📄 demo7_8.cpp
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// set the backbuffer count field to 1, use 2 for triple buffering
ddsd.dwBackBufferCount = 1;
// request a complex, flippable
ddsd.ddsCaps.dwCaps = DDSCAPS_PRIMARYSURFACE | DDSCAPS_COMPLEX | DDSCAPS_FLIP;
// create the primary surface
if (FAILED(lpdd4->CreateSurface(&ddsd, &lpddsprimary, NULL)))
return(0);
// now query for attached surface from the primary surface
// this line is needed by the call
ddsd.ddsCaps.dwCaps = DDSCAPS_BACKBUFFER;
// get the attached back buffer surface
if (FAILED(lpddsprimary->GetAttachedSurface(&ddsd.ddsCaps, &lpddsback)))
return(0);
// build up the palette data array
for (int color=1; color < 255; color++)
{
// fill with random RGB values
palette[color].peRed = rand()%256;
palette[color].peGreen = rand()%256;
palette[color].peBlue = rand()%256;
// set flags field to PC_NOCOLLAPSE
palette[color].peFlags = PC_NOCOLLAPSE;
} // end for color
// now fill in entry 0 and 255 with black and white
palette[0].peRed = 0;
palette[0].peGreen = 0;
palette[0].peBlue = 0;
palette[0].peFlags = PC_NOCOLLAPSE;
palette[255].peRed = 255;
palette[255].peGreen = 255;
palette[255].peBlue = 255;
palette[255].peFlags = PC_NOCOLLAPSE;
// make color 1 yellow
palette[1].peRed = 255;
palette[1].peGreen = 255;
palette[1].peBlue = 0;
palette[1].peFlags = PC_NOCOLLAPSE;
// create the palette object
if (FAILED(lpdd4->CreatePalette(DDPCAPS_8BIT | DDPCAPS_ALLOW256 |
DDPCAPS_INITIALIZE,
palette,&lpddpal, NULL)))
return(0);
// finally attach the palette to the primary surface
if (FAILED(lpddsprimary->SetPalette(lpddpal)))
return(0);
// initialize all the happy faces
for (int face = 0; face < 100; face++)
{
// set random position
happy_faces[face].x = rand()%SCREEN_WIDTH;
happy_faces[face].y = rand()%SCREEN_HEIGHT;
// set random velocity (-2,+2)
happy_faces[face].xv = -2 + rand()%5;
happy_faces[face].yv = -2 + rand()%5;
} // end for face
// return success or failure or your own return code here
return(1);
} // end Game_Init
/////////////////////////////////////////////////////////////
int Game_Shutdown(void *parms = NULL, int num_parms = 0)
{
// this is called after the game is exited and the main event
// loop while is exited, do all you cleanup and shutdown here
// now the back buffer surface
if (lpddpal)
{
lpddpal->Release();
lpddpal = NULL;
} // end if
// now the back buffer surface
if (lpddsback)
{
lpddsback->Release();
lpddsback = NULL;
} // end if
// now the primary surface
if (lpddsprimary)
{
lpddsprimary->Release();
lpddsprimary = NULL;
} // end if
// now blow away the IDirectDraw4 interface
if (lpdd4)
{
lpdd4->Release();
lpdd4 = NULL;
} // end if
// return success or failure or your own return code here
return(1);
} // end Game_Shutdown
// WINMAIN ////////////////////////////////////////////////
int WINAPI WinMain( HINSTANCE hinstance,
HINSTANCE hprevinstance,
LPSTR lpcmdline,
int ncmdshow)
{
WNDCLASSEX winclass; // this will hold the class we create
HWND hwnd; // generic window handle
MSG msg; // generic message
HDC hdc; // graphics device context
// first fill in the window class stucture
winclass.cbSize = sizeof(WNDCLASSEX);
winclass.style = CS_DBLCLKS | CS_OWNDC |
CS_HREDRAW | CS_VREDRAW;
winclass.lpfnWndProc = WindowProc;
winclass.cbClsExtra = 0;
winclass.cbWndExtra = 0;
winclass.hInstance = hinstance;
winclass.hIcon = LoadIcon(NULL, IDI_APPLICATION);
winclass.hCursor = LoadCursor(NULL, IDC_ARROW);
winclass.hbrBackground = (HBRUSH)GetStockObject(BLACK_BRUSH);
winclass.lpszMenuName = NULL;
