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📄 demo9_2a.cpp

📁 windows游戏编程大师源代码
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// DEMO9_2a.CPP - DirectInput Mouse Demo library version

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

#define WIN32_LEAN_AND_MEAN  

#define INITGUID // if not done elsewhere

#include <windows.h>   // include important windows stuff
#include <windowsx.h> 
#include <mmsystem.h>
#include <objbase.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>     // directX includes
#include <dinput.h>
#include "T3DLIB1.H"
#include "T3DLIB2.H"

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

// defines for windows 
#define WINDOW_CLASS_NAME "WINCLASS1"

// default screen size
#define SCREEN_WIDTH    640  // size of screen
#define SCREEN_HEIGHT   480
#define SCREEN_BPP      8    // bits per pixel

#define BITMAP_ID            0x4D42 // universal id for a bitmap
#define MAX_COLORS_PALETTE   256

#define BUTTON_SPRAY    0    // defines for each button
#define BUTTON_PENCIL   1
#define BUTTON_ERASE    2
#define BUTTON_EXIT     3


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


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

// game console
int Game_Init(void *parms=NULL, int num_parms = 0);
int Game_Shutdown(void *parms=NULL, int num_parms = 0);
int Game_Main(void *parms=NULL,  int num_parms = 0);

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

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

char buffer[80];                // used to print text

// demo globals
BOB          buttons,           // a bob with all the buttons
             pointer;           // a pointer bob
BITMAP_IMAGE cpanel;            // the control panel
BITMAP_IMAGE canvas;            // off screen drawing canvas

int mouse_x,                    // used to track mouse
    mouse_y;
    
UCHAR mouse_color=100;          // color of mouse brush

int command_state=0;            // state of user command

// position of control buttons
int buttons_x[] = {509, 559, 509, 559};
int buttons_y[] = {344, 344, 383, 383};

// on/off state of buttons
int buttons_state[] = {0,1,0,0};

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

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

// 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
main_instance = hinstance;

// register the window class
if (!RegisterClassEx(&winclass))
	return(0);

// create the window
if (!(hwnd = CreateWindowEx(NULL,                  // extended style
                            WINDOW_CLASS_NAME,     // class
						    "DirectInput Mouse 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

// GAME PROGRAMMING CONSOLE FUNCTIONS ////////////////

int Game_Init(void *parms,  int num_parms)
{
// this function is where you do all the initialization 
// for your game

int index;         // looping var
char filename[80]; // used to build up files names

// initialize directdraw
DDraw_Init(SCREEN_WIDTH, SCREEN_HEIGHT, SCREEN_BPP);

// start up DirectInput
DInput_Init();

// initialize the mouse
DInput_Init_Mouse();

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

// set the global mouse position
mouse_x = screen_height/2;
mouse_y = screen_height/2;

// load the master bitmap in with all the graphics
Load_Bitmap_File(&bitmap8bit, "PAINT.BMP");
Set_Palette(bitmap8bit.palette);

// make sure all the surfaces are clean before starting
DDraw_Fill_Surface(lpddsback, 0);
DDraw_Fill_Surface(lpddsprimary, 0);

// create the pointer bob
Create_BOB(&pointer,mouse_x,mouse_y,32,34,1,
           BOB_ATTR_VISIBLE | BOB_ATTR_SINGLE_FRAME,DDSCAPS_SYSTEMMEMORY);    

// load the image for the pointer in
Load_Frame_BOB(&pointer,&bitmap8bit,0,0,2,BITMAP_EXTRACT_MODE_CELL);  

// create the button bob
Create_BOB(&buttons,0,0,32,34,8,
           BOB_ATTR_VISIBLE | BOB_ATTR_MULTI_FRAME,DDSCAPS_SYSTEMMEMORY);    

// load buttons in, two banks of 4, all the off's, then all the on's
for (index=0; index<8; index++)
     Load_Frame_BOB(&buttons,&bitmap8bit,index, index%4,index/4,BITMAP_EXTRACT_MODE_CELL);  

// create the bitmap to hold the control panel
Create_Bitmap(&cpanel,500,0,104,424);
Load_Image_Bitmap(&cpanel, &bitmap8bit,150,0,BITMAP_EXTRACT_MODE_ABS);

// create the drawing canvas bitmap
Create_Bitmap(&canvas,0,0,500,SCREEN_HEIGHT);
memset(canvas.buffer,0,canvas.width*canvas.height);
canvas.attr = BITMAP_ATTR_LOADED;

// clear out the canvas
// memset(canvas.buffer,0,canvas.width*canvas.height);

// set clipping rectangle to screen extents so mouse cursor
// doens't mess up at edges
RECT screen_rect = {0,0,screen_width,screen_height};
lpddclipper = DDraw_Attach_Clipper(lpddsback,1,&screen_rect);

// hide the mouse
ShowCursor(FALSE);

// return success
return(1);

} // end Game_Init

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

int Game_Shutdown(void *parms,  int num_parms)
{
// this function is where you shutdown your game and
// release all resources that you allocated

// release mouse
DInput_Release_Mouse();

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