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📄 csdn_文档中心_directdraw6的初级编程应用 —— 配合实例讲解,让你迅速入门.htm

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            dsound.h, ...<BR>5. 在Show directories for框中选择Library 
            files<BR>6. 在Directories框中选择一项新项,键入C:\mssdk\lib,此目录将含有所有有关的库文件,<BR>如:ddraw.lib, 
            dsound.lib, dxguid.lib, ...<BR>7. 选择OK</P>
            <P>当你编译建立微软的程式时,以下是基本步骤是:</P>
            <P>1. 将整个ddex1(c:\mssdk\multimedia\ddraw\ddraw\src\ddex1)目录copy到你任为合适的目<BR>录中(如d:\mydd\,全称为d:\mydd\ddex1).<BR>2. 在VC5的菜单项Files中选择New.<BR>3. 选择Win32 
            Application.<BR>4. 键入合适的Location(如d:\mydd\).<BR>5. 键入合适的Project 
            Name(在此为ddex1).<BR>6. 选择菜单项Project-&gt;Add to 
            Project-&gt;Files,加入*.cpp文件,*.rc文件.在ddex1项目中,<BR>你要加入ddex1.cpp和ddex1.rc文件.<BR>7. 选择菜单项Project-&gt;Settings,在Link中的Object/Library 
            Modules中加入ddraw.lib<BR>dxguid.lib.<BR>8. Build and run.<BR>9. Any 
            prblems? You know where to find me!</P>
            <P>第二篇:浅谈COM.<BR>我不大清楚,但没几个人混得清楚的.他们要么知道点皮毛,要么还在OOP阶段锻练着.别人问<BR>起,只说DirectX3,5,6运用许多COM技术.</P>
            <P>第三篇:DirectDraw简述.<BR>DirectX大大提高硬件在Win环境下的运用.DirectDraw提高各种显示硬件的工作.</P>
            <P>第四篇:DirectDraw的初级编程应用.<BR>本文将简述ddex1至ddex5中各种DirectDraw API的运用(in 
            detail),至于更高的设计运用,望各位<BR>自己慢慢从其他人手中学之.</P>
            <P>1. DirectDraw例子中的全局变量.</P>
            <P><A 
            href="file://-----------------------------------------------------------------------------/">file://-----------------------------------------------------------------------------/</A><BR>// 
            Global data<BR><A 
            href="file://-----------------------------------------------------------------------------/">file://-----------------------------------------------------------------------------/</A><BR>LPDIRECTDRAW4&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 
            g_pDD = NULL;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; // 
            DirectDraw 
            object<BR>LPDIRECTDRAWSURFACE4&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 
            g_pDDSPrimary = NULL;// DirectDraw primary 
            surface<BR>LPDIRECTDRAWSURFACE4&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 
            g_pDDSBack = NULL;&nbsp;&nbsp; // DirectDraw back 
            surface<BR>LPDIRECTDRAWSURFACE4&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 
            g_pDDSOne = NULL;&nbsp;&nbsp;&nbsp; // Offscreen surface 
            1<BR>LPDIRECTDRAWPALETTE&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 
            g_pDDPal = NULL;&nbsp;&nbsp;&nbsp;&nbsp; // The primary surface 
            palette<BR>BOOL&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 
            g_bActive = FALSE;&nbsp;&nbsp; // Is application active?</P>
            <P>以上全局变量分别为:<BR>1)IDirectDraw4的对象指针.用它建立其它几个全局变量.<BR>2)IDirectDrawSurfce4的对象指针,在此是3个:<BR>&nbsp;&nbsp;&nbsp;&nbsp; 
            g_pDDSPrimary是显示缓冲块,用于显示;<BR>&nbsp;&nbsp;&nbsp;&nbsp; 
            g_pDDSBack是幕后显示缓冲块,从后屏缓冲区截图后拼在此缓冲块上,随后翻成显示缓冲<BR>块,原有显示缓冲块翻成幕后显示缓冲块;<BR>&nbsp;&nbsp;&nbsp;&nbsp; 
            g_pDDSOne是后屏缓冲区,用于存储不同图形资料.<BR>3)IDirectDrawPalette的对象指针,用于存储特定BITMAP的调色板.用在Color 
            manipulation.<BR>4)另一变量和DirectDraw无任何关系.只是确认程序是否处于运行状态.<BR>以上的编码含有说明,所以对任何人都易理解.Any 
            problems? You know where to find me!</P>
