
if (!parentWindow)
{
RECT rect;
rect.left = 100;
rect.top = 100;
rect.right = GUI_WIDTH;
rect.bottom = GUI_HEIGHT;
AdjustWindowRect(&rect, WS_SYSMENU | WS_CAPTION, FALSE);
rect.bottom += GetSystemMetrics(SM_CYCAPTION);
rect.bottom += GetSystemMetrics(SM_CYFIXEDFRAME);
rect.right += GetSystemMetrics(SM_CXFIXEDFRAME);
this->hWnd = CreateWindowW
(
L"OxeVstEditorClass",
L"",
WS_SYSMENU | WS_CAPTION | WS_MINIMIZEBOX,
rect.left,
rect.top,
rect.right,
rect.bottom,
0,
0,
(HINSTANCE)hInstance,
NULL
);
}
else
{
this->hWnd = CreateWindowExW
(
0,
L"OxeVstEditorClass",
L"",
WS_CHILD | WS_VISIBLE,
0,
0,
GUI_WIDTH,
GUI_HEIGHT,
(HWND)parentWindow,
NULL,
(HINSTANCE)hInstance,
NULL
);
}
#ifdef _WIN64
SetWindowLongPtr(hWnd, GWLP_USERDATA, (LONG_PTR)this);
#else
SetWindowLong(hWnd, GWL_USERDATA, (LONG)this);
#endif
// load resources
char path[MAX_PATH];
GetResourcesPath(path, MAX_PATH);
char fullPath[MAX_PATH];
StringCchPrintf(fullPath, MAX_PATH, "%s\\%s", path, "chars.bmp");
bmps[BMP_CHARS] = (HBITMAP)LoadImageA(NULL, fullPath, IMAGE_BITMAP, 0, 0, LR_LOADFROMFILE);
StringCchPrintf(fullPath, MAX_PATH, "%s\\%s", path, "knob.bmp");
bmps[BMP_KNOB] = (HBITMAP)LoadImageA(NULL, fullPath, IMAGE_BITMAP, 0, 0, LR_LOADFROMFILE);
StringCchPrintf(fullPath, MAX_PATH, "%s\\%s", path, "knob2.bmp");
bmps[BMP_KNOB2] = (HBITMAP)LoadImageA(NULL, fullPath, IMAGE_BITMAP, 0, 0, LR_LOADFROMFILE);
StringCchPrintf(fullPath, MAX_PATH, "%s\\%s", path, "knob3.bmp");
bmps[BMP_KNOB3] = (HBITMAP)LoadImageA(NULL, fullPath, IMAGE_BITMAP, 0, 0, LR_LOADFROMFILE);
StringCchPrintf(fullPath, MAX_PATH, "%s\\%s", path, "key.bmp");
bmps[BMP_KEY] = (HBITMAP)LoadImageA(NULL, fullPath, IMAGE_BITMAP, 0, 0, LR_LOADFROMFILE);
StringCchPrintf(fullPath, MAX_PATH, "%s\\%s", path, "bg.bmp");
bmps[BMP_BG] = (HBITMAP)LoadImageA(NULL, fullPath, IMAGE_BITMAP, 0, 0, LR_LOADFROMFILE);
StringCchPrintf(fullPath, MAX_PATH, "%s\\%s", path, "buttons.bmp");
bmps[BMP_BUTTONS] = (HBITMAP)LoadImageA(NULL, fullPath, IMAGE_BITMAP, 0, 0, LR_LOADFROMFILE);
StringCchPrintf(fullPath, MAX_PATH, "%s\\%s", path, "ops.bmp");
bmps[BMP_OPS] = (HBITMAP)LoadImageA(NULL, fullPath, IMAGE_BITMAP, 0, 0, LR_LOADFROMFILE);
if (!bmps[BMP_CHARS ]) bmps[BMP_CHARS ] = LoadBitmap((HINSTANCE)hInstance,MAKEINTRESOURCE(IDB_CHARS));
if (!bmps[BMP_KNOB ]) bmps[BMP_KNOB ] = LoadBitmap((HINSTANCE)hInstance,MAKEINTRESOURCE(IDB_KNOB));
if (!bmps[BMP_KNOB2 ]) bmps[BMP_KNOB2 ] = LoadBitmap((HINSTANCE)hInstance,MAKEINTRESOURCE(IDB_KNOB2));
if (!bmps[BMP_KNOB3 ]) bmps[BMP_KNOB3 ] = LoadBitmap((HINSTANCE)hInstance,MAKEINTRESOURCE(IDB_KNOB3));
//.........这里部分代码省略.........
