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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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