Jump to content
  • Advertisement


  • Content count

  • Joined

  • Last visited

Community Reputation

295 Neutral

About EngineProgrammer

  • Rank
  1. EngineProgrammer

    Creotex Engine ~ Introduction

    Thanks! Ah didn't see that. Changed them with using 'link' and they are all good now. ~EngineProgrammer
  2. EngineProgrammer

    Creotex Engine ~ Part 2

    Hello ladies and gentlemen, Welcome to my journal! If some of you guys are following me to create your own game engine, you should have a window by now so let's continue. And if you are just watching what I'm coding, next I'll put all DirectX stuff into my engine. It was hard to find to get, an almost full, initialization of DirectX but I've some decent pieces of code which I have put into my code. bool Graphics::Initialize(Window* pWindow) { HRESULT result; IDXGIFactory* pFactory = nullptr; IDXGIAdapter* pAdapter = nullptr; IDXGIOutput* pAdapterOutput = nullptr; DXGI_MODE_DESC* pDisplayModeList = nullptr; DXGI_ADAPTER_DESC adapterDesc; D3D_FEATURE_LEVEL featureLevel; D3D11_TEXTURE2D_DESC depthBufferDesc; D3D11_DEPTH_STENCIL_DESC depthStencilDesc; D3D11_DEPTH_STENCIL_DESC depthDisableStencilDesc; D3D11_DEPTH_STENCIL_VIEW_DESC depthStencilViewDesc; D3D11_RASTERIZER_DESC rasterDesc; D3D11_BLEND_DESC blendStateDescription; unsigned int numModes = 0, numerator = 0, denominator = 0; float fieldOfView = 0.0f, screenAspect = 0.0f; // Store the pointer of the window m_pWindow = pWindow; // Create a DirectX graphics interface factory result = CreateDXGIFactory(__uuidof(IDXGIFactory), (void**)&pFactory); if(FAILED(result)) { return ErrorMessage(_T("Graphics"), _T("Initialize"), _T("CreateDXGIFactory")); } // Use the factory to create an adapter for the primary graphics interface ( video card ) result = pFactory->EnumAdapters(0, &pAdapter); if(FAILED(result)) { return ErrorMessage(_T("Graphics"), _T("Initialize"), _T("Set EnumAdapters factory")); } // Enumerate the primary adapted output ( monitor ) result = pAdapter->EnumOutputs(0, &pAdapterOutput); if(FAILED(result)) { return ErrorMessage(_T("Graphics"), _T("Initialize"), _T("Set EnumOutputs adapter")); } // Get the numbder of modes that fit in the display the the adapter output ( monitor ) result = pAdapterOutput->GetDisplayModeList(DXGI_FORMAT_R8G8B8A8_UNORM, DXGI_ENUM_MODES_INTERLACED, &numModes, NULL); if(FAILED(result)) { return ErrorMessage(_T("Graphics"), _T("Initialize"), _T("Set GetDisplayModeList adapter")); } // Create list to hold all possible display modes for this monitor/video card combinatior pDisplayModeList = new DXGI_MODE_DESC[numModes]; if(!pDisplayModeList) { return ErrorMessage(_T("Graphics"), _T("Initialize"), _T("creating DisplayModeList")); } // Now fill the fisplay mode list structures result = pAdapterOutput->GetDisplayModeList(DXGI_FORMAT_R8G8B8A8_UNORM, DXGI_ENUM_MODES_INTERLACED, &numModes, pDisplayModeList); if(FAILED(result)) { return ErrorMessage(_T("Graphics"), _T("Initialize"), _T("GetDisplayModeList adapter")); } // Now go through all the display modes and find the one that mathces the screen width and height // When a match is found store the numerator and denominator of the refresh rate for that monitor for(int i=0; iGetWindowWidth()) { if(pDisplayModeList.Height == (unsigned int)m_pWindow->GetWindowHeight()) { numerator = pDisplayModeList.RefreshRate.Numerator; denominator = pDisplayModeList.RefreshRate.Denominator; } } } // Get the adapter ( video card ) description result = pAdapter->GetDesc(&adapterDesc); if(FAILED(result)) { return ErrorMessage(_T("Graphics"), _T("Initialize"), _T("GetDesc adapter")); } // Store the dedicated video card memory in megabytes m_VideoCardMemory = (int)(adapterDesc.DedicatedSystemMemory/1024/1024); // Store the video card name m_VideoCardDescription = adapterDesc.Description; // Release the display