开发者ID:OpenDAWN,项目名称:oxefmsynth,代码行数:101,代码来源:windowstoolkit.cpp
示例7: window_init
static int window_init( WININFO *info )
{
unsigned int PixelFormat;
DWORD dwExStyle, dwStyle;
DEVMODE dmScreenSettings;
RECT rec;
WNDCLASS wc;
ZeroMemory( &wc, sizeof(WNDCLASS) );
wc.style = CS_OWNDC|CS_HREDRAW|CS_VREDRAW;
wc.lpfnWndProc = WndProc;
wc.hInstance = info->hInstance;
wc.lpszClassName = info->wndclass;
if( !RegisterClass(&wc) )
return( 0 );
if( info->full )
{
dmScreenSettings.dmSize = sizeof(DEVMODE);
dmScreenSettings.dmFields = DM_BITSPERPEL|DM_PELSWIDTH|DM_PELSHEIGHT;
dmScreenSettings.dmBitsPerPel = 24;
dmScreenSettings.dmPelsWidth = XRES;
dmScreenSettings.dmPelsHeight = YRES;
if( ChangeDisplaySettings(&dmScreenSettings,CDS_FULLSCREEN)!=DISP_CHANGE_SUCCESSFUL)
return( 0 );
dwExStyle = WS_EX_APPWINDOW;
dwStyle = WS_VISIBLE | WS_POPUP;// | WS_CLIPSIBLINGS | WS_CLIPCHILDREN;
ShowCursor( 0 );
}
else
{
dwExStyle = WS_EX_APPWINDOW | WS_EX_WINDOWEDGE;
dwStyle = WS_VISIBLE | WS_CAPTION | WS_CLIPSIBLINGS | WS_CLIPCHILDREN | WS_SYSMENU;
}
rec.left = 0;
rec.top = 0;
rec.right = XRES;
rec.bottom = YRES;
AdjustWindowRect( &rec, dwStyle, 0 );
windowRect.left = 0;
windowRect.top = 0;
windowRect.right = XRES;
windowRect.bottom = YRES;
info->hWnd = CreateWindowEx( dwExStyle, wc.lpszClassName, "live coding", dwStyle,
(GetSystemMetrics(SM_CXSCREEN)-rec.right+rec.left)>>1,
(GetSystemMetrics(SM_CYSCREEN)-rec.bottom+rec.top)>>1,
rec.right-rec.left, rec.bottom-rec.top, 0, 0, info->hInstance, 0 );
if( !info->hWnd )
return( 0 );
if( !(info->hDC=GetDC(info->hWnd)) )
return( 0 );
if( !(PixelFormat=ChoosePixelFormat(info->hDC,&pfd)) )
return( 0 );
if( !SetPixelFormat(info->hDC,PixelFormat,&pfd) )
return( 0 );
if( !(info->hRC=wglCreateContext(info->hDC)) )
return( 0 );
if( !wglMakeCurrent(info->hDC,info->hRC) )
return( 0 );
return( 1 );
}
开发者ID:chock-mostlyharmless,项目名称:mostlyharmless,代码行数:71,代码来源:LiveCoding.cpp
示例8: AdjustVideoModeParams
/* Set the final window size, set the window text and icon, and then unhide the
* window. */
void GraphicsWindow::CreateGraphicsWindow( const VideoModeParams &p, bool bForceRecreateWindow )
{
g_CurrentParams = p;
// Adjust g_CurrentParams to reflect the actual display settings.
