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- //-----------------------------------------------------------------------------
- // File: DirectSurfaceWrite.cpp
- //
- // Desc: This sample demonstrates how to animate sprites using
- // DirectDraw. The samples runs in full-screen mode. Pressing any
- // key will exit the sample.
- //
- // Copyright (c) 1999-2001 Microsoft Corporation. All rights reserved.
- //-----------------------------------------------------------------------------
- #define STRICT
- #include <windows.h>
- #include <ddraw.h>
- #include <mmsystem.h>
- #include "resource.h"
- #include "ddutil.h"
-
-
-
-
- //-----------------------------------------------------------------------------
- // Defines, constants, and global variables
- //-----------------------------------------------------------------------------
- #define SAFE_DELETE(p) { if(p) { delete (p); (p)=NULL; } }
- #define SAFE_RELEASE(p) { if(p) { (p)->Release(); (p)=NULL; } }
-
- #define SCREEN_WIDTH 640
- #define SCREEN_HEIGHT 480
- #define SCREEN_BPP 16
-
- #define SPRITE_DIAMETER 250
- #define NUM_SPRITES 5
-
- #define HELPTEXT TEXT("Press Escape to quit.")
-
- struct SPRITE_STRUCT
- {
- FLOAT fPosX;
- FLOAT fPosY;
- FLOAT fVelX;
- FLOAT fVelY;
- };
-
- CDisplay* g_pDisplay = NULL;
- CSurface* g_pSpriteSurface = NULL;
- CSurface* g_pTextSurface = NULL;
- RECT g_rcViewport;
- RECT g_rcScreen;
- BOOL g_bActive = FALSE;
- DWORD g_dwLastTick;
- SPRITE_STRUCT g_Sprite[NUM_SPRITES];
-
-
-
-
- //-----------------------------------------------------------------------------
- // Function-prototypes
- //-----------------------------------------------------------------------------
- LRESULT CALLBACK MainWndProc( HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam );
- HRESULT WinInit( HINSTANCE hInst, int nCmdShow, HWND* phWnd, HACCEL* phAccel );
- HRESULT InitDirectDraw( HWND hWnd );
- HRESULT DrawSprite();
- VOID FreeDirectDraw();
- HRESULT ProcessNextFrame();
- VOID UpdateSprite( SPRITE_STRUCT* pSprite, FLOAT fTimeDelta );
- HRESULT DisplayFrame();
- HRESULT RestoreSurfaces();
-
-
-
-
- //-----------------------------------------------------------------------------
- // Name: WinMain()
- // Desc: Entry point to the program. Initializes everything and calls
- // UpdateFrame() when idle from the message pump.
- //-----------------------------------------------------------------------------
- int APIENTRY WinMain( HINSTANCE hInst, HINSTANCE hPrevInst, LPSTR pCmdLine, int nCmdShow )
- {
- MSG msg;
- HWND hWnd;
- HACCEL hAccel;
-
- ZeroMemory( &g_Sprite, sizeof(SPRITE_STRUCT) * NUM_SPRITES );
- srand( GetTickCount() );
-
- if( FAILED( WinInit( hInst, nCmdShow, &hWnd, &hAccel ) ) )
- return FALSE;
-
- if( FAILED( InitDirectDraw( hWnd ) ) )
- {
- SAFE_DELETE( g_pDisplay );
-
- MessageBox( hWnd, TEXT("DirectDraw init failed. ")
- TEXT("The sample will now exit. "), TEXT("DirectDraw Sample"),
- MB_ICONERROR | MB_OK );
- return FALSE;
- }
-
- g_dwLastTick = timeGetTime();
-
- while( TRUE )
- {
- // Look for messages, if none are found then
- // update the state and display it
