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- // PROG10_2_16b.CPP - page flipping demo
- // 16bit version
-
- // INCLUDES ///////////////////////////////////////////////
- #define WIN32_LEAN_AND_MEAN
- #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> // directX includes
-
- // DEFINES ////////////////////////////////////////////////
-
- // defines for windows
- #define WINDOW_CLASS_NAME "WINXCLASS" // class name
-
- #define WINDOW_WIDTH 640 // size of window
- #define WINDOW_HEIGHT 480
- #define SCREEN_WIDTH 640 // size of screen
- #define SCREEN_HEIGHT 480
- #define SCREEN_BPP 16 // bits per pixel
-
- // MACROS /////////////////////////////////////////////////
-
- // these read the keyboard asynchronously
- #define KEY_DOWN(vk_code) ((GetAsyncKeyState(vk_code) & 0x8000) ? 1 : 0)
- #define KEY_UP(vk_code) ((GetAsyncKeyState(vk_code) & 0x8000) ? 0 : 1)
-
- // 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))
-
- // TYPES //////////////////////////////////////////////////
-
- typedef unsigned short USHORT;
- typedef unsigned short WORD;
- typedef unsigned char UCHAR;
- typedef unsigned char BYTE;
-
- // PROTOTYPES /////////////////////////////////////////////
-
- int Game_Init(void *parms=NULL);
- int Game_Shutdown(void *parms=NULL);
- int Game_Main(void *parms=NULL);
-
- // GLOBALS ////////////////////////////////////////////////
-
- HWND main_window_handle = NULL; // save the window handle
- HINSTANCE main_instance = NULL; // save the instance
- char buffer[80]; // used to print text
-
- 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
- DDSURFACEDESC2 ddsd; // a direct draw surface description struct
- DDSCAPS2 ddscaps; // a direct draw surface capabilities struct
- HRESULT ddrval; // result back from dd calls
-
- // 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
-
- // what is the message
- switch(msg)
- {
- case WM_CREATE:
- {
- // do initialization stuff here
- return(0);
- } break;
-
- case WM_PAINT:
- {
- // start painting
- hdc = BeginPaint(hwnd,&ps);
-
- // end painting
- EndPaint(hwnd,&ps);
- return(0);
- } break;
-
- case WM_DESTROY:
- {
- // kill the application
- PostQuitMessage(0);
- 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)
- {
-
- WNDCLASS winclass; // this will hold the class we create
- HWND hwnd; // generic window handle
- MSG msg; // generic message
- HDC hdc; // generic dc
- PAINTSTRUCT ps; // generic paintstruct
-
- // first fill in the window class stucture
- 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;
-
- // register the window class
- if (!RegisterClass(&winclass))
- return(0);
-
- // create the window, note the use of WS_POPUP
- if (!(hwnd = CreateWindow(WINDOW_CLASS_NAME, // class
- "WinX Game Console", // title
- WS_POPUP | WS_VISIBLE,
- 0,0, // x,y
- WINDOW_WIDTH, // width
- WINDOW_HEIGHT, // height
- NULL, // handle to parent
- NULL, // handle to menu
- hinstance,// instance
- NULL))) // creation parms
- return(0);
-
- // save the window handle and instance in a global
- main_window_handle = hwnd;
- main_instance = hinstance;
-
- // perform all game console specific initialization
- Game_Init();
-
- // enter main event loop
- while(1)
- {
- 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
-
- // shutdown game and release all resources
- Game_Shutdown();
-
- // return to Windows like this
- return(msg.wParam);
-
- } // end WinMain
-
- // WINX GAME PROGRAMMING CONSOLE FUNCTIONS ////////////////
-
- int Game_Init(void *parms)
- {
- // this function is where you do all the initialization
- // for your game
-
- // create object and test for error
- if (DirectDrawCreateEx(NULL, (void **)&lpdd, IID_IDirectDraw7, NULL)!=DD_OK)
- return(0);
-
- // set cooperation level to windowed mode normal
- if (lpdd->SetCooperativeLevel(main_window_handle,
