I'm writing the beginnings of a small game engine in Visual C++. What I have so far doesn't seem to be updating the rendering each frame, but I don't understand where I'm going wrong with it.
The code is mostly the boilerplate that Visual Studio generates. I added the draw()
and main_loop()
functions.
#include "stdafx.h"
#include "Windows.h"
#include "Keyboard.h";
#include "Photon.h"
#include "Player2D.h"
#define MAX_LOADSTRING 100
// Global Variables:
HINSTANCE hInst; // current instance
HWND Window;
WCHAR szTitle[MAX_LOADSTRING]; // The title bar text
WCHAR szWindowClass[MAX_LOADSTRING]; // the main window class name
Player2D player;
Keyboard keyboard;
// Prototypes
ATOM MyRegisterClass(HINSTANCE hInstance);
BOOL InitInstance(HINSTANCE, int);
LRESULT CALLBACK WndProc(HWND, UINT, WPARAM, LPARAM);
INT_PTR CALLBACK About(HWND, UINT, WPARAM, LPARAM);
void draw ();
void main_loop ();
int APIENTRY wWinMain(_In_ HINSTANCE hInstance, _In_opt_ HINSTANCE hPrevInstance, _In_ LPWSTR lpCmdLine, _In_ int nCmdShow)
{
UNREFERENCED_PARAMETER(hPrevInstance);
UNREFERENCED_PARAMETER(lpCmdLine);
// Initialize global strings
LoadStringW(hInstance, IDS_APP_TITLE, szTitle, MAX_LOADSTRING);
LoadStringW(hInstance, IDC_PHOTON, szWindowClass, MAX_LOADSTRING);
MyRegisterClass(hInstance);
// Perform application initialization:
if (!InitInstance (hInstance, nCmdShow))
{
return FALSE;
}
HACCEL hAccelTable = LoadAccelerators(hInstance, MAKEINTRESOURCE(IDC_PHOTON));
MSG msg;
// Main message loop:
while (GetMessage(&msg, nullptr, 0, 0))
{
if (!TranslateAccelerator(msg.hwnd, hAccelTable, &msg))
{
TranslateMessage(&msg);
DispatchMessage(&msg);
}
}
return (int) msg.wParam;
}
// Registers the window class.
ATOM MyRegisterClass(HINSTANCE hInstance)
{
WNDCLASSEXW wcex;
wcex.cbSize = sizeof(WNDCLASSEX);
wcex.style = CS_HREDRAW | CS_VREDRAW;
wcex.lpfnWndProc = WndProc;
wcex.cbClsExtra = 0;
wcex.cbWndExtra = 0;
wcex.hInstance = hInstance;
wcex.hIcon = LoadIcon(hInstance, MAKEINTRESOURCE(IDI_PHOTON));
wcex.hCursor = LoadCursor(nullptr, IDC_ARROW);
wcex.hbrBackground = (HBRUSH)(COLOR_WINDOW+1);
wcex.lpszMenuName = MAKEINTRESOURCEW(IDC_PHOTON);
wcex.lpszClassName = szWindowClass;
wcex.hIconSm = LoadIcon(wcex.hInstance, MAKEINTRESOURCE(IDI_SMALL));
return RegisterClassExW(&wcex);
}
// In this function, we save the instance handle in a global variable and
// create and display the main program window.
BOOL InitInstance(HINSTANCE hInstance, int nCmdShow)
{
hInst = hInstance; // Store instance handle in our global variable
Window = CreateWindowW(szWindowClass, szTitle, WS_OVERLAPPEDWINDOW,
CW_USEDEFAULT, 0, CW_USEDEFAULT, 0, nullptr, nullptr, hInstance, nullptr);
if (!Window)
{
return FALSE;
}
ShowWindow(Window, nCmdShow);
UpdateWindow(Window);
return TRUE;
}
// Processes messages for the main window.
