📄 demo7_19.cpp
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// DEMO7_19.CPP Windowed DirectDraw Plotting 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"
// size of window
#define WINDOW_WIDTH 400
#define WINDOW_HEIGHT 400
// TYPES //////////////////////////////////////////////////////
// basic unsigned types
typedef unsigned short USHORT;
typedef unsigned short WORD;
typedef unsigned char UCHAR;
typedef unsigned char BYTE;
// PROTOTYPES //////////////////////////////////////////////
// MACROS /////////////////////////////////////////////////
// tests if a key is up or down
#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); }
// this builds a 16 bit color value in 5.5.5 format (1-bit alpha mode)
#define _RGB16BIT555(r,g,b) ((b & 31) + ((g & 31) << 5) + ((r & 31) << 10))
// this builds a 16 bit color value in 5.6.5 format (green dominate mode)
#define _RGB16BIT565(r,g,b) ((b & 31) + ((g & 63) << 5) + ((r & 31) << 11))
// this builds a 24 bit color value in 8.8.8 format
#define _RGB24BIT(a,r,g,b) ((b) + ((g) << 8) + ((r) << 16) )
// this builds a 32 bit color value in A.8.8.8 format (8-bit alpha mode)
#define _RGB32BIT(a,r,g,b) ((b) + ((g) << 8) + ((r) << 16) + ((a) << 24))
// 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
LPDIRECTDRAW7 lpdd = NULL; // dd object
LPDIRECTDRAWSURFACE7 lpddsprimary = NULL; // dd primary surface
LPDIRECTDRAWSURFACE7 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
int pixel_format = 0; // global to hold the bits per pixel
char buffer[80]; // general printing buffer
// 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
DDSURFACEDESC2 ddsd; // directdraw surface description
RECT client; // used to hold client rectangle
// 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
// get the window's client rectangle in screen coordinates
GetWindowRect(main_window_handle, &client);
// initialize structure
DDRAW_INIT_STRUCT(ddsd);
// lock the primary surface
lpddsprimary->Lock(NULL,&ddsd,
DDLOCK_SURFACEMEMORYPTR | DDLOCK_WAIT,NULL);
// get video pointer to primary surface
// cast to VOID * since we don't know what we are
// dealing with yet
UCHAR *primary_buffer = (UCHAR *)ddsd.lpSurface;
// what is the color depth?
if (pixel_format == 32)
{
// draw 10 random pixels in 32 bit mode
for (int index=0; index<10; index++)
{
int x=rand()%(client.right - client.left) + client.left;
int y=rand()%(client.bottom - client.top) + client.top;
DWORD color = _RGB32BIT(0,rand()%256, rand()%256, rand()%256);
*((DWORD *)(primary_buffer + x*4 + y*ddsd.lPitch)) = color;
} // end for index
} // end if 24 bit
else
if (pixel_format == 24)
{
// draw 10 random pixels in 24 bit mode (very rare???)
for (int index=0; index<10; index++)
{
int x=rand()%(client.right - client.left) + client.left;
int y=rand()%(client.bottom - client.top) + client.top;
((primary_buffer + x*3 + y*ddsd.lPitch))[0] = rand()%256;
((primary_buffer + x*3 + y*ddsd.lPitch))[1] = rand()%256;
((primary_buffer + x*3 + y*ddsd.lPitch))[2] = rand()%256;
} // end for index
} // end if 24 bit
else
if (pixel_format == 16)
{
// draw 10 random pixels in 16 bit mode
for (int index=0; index<10; index++)
{
int x=rand()%(client.right - client.left) + client.left;
int y=rand()%(client.bottom - client.top) + client.top;
USHORT color = _RGB16BIT565(rand()%256, rand()%256, rand()%256);
*((USHORT *)(primary_buffer + x*2 + y*ddsd.lPitch)) = color;
} // end for index
} // end if 16 bit
else
{// assume 8 bits per pixel
// draw 10 random pixels in 8 bit mode
for (int index=0; index<10; index++)
{
int x=rand()%(client.right - client.left) + client.left;
int y=rand()%(client.bottom - client.top) + client.top;
UCHAR color = rand()%256;
primary_buffer[x + y*ddsd.lPitch] = color;
} // end for index
} // end else
// unlock primary buffer
if (FAILED(lpddsprimary->Unlock(NULL)))
return(0);
// wait a sec
Sleep(1);
// 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
DDPIXELFORMAT ddpixelformat; // hold the pixel format
// create IDirectDraw interface 7.0 object and test for error
if (FAILED(DirectDrawCreateEx(NULL, (void **)&lpdd, IID_IDirectDraw7, NULL)))
return(0);
// set cooperation to full screen
if (FAILED(lpdd->SetCooperativeLevel(main_window_handle, DDSCL_NORMAL)))
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(lpdd->CreateSurface(&ddsd, &lpddsprimary, NULL)))
return(0);
// get pixel format
// clean out the structure and set it up
DDRAW_INIT_STRUCT(ddpixelformat);
// get the pixel format
lpddsprimary->GetPixelFormat(&ddpixelformat);
// set global pixel format
pixel_format = ddpixelformat.dwRGBBitCount;
// 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 primary surface
if (lpddsprimary)
{
lpddsprimary->Release();
lpddsprimary = NULL;
} // end if
// now blow away the IDirectDraw4 interface
if (lpdd)
{
lpdd->Release();
lpdd = 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 Windowed Plotting Demo", // title
WS_OVERLAPPED | WS_VISIBLE,
0,0, // initial x,y
WINDOW_WIDTH,WINDOW_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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