- if( PeekMessage( &msg, NULL, 0, 0, PM_NOREMOVE ) )
- {
- if( 0 == GetMessage(&msg, NULL, 0, 0 ) )
- {
- // WM_QUIT was posted, so exit
- return (int)msg.wParam;
- }
-
- // Translate and dispatch the message
- if( 0 == TranslateAccelerator( hWnd, hAccel, &msg ) )
- {
- TranslateMessage( &msg );
- DispatchMessage( &msg );
- }
- }
- else
- {
- if( g_bActive )
- {
- // Move the sprites, blt them to the back buffer, then
- // flip or blt the back buffer to the primary buffer
- if( FAILED( ProcessNextFrame() ) )
- {
- SAFE_DELETE( g_pDisplay );
-
- MessageBox( hWnd, TEXT("Displaying the next frame failed. ")
- TEXT("The sample will now exit. "), TEXT("DirectDraw Sample"),
- MB_ICONERROR | MB_OK );
- return FALSE;
- }
- }
- else
- {
- // Make sure we go to sleep if we have nothing else to do
- WaitMessage();
-
- // Ignore time spent inactive
- g_dwLastTick = timeGetTime();
- }
- }
- }
- }
-
-
-
-
- //-----------------------------------------------------------------------------
- // Name: WinInit()
- // Desc: Init the window
- //-----------------------------------------------------------------------------
- HRESULT WinInit( HINSTANCE hInst, int nCmdShow, HWND* phWnd, HACCEL* phAccel )
- {
- WNDCLASS wc;
- HWND hWnd;
- HACCEL hAccel;
-
- // Register the Window Class
- wc.lpszClassName = TEXT("DirectSurfaceWrite");
- wc.lpfnWndProc = MainWndProc;
- wc.style = CS_VREDRAW | CS_HREDRAW;
- wc.hInstance = hInst;
- wc.hIcon = LoadIcon( hInst, MAKEINTRESOURCE(IDI_MAIN) );
- wc.hCursor = LoadCursor( NULL, IDC_ARROW );
- wc.hbrBackground = (HBRUSH) (COLOR_WINDOW + 1);
- wc.lpszMenuName = NULL;
- wc.cbClsExtra = 0;
- wc.cbWndExtra = 0;
-
- if( RegisterClass( &wc ) == 0 )
- return E_FAIL;
-
- // Load keyboard accelerators
- hAccel = LoadAccelerators( hInst, MAKEINTRESOURCE(IDR_MAIN_ACCEL) );
-
- // Create and show the main window
- hWnd = CreateWindowEx( 0, TEXT("DirectSurfaceWrite"), TEXT("DirectDraw DirectSurfaceWrite Sample"),
- WS_POPUP, CW_USEDEFAULT, CW_USEDEFAULT,
- CW_USEDEFAULT, CW_USEDEFAULT, NULL, NULL, hInst, NULL );
- if( hWnd == NULL )
- return E_FAIL;
-
- ShowWindow( hWnd, nCmdShow );
- UpdateWindow( hWnd );
-
- *phWnd = hWnd;
- *phAccel = hAccel;
-
- return S_OK;
- }
-
-
-
-
- //-----------------------------------------------------------------------------
- // Name: InitDirectDraw()
- // Desc: Create the DirectDraw object, and init the surfaces
- //-----------------------------------------------------------------------------
- HRESULT InitDirectDraw( HWND hWnd )
- {
- HRESULT hr;
-
- g_pDisplay = new CDisplay();
- if( FAILED( hr = g_pDisplay->CreateFullScreenDisplay( hWnd, SCREEN_WIDTH,
- SCREEN_HEIGHT, SCREEN_BPP ) ) )
- {
- MessageBox( hWnd, TEXT("This display card does not support 640x480x8. "),
- TEXT("DirectDraw Sample"), MB_ICONERROR | MB_OK );
- return hr;
- }
-
- // Create a DirectDrawSurface for this bitmap
- if( FAILED( hr = g_pDisplay->CreateSurface( &g_pSpriteSurface, SPRITE_DIAMETER, SPRITE_DIAMETER ) ) )
- return hr;
-
- if( FAILED( hr = DrawSprite() ) )
- return hr;
-
- // Create a surface, and draw text to it.
