Init
This commit is contained in:
+39
@@ -0,0 +1,39 @@
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# Build Folders (you can keep bin if you'd like, to store dlls and pdbs)
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bin
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obj
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# Visual Studio files
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*.[Oo]bj
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*.user
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*.aps
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*.pch
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*.vspscc
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*.vssscc
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*_i.c
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*_p.c
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*.ncb
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*.suo
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*.tlb
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*.tlh
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*.bak
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*.[Cc]ache
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*.ilk
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*.log
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*.lib
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*.sbr
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*.sdf
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*.opensdf
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*.unsuccessfulbuild
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ipch/
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obj/
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[Bb]in
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[Dd]ebug*/
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[Rr]elease*/
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Ankh.NoLoad
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# Resharper
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_ReSharper*/
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*.resharper
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# mstest test results
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TestResults
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@@ -0,0 +1,20 @@
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Microsoft Visual Studio Solution File, Format Version 11.00
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# Visual Studio 2010
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Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "Escape-the-Dawn", "Escape-the-Dawn\Escape-the-Dawn.vcxproj", "{FE405CFA-8FCE-4867-92CF-797E73B36482}"
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EndProject
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Global
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GlobalSection(SolutionConfigurationPlatforms) = preSolution
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Debug|Win32 = Debug|Win32
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Release|Win32 = Release|Win32
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EndGlobalSection
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GlobalSection(ProjectConfigurationPlatforms) = postSolution
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{FE405CFA-8FCE-4867-92CF-797E73B36482}.Debug|Win32.ActiveCfg = Debug|Win32
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{FE405CFA-8FCE-4867-92CF-797E73B36482}.Debug|Win32.Build.0 = Debug|Win32
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{FE405CFA-8FCE-4867-92CF-797E73B36482}.Release|Win32.ActiveCfg = Release|Win32
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{FE405CFA-8FCE-4867-92CF-797E73B36482}.Release|Win32.Build.0 = Release|Win32
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EndGlobalSection
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GlobalSection(SolutionProperties) = preSolution
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HideSolutionNode = FALSE
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EndGlobalSection
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EndGlobal
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@@ -0,0 +1,76 @@
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#include "Direct3D.h"
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void Direct3D::Initialize(Window* window)
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{
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m_Window = window;
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DXGI_SWAP_CHAIN_DESC scd = { 0 };
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scd.BufferCount = 1;
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scd.BufferDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
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scd.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
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scd.OutputWindow = window->GetHandle();
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scd.SampleDesc.Count = 4;
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scd.Windowed = TRUE;
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scd.Flags = DXGI_SWAP_CHAIN_FLAG_ALLOW_MODE_SWITCH;
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D3D11CreateDeviceAndSwapChain(
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NULL,
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D3D_DRIVER_TYPE_HARDWARE,
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NULL,
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NULL,
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NULL,
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NULL,
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D3D11_SDK_VERSION,
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&scd,
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&SwapChain,
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&Device,
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NULL,
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&DeviceContext);
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// Set the back buffer render target
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ID3D11Texture2D* pBackBuffer;
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SwapChain->GetBuffer(0, __uuidof(ID3D11Texture2D), (void**)&pBackBuffer);
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Device->CreateRenderTargetView(pBackBuffer, NULL, &BackBuffer);
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pBackBuffer->Release();
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DeviceContext->OMSetRenderTargets(1, &BackBuffer, NULL);
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// Set the viewport
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D3D11_VIEWPORT viewport = { 0 };
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viewport.TopLeftX = 0;
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viewport.TopLeftY = 0;
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viewport.Width = window->GetWidth();
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viewport.Height = window->GetHeight();
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DeviceContext->RSSetViewports(1, &viewport);
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}
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void Direct3D::Resize(int width, int height)
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{
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DeviceContext->OMSetRenderTargets(0, 0, 0);
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BackBuffer->Release();
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HRESULT hr; // TODO: Error handling
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// Preserve the existing buffer count and format.