            <P><BR>2.初始化所有全程变量<BR>这些原码我抄自ddex5.cpp中的static HRESULT 
            InitApp(HINSTANCE hInstance, int nCmdShow)函数中:</P>
            <P>1)定义几个局部变量:<BR>&nbsp;&nbsp;&nbsp; 
            DDSURFACEDESC2&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 
            ddsd;&nbsp;&nbsp;&nbsp;&nbsp; // the structure contain information 
            about a particluar DirectDrawSurface.<BR>&nbsp;&nbsp;&nbsp; 
            DDSCAPS2&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 
            ddscaps;&nbsp; // this is important for further 
            step<BR>&nbsp;&nbsp;&nbsp; 
            HRESULT&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 
            hRet; &nbsp;&nbsp; // error output<BR>&nbsp;&nbsp;&nbsp; 
            LPDIRECTDRAW&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 
            pDD;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; // IDirectDraw Object.</P>
            <P>2)组建各项对象:</P>
            <P>&nbsp;&nbsp;&nbsp; 
            ///////////////////////////////////////////////////////////////////////////<BR>&nbsp;&nbsp;&nbsp; 
            // Create the main DirectDraw object<BR>&nbsp;&nbsp;&nbsp; 
            ///////////////////////////////////////////////////////////////////////////<BR>&nbsp;&nbsp;&nbsp; 
            hRet = DirectDrawCreate(NULL, &amp;pDD, NULL);<BR>&nbsp;&nbsp;&nbsp; 
            if (hRet != DD_OK)<BR>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 
            return InitFail(hWnd, hRet, "DirectDrawCreate FAILED");</P>
            <P>先建立一个IDirectDraw 
            Object,hRet装有DirectDrawCreate()的返回值,这一招非常有用,所有的DirectX<BR>函数都返回一定的数值,DirectDraw的函数返回DD_OK表示函数调用成功.DDERR_***的返回值表示函数<BR>调用失败(或其他原因).检查函数返回值,以备以后布骤不会出错.我将推迟解释InitFail()函数.</P>
            <P>&nbsp;&nbsp;&nbsp; // Fetch DirectDraw4 
            interface<BR>&nbsp;&nbsp;&nbsp; hRet = 
            pDD-&gt;QueryInterface(IID_IDirectDraw4, (LPVOID *) &amp; 
            g_pDD);<BR>&nbsp;&nbsp;&nbsp; if (hRet != 
            DD_OK)<BR>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; return 
            InitFail(hWnd, hRet, "QueryInterface FAILED");</P>
            <P>我们用COM中的QueryInterface申请一个IDirectDraw4对象,不同于DIRECTX5,DirectDraw增加了IDirectDraw4<BR>界面,同时新增了几个更有用的函数(METHODS).你可以从DirectX的帮助文件中查到.虽是英文,<BR>但好好啃一啃还是有收获的.</P>
            <P>&nbsp;&nbsp;&nbsp; // Get exclusive mode<BR>&nbsp;&nbsp;&nbsp; 
            hRet = g_pDD-&gt;SetCooperativeLevel(hWnd, DDSCL_EXCLUSIVE | 
            DDSCL_FULLSCREEN);<BR>&nbsp;&nbsp;&nbsp; if (hRet != 
            DD_OK)<BR>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; return 
            InitFail(hWnd, hRet, "SetCooperativeLevel FAILED");</P>
            <P>我们接着设置显示方式,你可设置全屏,或视窗型,或MODEX,从DDEX1到DDEX5的程式中使用的显<BR>示方式都是DDSCL_EXCLUSIVE 
            | 
            DDSCL_FULLSCREEN,全屏!你可以从DirectX的帮助文件中查到有关<BR>SetCooperativeLevel()的注解.虽是英文,但好好啃一啃还是有收获的.</P>
            <P>&nbsp;&nbsp;&nbsp; // Set the video mode to 
            640x480x8<BR>&nbsp;&nbsp;&nbsp; hRet = g_pDD-&gt;SetDisplayMode(640, 
            480, 8, 0, 0);<BR>&nbsp;&nbsp;&nbsp; if (hRet != 
            DD_OK)<BR>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; return 
            InitFail(hWnd, hRet, "SetDisplayMode FAILED");</P>
            <P>我们接着设置屏幕大小,色素和刷新速度.你可以从DirectX的帮助文件中查到有关SetDisplayMode()的<BR>注解.虽是英文,但好好啃一啃还是有收获的.全屏下你所设显示可为320X200, 