AdjustVideoModeParams( g_CurrentParams );
if( g_hWndMain == NULL || bForceRecreateWindow )
{
int iWindowStyle = GetWindowStyle( p.windowed );
AppInstance inst;
HWND hWnd = CreateWindow( g_sClassName, "app", iWindowStyle,
0, 0, 0, 0, NULL, NULL, inst, NULL );
if( hWnd == NULL )
RageException::Throw( "%s", werr_ssprintf( GetLastError(), "CreateWindow" ).c_str() );
/* If an old window exists, transfer focus to the new window before
* deleting it, or some other window may temporarily get focus, which
* can cause it to be resized. */
if( g_hWndMain != NULL )
{
// While we change to the new window, don't do ChangeDisplaySettings in WM_ACTIVATE.
g_bRecreatingVideoMode = true;
SetForegroundWindow( hWnd );
g_bRecreatingVideoMode = false;
GraphicsWindow::DestroyGraphicsWindow();
}
g_hWndMain = hWnd;
CrashHandler::SetForegroundWindow( g_hWndMain );
g_HDC = GetDC( g_hWndMain );
}
// Update the window title.
do
{
if( m_bWideWindowClass )
{
if( SetWindowText( g_hWndMain, ConvertUTF8ToACP(p.sWindowTitle).c_str() ) )
break;
}
SetWindowTextA( g_hWndMain, ConvertUTF8ToACP(p.sWindowTitle) );
} while(0);
// Update the window icon.
if( g_hIcon != NULL )
{
SetClassLong( g_hWndMain, GCL_HICON, (LONG) LoadIcon(NULL,IDI_APPLICATION) );
DestroyIcon( g_hIcon );
g_hIcon = NULL;
}
g_hIcon = IconFromFile( p.sIconFile );
if( g_hIcon != NULL )
SetClassLong( g_hWndMain, GCL_HICON, (LONG) g_hIcon );
/* The window style may change as a result of switching to or from fullscreen;
* apply it. Don't change the WS_VISIBLE bit. */
int iWindowStyle = GetWindowStyle( p.windowed );
if( GetWindowLong( g_hWndMain, GWL_STYLE ) & WS_VISIBLE )
iWindowStyle |= WS_VISIBLE;
SetWindowLong( g_hWndMain, GWL_STYLE, iWindowStyle );
RECT WindowRect;
SetRect( &WindowRect, 0, 0, p.width, p.height );
AdjustWindowRect( &WindowRect, iWindowStyle, FALSE );
//LOG->Warn( "w = %d, h = %d", p.width, p.height );
const int iWidth = WindowRect.right - WindowRect.left;
const int iHeight = WindowRect.bottom - WindowRect.top;
// If windowed, center the window.
int x = 0, y = 0;
if( p.windowed )
{
x = GetSystemMetrics(SM_CXSCREEN)/2-iWidth/2;
y = GetSystemMetrics(SM_CYSCREEN)/2-iHeight/2;
}
/* Move and resize the window. SWP_FRAMECHANGED causes the above
* SetWindowLong to take effect. */
if( !SetWindowPos( g_hWndMain, HWND_NOTOPMOST, x, y, iWidth, iHeight, SWP_FRAMECHANGED|SWP_SHOWWINDOW ) )
LOG->Warn( "%s", werr_ssprintf( GetLastError(), "SetWindowPos" ).c_str() );
SetForegroundWindow( g_hWndMain );
/* Pump messages quickly, to make sure the window is completely set up.
* If we don't do this, then starting up in a D3D fullscreen window may
* cause all other windows on the system to be resized. */
MSG msg;
while( PeekMessage( &msg, NULL, 0, 0, PM_NOREMOVE ) )
{
GetMessage( &msg, NULL, 0, 0 );
DispatchMessage( &msg );
}
//.........这里部分代码省略.........
