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📄 demo7_8.cpp

📁 windows游戏编程大师源代码
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// DEMO7_8.CPP 8-bit software bitmap clipper demo

// INCLUDES ///////////////////////////////////////////////

#define WIN32_LEAN_AND_MEAN  // just say no to MFC

#define INITGUID

#include <windows.h>   // include important windows stuff
#include <windowsx.h> 
#include <mmsystem.h>
#include <iostream.h> // include important C/C++ stuff
#include <conio.h>
#include <stdlib.h>
#include <malloc.h>
#include <memory.h>
#include <string.h>
#include <stdarg.h>
#include <stdio.h> 
#include <math.h>
#include <io.h>
#include <fcntl.h>

#include <ddraw.h> // include directdraw

// DEFINES ////////////////////////////////////////////////

// defines for windows 
#define WINDOW_CLASS_NAME "WINCLASS1"

// default screen size
#define SCREEN_WIDTH    320  // size of screen
#define SCREEN_HEIGHT   240
#define SCREEN_BPP      8    // bits per pixel

// TYPES //////////////////////////////////////////////////////

// basic unsigned types
typedef unsigned short USHORT;
typedef unsigned short WORD;
typedef unsigned char  UCHAR;
typedef unsigned char  BYTE;

// the happy face structure
typedef struct HAPPY_FACE_TYP
       {
       int x,y;           // position of happy face
       int xv, yv;        // velocity of happy face
       } HAPPY_FACE, *HAPPY_FACE_PTR;

// MACROS /////////////////////////////////////////////////

#define KEYDOWN(vk_code) ((GetAsyncKeyState(vk_code) & 0x8000) ? 1 : 0)
#define KEYUP(vk_code)   ((GetAsyncKeyState(vk_code) & 0x8000) ? 0 : 1)

// initializes a direct draw struct
#define DDRAW_INIT_STRUCT(ddstruct) { memset(&ddstruct,0,sizeof(ddstruct)); ddstruct.dwSize=sizeof(ddstruct); }

// PROTOTYPES ////////////////////////////////////////////

void Blit_Clipped(int x, int y, 
                  int width, int height, 
                  UCHAR *bitmap, 
                  UCHAR *video_buffer,int mempitch);

// GLOBALS ////////////////////////////////////////////////

HWND      main_window_handle = NULL; // globally track main window
int       window_closed      = 0;    // tracks if window is closed
HINSTANCE hinstance_app      = NULL; // globally track hinstance

// directdraw stuff
LPDIRECTDRAW4         lpdd4        = NULL;   // dd4 object
LPDIRECTDRAWSURFACE4  lpddsprimary = NULL;   // dd primary surface
LPDIRECTDRAWSURFACE4  lpddsback    = NULL;   // dd back surface
LPDIRECTDRAWPALETTE   lpddpal      = NULL;   // a pointer to the created dd palette
LPDIRECTDRAWCLIPPER   lpddclipper  = NULL;   // dd clipper
PALETTEENTRY          palette[256];          // color palette
PALETTEENTRY          save_palette[256];     // used to save palettes
DDSURFACEDESC2        ddsd;                  // a direct draw surface description struct
DDBLTFX               ddbltfx;               // used to fill
DDSCAPS2              ddscaps;               // a direct draw surface capabilities struct
HRESULT               ddrval;                // result back from dd calls
DWORD                 start_clock_count = 0; // used for timing

char buffer[80];                             // general printing buffer

// a low tech bitmap that uses palette entry 1 for the color :)
UCHAR happy_bitmap[64] = {0,0,0,0,0,0,0,0,
                          0,0,1,1,1,1,0,0,
                          0,1,0,1,1,0,1,0,
                          0,1,1,1,1,1,1,0,
                          0,1,0,1,1,0,1,0,
                          0,1,1,0,0,1,1,0,
                          0,0,1,1,1,1,0,0,
                          0,0,0,0,0,0,0,0};

HAPPY_FACE happy_faces[100]; // this holds all the happy faces


// FUNCTIONS //////////////////////////////////////////////

LRESULT CALLBACK WindowProc(HWND hwnd, 
						    UINT msg, 
                            WPARAM wparam, 
                            LPARAM lparam)
{
// this is the main message handler of the system
PAINTSTRUCT		ps;		// used in WM_PAINT
HDC				hdc;	// handle to a device context
char buffer[80];        // used to print strings

// what is the message 
switch(msg)
	{	
	case WM_CREATE: 
        {
		// do initialization stuff here
        // return success
		return(0);
		} break;
   
	case WM_PAINT: 
		{
		// simply validate the window 
   	    hdc = BeginPaint(hwnd,&ps);	 
        
