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C++游戏界面代码
2023-07-02 20:10:09 深夜i     --     --
C++编程 游戏开发 界面设计 图形编程 游戏引擎

C++是一种广泛使用的编程语言,广泛应用于游戏开发。在C++游戏开发中,界面是非常重要的一个组成部分,因为游戏的界面直接影响玩家的体验。在本文中,我们将分享一些C++游戏界面代码的示例,帮助你创造出更好的界面设计。

1. 创建窗口

在C++游戏开发中,创建窗口是必不可少的一步。下面的代码演示了如何创建一个窗口,代码中包括了窗口的位置,尺寸,标题和背景颜色等信息。


#include <windows.h>

int WINAPI WinMain(HINSTANCE hInstance, HINSTANCE prevInst, LPSTR lpCmdLine, int nCmdShow){

  WNDCLASS wndClass = {0};

  wndClass.style = CS_HREDRAW | CS_VREDRAW;

  wndClass.lpfnWndProc = WindowProc;

  wndClass.hInstance = hInstance;

  wndClass.hCursor = LoadCursor(NULL, IDC_ARROW);

  wndClass.hbrBackground = (HBRUSH)(COLOR_WINDOW+1);

  wndClass.lpszClassName = "C++GameWindowClass";

  if(!RegisterClass(&wndClass))

    return -1;

  HWND hWnd = CreateWindow(

    "C++GameWindowClass",

    "My Game",

    WS_OVERLAPPEDWINDOW,

    0, 0, 800, 600,

    NULL,

    NULL,

    hInstance,

    NULL

  );

  if(!hWnd) return -1;

  ShowWindow(hWnd, nCmdShow);

  MSG msg = {0};

  while(GetMessage(&msg, NULL, 0, 0)){

    TranslateMessage(&msg);

    DispatchMessage(&msg);

  }

  return (int)msg.wParam;

}

2. 使用DirectX创建界面

另一种常见的创建游戏界面的方式是使用DirectX。DirectX是Microsoft Windows平台的一个多媒体API。在下面的代码中,我们演示了如何使用DirectX来创建一个游戏窗口。


#include <Windows.h>

#include <d3d11.h>

#include <d3dcompiler.h>

#pragma comment (lib, "d3d11.lib")

#pragma comment (lib, "d3dcompiler.lib")

LRESULT CALLBACK WindowProc(HWND hWnd, UINT message, WPARAM wParam, LPARAM lParam);

int WINAPI WinMain(HINSTANCE hInstance, HINSTANCE hPrevInstance, LPSTR lpCmdLine, int nCmdShow){

  // 创建窗口

  WNDCLASSEX wc;

  wc.cbSize = sizeof(WNDCLASSEX);

  wc.style = CS_HREDRAW | CS_VREDRAW;

  wc.lpfnWndProc = WindowProc;

  wc.hInstance = hInstance;

  wc.hCursor = LoadCursor(NULL, IDC_ARROW);

  wc.lpszClassName = "myWindowClass";

  RegisterClassEx(&wc);

  RECT wr = 600;

  AdjustWindowRect(&wr, WS_OVERLAPPEDWINDOW, FALSE);

  HWND hWnd = CreateWindowEx(NULL,

               "myWindowClass",

               "My DirectX Game",

               WS_OVERLAPPEDWINDOW,

               300,

               300,

               wr.right - wr.left,

               wr.bottom - wr.top,

               NULL,

               NULL,

               hInstance,

               NULL);

  // 初始化DirectX

  ID3D11Device* dev;

  ID3D11DeviceContext* devcon;

  D3D_FEATURE_LEVEL level;

  HRESULT res = D3D11CreateDevice(

    NULL,

    D3D_DRIVER_TYPE_HARDWARE,

    NULL,

    NULL,

    NULL,

    0,

    D3D11_SDK_VERSION,

    &dev,

    &level,

    &devcon

  );

  // 创建Swap Chain和RenderTarget View

  IDXGISwapChain* swapchain;

  DXGI_SWAP_CHAIN_DESC scd;

  ZeroMemory(&scd, sizeof(DXGI_SWAP_CHAIN_DESC));

  scd.BufferCount = 1;

  scd.BufferDesc.Width = 800;

  scd.BufferDesc.Height = 600;

  scd.BufferDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;

  scd.BufferDesc.RefreshRate.Numerator = 60;

  scd.BufferDesc.RefreshRate.Denominator = 1;

  scd.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;

  scd.OutputWindow = hWnd;

  scd.SampleDesc.Count = 1;

  scd.SampleDesc.Quality = 0;

  scd.Windowed = true;

  res = D3D11CreateDeviceAndSwapChain(

    NULL,

    D3D_DRIVER_TYPE_HARDWARE,

    NULL,

    0,

    NULL,

    0,

    D3D11_SDK_VERSION,

    &scd,

    &swapchain,

    &dev,

    NULL,

    &devcon

  );

  // 创建back buffer

  ID3D11Texture2D* pBackBuffer = NULL;

  res = swapchain->GetBuffer(0, __uuidof(ID3D11Texture2D), (LPVOID*)&pBackBuffer);

  ID3D11RenderTargetView* pRenderTargetView = NULL;

  res = dev->CreateRenderTargetView(pBackBuffer, NULL, &pRenderTargetView);

  pBackBuffer->Release();

  devcon->OMSetRenderTargets(1, &pRenderTargetView, NULL);

  // 设置视口

  D3D11_VIEWPORT viewport;

  ZeroMemory(&viewport, sizeof(D3D11_VIEWPORT));

  viewport.TopLeftX = 0;

  viewport.TopLeftY = 0;

  viewport.Width = 800;

  viewport.Height = 600;

  devcon->RSSetViewports(1, &viewport);

  // 清理屏幕

  float color[4] = 0.25f;

  devcon->ClearRenderTargetView(pRenderTargetView, color);

  // 交换前后台缓冲并结束

  swapchain->Present(0, 0);

  MSG msg = {0};

  while(TRUE){

    if(PeekMessage(&msg, NULL, 0, 0, PM_REMOVE)){

      TranslateMessage(&msg);

      DispatchMessage(&msg);

      if(msg.message == WM_QUIT)

        break;

      

    }

    else

      // 渲染游戏画面逻辑

    

  }

  return 0;

}

LRESULT CALLBACK WindowProc(HWND hWnd, UINT message, WPARAM wParam, LPARAM lParam){

  switch(message){

    case WM_DESTROY:

      PostQuitMessage(0);

      return 0;

      break;

    default:

      break;

  }

  return DefWindowProc(hWnd, message, wParam, lParam);

}

以上是使用DirectX创建游戏窗口的示例代码,通过类似于上述的方式,你可以在你的C++游戏中创建独特的界面。在创建窗口后,你可以使用不同的库或自定义代码来实现更独特的游戏界面效果,以吸引更多的用户。

  
  

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