📄 demo11_10_16b.cpp
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// DEMO11_10_16b.CPP - Multithreaded DirectX demo
// 16-bit version, now since we can't use color rotation
// in 16-bit mode, I had to think of something else to
// do in the animation thread, so I thought of just moving
// the aliens, but notice how rough the threading is
// make sure to compile with multithreaded libraries
// and if the program doesn't work try turning optimizations
// completely off
// INCLUDES ///////////////////////////////////////////////
#define WIN32_LEAN_AND_MEAN
// you must #define INITGUID if not done elsewhere
#define INITGUID
#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 <dsound.h>
#include <dmksctrl.h>
#include <dmusici.h>
#include <dmusicc.h>
#include <dmusicf.h>
#include <dinput.h>
#include "T3DLIB1.H"
#include "T3DLIB2.H"
#include "T3DLIB3.H"
// DEFINES ////////////////////////////////////////////////
// comment this out if you want to see the normal single
// threaded version
#define USE_MULTITHREADING
// defines for windows
#define WINDOW_CLASS_NAME "WINCLASS1"
// default screen size
#define SCREEN_WIDTH 640 // size of screen
#define SCREEN_HEIGHT 480
// setup a 640x480 16-bit windowed mode example
#define WINDOW_TITLE "Multithreaded DirectDraw 16-Bit Demo"
#define WINDOW_WIDTH 640 // size of window
#define WINDOW_HEIGHT 480
#define WINDOW_BPP 16 // bitdepth of window (8,16,24 etc.)
// note: if windowed and not
// fullscreen then bitdepth must
// be same as system bitdepth
// also if 8-bit the a pallete
// is created and attached
#define WINDOWED_APP 1 // 0 not windowed, 1 windowed
#define BITMAP_ID 0x4D42 // universal id for a bitmap
#define NUM_ALIENS 16 // number of aliens in the sim
// 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);
DWORD WINAPI Alien_Animation_Thread(LPVOID data);
// 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 aliens[NUM_ALIENS]; // the aliens, each will be a thread
HANDLE thread_handle[NUM_ALIENS]; // this holds the handles to the threads
DWORD thread_id[NUM_ALIENS]; // this holds the ids of the threads
int terminate_threads = 0; // global message flag to terminate
int active_threads = 0; // number of active threads
// PROTOTYPES //////////////////////////////////////////////
// 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
// 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
WINDOW_TITLE, // title
(WINDOWED_APP ? (WS_OVERLAPPED | WS_SYSMENU | WS_CAPTION) : (WS_POPUP | 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;
if (WINDOWED_APP)
{
// now resize the window, so the client area is the actual size requested
// since there may be borders and controls if this is going to be a windowed app
// if the app is not windowed then it won't matter
RECT window_rect = {0,0,WINDOW_WIDTH-1,WINDOW_HEIGHT-1};
// make the call to adjust window_rect
AdjustWindowRectEx(&window_rect,
GetWindowStyle(main_window_handle),
GetMenu(main_window_handle) != NULL,
GetWindowExStyle(main_window_handle));
// save the global client offsets, they are needed in DDraw_Flip()
window_client_x0 = -window_rect.left;
window_client_y0 = -window_rect.top;
// now resize the window with a call to MoveWindow()
MoveWindow(main_window_handle,
0, // x position
0, // y position
window_rect.right - window_rect.left, // width
window_rect.bottom - window_rect.top, // height
TRUE);
// show the window, so there's no garbage on first render
ShowWindow(main_window_handle, SW_SHOW);
} // end if windowed
// 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
Close_Error_File();
// 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
// seed random number generator
srand(Get_Clock());
// initialize directdraw, very important that in the call
// to setcooperativelevel that the flag DDSCL_MULTITHREADED is used
// which increases the response of directX graphics to
// take the global critical section more frequently
DDraw_Init(WINDOW_WIDTH, WINDOW_HEIGHT, WINDOW_BPP, WINDOWED_APP);
// load in the alien bob image
Load_Bitmap_File(&bitmap16bit, "ALIENSGLOW_24.BMP");
// create the master alien bob
if (!Create_BOB(&aliens[0],0,0,48,47,1,
BOB_ATTR_VISIBLE | BOB_ATTR_SINGLE_FRAME | BOB_ATTR_BOUNCE,DDSCAPS_SYSTEMMEMORY, 0, 16 ))
return(0);
// load the bitmap for alien -- only 1
Load_Frame_BOB16(&aliens[0],&bitmap16bit,0,0,0,BITMAP_EXTRACT_MODE_CELL);
// unload the map bitmap
Unload_Bitmap_File(&bitmap16bit);
// now create all the alien clones :)
for (index = 1; index < NUM_ALIENS; index++)
Clone_BOB(&aliens[0],&aliens[index]);
// at this point everything has been cloned, now set up aliens at
// random positions
for (index = 0; index < NUM_ALIENS; index++)
{
// set position
Set_Pos_BOB(&aliens[index], rand()%screen_width, rand()%screen_height);
// set motion velocities
Set_Vel_BOB(&aliens[index],-4+rand()%8, -4+rand()%8);
} // end for index
// hide the mouse
ShowCursor(FALSE);
#ifdef USE_MULTITHREADING
for (index=0; index < NUM_ALIENS; index++)
{
// create the animation thread for each alien
thread_handle[index] = CreateThread(NULL, // default security
0, // default stack
Alien_Animation_Thread,// use this thread function
(LPVOID)index, // user data sent to thread
0, // creation flags, 0=start now.