开发者ID:AratnitY,项目名称:stepmania,代码行数:101,代码来源:GraphicsWindow.cpp
示例9: main
int main()
{
OnStart( "." );
const char WinName[] = "MyWin";
WNDCLASS wcl;
memset( &wcl, 0, sizeof( WNDCLASS ) );
wcl.lpszClassName = WinName;
wcl.lpfnWndProc = MyFunc;
wcl.hCursor = LoadCursor( NULL, IDC_ARROW );
if ( !RegisterClass( &wcl ) ) { return 0; }
RECT Rect;
Rect.left = 0;
Rect.top = 0;
Rect.right = ImageWidth;
Rect.bottom = ImageHeight;
DWORD dwStyle = WS_OVERLAPPEDWINDOW;
AdjustWindowRect( &Rect, dwStyle, false );
int WinWidth = Rect.right - Rect.left;
int WinHeight = Rect.bottom - Rect.top;
HWND hWnd = CreateWindowA( WinName, "App8", dwStyle, 100, 100, WinWidth, WinHeight, 0, NULL, NULL, NULL );
ShowWindow( hWnd, SW_SHOW );
HDC dc = GetDC( hWnd );
// Create the offscreen device context and buffer
hMemDC = CreateCompatibleDC( dc );
hTmpBmp = CreateCompatibleBitmap( dc, ImageWidth, ImageHeight );
// filling the RGB555 bitmap header
memset( &BitmapInfo.bmiHeader, 0, sizeof( BITMAPINFOHEADER ) );
BitmapInfo.bmiHeader.biSize = sizeof( BITMAPINFOHEADER );
BitmapInfo.bmiHeader.biWidth = ImageWidth;
BitmapInfo.bmiHeader.biHeight = ImageHeight;
BitmapInfo.bmiHeader.biPlanes = 1;
BitmapInfo.bmiHeader.biBitCount = 32;
BitmapInfo.bmiHeader.biSizeImage = ImageWidth * ImageHeight * 4;
UpdateWindow( hWnd );
MSG msg;
SetTimer( hWnd, 1, 10, NULL );
while ( GetMessage( &msg, NULL, 0, 0 ) )
{
TranslateMessage( &msg );
DispatchMessage( &msg );
}
DeleteDC( hMemDC );
DeleteObject( hTmpBmp );
free( g_FrameBuffer );
return msg.wParam;
}
开发者ID:BlastarIndia,项目名称:Android-NDK-Game-Development-Cookbook,代码行数:65,代码来源:Wrapper_Windows.cpp
示例10: ZeroMemory
// 初始化ThisApp
HRESULT ThisApp::Initialize(){
WNDCLASS wc;
ZeroMemory(&wc, sizeof(wc));
wc.hbrBackground = (HBRUSH)(COLOR_3DFACE + 1);
wc.style = CS_HREDRAW | CS_VREDRAW;
wc.cbWndExtra = DLGWINDOWEXTRA;
wc.hInstance = HINST_THISCOMPONENT;
wc.hCursor = LoadCursor(NULL, IDC_ARROW);
wc.hIcon = LoadIconW(HINST_THISCOMPONENT, MAKEINTRESOURCE(IDI_APP_ICON));
wc.lpfnWndProc = ThisApp::WndProc;
wc.lpszClassName = AppInfo::APP_WINDOW_CLASS_NAME;
wc.cbWndExtra = sizeof(LONG_PTR);
RegisterClass(&wc);
// 读取ini文件
RECT window_rect = { 0, 0, AppInfo::SHOW_WIDTH, AppInfo::SHOW_HEIGHT };
wchar_t title[32];
DWORD rc = GetPrivateProfileStringW(L"Game", L"title", L"", title, sizeof title, L".\\Game.ini");
if (rc){
char buffer[8];
if (GetPrivateProfileStringA("Game", "width", "", buffer, sizeof buffer, ".\\Game.ini"))
window_rect.right = atoi(buffer);
if (GetPrivateProfileStringA("Game", "height", "", buffer, sizeof buffer, ".\\Game.ini"))
window_rect.bottom = atoi(buffer);
}
else
wcscpy_s(title, AppInfo::APP_WINDOW_TITLE_NAME);
// 调整窗口大小
DWORD window_style = WS_CAPTION | WS_VISIBLE | WS_POPUP | WS_SYSMENU | WS_MINIMIZEBOX;
AdjustWindowRect(&window_rect, window_style, FALSE);
window_rect.right -= window_rect.left;