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hr = SwapChain->ResizeBuffers(0, width, height, DXGI_FORMAT_UNKNOWN, 0);
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ID3D11Texture2D* pBuffer;
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hr = SwapChain->GetBuffer(0, __uuidof(ID3D11Texture2D), (void**)&pBuffer);
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hr = Device->CreateRenderTargetView(pBuffer, NULL, &BackBuffer);
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pBuffer->Release();
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DeviceContext->OMSetRenderTargets(1, &BackBuffer, NULL);
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// Set the viewport
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D3D11_VIEWPORT viewport = { 0 };
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viewport.TopLeftX = 0;
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viewport.TopLeftY = 0;
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viewport.Width = width;
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viewport.Height = height;
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DeviceContext->RSSetViewports(1, &viewport);
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}
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Direct3D::~Direct3D()
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{
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SwapChain->Release();
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BackBuffer->Release();
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Device->Release();
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DeviceContext->Release();
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}
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@@ -0,0 +1,31 @@
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#ifndef Direct3D_h__
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#define Direct3D_h__
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#include <d3d11.h>
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#include <d3dx11.h>
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#include <d3dx10.h>
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#pragma comment (lib, "d3d11.lib")
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#pragma comment (lib, "d3dx11.lib")
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#pragma comment (lib, "d3dx10.lib")
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#include "Window.h"
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class Direct3D
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{
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public:
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Direct3D() { }
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~Direct3D();
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IDXGISwapChain* SwapChain;
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ID3D11Device* Device;
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ID3D11DeviceContext* DeviceContext;
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ID3D11RenderTargetView* BackBuffer;
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void Initialize(Window* window);
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void Resize(int width, int height);
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private:
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Window* m_Window;
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};
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#endif // Direct3D_h__
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@@ -0,0 +1,86 @@
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<?xml version="1.0" encoding="utf-8"?>
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<Project DefaultTargets="Build" ToolsVersion="4.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
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<ItemGroup Label="ProjectConfigurations">
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<ProjectConfiguration Include="Debug|Win32">
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<Configuration>Debug</Configuration>
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<Platform>Win32</Platform>
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</ProjectConfiguration>
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<ProjectConfiguration Include="Release|Win32">
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<Configuration>Release</Configuration>
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<Platform>Win32</Platform>
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</ProjectConfiguration>
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</ItemGroup>
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<PropertyGroup Label="Globals">
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<ProjectGuid>{FE405CFA-8FCE-4867-92CF-797E73B36482}</ProjectGuid>
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<RootNamespace>EscapetheDawn</RootNamespace>
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</PropertyGroup>
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<Import Project="$(VCTargetsPath)\Microsoft.Cpp.Default.props" />
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<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'" Label="Configuration">
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<ConfigurationType>Application</ConfigurationType>
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<UseDebugLibraries>true</UseDebugLibraries>
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<CharacterSet>MultiByte</CharacterSet>
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</PropertyGroup>
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<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'" Label="Configuration">
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<ConfigurationType>Application</ConfigurationType>
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<UseDebugLibraries>false</UseDebugLibraries>
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<WholeProgramOptimization>true</WholeProgramOptimization>
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<CharacterSet>MultiByte</CharacterSet>
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</PropertyGroup>
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<Import Project="$(VCTargetsPath)\Microsoft.Cpp.props" />
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<ImportGroup Label="ExtensionSettings">
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</ImportGroup>
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<ImportGroup Label="PropertySheets" Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
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<Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
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</ImportGroup>
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<ImportGroup Label="PropertySheets" Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">
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<Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
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</ImportGroup>
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<PropertyGroup Label="UserMacros" />
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<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
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<IncludePath>C:\Program Files %28x86%29\Microsoft DirectX SDK %28June 2010%29\Include;$(IncludePath)</IncludePath>
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</PropertyGroup>
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<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
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<LibraryPath>C:\Program Files %28x86%29\Microsoft DirectX SDK %28June 2010%29\Lib\x86;$(LibraryPath)</LibraryPath>
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</PropertyGroup>
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<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">