list, adapter output, adapter, factory SafeDeleteArray(pDisplayModeList); SafeRelease(pAdapterOutput); SafeRelease(pAdapter); SafeRelease(pFactory); // Create a struct to hold information about the swap chain DXGI_SWAP_CHAIN_DESC swapChainDesc; // Clear out the struct for use ZeroMemory(&swapChainDesc, sizeof(swapChainDesc)); // Fill the swap chain description struct swapChainDesc.BufferCount = 1; // 1 Back buffer swapChainDesc.BufferDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM; // Use 32-bit color swapChainDesc.BufferDesc.Width = m_pWindow->GetWindowWidth(); // Set the back buffer width swapChainDesc.BufferDesc.Height = m_pWindow->GetWindowHeight(); // Set the back buffer height if(m_pWindow->GetVSync()) { swapChainDesc.BufferDesc.RefreshRate.Numerator = numerator; swapChainDesc.BufferDesc.RefreshRate.Denominator = denominator; } else { swapChainDesc.BufferDesc.RefreshRate.Numerator = 0; swapChainDesc.BufferDesc.RefreshRate.Denominator = 1; } swapChainDesc.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT; // How the chain is to be used swapChainDesc.OutputWindow = m_pWindow->GetHandleToWindow(); // The window to be used // Turn multisampling off swapChainDesc.SampleDesc.Count = 1; // How many multisamples swapChainDesc.SampleDesc.Quality = 0; swapChainDesc.Windowed = !m_pWindow->GetFullscreen(); // Windowed/Fullscreen mode swapChainDesc.BufferDesc.ScanlineOrdering = DXGI_MODE_SCANLINE_ORDER_UNSPECIFIED; swapChainDesc.BufferDesc.Scaling = DXGI_MODE_SCALING_UNSPECIFIED; swapChainDesc.SwapEffect = DXGI_SWAP_EFFECT_DISCARD; swapChainDesc.Flags = 0; // Set the feature level to DirectX 11 featureLevel = D3D_FEATURE_LEVEL_11_0; // Create a device, device context and swap chain using the information in the swapChainDesc struct D3D11CreateDeviceAndSwapChain( NULL, D3D_DRIVER_TYPE_HARDWARE, NULL, 0, &featureLevel, 1, D3D11_SDK_VERSION, &swapChainDesc, &m_pSwapChain, &m_pDevice, NULL, &m_pDeviceContext ); // Get the adress of the back buffer ID3D11Texture2D* pBackBuffer; m_pSwapChain->GetBuffer(0, __uuidof(ID3D11Texture2D), (LPVOID*)&pBackBuffer); // Use the back buffer address to create the render target m_pDevice->CreateRenderTargetView(pBackBuffer, NULL, &m_pRenderTargetView); // Set the render target as the back buffer m_pDeviceContext->OMSetRenderTargets(1, &m_pBackBuffer, NULL); // Release back buffer pBackBuffer->Release(); // Initialize the description of the depth buffer ZeroMemory( &depthBufferDesc, sizeof(depthBufferDesc) ); // Set up the description of the depth buffer depthBufferDesc.Width = m_pWindow->GetWindowWidth(); depthBufferDesc.Height = m_pWindow->GetWindowHeight(); depthBufferDesc.MipLevels = 1; depthBufferDesc.ArraySize = 1; depthBufferDesc.Format = DXGI_FORMAT_D24_UNORM_S8_UINT; depthBufferDesc.SampleDesc.Count = 1; depthBufferDesc.SampleDesc.Quality = 0; depthBufferDesc.Usage = D3D11_USAGE_DEFAULT; depthBufferDesc.BindFlags = D3D11_BIND_DEPTH_STENCIL; depthBufferDesc.CPUAccessFlags = 0; depthBufferDesc.MiscFlags = 0; // create the texture for the depth buffer using the filled out description result = m_pDevice->CreateTexture2D(&depthBufferDesc, NULL, &m_pDepthStencilBuffer); if(FAILED(result)) { return ErrorMessage(_T("Graphics"), _T("Initialize"), _T("CreateTexture2D depthBufferDesc")); } // Initialize the description of the stencil state ZeroMemory(&depthStencilDesc, sizeof(depthStencilDesc)); // Set up the description of the stencil state depthStencilDesc.DepthEnable = true; depthStencilDesc.DepthWriteMask = D3D11_DEPTH_WRITE_MASK_ALL; depthStencilDesc.DepthFunc = D3D11_COMPARISON_LESS; depthStencilDesc.StencilEnable = true; depthStencilDesc.StencilReadMask = 0xFF; depthStencilDesc.StencilWriteMask = 0xFF; depthStencilDesc.FrontFace.StencilFailOp = D3D11_STENCIL_OP_KEEP; depthStencilDesc.FrontFace.StencilDepthFailOp = D3D11_STENCIL_OP_INCR; depthStencilDesc.FrontFace.StencilPassOp = D3D11_STENCIL_OP_KEEP; depthStencilDesc.FrontFace.StencilFunc = D3D11_COMPARISON_ALWAYS; depthStencilDesc.BackFace.StencilFailOp = D3D11_STENCIL_OP_KEEP; depthStencilDesc.BackFace.StencilDepthFailOp = D3D11_STENCIL_OP_DECR; depthStencilDesc.BackFace.StencilPassOp = D3D11_STENCIL_OP_KEEP; depthStencilDesc.BackFace.StencilFunc = D3D11_COMPARISON_ALWAYS; // Create the depth stencil state result = m_pDevice->CreateDepthStencilState(&depthStencilDesc, &m_pDepthStencilState); if(FAILED(result)) { return ErrorMessage(_T("Graphics"), _T("Initialize"), _T("CreateDepthStencilState depthStencilDesc")); } // Set the depth stencil state m_pDeviceContext->OMSetDepthStencilState(m_pDepthStencilState, 1); // Initialize the depth stencil view ZeroMemory(&depthStencilViewDesc, sizeof(depthStencilViewDesc)); depthStencilViewDesc.Format = DXGI_FORMAT_D24_UNORM_S8_UINT; depthStencilViewDesc.ViewDimension = D3D11_DSV_DIMENSION_TEXTURE2D; depthStencilViewDesc.Texture2D.MipSlice = 0; // Create the depth stencil view result = m_pDevice->CreateDepthStencilView(m_pDepthStencilBuffer, &depthStencilViewDesc, &m_pDepthStencilView); if(FAILED(result)) { return ErrorMessage(_T("Graphics"), _T("Initialize"), _T("CreateDepthStencilView m_pDepthStencilBuffer")); } // Bind the render target view and depth stencil buffer to the output render pipeline m_pDeviceContext->OMSetRenderTargets(1, &m_pRenderTargetView, m_pDepthStencilView); // Setup the raster description which will determine how and what polygons will be drawn rasterDesc.AntialiasedLineEnable = false; rasterDesc.CullMode = D3D11_CULL_BACK; rasterDesc.DepthBias = 0; rasterDesc.DepthBiasClamp = 0.0f; rasterDesc.DepthClipEnable = true; rasterDesc.FillMode = D3D11_FILL_SOLID; rasterDesc.FrontCounterClockwise = false; rasterDesc.MultisampleEnable = false; rasterDesc.ScissorEnable = false; rasterDesc.SlopeScaledDepthBias = 0.0f; result = m_pDevice->CreateRasterizerState(&rasterDesc, &m_pRasterState); if(FAILED(result)) { return ErrorMessage(_T("Graphics"), _T("Initialize"), _T("CreateRasterizerState rasterDesc")); } // Now set the rasterizer state m_pDeviceContext->RSSetState(m_pRasterState); // Set the viewport for rendering D3D11_VIEWPORT viewPort; ZeroMemory(&viewPort, sizeof(D3D11_VIEWPORT)); viewPort.MinDepth = 0.0f; viewPort.MaxDepth = 1.0f; viewPort.TopLeftX = 0; viewPort.TopLeftY = 0; viewPort.Width = (float)m_pWindow->GetWindowWidth(); viewPort.Height = (float)m_pWindow->GetWindowHeight(); m_pDeviceContext->RSSetViewports(1, &viewPort); // Setup Projection matrix fieldOfView = (float)D3DX_PI/4.0f; screenAspect = (float)m_pWindow->GetWindowWidth()/(float)m_pWindow->GetWindowHeight(); // Create the projection matrix for 3D rendering D3DXMatrixPerspectiveFovLH(&m_ProjectionMatrix, fieldOfView, screenAspect, SCREEN_NEAR, SCREEN_DEPTH); // Initialize the world matrix to identity matrix D3DXMatrixIdentity(&m_WorldMatrix); // Create an orthographic projection matrix for 2D rendering D3DXMatrixOrthoLH(&m_OrthoMatrix, (float)m_pWindow->GetWindowWidth(), (float)m_pWindow->GetWindowHeight(), SCREEN_NEAR, SCREEN_DEPTH); // Clear the memory ZeroMemory(&depthDisableStencilDesc, sizeof(depthDisableStencilDesc)); // Set up the description of the stencil state depthDisableStencilDesc.DepthEnable = false; depthDisableStencilDesc.DepthWriteMask = D3D11_DEPTH_WRITE_MASK_ALL; depthDisableStencilDesc.DepthFunc = D3D11_COMPARISON_LESS; depthDisableStencilDesc.StencilEnable = true; depthDisableStencilDesc.StencilReadMask = 0xFF; depthDisableStencilDesc.StencilWriteMask = 0xFF; depthDisableStencilDesc.FrontFace.StencilFailOp = D3D11_STENCIL_OP_KEEP; depthDisableStencilDesc.FrontFace.StencilDepthFailOp = D3D11_STENCIL_OP_INCR; depthDisableStencilDesc.FrontFace.StencilPassOp = D3D11_STENCIL_OP_KEEP; depthDisableStencilDesc.FrontFace.StencilFunc = D3D11_COMPARISON_ALWAYS; depthDisableStencilDesc.BackFace.StencilFailOp = D3D11_STENCIL_OP_KEEP; depthDisableStencilDesc.BackFace.StencilDepthFailOp = D3D11_STENCIL_OP_DECR; depthDisableStencilDesc.BackFace.StencilPassOp = D3D11_STENCIL_OP_KEEP; depthDisableStencilDesc.BackFace.StencilFunc = D3D11_COMPARISON_ALWAYS; // Create the depth stencil state result = m_pDevice->CreateDepthStencilState(&depthDisableStencilDesc, &m_pDepthDisableStencilState); if(FAILED(result)) { return ErrorMessage(_T("Graphics"), _T("Initialize"), _T("CreateDepthStencilState depthDisableStencilDesc")); } ZeroMemory(&blendStateDescription, sizeof(D3D11_BLEND_DESC)); blendStateDescription.RenderTarget[0].BlendEnable = TRUE; blendStateDescription.RenderTarget[0].SrcBlend = D3D11_BLEND_ONE; blendStateDescription.RenderTarget[0].DestBlend = D3D11_BLEND_INV_SRC_ALPHA; blendStateDescription.RenderTarget[0].BlendOp = D3D11_BLEND_OP_ADD; blendStateDescription.RenderTarget[0].SrcBlendAlpha = D3D11_BLEND_ONE; blendStateDescription.RenderTarget[0].DestBlendAlpha = D3D11_BLEND_ZERO; blendStateDescription.RenderTarget[0].BlendOpAlpha = D3D11_BLEND_OP_ADD; blendStateDescription.RenderTarget[0].RenderTargetWriteMask = 0x0f; result = m_pDevice->CreateBlendState(&blendStateDescription, &m_AlphaEnableBlendingState); if(FAILED(result)) { return ErrorMessage(_T("Graphics"), _T("Initialize"), _T("CreateBlendState blendStateDescription")); } blendStateDescription.RenderTarget[0].BlendEnable = FALSE; result = m_pDevice->CreateBlendState(&blendStateDescription, &m_AlphaDisableBlendingState); if(FAILED(result)) { return ErrorMessage(_T("Graphics"), _T("Initialize"), _T("CreateBlendState blendStateDescription")); } return true; } As I've said in the previous entry my Application creates the core(window, system, graphics), so you should be able to initialize these graphics all by yourself. ;) But when you have all initialization ready don't run it yet! don't fly when you can't walk. Else you would forget that you also need to deallocate what you have allocated! ;) void Graphics::Shutdown() { if(m_pSwapChain != nullptr) { m_pSwapChain->SetFullscreenState(false, NULL); } SafeRelease(m_AlphaDisableBlendingState); SafeRelease(m_AlphaEnableBlendingState); SafeRelease(m_pDepthDisableStencilState); SafeRelease(m_pDepthStencilBuffer); SafeRelease(m_pDepthStencilState); SafeRelease(m_pRenderTargetView); SafeRelease(m_pRasterState); SafeRelease(m_pBackBuffer); SafeRelease(m_pDeviceContext); SafeRelease(m_pDevice); SafeRelease(m_pSwapChain); } SafeRelease is a template, I love clear readable code!: template inline void SafeRelease(T &pObject) { if(pObject != nullptr){ pObject->Release(); pObject = nullptr; } } This took a very long time to get and understand all that code. I think I've deserved a break! ^^ By the way my window class you saw last entry is buggy. In case you didn't read the reply there: I was casting the HWND to my Window* so I could call the method 'HandleEvents(...) in the WndProc function. But as soon I changed a data member in the HandleEvents method the application wouldn't start anymore. So needed to change this and this is what I've made: if(msg == WM_CREATE) { SetWindowLong(hWnd, GWL_USERDATA, (LONG)((LPCREATESTRUCT)lParam)->lpCreateParams); } else { Window* pWindow = (Window*)GetWindowLong(hWnd, GWL_USERDATA); if(pWindow) { return pWindow->HandleEvents(hWnd, msg, wParam, lParam); } } return DefWindowProc(hWnd, msg, wParam, lParam); So that was it for the graphics class. I hope you guys enjoy the code! If you want to see more follow my blog to keep in touch. And following this blog also means people are interested in these codes. So next entry will be my system class. But that won't be for today! First I'm going to enjoy my break ^^ So thank you ladies and gentlemen and see you in the next entry!
  3. EngineProgrammer