window_rect.bottom -= window_rect.top;
window_rect.left = (GetSystemMetrics(SM_CXFULLSCREEN) - window_rect.right) / 2;
window_rect.top = (GetSystemMetrics(SM_CYFULLSCREEN) - window_rect.right) / 2;
//window_rect.right += window_rect.left;
//window_rect.bottom += window_rect.top;
// 创建窗口
m_hwnd = CreateWindowW(wc.lpszClassName, title, window_style,
window_rect.left, window_rect.top, window_rect.right, window_rect.bottom, 0, 0, HINST_THISCOMPONENT, this);
// 显示窗口
if (m_hwnd){
::GetClientRect(m_hwnd, &window_rect);
#ifdef _DEBUG
_cwprintf(L"Window: %4d, %4d\n", window_rect.right, window_rect.bottom);
#endif
ClientToScreen(m_hwnd, (LPPOINT)(&window_rect));
window_rect.right += window_rect.left;
window_rect.bottom += window_rect.top;
ShowWindow(m_hwnd, SW_NORMAL);
UpdateWindow(m_hwnd);
// 设定并初始化渲染
HRESULT hr = m_imageRender.SetHwnd(m_hwnd);
if (SUCCEEDED(hr)){
// 成功的话,创建渲染线程
m_pRenderThread = (std::thread*)MPool.Alloc(sizeof std::thread);
// 检查指针
hr = m_pRenderThread ? S_OK : E_OUTOFMEMORY;
}
if (SUCCEEDED(hr)){
// 显式析构
new(m_pRenderThread) std::thread(ImageRender::RenderThread, &m_imageRender);
// 成功的话,创建游戏逻辑线程
m_pGameLogicThread = (std::thread*)MPool.Alloc(sizeof std::thread);
// 检查指针
hr = m_pGameLogicThread ? S_OK : E_OUTOFMEMORY;
// 隐藏鼠标
//::ShowCursor(FALSE);
//ClipCursor(&window_rect);
}
if (SUCCEEDED(hr)){
// 显式析构
new(m_pGameLogicThread)std::thread(Game::LogicThread, m_hwnd);
// 初始化输入接口
hr = KMInput.Init(HINST_THISCOMPONENT, m_hwnd);
}
return hr;
}
return E_FAIL;
}
开发者ID:profile1p,项目名称:RubyGM,代码行数:82,代码来源:ThisApp.cpp
示例11: VID_SetWindowSize
static void VID_SetWindowSize( bool fullscreen )
{
RECT r;
int stylebits;
int exstyle;
int x = glw_state.win_x, y = glw_state.win_y;
int width = glConfig.width, height = glConfig.height;
HWND parentHWND = glw_state.parenthWnd;
if( fullscreen )
{
exstyle = WS_EX_TOPMOST;
stylebits = ( WS_POPUP|WS_VISIBLE );
parentHWND = NULL;
}
else if( parentHWND )
{
exstyle = 0;
stylebits = WS_CHILD|WS_CLIPSIBLINGS|WS_CLIPCHILDREN|WS_VISIBLE;
}
else
{
exstyle = 0;
stylebits = WINDOW_STYLE;
}
r.left = 0;
r.top = 0;
r.right = width;
r.bottom = height;
AdjustWindowRect( &r, stylebits, FALSE );
width = r.right - r.left;
height = r.bottom - r.top;
if( fullscreen )
{
x = 0;
y = 0;
}
else if( parentHWND )
{
RECT parentWindowRect;
GetWindowRect( parentHWND, &parentWindowRect );
// share centre with the parent window
x = (parentWindowRect.right - parentWindowRect.left - width) / 2;
y = (parentWindowRect.bottom - parentWindowRect.top - height) / 2;
}
SetActiveWindow( glw_state.hWnd );
SetWindowLong( glw_state.hWnd, GWL_EXSTYLE, exstyle );
SetWindowLong( glw_state.hWnd, GWL_STYLE, stylebits );
SetWindowPos( glw_state.hWnd, HWND_TOP, x, y, width, height, SWP_FRAMECHANGED );
ShowWindow( glw_state.hWnd, SW_SHOW );
UpdateWindow( glw_state.hWnd );
SetForegroundWindow( glw_state.hWnd );
SetFocus( glw_state.hWnd );
}
