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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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            LPCSTR szBitmap);<BR>extern IDirectDrawSurface4 
            *DDLoadBitmap(IDirectDraw4 *pdd, LPCSTR szBitmap, int dx, int 
            dy);<BR>extern 
            HRESULT&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 
            DDReLoadBitmap(IDirectDrawSurface4 *pdds, LPCSTR 
            szBitmap);<BR>extern 
            HRESULT&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 
            DDCopyBitmap(IDirectDrawSurface4 *pdds, HBITMAP hbm, int x, int y, 
            int dx, int dy);<BR>extern 
            DWORD&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 
            DDColorMatch(IDirectDrawSurface4 *pdds, COLORREF rgb);<BR>extern 
            HRESULT&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 
            DDSetColorKey(IDirectDrawSurface4 *pdds, COLORREF rgb);</P>
            <P>#ifdef __cplusplus<BR>}<BR>#endif&nbsp;/* __cplusplus */</P>
            <P><BR>-&gt; DDLoadPalette(IDirectDraw4 *pdd, LPCSTR szBitmap): 
            <BR>从Bitmap文件中读出调色板信息,并将此信息交送于IDirectDraw4的对象.<BR>1)参数IDirectDraw4 
            *是IDirectDraw4的对象指针.<BR>2)参数LPCSTR,是Bitmap文件全名.<BR>3)使用实例:<BR>&nbsp;&nbsp;&nbsp; 
            g_pDDPal = DDLoadPalette(g_pDD, 
            "C:\\han\\mybitmap1.bmp");<BR>&nbsp;&nbsp;&nbsp; if 
            (g_pDDPal)<BR>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 
            g_pDDSPrimary-&gt;SetPalette(g_pDDPal);<BR>4)详情请参阅DDEX3-5.CPP</P>
            <P>-&gt;DDLoadBitmap(IDirectDraw4 *pdd, LPCSTR szBitmap, int dx, int 
            dy):<BR>创建一块含有指定Bitmap的IDirectDrawSurface4对象,先创建一块足以容纳指定Bitmap的IDirectDrawSurface4<BR>对象.再将Bitmap读入内存.<BR>1)参数IDirectDraw4 
            *是对象指针.<BR>2)参数LPCSTR,是Bitmap文件全名.<BR>3)dx, 
            dy表示Bitmap大小.<BR>4)使用实例:<BR>&nbsp; g_pDDSOne = DDLoadBitmap(g_pDD, 
            "C:\\han\\mybitmap.bmp", 640, 490);<BR>&nbsp;&nbsp;&nbsp; 
            if(g_pDDSOne == NULL)<BR>&nbsp;&nbsp;&nbsp; 
            {<BR>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; // 
            Abort the program.<BR>&nbsp;&nbsp;&nbsp; }<BR>5)没有实例,多试试.</P>
            <P>-&gt;DDReLoadBitmap(IDirectDrawSurface4 *pdds, LPCSTR 
            szBitmap):<BR>把一块Bitmap读入一个指定的IDirectDrawSurface4对象指针.<BR>1)参数IDirectDrawSurface4 
            *是对象指针,将接收Bitmap.<BR>2)参数LPCSTR,是Bitmap文件全名.<BR>3)使用实例:<BR>&nbsp; 
            hRet = DDReLoadBitmap(g_pDDSOne, "C:\\han\\mybitmap.bmp");<BR>&nbsp; 
            if(FAILED(hret))<BR>&nbsp;&nbsp;&nbsp; 
            {<BR>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; // 
            Abort the program.<BR>&nbsp;&nbsp;&nbsp; 
            }<BR>4)详情请参阅DDEX3-5.CPP<BR>5)我用此函数最多.</P>
            <P>-&gt;DDCopyBitmap(IDirectDrawSurface4 *pdds, HBITMAP hbm, int x, 
            int y, int dx, int dy):<BR>You don't need to know.</P>
            <P>-&gt;DDColorMatch(IDirectDrawSurface4 *pdds, COLORREF 
            rgb):<BR>You don't need to know.</P>
            <P>-&gt;DDSetColorKey(IDirectDrawSurface4 *pdds, COLORREF 
            rgb):<BR>在指定的参数IDirectDrawSurface4的对象指针上设置一transparent 
            Colorkey.<BR>1)参数IDirectDrawSurface4 
            *是对象指针,将接收ColorKey.<BR>2)COLORREF, Colorkey的数值.<BR>3)使用实例:<BR>&nbsp; 
            hRet = DDReLoadBitmap(g_pDDSOne, "C:\\han\\mybitmap.bmp");<BR>&nbsp; 
            if(FAILED(hret))<BR>&nbsp;&nbsp;&nbsp; 
            {<BR>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; // 
            Abort the program.<BR>&nbsp;&nbsp;&nbsp; 
