📄 gbsample.cpp
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// gbsample.cpp : Defines the entry point for the application.
//
#include "stdafx.h"
#include "gbsample.h"
#include <commctrl.h>
#include <aygshell.h>
#include <sipapi.h>
#include "STGapiBuffer.h"
#define WC_GAPISAMPLE _T("GapiSample.MainWindow")
#define TITLE_GAPISAMPLE _T("GapiSample")
// Global Variables:
HINSTANCE hInst; // The current instance
// bitmaps in native format
CNativeBitmap* pAsteroidBitmap = NULL;
CNativeBitmap* pAsteroidMask = NULL;
// gapi buffers
CSTGapiBuffer gapiBufferBackground; // background
CSTGapiBuffer gapiBufferMemory; // memory buffer
CSTGapiBuffer gapiBufferScreen; // device screen buffer
DWORD dwTransparentColor = 0; // transparent color
DWORD dwDispWidth = 0, dwDispHeight = 0; // dispay size
HANDLE hWorkerThread = NULL; // worker thread handle
BOOL bExitApp = FALSE; // indicates that a worker should exit
void Initialize(HWND hWnd)
{
dwDispWidth = gapiBufferScreen.GetDisplaySize().cx;
dwDispHeight = gapiBufferScreen.GetDisplaySize().cy;
// go to the full screen mode
SHFullScreen(hWnd, SHFS_HIDETASKBAR | SHFS_HIDESTARTICON | SHFS_HIDESIPBUTTON);
MoveWindow(hWnd, 0, 0, dwDispWidth, dwDispHeight, FALSE);
// initialize GAPI
if (!GXOpenDisplay(hWnd, 1) || !GXOpenInput())
{
return;
}
// for best perfomance load the background in the separate offscreen buffer
HBITMAP hBackground = ::LoadBitmap(hInst, MAKEINTRESOURCE(IDB_BACKGROUND));
CNativeBitmap* pBackgroundBitmap = gapiBufferMemory.CreateNativeBitmap(hBackground);
::DeleteObject(hBackground);
gapiBufferBackground.CreateMemoryBuffer();
gapiBufferBackground.BitBlt(0, 0, dwDispWidth, dwDispHeight, pBackgroundBitmap);
delete pBackgroundBitmap;
pBackgroundBitmap = NULL;
////////////////////////////////////
// load bitmaps in the native format
HBITMAP hAsteroid = ::LoadBitmap(hInst, MAKEINTRESOURCE(IDB_ASTEROID));
pAsteroidBitmap = gapiBufferMemory.CreateNativeBitmap(hAsteroid);
::DeleteObject(hAsteroid);
HBITMAP hAsteroidMask = ::LoadBitmap(hInst, MAKEINTRESOURCE(IDB_ASTEROID_MASK));
pAsteroidMask = gapiBufferMemory.CreateNativeBitmap(hAsteroidMask);
::DeleteObject(hAsteroidMask);
/////////////////////////////////////////
// convert colors to the native format
dwTransparentColor = gapiBufferMemory.GetNativeColor(RGB(249, 57, 198));
// create an offscreen buffer
gapiBufferMemory.CreateMemoryBuffer();
}
void Shutdown()
{
// safe exit from the worker thread
bExitApp = TRUE;
WaitForSingleObject(hWorkerThread, INFINITE);
CloseHandle(hWorkerThread);
GXCloseDisplay();
GXCloseInput();
delete pAsteroidBitmap;
delete pAsteroidMask;
}
void FillRect(const RECT* pRc, COLORREF clr)
{
DWORD dwNativeColor = gapiBufferMemory.GetNativeColor(clr);
// draw a filled rect using high-perfomance methods
// (current position conception)
for (int y = pRc->top; y < pRc->bottom; y++)
{
gapiBufferMemory.SetPos(pRc->left, y);
for (int x = pRc->left; x < pRc->right; x++)
{
gapiBufferMemory.SetPixel(dwNativeColor);
gapiBufferMemory.IncXPos();
}
}
}
void DrawFrame(int nOffset)
{
// draw to the offscreen buffer
// background
gapiBufferMemory.BitBlt(&gapiBufferBackground);
///////////////////////////////////////////////////
// draw 8 asteroids using 2 different technique
// sprites with transparent color technique
gapiBufferMemory.TransparentBltEx(0, nOffset%dwDispHeight, 50, 60, pAsteroidBitmap, dwTransparentColor);
gapiBufferMemory.TransparentBltEx(100, (nOffset*2)%dwDispHeight, 50, 60, pAsteroidBitmap, dwTransparentColor);
gapiBufferMemory.TransparentBltEx(nOffset%dwDispWidth, 50, 50, 60, pAsteroidBitmap, dwTransparentColor);
gapiBufferMemory.TransparentBltEx((nOffset*2)%dwDispWidth, 150, 50, 60, pAsteroidBitmap, dwTransparentColor);