            640X480, 800X600, <BR>1024X768, 1280X1024, 1600X1280等等.色素从8, 16, 24, 
            32BITs.</P>
            <P>&nbsp;&nbsp;&nbsp; // Create the primary surface with 1 back 
            buffer<BR>&nbsp;&nbsp;&nbsp; ZeroMemory(&amp;ddsd, 
            sizeof(ddsd));<BR>&nbsp;&nbsp;&nbsp; ddsd.dwSize = 
            sizeof(ddsd);<BR>&nbsp;&nbsp;&nbsp; ddsd.dwFlags = DDSD_CAPS | 
            DDSD_BACKBUFFERCOUNT;<BR>&nbsp;&nbsp;&nbsp; ddsd.ddsCaps.dwCaps = 
            DDSCAPS_PRIMARYSURFACE 
            |<BR>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 
            DDSCAPS_FLIP 
            |<BR>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 
            DDSCAPS_COMPLEX;<BR>&nbsp;&nbsp;&nbsp; ddsd.dwBackBufferCount = 
            1;<BR>&nbsp;&nbsp;&nbsp; hRet = g_pDD-&gt;CreateSurface(&amp;ddsd, 
            &amp;g_pDDSPrimary, NULL);<BR>&nbsp;&nbsp;&nbsp; if (hRet != 
            DD_OK)<BR>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; return 
            InitFail(hWnd, hRet, "CreateSurface FAILED");</P>
            <P>&nbsp;&nbsp;&nbsp; // Get a pointer to the back 
            buffer<BR>&nbsp;&nbsp;&nbsp; ddscaps.dwCaps = 
            DDSCAPS_BACKBUFFER;<BR>&nbsp;&nbsp;&nbsp; hRet = 
            g_pDDSPrimary-&gt;GetAttachedSurface(&amp;ddscaps, 
            &amp;g_pDDSBack);<BR>&nbsp;&nbsp;&nbsp; if (hRet != 
            DD_OK)<BR>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; return 
            InitFail(hWnd, hRet, "GetAttachedSurface FAILED");</P>
            <P>建立一显示缓冲块附带一块幕后显示缓冲块.首先你初始化DDSURFACEDESC2的对象.如下:</P>
            <P>&nbsp;&nbsp;&nbsp; ZeroMemory(&amp;ddsd, 
            sizeof(ddsd));<BR>&nbsp;&nbsp;&nbsp; ddsd.dwSize = sizeof(ddsd); // 
            you will fail without this!!</P>
            <P>我观查到的现象是,每个DirectDraw结构含有dwSize成员,一定要初始化这个成员如下:<BR>&nbsp;&nbsp;&nbsp; 
            ddStructObj.dwSize = sizeof(DDSTRUCT); // you will fail without 
            this!!</P>
            <P>以下一段编码</P>
            <P>&nbsp;&nbsp;&nbsp; ddsd.dwFlags = DDSD_CAPS | 
            DDSD_BACKBUFFERCOUNT;<BR>&nbsp;&nbsp;&nbsp; ddsd.ddsCaps.dwCaps = 
            DDSCAPS_PRIMARYSURFACE 
            |<BR>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 
            DDSCAPS_FLIP 
            |<BR>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 
            DDSCAPS_COMPLEX;</P>
            <P>表示所建DirectDrawSurface是Primary Surface(显示缓冲块),Flipable(前后翻转),有Back 
            Buffer<BR>(幕后显示缓冲块)连接到Primary Surface(attached to).</P>
            <P>&nbsp;&nbsp;&nbsp; ddsd.dwBackBufferCount = 1;</P>
            <P>表示Back Buffer(幕后显示缓冲块)只有一块.</P>
            <P>&nbsp;&nbsp;&nbsp; hRet = g_pDD-&gt;CreateSurface(&amp;ddsd, 
            &amp;g_pDDSPrimary, NULL);<BR>&nbsp;&nbsp;&nbsp; if (hRet != 
            DD_OK)<BR>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; return 
            InitFail(hWnd, hRet, "CreateSurface FAILED");</P>
            <P>&nbsp;&nbsp;&nbsp; // Get a pointer to the back 
            buffer<BR>&nbsp;&nbsp;&nbsp; ddscaps.dwCaps = 
            DDSCAPS_BACKBUFFER;<BR>&nbsp;&nbsp;&nbsp; hRet = 
            g_pDDSPrimary-&gt;GetAttachedSurface(&amp;ddscaps, 
            &amp;g_pDDSBack);<BR>&nbsp;&nbsp;&nbsp; if (hRet != 
            DD_OK)<BR>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; return 
