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📄 demo7_19.cpp

📁 《Windows游戏编程大师技巧(第二版)》源代码
💻 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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