Search found 4 matches
- May 22nd, 2019, 4:43 pm
- Forum: Everything
- Topic: C++ 3D DirectX Tutorial [Window Framework] 6
- Replies: 6
- Views: 2652
Re: C++ 3D DirectX Tutorial [Window Framework] 6
Oh!!! I see. Yep, I understand it now, thank you so much for taking your time to explain this to me!! I also realised that the events were not really necessary for a game engine and hence wrote my class without any events, instead I use functions to check the current state of any key/mouse button. A...
- May 21st, 2019, 6:01 pm
- Forum: Everything
- Topic: C++ 3D DirectX Tutorial [Window Framework] 6
- Replies: 6
- Views: 2652
Re: C++ 3D DirectX Tutorial [Window Framework] 6
Thank you for the elaborate yet concise explanation! I have a question though, is it a bad idea to make the keyboard and mouse static? I did what you theorised in your second paragraph "You'd either have to make them static members" and made a static member function. Even if I had multiple windows n...
- May 20th, 2019, 4:18 pm
- Forum: Everything
- Topic: C++ 3D DirectX Tutorial [Window Framework] 6
- Replies: 6
- Views: 2652
Re: C++ 3D DirectX Tutorial [Window Framework] 6
Thank you! for the quick response! I understand that now.
Why all the "hanky panky" for handling messages in the window class, I mean why does HandleMsg need to be a member function? (Future reasons/experience?)
Why all the "hanky panky" for handling messages in the window class, I mean why does HandleMsg need to be a member function? (Future reasons/experience?)
- May 18th, 2019, 2:04 am
- Forum: Everything
- Topic: C++ 3D DirectX Tutorial [Window Framework] 6
- Replies: 6
- Views: 2652
C++ 3D DirectX Tutorial [Window Framework] 6
Can someone tell me if I am on the right track of thinking in the episode mentioned in the subject?
Do we use the singleton to avoid creating another class to handle the switch statements for checking msg?
Thank you!
Do we use the singleton to avoid creating another class to handle the switch statements for checking msg?
Thank you!