- if( FAILED( hr = g_pDisplay->CreateSurfaceFromText( &g_pTextSurface, NULL, HELPTEXT,
- RGB(0,0,0), RGB(255, 255, 0) ) ) )
- return hr;
-
- // Init all the sprites. All of these sprites using the
- // same g_pDDSAnimationSheet surface, but depending on the
- // sprite's lFrame value, it indexes a different rect on the
- // surface.
- for( int iSprite = 0; iSprite < NUM_SPRITES; iSprite++ )
- {
- // Set the sprite's position and velocity
- g_Sprite[iSprite].fPosX = (float) (rand() % SCREEN_WIDTH);
- g_Sprite[iSprite].fPosY = (float) (rand() % SCREEN_HEIGHT);
-
- g_Sprite[iSprite].fVelX = 500.0f * rand() / RAND_MAX - 250.0f;
- g_Sprite[iSprite].fVelY = 500.0f * rand() / RAND_MAX - 250.0f;
- }
-
- return S_OK;
- }
-
-
-
-
- //-----------------------------------------------------------------------------
- // Name: DrawSprite()
- // Desc: Draws a pattern of colors to a DirectDraw surface by directly writing
- // to the surface memory. This function was designed to work only in
- // 16-bit color.
- //-----------------------------------------------------------------------------
- HRESULT DrawSprite()
- {
- DDSURFACEDESC2 ddsd;
- HRESULT hr;
- DWORD dwShift;
- DWORD dwBits;
- DWORD dwRed;
- DWORD dwGreen;
- DWORD dwBlue;
- FLOAT fPercentX;
- FLOAT fPercentY;
- FLOAT fPercentXY;
-
- LPDIRECTDRAWSURFACE7 pDDS = g_pSpriteSurface->GetDDrawSurface();
-
- ZeroMemory( &ddsd,sizeof(ddsd) );
- ddsd.dwSize = sizeof(ddsd);
-
- // Lock the surface to directly write to the surface memory
- if( FAILED( hr = pDDS->Lock( NULL, &ddsd, DDLOCK_WAIT, NULL ) ) )
- return hr;
-
- // Get a pointer into the memory starting at ddsd.lpSurface. Cast this pointer to a
- // 16-bit WORD since we are in 16 bit color, so each pixel has 16 bits of color information.
- WORD* pDDSColor = (WORD*) ddsd.lpSurface;
-
- for( DWORD iY = 0; iY < ddsd.dwHeight; iY++ )
- {
- for( DWORD iX = 0; iX < ddsd.dwWidth; iX++ )
- {
- // Figure out the red component as a function of the Y location of the pixel
- CSurface::GetBitMaskInfo( ddsd.ddpfPixelFormat.dwRBitMask, &dwShift, &dwBits );
- fPercentY = (float) abs( ddsd.dwHeight / 2 - iY ) / (float) ( ddsd.dwHeight / 2 ) + 0.25f;
- if( fPercentY > 1.00f )
- fPercentY = 1.00f;
- dwRed = (DWORD) ( (ddsd.ddpfPixelFormat.dwRBitMask >> dwShift) * fPercentY) << dwShift;
-
- // Figure out the green component as a function of the X location of the pixel
- CSurface::GetBitMaskInfo( ddsd.ddpfPixelFormat.dwGBitMask, &dwShift, &dwBits );
- fPercentX = (float) abs( ddsd.dwWidth / 2 - iX ) / (float) ( ddsd.dwWidth / 2 ) + 0.25f;
- if( fPercentX > 1.00f )
- fPercentX = 1.00f;
- dwGreen = (DWORD) ( (ddsd.ddpfPixelFormat.dwGBitMask >> dwShift) * fPercentX) << dwShift;
-
- // Figure out the blue component as a function of the X and Y location of the pixel
- CSurface::GetBitMaskInfo( ddsd.ddpfPixelFormat.dwBBitMask, &dwShift, &dwBits );
- fPercentX = (float) abs( ddsd.dwWidth / 2 - iX ) / (float) ( ddsd.dwWidth / 4 );
- fPercentX = 1.0f - fPercentX * fPercentX;
- fPercentY = (float) abs( ddsd.dwHeight / 2 - iY ) / (float) ( ddsd.dwHeight / 4 );
- fPercentY = 1.0f - fPercentY * fPercentY;
- fPercentXY = fPercentX + fPercentY;
- if( fPercentXY > 1.0f )
- fPercentXY = 1.0f;
- if( fPercentXY < 0.0f )
- fPercentXY = 0.0f;
- dwBlue = (DWORD) ( (ddsd.ddpfPixelFormat.dwBBitMask >> dwShift) * fPercentXY ) << dwShift;
-
- // Make the dwDDSColor by combining all the color components
- *pDDSColor = (WORD) ( dwRed | dwGreen | dwBlue );
-
- // Advance the surface pointer by 16 bits (one pixel)
- pDDSColor++;
- }
-
- // Multiply ddsd.lPitch by iY to figure out offset needed to access
- // the next scan line on the surface.