            }<BR>4)详情请参阅DDEX3-5.CPP<BR>5)我用此函数也很多.</P>
            <P>For more information about those functions, you better observe 
            the examples Microsoft provided (DDEX1 - DDEX5) for<BR>details.It is 
            the easy way. All the implementations about those functions is in 
            DDUTIL.CPP file.</P>
            <P>6.BLIT, FLIP, &amp;Color 
            fill.<BR>这三个应用是DirectDraw的主要应用.其功能为在BackBuffer上画上Bitmap图块,或填上一定的颜色,<BR>再翻到屏幕上.所用函数为:<BR>1>.Blt和BltFast在BackBuffer上画上Bitmap图块.</P>
            <P><A href="file://BltFast/">file://BltFast/</A> Example;<BR>RECT 
            rcRect;</P>
            <P>rcRect.left = 0;<BR>rcRect.top = 0;<BR>rcRect.right = 
            640;<BR>rcRect.bottom = 480; </P>
            <P>&nbsp;while(1) { <BR>&nbsp;&nbsp;&nbsp; ddrval = 
            g_pDDSBack-&gt;BltFast(0, 0, g_pDDSOne, &amp;rcRect, 
            DDBLTFAST_WAIT); <BR>&nbsp;&nbsp;&nbsp; if(ddrval == 
            DD_OK)&nbsp;&nbsp;&nbsp;&nbsp; <BR>&nbsp;&nbsp;&nbsp; 
            {<BR>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 
            break;<BR>&nbsp;&nbsp;&nbsp; }<BR>&nbsp;&nbsp;&nbsp; else if(ddrval 
            == DDERR_SURFACELOST)<BR>&nbsp;&nbsp;&nbsp; 
            {<BR>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; // use 
            the restore all 
            function!<BR>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 
            RestoreAll();<BR>&nbsp;&nbsp;&nbsp; }<BR>} </P>
            <P>我常用Blt function:</P>
            <P><A href="file://Blt/">file://Blt/</A> Example;<BR>RECT srcRect = 
            {0, 0, 640, 480};<BR>RECT dstRect = {0, 0, 640, 480};</P>
            <P>DDBLTFX tempFX; // you will fail if you don't have 
            this!<BR>tempFX.dwsize = sizeof(DDBLTFX); // you will fail if you 
            don't have this!</P>
            <P>&nbsp;while(1) { <BR>&nbsp;&nbsp;&nbsp; ddrval = 
            g_pDDSBack-&gt;Blt(dstRect, g_pDDSOne, srcRect, DDBLT_WAIT, 
            &amp;tempFX); <BR>&nbsp;&nbsp;&nbsp; if(ddrval == 
            DD_OK)&nbsp;&nbsp;&nbsp;&nbsp; <BR>&nbsp;&nbsp;&nbsp; 
            {<BR>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 
            break;<BR>&nbsp;&nbsp;&nbsp; }<BR>&nbsp;&nbsp;&nbsp; else if(ddrval 
            == DDERR_SURFACELOST)<BR>&nbsp;&nbsp;&nbsp; 
            {<BR>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; // use 
            the restore all 
            function!<BR>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 
            RestoreAll();<BR>&nbsp;&nbsp;&nbsp; }<BR>&nbsp;&nbsp;&nbsp; else 
            if(ddrval != DDERR_WASSTILLDRAWING)<BR>&nbsp;&nbsp;&nbsp; 
            {<BR>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 
            break;<BR>&nbsp;&nbsp;&nbsp; }<BR>} </P>
            <P>若想使用透明色(COLORKEY),改DDBLTFAST_WAIT(BltFast的最后一个参数)为<BR>DDBLTFAST_WAIT|DDBLTFAST_SRCCOLORKEY. 改DDBLT_WAIT(Blt的倒数第二个参数)为<BR>DDBLT_WAIT 
            | DDBLT_COLORSRC.</P>
            <P>2.>用Blt在BackBuffer上填充颜色,(我从未成功过).</P>
            <P>RECT dstRect = {0, 0, 640, 480};<BR>DDBLTFX tempFX; // you will 
            fail if you don't have this!<BR>tempFX.dwsize = sizeof(DDBLTFX); // 
            you will fail if you don't have this!<BR>tempFX.dwFillColor = RGB(0, 
            255, 0); // green.</P>
            <P>&nbsp;while(1) { <BR>&nbsp;&nbsp;&nbsp; ddrval = 
            g_pDDSBack-&gt;Blt(dstRect, NULL, NULL, DDBLT_WAIT | 
            DDBLT_COLORFILL, &amp;tempFX); <BR>&nbsp;&nbsp;&nbsp; if(ddrval == 
            DD_OK)&nbsp;&nbsp;&nbsp;&nbsp; <BR>&nbsp;&nbsp;&nbsp; 
            {<BR>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 