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<IncludePath>C:\Program Files %28x86%29\Microsoft DirectX SDK %28June 2010%29\Include;$(IncludePath)</IncludePath>
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</PropertyGroup>
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<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">
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<LibraryPath>C:\Program Files %28x86%29\Microsoft DirectX SDK %28June 2010%29\Lib\x86;$(LibraryPath)</LibraryPath>
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</PropertyGroup>
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<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
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<ClCompile>
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<WarningLevel>Level3</WarningLevel>
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<Optimization>Disabled</Optimization>
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</ClCompile>
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<Link>
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<GenerateDebugInformation>true</GenerateDebugInformation>
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<SubSystem>Console</SubSystem>
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</Link>
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</ItemDefinitionGroup>
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<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">
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<ClCompile>
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<WarningLevel>Level3</WarningLevel>
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<Optimization>MaxSpeed</Optimization>
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<FunctionLevelLinking>true</FunctionLevelLinking>
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<IntrinsicFunctions>true</IntrinsicFunctions>
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</ClCompile>
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<Link>
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<GenerateDebugInformation>true</GenerateDebugInformation>
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<EnableCOMDATFolding>true</EnableCOMDATFolding>
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<OptimizeReferences>true</OptimizeReferences>
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</Link>
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</ItemDefinitionGroup>
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<ItemGroup>
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<ClCompile Include="Direct3D.cpp" />
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<ClCompile Include="main.cpp" />
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<ClCompile Include="Window.cpp" />
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</ItemGroup>
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<ItemGroup>
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<ClInclude Include="Direct3D.h" />
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<ClInclude Include="Window.h" />
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</ItemGroup>
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<Import Project="$(VCTargetsPath)\Microsoft.Cpp.targets" />
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<ImportGroup Label="ExtensionTargets">
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</ImportGroup>
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</Project>
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@@ -0,0 +1,36 @@
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<?xml version="1.0" encoding="utf-8"?>
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<Project ToolsVersion="4.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
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||||
<ItemGroup>
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<Filter Include="Source Files">
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||||
<UniqueIdentifier>{4FC737F1-C7A5-4376-A066-2A32D752A2FF}</UniqueIdentifier>
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<Extensions>cpp;c;cc;cxx;def;odl;idl;hpj;bat;asm;asmx</Extensions>
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</Filter>
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<Filter Include="Header Files">
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||||
<UniqueIdentifier>{93995380-89BD-4b04-88EB-625FBE52EBFB}</UniqueIdentifier>
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||||
<Extensions>h;hpp;hxx;hm;inl;inc;xsd</Extensions>
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||||
</Filter>
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||||
<Filter Include="Resource Files">
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||||
<UniqueIdentifier>{67DA6AB6-F800-4c08-8B7A-83BB121AAD01}</UniqueIdentifier>
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<Extensions>rc;ico;cur;bmp;dlg;rc2;rct;bin;rgs;gif;jpg;jpeg;jpe;resx;tiff;tif;png;wav;mfcribbon-ms</Extensions>
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</Filter>
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||||
</ItemGroup>
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<ItemGroup>
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<ClCompile Include="main.cpp">
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<Filter>Source Files</Filter>
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</ClCompile>
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<ClCompile Include="Direct3D.cpp">
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<Filter>Source Files</Filter>
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</ClCompile>
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<ClCompile Include="Window.cpp">
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<Filter>Source Files</Filter>
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</ClCompile>
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</ItemGroup>
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<ItemGroup>
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<ClInclude Include="Direct3D.h">
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<Filter>Header Files</Filter>
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</ClInclude>
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<ClInclude Include="Window.h">
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<Filter>Header Files</Filter>
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</ClInclude>
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</ItemGroup>
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</Project>
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@@ -0,0 +1,69 @@
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#include "Window.h"
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LRESULT CALLBACK Window::MsgRouter(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam)
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{
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if (msg == WM_CREATE)
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SetWindowLong(hWnd, GWL_USERDATA, reinterpret_cast<long>(LPCREATESTRUCT(lParam)->lpCreateParams));
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Window* wnd = reinterpret_cast<Window*>(GetWindowLong(hWnd, GWL_USERDATA));
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if (wnd)
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return wnd->WndProc(msg, wParam, lParam);
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else
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return DefWindowProc(hWnd, msg, wParam, lParam);
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}
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void Window::Create(std::string title, int width, int height)
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{
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m_Width = width;
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m_Height = height;