开发者ID:cfr,项目名称:qfusion,代码行数:65,代码来源:win_glw.c
示例12: ZeroMemory
bool DX11Application::Initialize()
{
WNDCLASSEXW wc;
ZeroMemory(&wc, sizeof(WNDCLASSEX));
wc.cbSize = sizeof(WNDCLASSEX);
wc.style = CS_HREDRAW | CS_VREDRAW;
wc.lpfnWndProc = WindowProc;
wc.hInstance = mInstanceHandle;
wc.hCursor = LoadCursor(NULL, IDC_ARROW);
wc.hbrBackground = (HBRUSH)COLOR_WINDOW;
wc.lpszClassName = L"WindowClass";
RegisterClassExW(&wc);
int argc = 0;
RECT wr = {0, 0, mScreenWidth, mScreenHeight};
AdjustWindowRect(&wr, WS_OVERLAPPEDWINDOW, FALSE);
mWindowHandle = CreateWindowExW(NULL,
L"WindowClass",
L"DX11 Template",
WS_OVERLAPPEDWINDOW,
0,
0,
wr.right - wr.left,
wr.bottom - wr.top,
NULL,
NULL,
mInstanceHandle,
NULL);
ShowWindow(mWindowHandle, SW_SHOW);
DXGI_SWAP_CHAIN_DESC scd;
ZeroMemory(&scd, sizeof(DXGI_SWAP_CHAIN_DESC));
scd.BufferCount = 1;
scd.BufferDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
scd.BufferDesc.Width = mScreenWidth;
scd.BufferDesc.Height = mScreenHeight;
scd.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
scd.OutputWindow = mWindowHandle;
scd.SampleDesc.Count = 1;
scd.SampleDesc.Quality = 0;
scd.Windowed = TRUE;
scd.BufferDesc.ScanlineOrdering = DXGI_MODE_SCANLINE_ORDER_UNSPECIFIED;
scd.BufferDesc.Scaling = DXGI_MODE_SCALING_UNSPECIFIED;
scd.SwapEffect = DXGI_SWAP_EFFECT_DISCARD;
scd.Flags = DXGI_SWAP_CHAIN_FLAG_ALLOW_MODE_SWITCH;
D3D_FEATURE_LEVEL featureLevels[] = {D3D_FEATURE_LEVEL_11_0, D3D_FEATURE_LEVEL_10_1, D3D_FEATURE_LEVEL_10_0};
D3D11CreateDeviceAndSwapChain(NULL,
D3D_DRIVER_TYPE_HARDWARE,
NULL,
NULL,
featureLevels,
3,
D3D11_SDK_VERSION,
&scd,
&mSwapChain,
&mDevice,
NULL,
&mDeviceContext);
ID3D11Texture2D *BackBuffer;
mSwapChain->GetBuffer(0, __uuidof(ID3D11Texture2D), (LPVOID*)&BackBuffer);
mDevice->CreateRenderTargetView(BackBuffer, NULL, &mBackBuffer);
BackBuffer->Release();
// Create the depth/stencil buffer and view.
D3D11_TEXTURE2D_DESC depthBufferDesc;
ZeroMemory(&depthBufferDesc, sizeof(depthBufferDesc));
depthBufferDesc.Width = mScreenWidth;
depthBufferDesc.Height = mScreenHeight;
depthBufferDesc.MipLevels = 1;
depthBufferDesc.ArraySize = 1;
depthBufferDesc.Format = DXGI_FORMAT_D24_UNORM_S8_UINT;
depthBufferDesc.SampleDesc.Count = 1; // multisampling must match
depthBufferDesc.SampleDesc.Quality = 0; // swap chain values.
depthBufferDesc.Usage = D3D11_USAGE_DEFAULT;
depthBufferDesc.BindFlags = D3D11_BIND_DEPTH_STENCIL;
depthBufferDesc.CPUAccessFlags = 0;
depthBufferDesc.MiscFlags = 0;
int result = mDevice->CreateTexture2D(&depthBufferDesc, 0, &mDepthStencilBuffer);
if(FAILED(result))
{
return false;
}
D3D11_DEPTH_STENCIL_DESC depthStencilDesc;
ZeroMemory(&depthStencilDesc, sizeof(depthStencilDesc));
// Set up the description of the stencil state.
depthStencilDesc.DepthEnable = true;
depthStencilDesc.DepthWriteMask = D3D11_DEPTH_WRITE_MASK_ALL;
//.........这里部分代码省略.........
