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src/libUnuk/Win32Window.h
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    00001 #ifndef _WIN32WINDOW_H_
    00002 #define _WIN32WINDOW_H_
    00003 #include <windows.h>
    00004 #include <ctime>
    00005
    00006 class Game; // Declaration of our Game class.
    00007
    00008 class Win32Window {
    00009 public:
    00010   // Default constructor/deconstructor.
    00011   Win32Window(HINSTANCE hInstance);
    00012   ~Win32Window(void);
    00013
    00014   bool Create(int width, int height, int bpp, bool fullscreen);
    00015   void Destroy();
    00016   void ProcessEvents();
    00017   void AttachGame(Game* game);
    00018
    00019   // Is the window running?
    00020   bool IsRunning();
    00021
    00022   void SwapBuffers() { SwapBuffers(m_hdc); }
    00023
    00024   static LRESULT CALLBACK StaticWndProc(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam);
    00025   LRESULT CALLBACK WndProc(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam);
    00026
    00027   float GetElapsedSeconds();
    00028
    00029 private:
    00030   // Pointer to the game class.
    00031   Game* m_game;
    00032   // Is the window still running?
    00033   bool m_isRunning;
    00034   bool m_fullscreen;
    00035
    00036   // Window handle.
    00037   HWND m_hWnd;
    00038   // This is our rendering context.
    00039   HGLRC m_hglrc;
    00040   // The device context.
    00041   HDC m_hdc;
    00042   // Window bounds.
    00043   RECT m_windowRect;
    00044   // Application instance.
    00045   HINSTANCE m_hinstance;
    00046   WNDCLASSEX m_windowClass;
    00047
    00048   void SetupPixelFormat(void);
    00049   Game* GetAttachedGame() { return m_game; }
    00050
    00051   float m_lastTime;
    00052 };
    00053
    00054 #endif // _WIN32WINDOW_H_

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