vectozavr-shooter/SFML-mingw32/examples/win32/Win32.cpp

133 lines
4.1 KiB
C++
Raw Normal View History

2021-10-09 13:41:12 +03:00
////////////////////////////////////////////////////////////
// Headers
////////////////////////////////////////////////////////////
#include <SFML/Graphics.hpp>
#include <windows.h>
#include <cmath>
HWND button;
////////////////////////////////////////////////////////////
/// Function called whenever one of our windows receives a message
///
////////////////////////////////////////////////////////////
LRESULT CALLBACK onEvent(HWND handle, UINT message, WPARAM wParam, LPARAM lParam)
{
switch (message)
{
// Quit when we close the main window
case WM_CLOSE:
{
PostQuitMessage(0);
return 0;
}
// Quit when we click the "quit" button
case WM_COMMAND:
{
if (reinterpret_cast<HWND>(lParam) == button)
{
PostQuitMessage(0);
return 0;
}
}
}
return DefWindowProc(handle, message, wParam, lParam);
}
////////////////////////////////////////////////////////////
/// Entry point of application
///
/// \param Instance: Instance of the application
///
/// \return Error code
///
////////////////////////////////////////////////////////////
int main()
{
HINSTANCE instance = GetModuleHandle(NULL);
// Define a class for our main window
WNDCLASS windowClass;
windowClass.style = 0;
windowClass.lpfnWndProc = &onEvent;
windowClass.cbClsExtra = 0;
windowClass.cbWndExtra = 0;
windowClass.hInstance = instance;
windowClass.hIcon = NULL;
windowClass.hCursor = 0;
windowClass.hbrBackground = reinterpret_cast<HBRUSH>(COLOR_BACKGROUND);
windowClass.lpszMenuName = NULL;
windowClass.lpszClassName = TEXT("SFML App");
RegisterClass(&windowClass);
// Let's create the main window
HWND window = CreateWindow(TEXT("SFML App"), TEXT("SFML Win32"), WS_SYSMENU | WS_VISIBLE, 200, 200, 660, 520, NULL, NULL, instance, NULL);
// Add a button for exiting
button = CreateWindow(TEXT("BUTTON"), TEXT("Quit"), WS_CHILD | WS_VISIBLE, 560, 440, 80, 40, window, NULL, instance, NULL);
// Let's create two SFML views
HWND view1 = CreateWindow(TEXT("STATIC"), NULL, WS_CHILD | WS_VISIBLE | WS_CLIPSIBLINGS, 20, 20, 300, 400, window, NULL, instance, NULL);
HWND view2 = CreateWindow(TEXT("STATIC"), NULL, WS_CHILD | WS_VISIBLE | WS_CLIPSIBLINGS, 340, 20, 300, 400, window, NULL, instance, NULL);
sf::RenderWindow SFMLView1(view1);
sf::RenderWindow SFMLView2(view2);
// Load some textures to display
sf::Texture texture1, texture2;
if (!texture1.loadFromFile("resources/image1.jpg") || !texture2.loadFromFile("resources/image2.jpg"))
return EXIT_FAILURE;
sf::Sprite sprite1(texture1);
sf::Sprite sprite2(texture2);
sprite1.setOrigin(sf::Vector2f(texture1.getSize()) / 2.f);
sprite1.setPosition(sprite1.getOrigin());
// Create a clock for measuring elapsed time
sf::Clock clock;
// Loop until a WM_QUIT message is received
MSG message;
message.message = static_cast<UINT>(~WM_QUIT);
while (message.message != WM_QUIT)
{
if (PeekMessage(&message, NULL, 0, 0, PM_REMOVE))
{
// If a message was waiting in the message queue, process it
TranslateMessage(&message);
DispatchMessage(&message);
}
else
{
float time = clock.getElapsedTime().asSeconds();
// Clear views
SFMLView1.clear();
SFMLView2.clear();
// Draw sprite 1 on view 1
sprite1.setRotation(time * 100);
SFMLView1.draw(sprite1);
// Draw sprite 2 on view 2
sprite2.setPosition(std::cos(time) * 100.f, 0.f);
SFMLView2.draw(sprite2);
// Display each view on screen
SFMLView1.display();
SFMLView2.display();
}
}
// Destroy the main window (all its child controls will be destroyed)
DestroyWindow(window);
// Don't forget to unregister the window class
UnregisterClass(TEXT("SFML App"), instance);
return EXIT_SUCCESS;
}