开发者ID:MattiasLiljeson,项目名称:Amalgamation,代码行数:101,代码来源:DX11Application.cpp
示例13: WinMain
int CALLBACK
WinMain(HINSTANCE instance, HINSTANCE prev_instance, LPSTR command_line, int show_code)
{
static Bank s_stack = {0};
static Bank s_storage = {0};
static Core s_core = {0};
static Bitmap s_canvas = {0};
WNDCLASSA window_class = {0};
u32 *window_buffer = NULL;
BITMAPINFO window_bmi = {0};
if (align_to(CANVAS_WIDTH, 16) != CANVAS_WIDTH) {
printf("CANVAS_WIDTH must be aligned to 16.\n");
return 1;
}
CORE = &s_core;
CORE->running = 1;
CORE->stack = &s_stack;
CORE->storage = &s_storage;
bank_init(CORE->stack, STACK_CAPACITY);
bank_init(CORE->storage, STORAGE_CAPACITY);
// TODO: Push canvas to storage? Storage is not initialized yet, so we cannot push it there.
CORE->canvas = &s_canvas;
bitmap_init(CORE->canvas, CANVAS_WIDTH, CANVAS_HEIGHT, 0, 0);
bitmap_clear(CORE->canvas, COLOR_TRANSPARENT);
clip_reset();
CORE->audio_volume = PUNP_SOUND_DEFAULT_MASTER_VOLUME;
//
//
//
punp_win32_instance = instance;
QueryPerformanceFrequency((LARGE_INTEGER *)&punp_win32_perf_counter_frequency);
// b32 sleep_is_granular = (timeBeginPeriod(1 /*ms*/) == TIMERR_NOERROR);
#ifndef RELEASE_BUILD
printf("Debug build...");
if (AttachConsole(ATTACH_PARENT_PROCESS) || AllocConsole()) {
freopen("CONOUT$", "w", stdout);
freopen("CONOUT$", "w", stderr);
}
#else
printf("Release build...");
#endif
window_class.style = CS_HREDRAW | CS_VREDRAW | CS_OWNDC;
window_class.lpfnWndProc = win32_window_callback;
window_class.hInstance = punp_win32_instance;
// window_class.hIcon = (HICON)LoadImage(0, "icon.ico", IMAGE_ICON, 0, 0, LR_LOADFROMFILE | LR_DEFAULTSIZE | LR_SHARED);
window_class.hIcon = (HICON)LoadIcon(instance, "icon.ico");
window_class.hCursor = LoadCursor(0, IDC_ARROW);
window_class.hbrBackground = (HBRUSH)GetStockObject(BLACK_BRUSH);
window_class.lpszClassName = "Punity";
if (!RegisterClassA(&window_class)) {
printf("RegisterClassA failed.\n");
return 1;
}
{
int screen_width = GetSystemMetrics(SM_CXSCREEN);
int screen_height = GetSystemMetrics(SM_CYSCREEN);
RECT rc;
DWORD style = WS_CAPTION | WS_SYSMENU | WS_MINIMIZEBOX;
rc.left = (screen_width - (PUNP_WINDOW_WIDTH)) / 2;
rc.top = (screen_height - (PUNP_WINDOW_HEIGHT)) / 2;
rc.right = rc.left + PUNP_WINDOW_WIDTH;
rc.bottom = rc.top + PUNP_WINDOW_HEIGHT;
ASSERT(AdjustWindowRect(&rc, style, FALSE) != 0);
// int window_width = rc.right - rc.left;
// int window_height = rc.bottom - rc.top;
// rc.left = (screen_width - width) / 2;
// rc.top = (screen_height - height) / 2;
punp_win32_window = CreateWindowExA(
0,
window_class.lpszClassName,
WINDOW_TITLE,
style,
rc.left, rc.top,
rc.right - rc.left, rc.bottom - rc.top,
0, 0,
punp_win32_instance,
0);
}
if (!punp_win32_window) {
printf("CreateWindowExA failed.\n");
//.........这里部分代码省略.........