// WM_COMMAND - process the application menu
// WM_PAINT - Paint the main window
// WM_DESTROY - post a quit message and return
LRESULT CALLBACK WndProc(HWND hWnd, UINT message, WPARAM wParam, LPARAM lParam)
{
main_loop ();
switch (message)
{
case WM_COMMAND:
{
int wmId = LOWORD(wParam);
// Parse the menu selections:
switch (wmId)
{
case IDM_ABOUT:
DialogBox(hInst, MAKEINTRESOURCE(IDD_ABOUTBOX), hWnd, About);
break;
case IDM_EXIT:
DestroyWindow(hWnd);
break;
default:
return DefWindowProc(hWnd, message, wParam, lParam);
}
}
break;
case WM_DESTROY:
PostQuitMessage(0);
break;
default:
return DefWindowProc(hWnd, message, wParam, lParam);
}
return 0;
}
// Message handler for about box.
INT_PTR CALLBACK About(HWND hDlg, UINT message, WPARAM wParam, LPARAM lParam)
{
UNREFERENCED_PARAMETER(lParam);
switch (message)
{
case WM_INITDIALOG:
return (INT_PTR)TRUE;
case WM_COMMAND:
if (LOWORD(wParam) == IDOK || LOWORD(wParam) == IDCANCEL)
{
EndDialog(hDlg, LOWORD(wParam));
return (INT_PTR)TRUE;
}
break;
}
return (INT_PTR)FALSE;
}
void main_loop ()
{
player.x += 1;
draw ();
}
void draw ()
{
PAINTSTRUCT ps;
HDC hdc = BeginPaint (Window, &ps);
// clear background
RECT screen;
GetWindowRect (Window, &screen);
screen.left = 0;
screen.top = 0;
COLORREF color_black = RGB (0, 0, 0);
COLORREF color_red = RGB (255, 0, 0);
HBRUSH brush_black = CreateSolidBrush (color_black);
HBRUSH brush_red = CreateSolidBrush (color_red);
FillRect (hdc, &screen, brush_black);
player.position_rect ();
FillRect (hdc, &player.render_rect, brush_red);
EndPaint (Window, &ps);
}
I've updated it to this after some suggestions from Josh♦:
#include "stdafx.h"
#include "Windows.h"
#include "Keyboard.h";
#include "Photon.h"
#include "Player2D.h"
#define MAX_LOADSTRING 100
// Global Variables:
HINSTANCE hInst; // current instance
HWND Window;
WCHAR szTitle[MAX_LOADSTRING]; // The title bar text
WCHAR szWindowClass[MAX_LOADSTRING]; // the main window class name
Player2D player;
Keyboard keyboard;
bool Exit = false;
// Prototypes
ATOM MyRegisterClass(HINSTANCE hInstance);
BOOL InitInstance(HINSTANCE, int);
LRESULT CALLBACK WndProc(HWND, UINT, WPARAM, LPARAM);
INT_PTR CALLBACK About(HWND, UINT, WPARAM, LPARAM);
void draw ();
void main_loop ();
int APIENTRY wWinMain(_In_ HINSTANCE hInstance, _In_opt_ HINSTANCE hPrevInstance, _In_ LPWSTR lpCmdLine, _In_ int nCmdShow)
{
UNREFERENCED_PARAMETER(hPrevInstance);
UNREFERENCED_PARAMETER(lpCmdLine);
// Initialize global strings
LoadStringW(hInstance, IDS_APP_TITLE, szTitle, MAX_LOADSTRING);
LoadStringW(hInstance, IDC_PHOTON, szWindowClass, MAX_LOADSTRING);
MyRegisterClass(hInstance);
// Perform application initialization:
if (!InitInstance (hInstance, nCmdShow))
{
return FALSE;
}
HACCEL hAccelTable = LoadAccelerators(hInstance, MAKEINTRESOURCE(IDC_PHOTON));
MSG msg;
// Main message loop:
while (!Exit)
{
if (PeekMessage (&msg, nullptr, 0, 0, PM_REMOVE))
{
TranslateMessage(&msg);
DispatchMessage(&msg);
}
}
return (int) msg.wParam;
}
// Registers the window class.