winclass.lpszClassName = WINDOW_CLASS_NAME;
winclass.hIconSm = LoadIcon(NULL, IDI_APPLICATION);
// save hinstance in global
hinstance_app = hinstance;
// register the window class
if (!RegisterClassEx(&winclass))
return(0);
// create the window
if (!(hwnd = CreateWindowEx(NULL, // extended style
WINDOW_CLASS_NAME, // class
"DirectDraw Software Clipping Demo", // title
WS_POPUP | WS_VISIBLE,
0,0, // initial x,y
SCREEN_WIDTH,SCREEN_HEIGHT, // initial width, height
NULL, // handle to parent
NULL, // handle to menu
hinstance,// instance of this application
NULL))) // extra creation parms
return(0);
// save main window handle
main_window_handle = hwnd;
// initialize game here
Game_Init();
// enter main event loop
while(TRUE)
{
// test if there is a message in queue, if so get it
if (PeekMessage(&msg,NULL,0,0,PM_REMOVE))
{
// test if this is a quit
if (msg.message == WM_QUIT)
break;
// translate any accelerator keys
TranslateMessage(&msg);
// send the message to the window proc
DispatchMessage(&msg);
} // end if
// main game processing goes here
Game_Main();
} // end while
// closedown game here
Game_Shutdown();
// return to Windows like this
return(msg.wParam);
} // end WinMain
///////////////////////////////////////////////////////////
void Blit_Clipped(int x, int y, // position to draw bitmap
int width, int height, // size of bitmap in pixels
UCHAR *bitmap, // pointer to bitmap data
UCHAR *video_buffer, // pointer to video buffer surface
int mempitch) // video pitch per line
{
// this function blits and clips the image sent in bitmap to the
// destination surface pointed to by video_buffer
// the function assumes a 640x480x8 mode
// this function is slightly different than the one in the book
// ie, it doesn't assume linear pitch
// first do trivial rejections of bitmap, is it totally invisible?
if ((x >= SCREEN_WIDTH) || (y>= SCREEN_HEIGHT) ||
((x + width) <= 0) || ((y + height) <= 0))
return;
// clip source rectangle
// pre-compute the bounding rect to make life easy
int x1 = x;
int y1 = y;
int x2 = x1 + width - 1;
int y2 = y1 + height -1;
// upper left hand corner first
if (x1 < 0)
x1 = 0;
if (y1 < 0)
y1 = 0;
// now lower left hand corner
if (x2 >= SCREEN_WIDTH)
x2 = SCREEN_WIDTH-1;
if (y2 >= SCREEN_HEIGHT)
y2 = SCREEN_HEIGHT-1;
// now we know to draw only the portions of the bitmap from (x1,y1) to (x2,y2)
// compute offsets into bitmap on x,y axes, we need this to compute starting point
// to rasterize from
int x_off = x1 - x;
int y_off = y1 - y;
// compute number of columns and rows to blit
int dx = x2 - x1 + 1;
int dy = y2 - y1 + 1;
// compute starting address in video_buffer
video_buffer += (x1 + y1*mempitch);
// compute starting address in bitmap to scan data from
bitmap += (x_off + y_off*width);
// at this point bitmap is pointing to the first pixel in the bitmap that needs to
// be blitted, and video_buffer is pointing to the memory location on the destination
// buffer to put it, so now enter rasterizer loop
UCHAR pixel; // used to read/write pixels
for (int index_y = 0; index_y < dy; index_y++)
{
// inner loop, where the action takes place
for (int index_x = 0; index_x < dx; index_x++)
{
// read pixel from source bitmap, test for transparency and plot
if ((pixel = bitmap[index_x]))
video_buffer[index_x] = pixel;
} // end for index_x
// advance pointers
video_buffer+=mempitch; // bytes per scanline
bitmap +=width; // bytes per bitmap row
} // end for index_y
} // end Blit_Clipped
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