// sprites with masks
gapiBufferMemory.MaskedBlt(dwDispWidth-(nOffset*2)%dwDispWidth, (nOffset*8)%dwDispHeight, 50, 60, pAsteroidBitmap, pAsteroidMask);
gapiBufferMemory.MaskedBlt((nOffset%dwDispWidth*5), (nOffset*3)%dwDispHeight, 50, 60, pAsteroidBitmap, pAsteroidMask);
gapiBufferMemory.MaskedBlt((nOffset*3)%dwDispWidth, (nOffset*4)%dwDispHeight, 50, 60, pAsteroidBitmap, pAsteroidMask);
gapiBufferMemory.MaskedBlt((nOffset%dwDispWidth*2), dwDispHeight-(nOffset*5)%dwDispHeight, 50, 60, pAsteroidBitmap, pAsteroidMask);
// draw 3 filled rects using high-perfomance methods
// (current position conception)
RECT rc = { 0, 0, dwDispWidth/3, 10 };
FillRect(&rc, RGB(255, 0, 0));
rc.left = dwDispWidth/3;
rc.right = 2*dwDispWidth/3;
FillRect(&rc, RGB(0, 255, 0));
rc.left = 2*dwDispWidth/3;
rc.right = dwDispWidth;
FillRect(&rc, RGB(0, 0, 255));
// start actual drawing
void* pBuffer = GXBeginDraw();
gapiBufferScreen.SetBuffer(pBuffer);
gapiBufferScreen.BitBlt(&gapiBufferMemory);
GXEndDraw();
}
DWORD WINAPI WorkerThreadProc(LPVOID lpParameter)
{
int nAsteroidPos = 1;
while (!bExitApp)
{
DrawFrame(nAsteroidPos);
Sleep(5);
nAsteroidPos += 1;
}
return 0;
}
//
// FUNCTION: WndProc(HWND, unsigned, WORD, LONG)
//
// PURPOSE: Processes messages for the main window.
//
// WM_COMMAND - process the application menu
// WM_PAINT - Paint the main window
// WM_DESTROY - post a quit message and return
//
//
LRESULT CALLBACK WndProc(HWND hWnd, UINT message, WPARAM wParam, LPARAM lParam)
{
switch (message)
{
case WM_DESTROY:
PostQuitMessage(0);
break;
case WM_KEYDOWN:
case WM_KILLFOCUS:
Shutdown();
PostMessage(hWnd, WM_CLOSE, 0, 0);
break;
default:
return DefWindowProc(hWnd, message, wParam, lParam);
}
return 0;
}
//
// FUNCTION: MyRegisterClass()
//
// PURPOSE: Registers the window class.
//
// COMMENTS:
//
// It is important to call this function so that the application
// will get 'well formed' small icons associated with it.
//
ATOM MyRegisterClass(HINSTANCE hInstance, LPTSTR szWindowClass)
{
WNDCLASS wc;
wc.style = CS_HREDRAW | CS_VREDRAW;
wc.lpfnWndProc = (WNDPROC) WndProc;
wc.cbClsExtra = 0;
wc.cbWndExtra = 0;
wc.hInstance = hInstance;
wc.hIcon = LoadIcon(hInst, MAKEINTRESOURCE(IDI_GBSAMPLE));
wc.hCursor = 0;
wc.hbrBackground = (HBRUSH) GetStockObject(WHITE_BRUSH);
wc.lpszMenuName = 0;
wc.lpszClassName = szWindowClass;
return RegisterClass(&wc);
}
//
// FUNCTION: InitInstance(HANDLE, int)
//
// PURPOSE: Saves instance handle and creates main window
//
// COMMENTS:
//
// In this function, we save the instance handle in a global variable and
// create and display the main program window.
//
BOOL InitInstance(HINSTANCE hInstance, int nCmdShow)
{
HWND hWnd = NULL;
hInst = hInstance; // Store instance handle in our global variable
//If it is already running, then focus on the window
hWnd = FindWindow(WC_GAPISAMPLE, TITLE_GAPISAMPLE);
if (hWnd)
{
SetForegroundWindow ((HWND) (((DWORD)hWnd) | 0x01));
return 0;
}
MyRegisterClass(hInst, WC_GAPISAMPLE);
hWnd = CreateWindow(WC_GAPISAMPLE, TITLE_GAPISAMPLE, WS_CLIPCHILDREN,
0, 0, 0, 0, NULL, NULL, hInstance, NULL);
if (!hWnd)
{
return FALSE;
}
ShowWindow(hWnd, SW_SHOW);
Initialize(hWnd);
hWorkerThread = CreateThread(NULL, 0, WorkerThreadProc, NULL, 0, 0);
SetThreadPriority(hWorkerThread, THREAD_PRIORITY_TIME_CRITICAL);
return TRUE;
}
int WINAPI WinMain( HINSTANCE hInstance,
HINSTANCE hPrevInstance,
LPTSTR lpCmdLine,
int nCmdShow)
{
MSG msg;
// Perform application initialization:
if (!InitInstance (hInstance, nCmdShow))
{
return FALSE;
}
// Main message loop:
while (GetMessage(&msg, NULL, 0, 0))
{
TranslateMessage(&msg);
DispatchMessage(&msg);
}
return msg.wParam;
}
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