"Beginning Game Programming" - game engine

Posts: 57
Joined: 2005.08
Post: #1
For christmas i received the book "beginning game programming" by michael morrison. Obviously this book is based upon the fact that you are a windows user, however the only peices of windows specific code are in the game engine shell that you use and build upon through out the book, the rest is just C++.

I was wondering whether it would be possible to translate the game engine into something that i could set up in xcode there are two files: GameEngine.cpp and GameEngine.h .


// Game Engine Object
// C++ Source - GameEngine.cpp

// Include Files
#include "GameEngine.h"

// Static Variable Initialization
GameEngine *GameEngine::m_pGameEngine = NULL;

// Windows Functions
int WINAPI WinMain(HINSTANCE hInstance, HINSTANCE hPrevInstance,
  PSTR szCmdLine, int iCmdShow)
  MSG         msg;
  static int  iTickTrigger = 0;
  int         iTickCount;

  if (GameInitialize(hInstance))
    // Initialize the game engine
    if (!GameEngine::GetEngine()->Initialize(iCmdShow))
      return FALSE;

    // Enter the main message loop
    while (TRUE)
      if (PeekMessage(&msg, NULL, 0, 0, PM_REMOVE))
        // Process the message
        if (msg.message == WM_QUIT)
        // Make sure the game engine isn't sleeping
        if (!GameEngine::GetEngine()->GetSleep())
          // Check the tick count to see if a game cycle has elapsed
          iTickCount = GetTickCount();
          if (iTickCount > iTickTrigger)
            iTickTrigger = iTickCount +
    return (int)msg.wParam;

  // End the game

  return TRUE;

  // Route all Windows messages to the game engine
  return GameEngine::GetEngine()->HandleEvent(hWindow, msg, wParam, lParam);

// GameEngine Constructor(s)/Destructor
GameEngine::GameEngine(HINSTANCE hInstance, LPTSTR szWindowClass,
  LPTSTR szTitle, WORD wIcon, WORD wSmallIcon, int iWidth, int iHeight)
  // Set the member variables for the game engine
  m_pGameEngine = this;
  m_hInstance = hInstance;
  m_hWindow = NULL;
  if (lstrlen(szWindowClass) > 0)
    lstrcpy(m_szWindowClass, szWindowClass);
  if (lstrlen(szTitle) > 0)
    lstrcpy(m_szTitle, szTitle);
  m_wIcon = wIcon;
  m_wSmallIcon = wSmallIcon;
  m_iWidth = iWidth;
  m_iHeight = iHeight;
  m_iFrameDelay = 50;   // 20 FPS default
  m_bSleep = TRUE;


// Game Engine General Methods
BOOL GameEngine::Initialize(int iCmdShow)
  WNDCLASSEX    wndclass;

  // Create the window class for the main window
  wndclass.cbSize         = sizeof(wndclass);
  wndclass.style          = CS_HREDRAW | CS_VREDRAW;
  wndclass.lpfnWndProc    = WndProc;
  wndclass.cbClsExtra     = 0;
  wndclass.cbWndExtra     = 0;
  wndclass.hInstance      = m_hInstance;
  wndclass.hIcon          = LoadIcon(m_hInstance,
  wndclass.hIconSm        = LoadIcon(m_hInstance,
  wndclass.hCursor        = LoadCursor(NULL, IDC_ARROW);
  wndclass.hbrBackground  = (HBRUSH)(COLOR_WINDOW + 1);
  wndclass.lpszMenuName   = NULL;
  wndclass.lpszClassName  = m_szWindowClass;

  // Register the window class
  if (!RegisterClassEx(&wndclass))
    return FALSE;

  // Calculate the window size and position based upon the game size
  int iWindowWidth = m_iWidth + GetSystemMetrics(SM_CXFIXEDFRAME) * 2,
      iWindowHeight = m_iHeight + GetSystemMetrics(SM_CYFIXEDFRAME) * 2 +
  if (wndclass.lpszMenuName != NULL)
    iWindowHeight += GetSystemMetrics(SM_CYMENU);
  int iXWindowPos = (GetSystemMetrics(SM_CXSCREEN) - iWindowWidth) / 2,
      iYWindowPos = (GetSystemMetrics(SM_CYSCREEN) - iWindowHeight) / 2;

  // Create the window
  m_hWindow = CreateWindow(m_szWindowClass, m_szTitle, WS_POPUPWINDOW |
    WS_CAPTION | WS_MINIMIZEBOX, iXWindowPos, iYWindowPos, iWindowWidth,
    iWindowHeight, NULL, NULL, m_hInstance, NULL);
  if (!m_hWindow)
    return FALSE;

  // Show and update the window
  ShowWindow(m_hWindow, iCmdShow);

  return TRUE;

LRESULT GameEngine::HandleEvent(HWND hWindow, UINT msg, WPARAM wParam, LPARAM lParam)
  // Route Windows messages to game engine member functions
  switch (msg)
    case WM_CREATE:
      // Set the game window and start the game
      return 0;

    case WM_SETFOCUS:
      // Activate the game and update the Sleep status
      return 0;

    case WM_KILLFOCUS:
      // Deactivate the game and update the Sleep status
      return 0;

    case WM_PAINT:
      HDC         hDC;
      hDC = BeginPaint(hWindow, &ps);

      // Paint the game

      EndPaint(hWindow, &ps);
      return 0;

    case WM_DESTROY:
      // End the game and exit the application
      return 0;
  return DefWindowProc(hWindow, msg, wParam, lParam);