        // end painting
        EndPaint(hwnd,&ps);

        // return success
		return(0);
   		} break;

	case WM_DESTROY: 
		{

		// kill the application, this sends a WM_QUIT message 
		PostQuitMessage(0);

        // return success
		return(0);
		} break;

	default:break;

    } // end switch

// process any messages that we didn't take care of 
return (DefWindowProc(hwnd, msg, wparam, lparam));

} // end WinProc

///////////////////////////////////////////////////////////

int Game_Main(void *parms = NULL, int num_parms = 0)
{
// this is the main loop of the game, do all your processing
// here

DDBLTFX ddbltfx; // the blitter fx structure

// make sure this isn't executed again
if (window_closed)
   return(0);

// for now test if user is hitting ESC and send WM_CLOSE
if (KEYDOWN(VK_ESCAPE))
   {
   PostMessage(main_window_handle,WM_CLOSE,0,0);
   window_closed = 1;
   } // end if

// use the blitter to erase the back buffer
// first initialize the DDBLTFX structure
DDRAW_INIT_STRUCT(ddbltfx);

// now set the color word info to the color we desire
ddbltfx.dwFillColor = 0;

// make the blitter call
if (FAILED(lpddsback->Blt(NULL, // pointer to dest RECT, NULL for whole thing
                          NULL, // pointer to source surface
                          NULL, // pointer to source RECT
                          DDBLT_COLORFILL | DDBLT_WAIT, 
                          // do a color fill and wait if you have to
                          &ddbltfx))) // pointer to DDBLTFX holding info
return(0);

// initialize ddsd
DDRAW_INIT_STRUCT(ddsd);

// lock the back buffer surface
if (FAILED(lpddsback->Lock(NULL,&ddsd,
                              DDLOCK_WAIT | DDLOCK_SURFACEMEMORYPTR,
                              NULL)))
    return(0);


// draw all the happy faces
for (int face=0; face < 100; face++)
    {
    Blit_Clipped(happy_faces[face].x, 
                 happy_faces[face].y,
                 8,8,    
                 happy_bitmap, 
                 (UCHAR *)ddsd.lpSurface,
                 ddsd.lPitch);         
    } // end face

// move all happy faces
for (face=0; face < 100; face++)
    {
    // move
    happy_faces[face].x+=happy_faces[face].xv;
    happy_faces[face].y+=happy_faces[face].yv;

    // check for off screen, if so wrap
    if (happy_faces[face].x > SCREEN_WIDTH)
         happy_faces[face].x = -8;
    else
    if (happy_faces[face].x < -8)
        happy_faces[face].x = SCREEN_WIDTH;

    if (happy_faces[face].y > SCREEN_HEIGHT)
         happy_faces[face].y = -8;
    else
    if (happy_faces[face].y < -8)
        happy_faces[face].y = SCREEN_HEIGHT;

    } // end face

// unlock surface
if (FAILED(lpddsback->Unlock(NULL)))
   return(0);

// flip the pages
while (FAILED(lpddsprimary->Flip(NULL, DDFLIP_WAIT)));

// wait a sec
Sleep(30);

// return success or failure or your own return code here
return(1);

} // end Game_Main

////////////////////////////////////////////////////////////

int Game_Init(void *parms = NULL, int num_parms = 0)
{
// this is called once after the initial window is created and
// before the main event loop is entered, do all your initialization
// here

LPDIRECTDRAW lpdd_temp;

// first create base IDirectDraw interface
if (FAILED(DirectDrawCreate(NULL, &lpdd_temp, NULL)))
   return(0);

// now query for IDirectDraw4
if (FAILED(lpdd_temp->QueryInterface(IID_IDirectDraw4,
                                    (LPVOID *)&lpdd4)))
   return(0);

// set cooperation to full screen
if (FAILED(lpdd4->SetCooperativeLevel(main_window_handle, 
                                      DDSCL_FULLSCREEN | DDSCL_ALLOWMODEX | 
                                      DDSCL_EXCLUSIVE | DDSCL_ALLOWREBOOT)))
   return(0);

// set display mode 
if (FAILED(lpdd4->SetDisplayMode(SCREEN_WIDTH, SCREEN_HEIGHT, SCREEN_BPP,0,0)))
   return(0);

// clear ddsd and set size
DDRAW_INIT_STRUCT(ddsd); 

// enable valid fields
ddsd.dwFlags = DDSD_CAPS | DDSD_BACKBUFFERCOUNT;

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