📄 demo7_8.cpp
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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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