开发者ID:gingerBill,项目名称:LD35,代码行数:101,代码来源:punity.c
示例14: SetRect
VOID CGameProcedure::CreateMainWnd(VOID)
{
INT nWinWidth = 0;
INT nWinHeight = 0;
if( s_pVariableSystem )
{
BOOL bHave = FALSE;
fVector2 fResoution = CVariableSystem::GetMe()->GetAs_Vector2( "View_Resoution" , &bHave);
if (bHave)
{
nWinWidth = (INT)fResoution.x;
nWinHeight = (INT)fResoution.y;
}
else
{
nWinWidth = DEFWINDOW_WIDTH;
nWinHeight = DEFWINDOW_HEIGHT;
}
}
else
{
nWinWidth = DEFWINDOW_WIDTH;
nWinHeight = DEFWINDOW_HEIGHT;
}
// 计算窗口大小
m_bMinimized = FALSE;
m_bFullScreen = TRUE;
SetRect( &m_rectWindow, 0, 0, nWinWidth, nWinHeight );
AdjustWindowRect( &m_rectWindow, DEFWINDOW_STYLE, FALSE );
SetRect( &m_rectFCOffset,
m_rectWindow.left,
m_rectWindow.top,
m_rectWindow.right - nWinWidth,
m_rectWindow.bottom - nWinHeight
);
UINT dwX = (::GetSystemMetrics(SM_CXFULLSCREEN)-(m_rectWindow.right-m_rectWindow.left))/2;
UINT dwY = (::GetSystemMetrics(SM_CYFULLSCREEN)-(m_rectWindow.bottom-m_rectWindow.top))/2;
OffsetRect(&m_rectWindow, -m_rectFCOffset.left, -m_rectFCOffset.top);
OffsetRect(&m_rectWindow, dwX, dwY);
m_bActive = true;
m_bRenderingPaused = FALSE;
// 注册窗口类
WNDCLASSEX wcex;
wcex.cbSize = sizeof(WNDCLASSEX);
wcex.style = CS_HREDRAW | CS_VREDRAW | CS_OWNDC;
wcex.lpfnWndProc = (WNDPROC)_MainWndProc;
wcex.cbClsExtra = 0;
wcex.cbWndExtra = 0;
wcex.hInstance = g_hInstance;
wcex.hIcon = LoadIcon(g_hInstance, (LPCTSTR)IDD_GAME_DIALOG);
wcex.hCursor = LoadCursor( NULL, IDC_ARROW );
wcex.hbrBackground = (HBRUSH)NULL; //GetStockObject(WHITE_BRUSH);
wcex.lpszMenuName = (LPCTSTR)NULL;
wcex.lpszClassName = MAINWINDOW_CLASS;
wcex.hIconSm = LoadIcon(wcex.hInstance, (LPCTSTR)IDI_SMALL);
RegisterClassEx(&wcex);
// 创建窗口
CHAR szTitle[MAX_PATH];
_snprintf(szTitle, MAX_PATH, "%s %s (%s %s)", GAME_TITLE, VERSION_INFO, __DATE__, __TIME__);
HWND hWnd = CreateWindowEx( NULL, MAINWINDOW_CLASS, szTitle,
DEFWINDOW_STYLE,
m_rectWindow.left, m_rectWindow.top,
m_rectWindow.right-m_rectWindow.left,
m_rectWindow.bottom-m_rectWindow.top,
NULL, NULL, g_hInstance, NULL);
if(!hWnd)
{
KLThrow(_T("Can't create main window!"));
}
ShowWindow(hWnd, SW_SHOW);
UpdateWindow(hWnd);
g_hMainWnd = hWnd;
}
开发者ID:gitrider,项目名称:wxsj2,代码行数:90,代码来源:GameProcedure.cpp
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