&thread_id[index]); // send id back in this var
// increment number of active threads
active_threads++;
} // end for
#endif
// 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
#ifdef USE_MULTITHREADING
// kill all threads first
// set global termination flag
terminate_threads = 1;
// wait for all threads to terminate, when all are terminated active_threads==0
while(active_threads);
// at this point the threads should all be dead, so close handles
for (int index=0; index < NUM_ALIENS; index++)
CloseHandle(thread_handle[index]);
#endif
// kill objects
// only need to kill master BOB
Destroy_BOB(&aliens[0]);
// shutdown directdraw
DDraw_Shutdown();
// return success
return(1);
} // end Game_Shutdown
///////////////////////////////////////////////////////////
int Game_Main(void *parms, int num_parms)
{
// this is the workhorse of your game it will be called
// continuously in real-time this is like main() in C
// all the calls for you game go here!
int index, index_x, index_y; // looping vars
// check of user is trying to exit
if (KEY_DOWN(VK_ESCAPE) || KEY_DOWN(VK_SPACE))
PostMessage(main_window_handle, WM_DESTROY,0,0);
// start the timing clock
Start_Clock();
// clear the drawing surface
DDraw_Fill_Surface(lpddsback, 0);
#ifndef USE_MULTITHREADING
// move the aliens
for (index = 0; index<NUM_ALIENS; index++)
Move_BOB(&aliens[index]);
#endif
// draw the aliens
for (index = 0; index<NUM_ALIENS; index++)
Draw_BOB16(&aliens[index], lpddsback);
// draw some info
Draw_Text_GDI("(16-Bit Version) Multithreaded Demo, Press <ESC> Repeatedly with great effort to Exit!",8,8,RGB(0,255,0),lpddsback);
// flip the surfaces
DDraw_Flip();
// sync to 30 fps
Wait_Clock(30);
// return success
return(1);
} // end Game_Main
// THREADING FUNCTION////////////////////////////////////
DWORD WINAPI Alien_Animation_Thread(LPVOID data)
{
// this thread animates the motion of each alien
// note there are a number of things to consider, such as
// are the calls to the sub-functions re-entrant, are there
// any deadlocks? is the a potential of confusing DirectX
// etc. also, this function is going to free run, so
// it needs it's own internal timing
// finally this is going to be ugly since the bobs are going
// to move and draw completely asynchronously :)
// also, note "data" sent to this func IS the index of the
// bob
// get the id of this alien
int index = (int)(data);
// loop forever, this is like a single process in an
// infinite loop as far as we are concerned
for(;;)
{
// test for temination message
if (terminate_threads)
break;
// test for next frame message from main event loop
DWORD start_time = Get_Clock();
// move the alien
Move_BOB(&aliens[index]);
// wait for 30 fps
while((Get_Clock() - start_time) < 30);
} // end for ;;
// decrement number of active threads
if (active_threads > 0)
active_threads--;
// just return the data sent to the thread function
return((DWORD)data);
} // end Alien_Animation_Thread
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