// INCLUDES ///////////////////////////////////////////////
#define WIN32_LEAN_AND_MEAN // just say no to MFC #include <windows.h> // include important windows stuff
#include <windowsx.h>
#include <mmsystem.h>
#include <iostream.h> // include important C/C++ stuff
#include <conio.h>
#include <stdlib.h>
#include <malloc.h>
#include <memory.h>
#include <string.h>
#include <stdarg.h>
#include <stdio.h>
#include <math.h>
#include <io.h>
#include <fcntl.h> // DEFINES //////////////////////////////////////////////// // defines for windows
#define WINDOW_CLASS_NAME "WINCLASS1" // MACROS ///////////////////////////////////////////////// #define KEYDOWN(vk_code) ((GetAsyncKeyState(vk_code) & 0x8000) ? 1 : 0)
#define KEYUP(vk_code) ((GetAsyncKeyState(vk_code) & 0x8000) ? 0 : 1) // GLOBALS ////////////////////////////////////////////////
HWND main_window_handle = NULL; // globally track main window
HINSTANCE hinstance_app = NULL; // globally track hinstance char buffer[80]; // general printing buffer // FUNCTIONS //////////////////////////////////////////////
LRESULT CALLBACK WindowProc(HWND hwnd,
UINT msg,
WPARAM wparam,
LPARAM lparam)
{
// this is the main message handler of the system
PAINTSTRUCT ps; // used in WM_PAINT
HDC hdc; // handle to a device context
char buffer[80]; // used to print strings // what is the message
switch(msg)
{
case WM_CREATE:
{
// do initialization stuff here
// return success
return(0);
} break; case WM_PAINT:
{
// simply validate the window
hdc = BeginPaint(hwnd,&ps); // end painting
EndPaint(hwnd,&ps); // return success
return(0);
} break; case WM_DESTROY:
{ // kill the application, this sends a WM_QUIT message
PostQuitMessage(0); // return success
return(0);
} break; default:break; } // end switch // process any messages that we didn't take care of
return (DefWindowProc(hwnd, msg, wparam, lparam)); } // end WinProc /////////////////////////////////////////////////////////// int Game_Main(void *parms = NULL, int num_parms = 0)
{
// this is the main loop of the game, do all your processing
// here // for now test if user is hitting ESC and send WM_CLOSE
if (KEYDOWN(VK_ESCAPE))
SendMessage(main_window_handle,WM_CLOSE,0,0); // return success or failure or your own return code here
return(1); } // end Game_Main //////////////////////////////////////////////////////////// int Game_Init(void *parms = NULL, int num_parms = 0)
{
// this is called once after the initial window is created and
// before the main event loop is entered, do all your initialization
// here // return success or failure or your own return code here
return(1); } // end Game_Init ///////////////////////////////////////////////////////////// int Game_Shutdown(void *parms = NULL, int num_parms = 0)
{
// this is called after the game is exited and the main event
// loop while is exited, do all you cleanup and shutdown here // return success or failure or your own return code here
return(1); } // end Game_Shutdown // WINMAIN ////////////////////////////////////////////////
int WINAPI WinMain( HINSTANCE hinstance,
HINSTANCE hprevinstance,
LPSTR lpcmdline,
int ncmdshow)
{ WNDCLASSEX winclass; // this will hold the class we create
HWND hwnd; // generic window handle
MSG msg; // generic message
HDC hdc; // graphics device context // first fill in the window class stucture
winclass.cbSize = sizeof(WNDCLASSEX);
winclass.style = CS_DBLCLKS | CS_OWNDC |
CS_HREDRAW | CS_VREDRAW;
winclass.lpfnWndProc = WindowProc;
winclass.cbClsExtra = 0;
winclass.cbWndExtra = 0;
winclass.hInstance = hinstance;
winclass.hIcon = LoadIcon(NULL, IDI_APPLICATION);
winclass.hCursor = LoadCursor(NULL, IDC_ARROW);
winclass.hbrBackground = (HBRUSH)GetStockObject(BLACK_BRUSH);
winclass.lpszMenuName = NULL;
winclass.lpszClassName = WINDOW_CLASS_NAME;
winclass.hIconSm = LoadIcon(NULL, IDI_APPLICATION); // save hinstance in global
hinstance_app = hinstance; // register the window class
if (!RegisterClassEx(&winclass))
return(0); // create the window
if (!(hwnd = CreateWindowEx(NULL, // extended style
WINDOW_CLASS_NAME, // class
"T3D Game Console Version 1.0", // title
WS_OVERLAPPEDWINDOW | WS_VISIBLE,
0,0, // initial x,y
400,300, // initial width, height
NULL, // handle to parent
NULL, // handle to menu
hinstance,// instance of this application
NULL))) // extra creation parms
return(0); // save main window handle
main_window_handle = hwnd; // initialize game here
Game_Init(); // enter main event loop
while(TRUE)
{
// test if there is a message in queue, if so get it
if (PeekMessage(&msg,NULL,0,0,PM_REMOVE))
{
// test if this is a quit
if (msg.message == WM_QUIT)
break; // translate any accelerator keys
TranslateMessage(&msg); // send the message to the window proc
DispatchMessage(&msg);
} // end if // main game processing goes here
Game_Main(); } // end while // closedown game here
Game_Shutdown(); // return to Windows like this
return(msg.wParam); } // end WinMain

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