            InitFail(hWnd, hRet, "GetAttachedSurface FAILED");</P>
            <P>这一段编码建立Primary Surface,再建立Back Buffer.至此我们的初始工程基本结束!</P>
            <P>3.出错处理.<BR>现在介绍初始化过程中错误的处理.<BR>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 
            return InitFail(hWnd, hRet, "...... 
            FAILED");<BR>这一语段的运用是,当某一步初始化过程出错,整个程序退出,并显示一个对话框.其定义如下:</P>
            <P><A 
            href="file://-----------------------------------------------------------------------------/">file://-----------------------------------------------------------------------------/</A><BR>// 
            Name: InitFail()<BR>// Desc: This function is called if an 
            initialization function fails<BR><A 
            href="file://-----------------------------------------------------------------------------/">file://-----------------------------------------------------------------------------/</A><BR>HRESULT 
            InitFail(HWND hWnd, HRESULT hRet, LPCTSTR 
            szError,...)<BR>{<BR>&nbsp;&nbsp;&nbsp; 
            char&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 
            szBuff[128];<BR>&nbsp;&nbsp;&nbsp; 
            va_list&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 
            vl;</P>
            <P>&nbsp;&nbsp;&nbsp; va_start(vl, szError);<BR>&nbsp;&nbsp;&nbsp; 
            vsprintf(szBuff, szError, vl);<BR>&nbsp;&nbsp;&nbsp; 
            ReleaseAllObjects();<BR>&nbsp;&nbsp;&nbsp; MessageBox(hWnd, szBuff, 
            TITLE, MB_OK);<BR>&nbsp;&nbsp;&nbsp; 
            DestroyWindow(hWnd);<BR>&nbsp;&nbsp;&nbsp; 
            va_end(vl);<BR>&nbsp;&nbsp;&nbsp; return hRet;<BR>}</P>
            <P>你要增写一个RelaeseAllObject()函数,此函数将释放所有的DDRAW对象.有一点值得申明.如果对<BR>象早已被释放,程序不知,试图释放不存在的对象将有严重后果,小心!!!!</P>
            <P><A 
            href="file://-----------------------------------------------------------------------------/">file://-----------------------------------------------------------------------------/</A><BR>// 
            Name: ReleaseAllObjects()<BR>// Desc: Finished with all objects we 
            use; release them<BR><A 
            href="file://-----------------------------------------------------------------------------/">file://-----------------------------------------------------------------------------/</A><BR>static 
            void ReleaseAllObjects(void)<BR>{<BR>&nbsp;&nbsp;&nbsp; if (g_pDD != 
            NULL)<BR>&nbsp;&nbsp;&nbsp; 
            {<BR>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; if (g_pDDSPrimary != 
            NULL)<BR>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 
            {<BR>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 
            g_pDDSPrimary-&gt;Release();<BR>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 
            g_pDDSPrimary = NULL;<BR>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 
            }<BR>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; if (g_pDDSOne != 
            NULL)<BR>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 
            {<BR>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 
            g_pDDSOne-&gt;Release();<BR>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 
            g_pDDSOne = NULL;<BR>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 
            }<BR>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; if (g_pDDPal != 