- pDDSColor = (WORD*) ( (BYTE*) ddsd.lpSurface + ( iY + 1 ) * ddsd.lPitch );
- }
-
- // Unlock the surface
- pDDS->Unlock(NULL);
-
- return S_OK;
- }
-
-
-
-
- //-----------------------------------------------------------------------------
- // Name: FreeDirectDraw()
- // Desc: Release all the DirectDraw objects
- //-----------------------------------------------------------------------------
- VOID FreeDirectDraw()
- {
- SAFE_DELETE( g_pSpriteSurface );
- SAFE_DELETE( g_pTextSurface );
- SAFE_DELETE( g_pDisplay );
- }
-
-
-
-
- //-----------------------------------------------------------------------------
- // Name: MainWndProc()
- // Desc: The main window procedure
- //-----------------------------------------------------------------------------
- LRESULT CALLBACK MainWndProc( HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam )
- {
- switch (msg)
- {
- case WM_COMMAND:
- switch( LOWORD(wParam) )
- {
- case IDM_EXIT:
- // Received key/menu command to exit app
- PostMessage( hWnd, WM_CLOSE, 0, 0 );
- return 0L;
- }
- break; // Continue with default processing
-
- case WM_SETCURSOR:
- // Hide the cursor in fullscreen
- SetCursor( NULL );
- return TRUE;
-
- case WM_SIZE:
- // Check to see if we are losing our window...
- if( SIZE_MAXHIDE==wParam || SIZE_MINIMIZED==wParam )
- g_bActive = FALSE;
- else
- g_bActive = TRUE;
- break;
-
- case WM_EXITMENULOOP:
- // Ignore time spent in menu
- g_dwLastTick = timeGetTime();
- break;
-
- case WM_EXITSIZEMOVE:
- // Ignore time spent resizing
- g_dwLastTick = timeGetTime();
- break;
-
- case WM_SYSCOMMAND:
- // Prevent moving/sizing and power loss in fullscreen mode
- switch( wParam )
- {
- case SC_MOVE:
- case SC_SIZE:
- case SC_MAXIMIZE:
- case SC_MONITORPOWER:
- return TRUE;
- }
- break;
-
- case WM_DESTROY:
- // Cleanup and close the app
- FreeDirectDraw();
- PostQuitMessage( 0 );
- return 0L;
- }
-
- return DefWindowProc(hWnd, msg, wParam, lParam);
- }
-
-
-
-
- //-----------------------------------------------------------------------------
- // Name: ProcessNextFrame()
- // Desc: Move the sprites, blt them to the back buffer, then
- // flips the back buffer to the primary buffer
- //-----------------------------------------------------------------------------
- HRESULT ProcessNextFrame()
- {
- HRESULT hr;
-
- // Figure how much time has passed since the last time
- DWORD dwCurrTick = timeGetTime();
- DWORD dwTickDiff = dwCurrTick - g_dwLastTick;
-
- // Don't update if no time has passed
- if( dwTickDiff == 0 )
- return S_OK;
-
- g_dwLastTick = dwCurrTick;
-
- // Update the sprites according to how much time has passed
- for( int iSprite = 0; iSprite < NUM_SPRITES; iSprite++ )
- UpdateSprite( &g_Sprite[ iSprite ], dwTickDiff / 1000.0f );
-
- // Display the sprites on the screen
- if( FAILED( hr = DisplayFrame() ) )
- {
- if( hr != DDERR_SURFACELOST )
- return hr;
-
- // The surfaces were lost so restore them
- RestoreSurfaces();
- }
-
- return S_OK;
- }
-
-
-
-
- //-----------------------------------------------------------------------------
- // Name: UpdateSprite()
- // Desc: Moves and bounces the sprite based on how much time has passed.