    Creotex Engine ~ Part 1

    MajorTom, thanks and I'm glad you are looking forward to my future posts! About the function you are right indeed,I've tried to modify a data member of the class inside the HandleEvents method and my window didn't want to launch. Thanks for the answer! ~EngineProgrammer
  4. EngineProgrammer

    Creotex Engine ~ Part 1

    Hello ladies and gentlemen, Welcome to my journal! So part 1 of writing an engine. I hope you guys are all so excited as me! ( I know you do ) Before I step into DirectX graphics I first want to create a window. For people who haven't learned DirectX yet, for popping up a window you don't need any DirectX libs. DirectX will just need the handle and instance of the window and will turn everything to a 3D space. By the way, didn't mentioned it before, I'm using Unicode! Example: #ifdef _UNICODE #define tstring wstring #else #define tstring string #endif So.. Writing a game engine. How should I start? How should I write? How will my structure look like? Don't worry already got the idea! The plan is that my WinMain function creates an Application, which handles the core and game. This is how it looks like: int WINAPI _tWinMain(HINSTANCE hInstance, HINSTANCE hPrevInstance, PTSTR pCmdLine, int nCmdShow) { // Terminate if heap is corrupted HeapSetInformation(NULL, HeapEnableTerminationOnCorruption, NULL, 0); // Avoid warnings of unused parameters UNREFERENCED_PARAMETER(hPrevInstance); UNREFERENCED_PARAMETER(pCmdLine); // Allocate the application Application* pApplication = new Application(); // Initialize and run the application if(pApplication->Initialize(hInstance)) { pApplication->Run(); } // Shutdown and deallocate the application SafeDeleteCore(pApplication); return TRUE; } So I'm Initializing the Application, running if succeeded, and shutting down. And for those who wonder what "SafeDeleteCore" is: template inline void SafeDeleteCore(T &pObject) { if(pObject != nullptr){ pObject->Shutdown(); delete pObject; pObject = nullptr; } } My application has 4 data members: core: Window*, System*, Graphics* game: Game* I think you all know what to do with those data members when you have 3 methods... So not going to show such simple code.... Ok maybe a bit.. Because all of you are so lovely This is the Run method: void Application::Run() { // GameStart m_pGame->GameStart(); MSG msg = {0}; while(msg.message != WM_QUIT) { if(PeekMessage(&msg,NULL,NULL,NULL,PM_REMOVE)) { TranslateMessage(&msg); DispatchMessage(&msg); } else { // GameUpdate m_pGame->GameUpdate(); // GameRender m_pGame->GameRender(); Sleep(1); } } // GameEnd m_pGame->GameEnd(); } So we got the WinMain, Application.... That was it I think? Yes everything is done, we have written our engine. Now we can create games like Starcraft!! Or is it? No there is more!!!! *screaming* *crying* *beating up the kid next door* We still need that window on our screen! or maybe if you stare long enough it will magically appear.. You can give it a shot. So for the window class. A window class needs to store some information about the window so you can easily change something on your screen. class Window { public: ///////////////////////////////////////////////////// // Constructor(s) & Destructor ///////////////////////////////////////////////////// Window(); virtual ~Window(); ///////////////////////////////////////////////////// // Public Methods ///////////////////////////////////////////////////// bool Initialize(HINSTANCE hInstance); void Shutdown(); void ShowWindow(); LRESULT CALLBACK HandleEvents(HWND, UINT, WPARAM, LPARAM); private: HWND m_hMainWnd; HINSTANCE m_hInstance; tstring m_sWindowTitle; int m_iWindowWidth; int m_iWindowHeight; bool m_bFullscreen; }; static LRESULT CALLBACK WndProc(HWND, UINT, WPARAM, LPARAM); The Window.cpp is the largest piece of code I have at the moment. Here it comes! bool Window::Initialize(HINSTANCE hInstance) { // Store the instance of the application m_hInstance = hInstance; // Setup the window class with default settings WNDCLASSEX wndclass; wndclass.style = CS_HREDRAW | CS_VREDRAW | CS_OWNDC | CS_DBLCLKS; wndclass.lpfnWndProc = WndProc; wndclass.cbClsExtra = 0; wndclass.cbWndExtra = 0; wndclass.hInstance = m_hInstance; wndclass.hIcon = LoadIcon(NULL, IDI_WINLOGO); wndclass.hIconSm = wndclass.hIcon; wndclass.hCursor = LoadCursor(NULL, IDC_ARROW); wndclass.hbrBackground = (HBRUSH)CreateSolidBrush(RGB(255,255,255)); wndclass.lpszMenuName = m_sWindowTitle.c_str(); wndclass.lpszClassName = m_sWindowTitle.c_str(); wndclass.cbSize = sizeof(WNDCLASSEX); // Register the window class if(!RegisterClassEx(&wndclass)) { return false; } // Create new screen settings if fullscreen int posX = 0, posY = 0; if(m_bFullscreen) { DEVMODE dmScreenSettings; memset(&dmScreenSettings, 0,sizeof(dmScreenSettings)); dmScreenSettings.dmSize = sizeof(dmScreenSettings); dmScreenSettings.dmPelsWidth = (unsigned long)m_iWindowWidth; dmScreenSettings.dmPelsHeight = (unsigned long)m_iWindowHeight; dmScreenSettings.dmBitsPerPel = 32; dmScreenSettings.dmFields = DM_BITSPERPEL | DM_PELSWIDTH | DM_PELSHEIGHT; ChangeDisplaySettings(&dmScreenSettings, CDS_FULLSCREEN); } else { posX = (GetSystemMetrics(SM_CXSCREEN) - m_iWindowWidth) /2; posY = (GetSystemMetrics(SM_CYSCREEN) - m_iWindowHeight) /2; } // Create the window with the screen settings and get the handle to it m_hMainWnd = CreateWindowEx(WS_EX_APPWINDOW, m_sWindowTitle.c_str(), m_sWindowTitle.c_str(), WS_CAPTION | WS_POPUPWINDOW | WS_CLIPSIBLINGS | WS_CLIPCHILDREN | WS_POPUP | WS_MINIMIZEBOX, posX, posY, m_iWindowWidth, m_iWindowHeight, NULL, NULL, m_hInstance, NULL ); if(!m_hMainWnd) { return false; } // Set window as main focus ~ sets higher priority to this thread SetForegroundWindow(m_hMainWnd); SetFocus(m_hMainWnd); return true; } void Window::Shutdown() { // Show the mouse cursor ~ just in case the mouse was hidden in run-time ShowCursor(true); // Fix the display settings if leaving full screen mode if(m_bFullscreen) { ChangeDisplaySettings(NULL, 0); } // Remove the window DestroyWindow(m_hMainWnd); m_hMainWnd = NULL; // Remove the application's instance UnregisterClass(m_sWindowTitle.c_str(), m_hInstance); m_hInstance = NULL; } void Window::ShowWindow() { ::ShowWindow(m_hMainWnd, SW_SHOW); ::UpdateWindow(m_hMainWnd); } LRESULT CALLBACK Window::HandleEvents(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam) { return DefWindowProc(hWnd, msg, wParam, lParam); } //////////////////////////////////////////////////////////////////////////////// // Window Procedure //////////////////////////////////////////////////////////////////////////////// static LRESULT CALLBACK WndProc(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam) { switch(msg) { case WM_DESTROY: PostQuitMessage(0); return 0; case WM_CLOSE: PostQuitMessage(0); return 0; } return ((Window*)GetWindow(hWnd, 0))->HandleEvents(hWnd, msg, wParam, lParam); } So now we should have a nice window appeared on our screen. If not, initialize you data members! I initialized my data members on a default size 640*480 and title: Default Window While I was re-programming my framework I found something cool but strange at the same time.. return ((Window*)GetWindow(hWnd, 0))->HandleEvents(hWnd, msg, wParam, lParam); This should crash normally but it doesn't. I never allocated that window, or received a pointer of an existing pointer and still. The HandleEvents() method can be called. I'm sure I'm opening many eyes right now... Yes have a clear look at the code! I thought if was the SetFocus(); method at the start but they make no difference at all. Also you can leave out the "static" keyword. Still doesn't crash. So this is creating new possibilities I think? You don't need a singleton anymore to call the HandleEvents. Or a static global pointer of your own class. Everything can be done now through this method. So thank you for your time ladies and gentlemen!! Now I'm going to write the system and graphics class for the next entry. So be sure to have a look! You can also follow this blog to make it easier. And so I also know people are interested.
  5. EngineProgrammer