ATOM MyRegisterClass(HINSTANCE hInstance)
{
WNDCLASSEXW wcex;
wcex.cbSize = sizeof(WNDCLASSEX);
wcex.style = CS_HREDRAW | CS_VREDRAW;
wcex.lpfnWndProc = WndProc;
wcex.cbClsExtra = 0;
wcex.cbWndExtra = 0;
wcex.hInstance = hInstance;
wcex.hIcon = LoadIcon(hInstance, MAKEINTRESOURCE(IDI_PHOTON));
wcex.hCursor = LoadCursor(nullptr, IDC_ARROW);
wcex.hbrBackground = (HBRUSH)(COLOR_WINDOW+1);
wcex.lpszMenuName = MAKEINTRESOURCEW(IDC_PHOTON);
wcex.lpszClassName = szWindowClass;
wcex.hIconSm = LoadIcon(wcex.hInstance, MAKEINTRESOURCE(IDI_SMALL));
return RegisterClassExW(&wcex);
}
// In this function, we save the instance handle in a global variable and
// create and display the main program window.
BOOL InitInstance(HINSTANCE hInstance, int nCmdShow)
{
hInst = hInstance; // Store instance handle in our global variable
Window = CreateWindowW(szWindowClass, szTitle, WS_OVERLAPPEDWINDOW,
CW_USEDEFAULT, 0, CW_USEDEFAULT, 0, nullptr, nullptr, hInstance, nullptr);
if (!Window)
{
return FALSE;
}
ShowWindow(Window, nCmdShow);
UpdateWindow(Window);
return TRUE;
}
// Processes messages for the main window.
// WM_COMMAND - process the application menu
// WM_PAINT - Paint the main window
// WM_DESTROY - post a quit message and return
LRESULT CALLBACK WndProc(HWND hWnd, UINT message, WPARAM wParam, LPARAM lParam)
{
switch (message)
{
case WM_COMMAND:
{
int wmId = LOWORD(wParam);
// Parse the menu selections:
switch (wmId)
{
case IDM_ABOUT:
DialogBox(hInst, MAKEINTRESOURCE(IDD_ABOUTBOX), hWnd, About);
break;
case IDM_EXIT:
DestroyWindow(hWnd);
Exit = true;
break;
default:
return DefWindowProc(hWnd, message, wParam, lParam);
}
}
break;
case WM_PAINT:
{
draw ();
}
break;
case WM_DESTROY:
PostQuitMessage(0);
break;
default:
return DefWindowProc(hWnd, message, wParam, lParam);
}
return 0;
}
// Message handler for about box.
INT_PTR CALLBACK About(HWND hDlg, UINT message, WPARAM wParam, LPARAM lParam)
{
UNREFERENCED_PARAMETER(lParam);
switch (message)
{
case WM_INITDIALOG:
return (INT_PTR)TRUE;
case WM_COMMAND:
if (LOWORD(wParam) == IDOK || LOWORD(wParam) == IDCANCEL)
{
EndDialog(hDlg, LOWORD(wParam));
return (INT_PTR)TRUE;
}
break;
}
return (INT_PTR)FALSE;
}
void draw ()
{
// clear background
RECT screen;
GetClientRect (Window, &screen);
InvalidateRect (Window, &screen, true);
PAINTSTRUCT ps;
HDC hdc = BeginPaint (Window, &ps);
COLORREF color_black = RGB (0, 0, 0);
COLORREF color_red = RGB (255, 0, 0);
HBRUSH brush_black = CreateSolidBrush (color_black);
HBRUSH brush_red = CreateSolidBrush (color_red);
FillRect (hdc, &screen, brush_black);
player.position_rect ();
player.x += 1;
if (player.x > screen.right)
{
player.x = 0;
player.y += 1;
}
SetPixel (hdc, player.x, player.y, color_red);
EndPaint (Window, &ps);
}
The game logic updates each frame, and the game appears to render at least once (a black background with a red pixel representing the player's position). Breakpoints in the draw()
function are hit on each frame, but the rendering doesn't update as the player moves.
I realize I could have started with a Direct-X project, but I wanted to try my hand at writing my own graphics code (eventually). So far, even basic functionality is eluding me, though.