Programming Technology

游戏编程指南 -- 容纳游戏的空间(windows编程基础)

转自:《游戏编程指南》  作者: 彭博

第三章 容纳游戏的空间

因为我们编好的游戏将在Windows下运行,所以学习一点Windows编程知识是必需的。Microsoft为了方便Windows编程制作了一个庞大的类库MFC,把Windows的方方面面都封装了起来。但此类库只是比较适合编写字板之类的标准Windows程序,对于游戏来说它实在是过于烦琐和累赘,所以我们一般都不使用它,自己从头用Windows API(Application Programming Interface 应用编程接口,其实就是一堆Windows为开发者提供的函数)写Windows程序。

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DirectX中英文对照表

Back Buffer                                         后台缓存
Buffer                                                缓存
Class                                                 类
Color Key                                           关键色,透明色
Cooperative Level                                控制级,协作级
Off-screen Surface                              离屏页面
Material                                             材质,材料
Primary Surface                                   主页面
Sprite                                                精灵

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DirectX函数返回值列表(Return Value of DirectX Function)

DirectDraw部分

DD_OK
The request completed successfully.

DDERR_ALREADYINITIALIZED
The object has already been initialized.

DDERR_BLTFASTCANTCLIP
A DirectDrawClipper object is attached to a source surface that has passed into a call to the IDirectDrawSurface::BltFast method.

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DirectInput中的虚拟键(DirectInput Virtual Key)

DIK_0 – DIK_9                                                     数字 0 - 9
DIK_A – DIK_Z                                                     字母 A - Z
DIK_F1 – DIK_F12                                                    功能键F1 – F12
DIK_BACK                                                          Backspace 键
DIK_TAB                                                           Tab 键
DIK_RETURN                                                       回车键

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