            NULL)<BR>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 
            {<BR>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 
            g_pDDPal-&gt;Release();<BR>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 
            g_pDDPal = NULL;<BR>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 
            }<BR>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 
            g_pDD-&gt;Release();<BR>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 
            g_pDD = NULL;<BR>&nbsp;&nbsp;&nbsp; }<BR>}</P>
            <P>这里,程序先释放IDirectDraw4下属的对象,再释放IDirectDraw4的对象.释放前,程序先确认各对<BR>象是否存在,如对象还驻留于内村中,释放对象,并赋值对象指针NULL.</P>
            <P>4.如何恢复暂时丢失的对象值.<BR>在你按ALT+TAB键后,应用程序相互切换,当你从其他应用程序转换到DirectDraw有关应用程序时,原<BR>有的对象缓冲区将在切换过程中被I/O系统释放.称为丢失(LOST).要重新建立.只有IDirectDraw4对<BR>象属下的IDirectDrawSuface4对象有丢失的可能,所以IDirectDrawSurface4提供了Restore()程式.使用方式<BR>如下:</P>
            <P><A 
            href="file://-----------------------------------------------------------------------------/">file://-----------------------------------------------------------------------------/</A><BR>// 
            Name: RestoreAll()<BR>// Desc: Restore all lost objects<BR><A 
            href="file://-----------------------------------------------------------------------------/">file://-----------------------------------------------------------------------------/</A><BR>HRESULT 
            <BR>RestoreAll(void)<BR>{<BR>&nbsp;&nbsp;&nbsp; 
            HRESULT&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 
            hRet;</P>
            <P>&nbsp;&nbsp;&nbsp; hRet = 
            g_pDDSPrimary-&gt;Restore();<BR>&nbsp;&nbsp;&nbsp; if (hRet == 
            DD_OK)<BR>&nbsp;&nbsp;&nbsp; 
            {<BR>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; hRet = 
            g_pDDSOne-&gt;Restore();<BR>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 
            if (hRet == DD_OK)<BR>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 
            {<BR>      // 重新将Bitmap读入内存.DDReloadBitmap()<BR>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 
            }<BR>&nbsp;&nbsp;&nbsp; }</P>
            <P>&nbsp;&nbsp;&nbsp; return hRet;<BR>}</P>
            <P>一般,DirectDrawSuface4对象的丢失将冲刷对象所含的Bitmap.故要使用DDReLoadBitmap()函数重新从<BR>Bitmap文件中读入内存.此函数收藏於DDUTIL.CPP文件中.并不属于DirectX的一部分.下面,就让我<BR>介绍如何使用DDUTIL.CPP中的函数.</P>
            <P>5.使用DirectDraw Utilities!!<BR>为了方便开发者,初学者对DirectX的困惑,MS 
            DirectX设计组专门写了一个DDUTIL.CPP文件来帮助大<BR>家.它提供了方便的函数来进行读取Bitmap并赋值于IDirectDrawSurface4对象,从Bitmap中读取调色板<BR>信息,设置透明色等方程.定义如下:</P>
            <P>/*==========================================================================<BR>&nbsp;*&nbsp; 
            File:&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 
            ddutil.cpp<BR>&nbsp;*&nbsp; Content:&nbsp;&nbsp;&nbsp; Routines for 
            loading bitmap and palettes from 
            resources<BR>&nbsp;***************************************************************************/</P>
            <P>#ifdef __cplusplus<BR>extern "C" 
            {&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 
            /* Assume C declarations for C++ */<BR>#endif&nbsp;/* __cplusplus 
            */</P>
            <P>extern IDirectDrawPalette&nbsp; *DDLoadPalette(IDirectDraw4 *pdd, 

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