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📄 demo7_11.cpp

📁 windows游戏编程大师源代码
💻 CPP
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{
// 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

// 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

// do nothing -- look at pretty picture

// 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

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

// now query for IDirectDraw4
if (FAILED(lpdd->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 to 640x480x8
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;

// request primary surface
ddsd.ddsCaps.dwCaps = DDSCAPS_PRIMARYSURFACE;

// create the primary surface
if (FAILED(lpdd4->CreateSurface(&ddsd, &lpddsprimary, NULL)))
   return(0);

// load the 24-bit image
if (!Load_Bitmap_File(&bitmap,"bitmap24.bmp"))
   return(0);

// copy the bitmap image to the primary buffer line by line
// notice the 24 to 16 bit conversion pixel by pixel

// lock the primary surface
lpddsprimary->Lock(NULL,&ddsd, DDLOCK_SURFACEMEMORYPTR | DDLOCK_WAIT,NULL);

// get video pointer to primary surfce
USHORT *primary_buffer = (USHORT *)ddsd.lpSurface;       

// process each line and copy it into the primary buffer
for (int index_y = 0; index_y < SCREEN_HEIGHT; index_y++)
    {
    for (int index_x = 0; index_x < SCREEN_WIDTH; index_x++)
        {
        // get BGR values, note the scaling down of the channels, so that they
        // fit into the 5.6.5 format
        UCHAR blue  = (bitmap.buffer[index_y*SCREEN_WIDTH*3 + index_x*3 + 0]) >> 3,
              green = (bitmap.buffer[index_y*SCREEN_WIDTH*3 + index_x*3 + 1]) >> 3,
              red   = (bitmap.buffer[index_y*SCREEN_WIDTH*3 + index_x*3 + 2]) >> 3;

        // this builds a 16 bit color value in 5.6.5 format (green dominant mode)
        USHORT pixel = _RGB16BIT565(red,green,blue);

        // write the pixel
        primary_buffer[index_x + (index_y*ddsd.lPitch >> 1)] = pixel;

        } // end for index_x

    } // end for index_y

// now unlock the primary surface
if (FAILED(lpddsprimary->Unlock(NULL)))
   return(0);

// unload the bitmap file, we no longer need it
Unload_Bitmap_File(&bitmap);

// 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


// first the palette
if (lpddpal)
   {
   lpddpal->Release();
   lpddpal = 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 16-Bit Bitmap Loading", // 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

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

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