(continued)
Environment: Windows 95/98/2000, DirectX 3-8, Visual C++ 6
CDX is a free GDK (Game Development Kit) which is comprised of a set of C++ wrapper classes for writing Windows games. It is built on top of Microsoft Windows and DirectX technology and offers simple to use C++ wrappers for all aspects of game development. This includes things like sprites, tiles, scrollable maps, alpha blending and even 3D primitives (using Direct3D).
CDX takes care of the low-level details of using DirectX, providing you with an easy to use toolkit for implementing your own games using simple yet flexible C++ classes. With only 2 dozen classes, CDX is quick to learn and easy to use.
The Classes
These are the main classes that make up CDX. There are a few more (like file
and image handling, tiles, sprite lists, and resource files) but these are the ones you'll primarily use.
| CDXInput |
CDXInput
is a class wrapper for DirectInput and contains functions to receive
data from the mouse, keyboard and joystick. |
| CDXLayer |
CDXLayer
is derived from CDXSurface
and allows you to do scrollable side-shooter games. |
| CDXMap |
CDXMap allows you to render tile based maps like those
seen in games like StarCraft and Age of Empires. |
| CDXMapCell |
CDXMapCell is an overridable class that lets you store
whatever information you want in each map tile. |
| CDXMusic |
CDXMusic
allows you to load and play MIDI files for the music in your game. |
| CDXMusicCd |
CDXMusicCd
allows you to load and play audio CD files for the music in your game. |
| CDXScreen |
CDXScreen
is the primary object of the library and every program that uses CDX
must include a CDXScreen
object. |
| CDXSound |
CDXSound
is a simple wrapper for a DirectSound object. |
| CDXSprite |
CDXSprite contains the data and functions required to
display animated sprites. |
| CDXSurface |
CDXSurface is the class that lets you access DirectDraw
surfaces. Two of these are automatically created in the CDXScreen class. |
Screen Flipping Example
CDX is made up of some very simple classes to use and learning them is very easy. The main class, CDXScreen, handles all aspects of screen drawing. Below is a very simple, but complete, example of using CDXScreen in a Win32 application. The example is the same as the long-winded DirectX sample that Microsoft provides to show you how to do page flipping. This example shows you how little code is needed to accomplish the same task and can be a starting point for more complex applications and games.
#include <windows.h>
#include <windowsx.h>
#include <stdio.h>
#define CDXINCLUDEALL
#include <CDX.h>
CDXScreen * Screen = 0;
int Toggle = 0;
#define TIMER_ID 1
#define TIMER_RATE 500
#define NAME "CDXExample"
#define TITLE "CDX Example"
long PASCAL WinProc(HWND hWnd,
UINT message,
WPARAM wParam, LPARAM lParam)
{
switch(message)
{
case WM_TIMER:
if( Toggle )
{
Screen->Fill(0);
Toggle = 0;
}
else
{
Screen->Fill(255);
Toggle = 1;
}
Screen->Flip();
break;
case WM_KEYDOWN:
switch(wParam)
{
case VK_ESCAPE:
PostMessage(hWnd, WM_CLOSE, 0, 0);
break;
}
break;
case WM_DESTROY:
SAFEDELETE( Screen );
PostQuitMessage(0);
break;
}
return DefWindowProc(hWnd, message, wParam, lParam);
}
BOOL InitApp(HINSTANCE hInst, int nCmdShow)
{
HWND hWnd;
WNDCLASS WndClass;
WndClass.style = CS_HREDRAW | CS_VREDRAW;
WndClass.lpfnWndProc = WinProc;
WndClass.cbClsExtra = 0;
WndClass.cbWndExtra = 0;
WndClass.hInstance = hInst;
WndClass.hIcon = LoadIcon(0, IDI_APPLICATION);
WndClass.hCursor = LoadCursor(0, IDC_ARROW);
WndClass.hbrBackground = (HBRUSH)GetStockObject(BLACK_BRUSH);
WndClass.lpszMenuName = NAME;
WndClass.lpszClassName = NAME;
RegisterClass(&WndClass);
hWnd = CreateWindowEx(
WS_EX_TOPMOST,
NAME,
TITLE,
WS_POPUP,
0,0,
GetSystemMetrics(SM_CXSCREEN),
GetSystemMetrics(SM_CYSCREEN),
NULL,
NULL,
hInst,
NULL);
if(!hWnd)
CDXError( NULL , "Could not create the main window" );
ShowWindow(hWnd, nCmdShow);
UpdateWindow(hWnd);
Screen = new CDXScreen();
if(FAILED(Screen->CreateFullScreen(hWnd, 640, 480, 8)))
CDXError( NULL , "Could not set video mode 640x480x8" );
SetTimer(hWnd, TIMER_ID, TIMER_RATE, NULL);
return TRUE;
}
int PASCAL WinMain( HINSTANCE hInst,
HINSTANCE hPrevInst,
LPSTR lpCmdLine,
int nCmdShow)
{
MSG msg;
if(!InitApp(hInst, nCmdShow))
CDXError( NULL , "Could not initialize CDX application");
while(1)
{
if(PeekMessage(&msg, NULL, 0, 0, PM_NOREMOVE))
{
if(!GetMessage(&msg, NULL, 0, 0 ))
return msg.wParam;
TranslateMessage(&msg);
DispatchMessage(&msg);
}
else WaitMessage();
}
}
Essentially, you create the CDXScreen object, draw to it and then call the Flip() method to reveal your drawing to the user.
Using CDX with MFC
If you don't want to write a standard Windows application with all those message handlers and case statements, you can use MFC with CDX. First, somewhere in your initialization code you need to create your CDXScreen object. This can be done in your own function or in the OnCreate method of your MainFrame.
BOOL CMainFrame::InitDirectDraw()
{
HWND hWnd = AfxGetMainWnd()->m_hWnd;
Screen = new CDXScreen();
Screen->CreateFullScreen(hWnd,640,480,8);
return TRUE;
}
Then create a timer to handle the flipping of the screen and in the OnTimer method, do the page flipping.
void CMainFrame::OnTimer(UINT nIDEvent)
{
if(Toggle)
{
Screen->Fill(4);
Toggle = FALSE;
}
else
{
Screen->Fill(1);
Toggle = TRUE;
}
Screen->Flip();
CFrameWnd::OnTimer(nIDEvent);
}
That's all it takes to get up and running with CDX! So if you're interesting in writing apps or games using DirectX but are daunted by the complexity that's involved in getting into DirectX programming give CDX a try!
Downloads
Download setup program (includes demos and source) - 2.5 Mb
The CDX Website can be found
here