- // It also changes the sprite state based on random values it gets
- // from the array g_lRandTable
- //-----------------------------------------------------------------------------
- VOID UpdateSprite( SPRITE_STRUCT* pSprite, FLOAT fTimeDelta )
- {
- // Update the sprite position
- pSprite->fPosX += pSprite->fVelX * fTimeDelta;
- pSprite->fPosY += pSprite->fVelY * fTimeDelta;
-
- // Clip the position, and bounce if it hits the edge
- if( pSprite->fPosX < 0.0f )
- {
- pSprite->fPosX = 0;
- pSprite->fVelX = -pSprite->fVelX;
- }
-
- if( pSprite->fPosX >= SCREEN_WIDTH - SPRITE_DIAMETER )
- {
- pSprite->fPosX = SCREEN_WIDTH - 1 - SPRITE_DIAMETER;
- pSprite->fVelX = -pSprite->fVelX;
- }
-
- if( pSprite->fPosY < 0 )
- {
- pSprite->fPosY = 0;
- pSprite->fVelY = -pSprite->fVelY;
- }
-
- if( pSprite->fPosY > SCREEN_HEIGHT - SPRITE_DIAMETER )
- {
- pSprite->fPosY = SCREEN_HEIGHT - 1 - SPRITE_DIAMETER;
- pSprite->fVelY = -pSprite->fVelY;
- }
- }
-
-
-
-
- //-----------------------------------------------------------------------------
- // Name: DisplayFrame()
- // Desc: Blts a the sprites to the back buffer, then flips the
- // back buffer onto the primary buffer.
- //-----------------------------------------------------------------------------
- HRESULT DisplayFrame()
- {
- HRESULT hr;
-
- // Fill the back buffer with black, ignoring errors until the flip
- g_pDisplay->Clear( 0 );
-
- // Blt the help text on the backbuffer, ignoring errors until the flip
- g_pDisplay->Blt( 10, 10, g_pTextSurface, NULL );
-
- // Blt all the sprites onto the back buffer using color keying,
- // ignoring errors until the flip. Note that all of these sprites
- // use the same DirectDraw surface.
- for( int iSprite = 0; iSprite < NUM_SPRITES; iSprite++ )
- {
- g_pDisplay->Blt( (DWORD)g_Sprite[iSprite].fPosX,
- (DWORD)g_Sprite[iSprite].fPosY,
- g_pSpriteSurface, NULL );
- }
-
- // We are in fullscreen mode, so perform a flip and return
- // any errors like DDERR_SURFACELOST
- if( FAILED( hr = g_pDisplay->Present() ) )
- return hr;
-
- return S_OK;
- }
-
-
-
-
- //-----------------------------------------------------------------------------
- // Name: RestoreSurfaces()
- // Desc: Restore all the surfaces, and redraw the sprite surfaces.
- //-----------------------------------------------------------------------------
- HRESULT RestoreSurfaces()
- {
- HRESULT hr;
-
- if( FAILED( hr = g_pDisplay->GetDirectDraw()->RestoreAllSurfaces() ) )
- return hr;
-
- // No need to re-create the surface, just re-draw it.
- if( FAILED( hr = g_pTextSurface->DrawText( NULL, HELPTEXT,
- 0, 0, RGB(0,0,0), RGB(255, 255, 0) ) ) )
- return hr;
-
- // No need to re-create the surface, just re-draw it.
- if( FAILED( hr = DrawSprite() ) )
- return hr;
-
- return S_OK;
- }
-
-
-
-
-