www.pudn.com > 3DÓÎÏ·Source.rar > demo3_2.cpp


// DEMO3_2.CPP - Loading .WAV resources 
 
// INCLUDES /////////////////////////////////////////////// 
#define WIN32_LEAN_AND_MEAN  // just say no to MFC 
 
#include    // include all the windows headers 
#include   // include useful macros 
#include   // very important and include WINMM.LIB too! 
#include  
#include  
#include  
#include "DEMO3_2RES.H" 
 
// DEFINES //////////////////////////////////////////////// 
 
// defines for windows  
#define WINDOW_CLASS_NAME "WINCLASS1" 
 
// GLOBALS //////////////////////////////////////////////// 
HWND      main_window_handle = NULL; // globally track main window 
HINSTANCE hinstance_app      = NULL; // globally track hinstance 
 
// FUNCTIONS ////////////////////////////////////////////// 
LRESULT CALLBACK WindowProc(HWND hwnd,  
						    UINT msg,  
                            WPARAM wparam,  
                            LPARAM lparam) 
{ 
// this is the main message handler of the system 
PAINTSTRUCT		ps;		// used in WM_PAINT 
HDC				hdc;	// handle to a device context 
 
// what is the message  
switch(msg) 
	{	 
	case WM_CREATE:  
        { 
		// do initialization stuff here 
 
        // play the create sound once 
        PlaySound(MAKEINTRESOURCE(SOUND_ID_CREATE), hinstance_app, SND_RESOURCE | SND_SYNC); 
 
        // play the music in loop mode 
        PlaySound(MAKEINTRESOURCE(SOUND_ID_MUSIC), hinstance_app, SND_RESOURCE | SND_ASYNC | SND_LOOP); 
 
        // return success 
		return(0); 
		} break; 
 
	case WM_PAINT:  
		{ 
		// simply validate the window 
		hdc = BeginPaint(hwnd,&ps);	  
		// you would do all your painting here 
        EndPaint(hwnd,&ps); 
 
        // return success 
		return(0); 
   		} break; 
 
	case WM_DESTROY:  
		{ 
        // stop the sounds first 
        PlaySound(NULL, hinstance_app, SND_PURGE); 
 
		// kill the application, this sends a WM_QUIT message  
		PostQuitMessage(0); 
 
        // return success 
		return(0); 
		} break; 
 
	default:break; 
 
    } // end switch 
 
// process any messages that we didn't take care of  
return (DefWindowProc(hwnd, msg, wparam, lparam)); 
 
} // end WinProc 
 
// WINMAIN //////////////////////////////////////////////// 
int WINAPI WinMain(	HINSTANCE hinstance, 
					HINSTANCE hprevinstance, 
					LPSTR lpcmdline, 
					int ncmdshow) 
{ 
 
WNDCLASSEX winclass; // this will hold the class we create 
HWND	   hwnd;	 // generic window handle 
MSG		   msg;		 // generic message 
 
// first fill in the window class stucture 
winclass.cbSize         = sizeof(WNDCLASSEX); 
winclass.style			= CS_DBLCLKS | CS_OWNDC |  
                          CS_HREDRAW | CS_VREDRAW; 
winclass.lpfnWndProc	= WindowProc; 
winclass.cbClsExtra		= 0; 
winclass.cbWndExtra		= 0; 
winclass.hInstance		= hinstance; 
winclass.hIcon			= LoadIcon(hinstance, MAKEINTRESOURCE(ICON_T3DX)); 
winclass.hCursor		= LoadCursor(hinstance, MAKEINTRESOURCE(CURSOR_CROSSHAIR));  
winclass.hbrBackground	= (HBRUSH)GetStockObject(BLACK_BRUSH); 
winclass.lpszMenuName	= NULL; 
winclass.lpszClassName	= WINDOW_CLASS_NAME; 
winclass.hIconSm        = LoadIcon(hinstance, MAKEINTRESOURCE(ICON_T3DX)); 
 
// save hinstance in global 
hinstance_app = hinstance; 
 
// register the window class 
if (!RegisterClassEx(&winclass)) 
	return(0); 
 
// create the window 
if (!(hwnd = CreateWindowEx(NULL,                  // extended style 
                            WINDOW_CLASS_NAME,     // class 
						    "Sound Resource Demo", // title 
						    WS_OVERLAPPEDWINDOW | WS_VISIBLE, 
					 	    0,0,	  // initial x,y 
						    400,400,  // initial width, height 
						    NULL,	  // handle to parent  
						    NULL,	  // handle to menu 
						    hinstance,// instance of this application 
						    NULL)))	// extra creation parms 
return(0); 
 
// save main window handle 
main_window_handle = hwnd; 
 
// enter main event loop, but this time we use PeekMessage() 
// instead of GetMessage() to retrieve messages 
while(TRUE) 
	{ 
    // test if there is a message in queue, if so get it 
	if (PeekMessage(&msg,NULL,0,0,PM_REMOVE)) 
	   {  
	   // test if this is a quit 
       if (msg.message == WM_QUIT) 
           break; 
	 
	   // translate any accelerator keys 
	   TranslateMessage(&msg); 
 
	   // send the message to the window proc 
	   DispatchMessage(&msg); 
	   } // end if 
     
    // main game processing goes here 
	// Game_Main(); // or whatever your loop is called 
	} // end while 
 
// return to Windows like this 
return(msg.wParam); 
 
} // end WinMain 
 
///////////////////////////////////////////////////////////