// Game Engine Object
// C++ Header - GameEngine.h


// Include Files
#include <windows.h>

// Windows Function Declarations
int WINAPI        WinMain(HINSTANCE hInstance, HINSTANCE hPrevInstance,
                    PSTR szCmdLine, int iCmdShow);

// Game Engine Function Declarations
BOOL GameInitialize(HINSTANCE hInstance);
void GameStart(HWND hWindow);
void GameEnd();
void GameActivate(HWND hWindow);
void GameDeactivate(HWND hWindow);
void GamePaint(HDC hDC);
void GameCycle();

// GameEngine Class
class GameEngine
  // Member Variables
  static GameEngine*  m_pGameEngine;
  HINSTANCE           m_hInstance;
  HWND                m_hWindow;
  TCHAR               m_szWindowClass[32];
  TCHAR               m_szTitle[32];
  WORD                m_wIcon, m_wSmallIcon;
  int                 m_iWidth, m_iHeight;
  int                 m_iFrameDelay;
  BOOL                m_bSleep;

  // Constructor(s)/Destructor
          GameEngine(HINSTANCE hInstance, LPTSTR szWindowClass, LPTSTR szTitle,
            WORD wIcon, WORD wSmallIcon, int iWidth = 640, int iHeight = 480);
  virtual ~GameEngine();

  // General Methods
  static GameEngine*  GetEngine() { return m_pGameEngine; };
  BOOL                Initialize(int iCmdShow);
  LRESULT             HandleEvent(HWND hWindow, UINT msg, WPARAM wParam,
                        LPARAM lParam);

  // Accessor Methods
  HINSTANCE GetInstance() { return m_hInstance; };
  HWND      GetWindow() { return m_hWindow; };
  void      SetWindow(HWND hWindow) { m_hWindow = hWindow; };
  LPTSTR    GetTitle() { return m_szTitle; };
  WORD      GetIcon() { return m_wIcon; };
  WORD      GetSmallIcon() { return m_wSmallIcon; };
  int       GetWidth() { return m_iWidth; };
  int       GetHeight() { return m_iHeight; };
  int       GetFrameDelay() { return m_iFrameDelay; };
  void      SetFrameRate(int iFrameRate) { m_iFrameDelay = 1000 /
              iFrameRate; };
  BOOL      GetSleep() { return m_bSleep; };
  void      SetSleep(BOOL bSleep) { m_bSleep = bSleep; };


Since i have no knowledge of windows code if someone could very kindly make this code mac friendly i would be very greatful.

regards, skrew
Quote this message in a reply
Posts: 196
Joined: 2003.10
Post: #2
It looks fairly windows-specific in its setting-up of the window, view, but I'd imagine that with a bit of work and knowledge you could easily port that to use some cross-platform windowing API like GLUT or SDL. Someone else here could give you more details.
Quote this message in a reply
Posts: 57
Joined: 2005.08
Post: #3
hmmm, well I've been way too busy with RL stuff do any coding lately, but it appears that i have quite a bit more time on my hands in teh coming months and i was wondering if anyone could send me in the right direction to getting all that code into something mac compatible
Quote this message in a reply
Post: #4
Not really related:

Don't you just HATE that microsoft code crap? It's so... ugly. It's like they have no idea how to turn off the caps-lock key. Jeez.
Quote this message in a reply
Posts: 3,591
Joined: 2003.06
Post: #5
I am unfamiliar with that book, but GameEngine.cpp is simple enough to port. Unfortunately though, it appears that GameEngine.cpp doesn't provide everything a game shell would need, so porting just that file would be unlikely to provide what you need for the rest of the book. For instance, it doesn't show how input and sound are handled and it doesn't show the rasterization method. I would just take a wild guess that it would be a standard blit to buffer scenario, but it could be heavily GDI based for all I know. If it's blit to buffer, then that can be ported by using OpenGL and rendering to texture. Again, unfortunately, this is likely a chicken or the egg situation. You are trying to learn the basics of game programming, but you need to know the basics of game programming on the Mac first to really have the skills to port from Windows to Mac. This is one of the main reasons that learning game programming on the Mac from the ground up is such a challenge!
Quote this message in a reply
Posts: 460
Joined: 2002.09
Post: #6
AnotherJake is right. This seems like a fairly painful way to learn to program games on your Mac. The book may have much to offer, but for the hands-on learning you should probably look elsewhere.

Hopefully the iDevGames source code will make a triumphant return in the near future. If you want to start learning OpenGL graphics, try NeHe Productions website. Etc.

Measure twice, cut once, curse three or four times.
Quote this message in a reply
Post Reply 

Possibly Related Threads...
Thread: Author Replies: Views: Last Post
  Beginning Game Programming - Choices Evan Stallings 8 12,258 Mar 28, 2013 03:07 PM
Last Post: Evan Stallings
  Cocoa Game Programming Workshop jeonghyunhan 5 9,281 Mar 20, 2009 08:40 PM
Last Post: SethWillits
  Starting a 2D game programming. How? andrern2000 4 7,361 Dec 19, 2007 05:34 PM
Last Post: BinarySpike
  Game programming resources for Java JeroMiya 3 6,354 Sep 28, 2007 04:06 PM
Last Post: JavaGuru
  Game Engine Zander 34 20,438 Aug 5, 2005 09:55 AM
Last Post: Zander