    Creotex Engine ~ Introduction

    Hello ladies and gentlemen, Welcome to my journal! I would like to introduce myself before I get started. My name is Jonathan, student of Digital Arts & Entertainment. I joined this forum about 2 weeks ago. I've been studying C++ for about 2 years now. And I think I'm ready to go to the next level. In this journal I'll be writing a game engine and thereafter I'll write a game with that engine. My engine will be supported by DirectX 11 and other supportive libraries. If you have any questions or suggestions about my coding, feel free to comment! For the questions , the answer will be given in the next entry through (Q: A:) For the suggestions, my response will be given in the next entry through (S: A:) I've been looking around for some tutorials, information about DirectX, engine structures and I happily share the links with you guys. Win32: http://msdn.microsoft.com/en-us/library/bb384843.aspx Win32 tips&tricks http://www.catch22.net/tuts/win32-tips-tricks#FillArea Optimizing: http://en.wikibooks.org/wiki/Optimizing_C%2B%2B/Code_optimization/Run-time_support Game engine structure: http://lspiroengine.com/?p=351 Game engine structure: http://www.ttoprpg.com/gedisc.htm#gecodestruct DirectX: http://channel9.msdn.com/coding4fun/articles/Beginning-Game-Development-Part-II-Introduction-to-DirectX DirectX: http://www.directxtutorial.com/Tutorial11/tutorials.aspx DirectX: http://www.rastertek.com/tutindex.html In this entry I'm not going to post any code though. This is just the opening for a nice journal.
  • Advertisement

Important Information

By using GameDev.net, you agree to our community Guidelines, Terms of Use, and Privacy Policy.

We are the game development community.

Whether you are an indie, hobbyist, AAA developer, or just trying to learn, GameDev.net is the place for you to learn, share, and connect with the games industry. Learn more About Us or sign up!

Sign me up!