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WNDCLASSEX wc = { 0 };
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wc.cbSize = sizeof(WNDCLASSEX);
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wc.style = CS_HREDRAW | CS_VREDRAW;
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wc.lpfnWndProc = Window::MsgRouter;
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wc.hInstance = m_hInstance;
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wc.hCursor = LoadCursor(NULL, IDC_ARROW);
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wc.hbrBackground = (HBRUSH)COLOR_WINDOW;
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wc.lpszClassName = "WindowClass1";
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// register the window class
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RegisterClassEx(&wc);
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// create the window and use the result as the handle
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m_hWnd = CreateWindowEx(
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NULL,
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"WindowClass1",
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title.c_str(),
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WS_OVERLAPPEDWINDOW,
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CW_USEDEFAULT,
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CW_USEDEFAULT,
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width,
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height,
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NULL,
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NULL,
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m_hInstance,
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reinterpret_cast<void*>(this));
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}
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void Window::Show(int nCmdShow /*= SW_SHOW*/)
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{
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ShowWindow(m_hWnd, nCmdShow);
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}
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LRESULT CALLBACK Window::WndProc(UINT msg, WPARAM wParam, LPARAM lParam)
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{
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switch (msg)
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{
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case WM_CREATE:
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OutputDebugString("WM_CREATE\n");
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case WM_CLOSE:
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DestroyWindow(m_hWnd);
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return 0;
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case WM_DESTROY:
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PostQuitMessage(0);
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return 0;
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default:
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return DefWindowProc(m_hWnd, msg, wParam, lParam);
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}
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}
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@@ -0,0 +1,32 @@
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#ifndef Window_h__
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#define Window_h__
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#include <string>
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#include <Windows.h>
|
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|
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class Window
|
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{
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public:
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Window(HINSTANCE hInstance)
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: m_hInstance(hInstance) { }
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||||
|
||||
HWND GetHandle() { return m_hWnd; }
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||||
int GetWidth() { return m_Width; }
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int GetHeight() { return m_Height; }
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void Create(std::string title, int width, int height);
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void Show(int nCmdShow = SW_SHOW);
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static LRESULT CALLBACK MsgRouter(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam);
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||||
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||||
protected:
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HWND m_hWnd;
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||||
HINSTANCE m_hInstance;
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||||
int m_Width;
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int m_Height;
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||||
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virtual LRESULT CALLBACK WndProc(UINT msg, WPARAM wParam, LPARAM lParam);
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||||
};
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||||
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||||
#endif // Window_h__
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||||
@@ -0,0 +1,57 @@
|
||||
#include <Windows.h>
|
||||
#include <WindowsX.h>
|
||||
|
||||
#include "Direct3D.h"
|
||||
#include "Window.h"
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||||
|
||||
Direct3D* d3d;
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||||
|
||||
void Update();
|
||||
void Draw();
|
||||
|
||||
//int WINAPI WinMain(HINSTANCE hInstance, HINSTANCE hPrevInstance, LPSTR lpCmdLine, int nCmdShow)
|
||||
int main(int argc, char* argv[])
|
||||
{
|
||||
HINSTANCE hInstance = GetModuleHandle(NULL);
|
||||
|
||||
d3d = new Direct3D();
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||||
|
||||
Window wnd(hInstance);
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||||
wnd.Create("Escape the Dawn", 1280, 720);
|
||||
d3d->Initialize(&wnd);
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wnd.Show();
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||||
|
||||
MSG msg = { 0 };
|
||||
while (true)
|
||||
{
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||||
// Check to see if any messages are waiting in the queue
|
||||
if (PeekMessage(&msg, NULL, 0, 0, PM_REMOVE))
|
||||
{
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TranslateMessage(&msg);
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||||
DispatchMessage(&msg);
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||||
|
||||
if (msg.message == WM_QUIT)
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||||
break;
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||||
}
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||||
else
|
||||
{
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||||
Update();
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Draw();
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||||
}
|
||||
}
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||||
|
||||
// return this part of the WM_QUIT message to Windows
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||||
return msg.wParam;
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||||
}
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||||
|
||||
void Update()
|
||||
{
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||||
|
||||
}
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||||
|
||||
void Draw()
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||||
{
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||||
d3d->DeviceContext->ClearRenderTargetView(d3d->BackBuffer, D3DXCOLOR(0.0f, 0.2f, 0.4f, 1.0f));
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||||
|
||||
d3d->SwapChain->Present(0, 0);
|
||||
}
|
||||
Reference in New Issue
Block a user