            break;<BR>&nbsp;&nbsp;&nbsp; }<BR>&nbsp;&nbsp;&nbsp; else if(ddrval 
            == DDERR_SURFACELOST)<BR>&nbsp;&nbsp;&nbsp; 
            {<BR>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; // use 
            the restore all 
            function!<BR>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 
            RestoreAll();<BR>&nbsp;&nbsp;&nbsp; }<BR>&nbsp;&nbsp;&nbsp; else 
            if(ddrval != DDERR_WASSTILLDRAWING)<BR>&nbsp;&nbsp;&nbsp; 
            {<BR>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 
            break;<BR>&nbsp;&nbsp;&nbsp; }<BR>} </P>
            <P>这个例码将在dstRect(0, 0, 640, 
            480)的长方形中填充绿色.长方形的大小和位置以你定义<BR>的RECT对象确定.用Blt和BltFast的几个弱点是:<BR>1)当dstRect(目标长方块)不和srcRect(源长方块)大小一致,Blt和BltFast将十分慢.<BR>2)当dstRect部分超出屏幕,如屏幕大小640X480,你想在长方块{500, 
            500, 800, 600}中显示<BR>图块,此图块不将处显,因为你定义的图块在屏幕以外!解决方法将在续篇(Advanced 
            Section)中提出.</P>
            <P>3.>使用Flip:<BR>将准备好的BackBuffer翻到屏幕上,原来的Primar 
            Surface变成BackBuffer.<BR>&nbsp;while(1) { <BR>&nbsp;&nbsp;&nbsp; 
            ddrval = g_pDDSPrimary-&gt;Flip(NULL, DDFLIP_WAIT); 
            <BR>&nbsp;&nbsp;&nbsp; if(ddrval == DD_OK)&nbsp;&nbsp;&nbsp;&nbsp; 
            <BR>&nbsp;&nbsp;&nbsp; 
            {<BR>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 
            break;<BR>&nbsp;&nbsp;&nbsp; }<BR>&nbsp;&nbsp;&nbsp; else if(ddrval 
            == DDERR_SURFACELOST)<BR>&nbsp;&nbsp;&nbsp; 
            {<BR>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; // use 
            the restore all 
            function!<BR>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 
            RestoreAll();<BR>&nbsp;&nbsp;&nbsp; }<BR>&nbsp;&nbsp;&nbsp; else 
            if(ddrval != DDERR_WASSTILLDRAWING)<BR>&nbsp;&nbsp;&nbsp; 
            {<BR>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 
            break;<BR>&nbsp;&nbsp;&nbsp; }<BR>}</P>
            <P>4.总结:<BR>1) 建立暂时的IDirectDraw对象.<BR>2) 
            用COM中的QueryInterface来建立IDirectDraw4的对象.<BR>3) SetCooperativeLevel 
            (视窗或全屏).<BR>4) SetDisplayMode(屏幕大小,色度,刷新速度).<BR>5) 建立primary 
            surface(屏幕显示内存),back buffer(幕后显示内存),和off-screen 
            sufaces(备用显示内存,用于<BR>存储图块).<BR>6) 
            使用ddutil文件中的函数来读入Bitmap,设置ColorKey(当你进行Blt操作,这种颜色将不被显示).<BR>7)&nbsp;&nbsp; 
            用Blt和BltFast将图块打入back buffer,用Flip来将准备好的back buffer翻成primary 
            surface.原有的<BR>primary surface翻成back buffer,等待下一轮Blt和BltFast的调用.</P>
            <P>这些是DirectDraw版本6中的基本操作!我将写一个续篇(Advanced Section).Enjoy 
            programming!<BR>请大胆提出问题,写信给我或留言于留言板!感谢Doug Klopfenstein!他的Basic 
            DirectDraw 
        Programming<BR>(谭翁编译了这一文章!)给我很大帮助.<BR></P><BR></TD></TR></TBODY></TABLE></TD></TR></TBODY></TABLE><BR>
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    color=#ffffff>对该文的评论</FONT></TD>
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    <TD bgColor=#cccccc colSpan=3><SPAN style="COLOR: #cccccc"><IMG height=16 
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      src="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.files/ico_pencil.gif" 
      width=16> </SPAN>&nbsp;&nbsp;&nbsp;&nbsp; linuswu <I>(2001-12-17 
      10:48:35)</I> </TD></TR>
  <TR>
    <TD bgColor=#ffffff colSpan=3 width=532><BR>是否一定要通过ddutil文件中的函数来读入Bitmap, 
      如果是直接是一块内存, 如:有一内存 void * 
      pvFrame用于存放一帧的图象,通过DirectDraw显示,是否也要用CreateDIBSection() 
      先生成一Bitmap文件,还是可以直接将这一内存读入页面中????? 谢谢,我比较急的, 可以发邮件给我吗?( zxw_cn@sina.com.cn 
      ) 再次谢谢! <BR></TD></TR></TBODY></TABLE><BR>
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