- DDSCL_ALLOWMODEX | DDSCL_FULLSCREEN |
- DDSCL_EXCLUSIVE | DDSCL_ALLOWREBOOT)!=DD_OK)
- return(0);
-
- // set the display mode
- if (lpdd->SetDisplayMode(SCREEN_WIDTH,SCREEN_HEIGHT,SCREEN_BPP,0,0)!=DD_OK)
- return(0);
-
- // Create the primary surface
- memset(&ddsd,0,sizeof(ddsd));
- ddsd.dwSize = sizeof(ddsd);
-
- // set the flags to validate both the capabilities
- // field and the backbuffer count field
- ddsd.dwFlags = DDSD_CAPS | DDSD_BACKBUFFERCOUNT;
-
- // we need to let dd know that we want a complex
- // flippable surface structure, set flags for that
- ddsd.ddsCaps.dwCaps = DDSCAPS_PRIMARYSURFACE | DDSCAPS_FLIP |
- DDSCAPS_COMPLEX;
-
- // set the backbuffer count to 1
- ddsd.dwBackBufferCount = 1;
-
- // create the primary surface
- lpdd->CreateSurface(&ddsd,&lpddsprimary,NULL);
-
- // query for the backbuffer or secondary surface
- // notice the use of ddscaps to indicate what
- // we are requesting
- ddscaps.dwCaps = DDSCAPS_BACKBUFFER;
-
- // get the surface
- lpddsprimary->GetAttachedSurface(&ddscaps,&lpddsback);
-
- // return success
- return(1);
-
- } // end Game_Init
-
- ///////////////////////////////////////////////////////////
-
- int Game_Shutdown(void *parms)
- {
- // this function is where you shutdown your game and
- // release all resources that you allocated
-
- // first release the secondary surface
- if (lpddsback!=NULL)
- lpddsback->Release();
-
- // now release the primary surface
- if (lpddsprimary!=NULL)
- lpddsprimary->Release();
-
- // release the directdraw object
- if (lpdd!=NULL)
- lpdd->Release();
-
- // return success
- return(1);
- } // end Game_Shutdown
-
- ///////////////////////////////////////////////////////////
-
- int Game_Main(void *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!
-
- USHORT *back_buffer = NULL, // used to draw
- *dest_ptr = NULL, // used in line by line copy
- *src_ptr = NULL; // " "
-
- // check of user is trying to exit
- if (KEY_DOWN(VK_ESCAPE) || KEY_DOWN(VK_SPACE))
- PostMessage(main_window_handle, WM_DESTROY,0,0);
-
- // erase secondary back buffer
- memset(&ddsd,0,sizeof(ddsd));
- ddsd.dwSize = sizeof(ddsd);
-
- // lock the secondary surface
- lpddsback->Lock(NULL,&ddsd,
- DDLOCK_SURFACEMEMORYPTR | DDLOCK_WAIT,NULL);
-
- // get video pointer to secondary surface
- back_buffer = (USHORT *)ddsd.lpSurface;
-
- // clear back buffer out, remember in 16bit mode there are
- // 2 bytes per pixel, so watch out for addressing and multiplying
- // issues in this code
-
- // linear memory
- if (ddsd.lPitch == SCREEN_WIDTH*2)
- memset(back_buffer,0,SCREEN_WIDTH*SCREEN_HEIGHT*(SCREEN_BPP/8));
- else
- {
- // non-linear memory
-
- // make copy of video pointer
- dest_ptr = back_buffer;
-
- // clear out memory one line at a time
- for (int y=0; y < SCREEN_HEIGHT; y++)
- {
- // clear next line
- memset(dest_ptr,0,SCREEN_WIDTH*(SCREEN_BPP/8));
-
- // advance pointer to next line
- dest_ptr+=(ddsd.lPitch/2);
-
- } // end for y
-
- } // end else
-
- // perform game logic...
-
- // draw the next frame into the secondary back buffer
- // plot 5000 random pixels
- for (int index = 0; index < 5000; index++)
- {
- int x = rand()%SCREEN_WIDTH;
- int y = rand()%SCREEN_HEIGHT;
-
- UCHAR red = rand()%256;
- UCHAR green = rand()%256;
- UCHAR blue = rand()%256;
-
- // back_buffer is a short pointer, BUT lpitch is in bytes
- // so divide by 2, to get number of "pixels" or words
- back_buffer[x+y*(ddsd.lPitch/2)] = _RGB16BIT565(red, green, blue);
- } // end for index
-
- // unlock secondary buffer
- lpddsback->Unlock(NULL);
-
- // flip pages
- while(lpddsprimary->Flip(NULL, DDFLIP_WAIT)!=DD_OK);
-
- // wait a sec
- Sleep(5);
-
- // return success
- return(1);
-
- } // end Game_Main
-
- ///////////////////////////////////////////////////////////
-
-