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- // PROG11_4_16b.CPP - a demo of bit blitting using clipping
- // 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
-
- #define BITMAP_ID 0x4D42 // universal id for a bitmap
-
- // 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;
-
- // container structure for bitmaps .BMP file
- typedef struct BITMAP_FILE_TAG
- {
- BITMAPFILEHEADER bitmapfileheader; // this contains the bitmapfile header
- BITMAPINFOHEADER bitmapinfoheader; // this is all the info including the palette
- PALETTEENTRY palette[256]; // we will store the palette here
- UCHAR *buffer; // this is a pointer to the data
-
- } BITMAP_FILE, *BITMAP_FILE_PTR;
-
- // PROTOTYPES /////////////////////////////////////////////
-
- // game console
- int Game_Init(void *parms=NULL);
- int Game_Shutdown(void *parms=NULL);
- int Game_Main(void *parms=NULL);
-
- // bitmap functions
- int Load_Bitmap_File(BITMAP_FILE_PTR bitmap, char *filename);
- int Unload_Bitmap_File(BITMAP_FILE_PTR bitmap);
- int Flip_Bitmap(UCHAR *image, int bytes_per_line, int height);
-
- // clipping stuff
- LPDIRECTDRAWCLIPPER DD_Attach_Clipper(LPDIRECTDRAWSURFACE7 lpdds,int num_rects,LPRECT clip_list);
-
- // 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
- LPDIRECTDRAWCLIPPER lpddclipper = NULL; // a dd clipper
- PALETTEENTRY palette[256]; // color palette
- DDSURFACEDESC2 ddsd; // a direct draw surface description struct
- DDSCAPS2 ddscaps; // a direct draw surface capabilities struct
- HRESULT ddrval; // result back from dd calls
- USHORT *primary_buffer = NULL; // primary video buffer
- USHORT *back_buffer = NULL; // secondary back buffer
- BITMAP_FILE bitmap16bit, // a 16 bit bitmap file
- bitmap8bit; // a 8 bit bitmap file
-
- // FUNCTIONS //////////////////////////////////////////////
-
- LPDIRECTDRAWCLIPPER DD_Attach_Clipper(LPDIRECTDRAWSURFACE7 lpdds,
- int num_rects,
- LPRECT clip_list)
-
- {
- // this function creates a clipper from the sent clip list and attaches
- // it to the sent surface
-
- int index; // looping var
- LPDIRECTDRAWCLIPPER lpddclipper; // pointer to the newly created dd clipper
- LPRGNDATA region_data; // pointer to the region data that contains
- // the header and clip list
-
- // first create the direct draw clipper
- if ((lpdd->CreateClipper(0,&lpddclipper,NULL))!=DD_OK)
- return(NULL);
-
- // now create the clip list from the sent data
-
- // first allocate memory for region data
- region_data = (LPRGNDATA)malloc(sizeof(RGNDATAHEADER)+num_rects*sizeof(RECT));
-
- // now copy the rects into region data
- memcpy(region_data->Buffer, clip_list, sizeof(RECT)*num_rects);
-
- // set up fields of header
- region_data->rdh.dwSize = sizeof(RGNDATAHEADER);
- region_data->rdh.iType = RDH_RECTANGLES;
- region_data->rdh.nCount = num_rects;
- region_data->rdh.nRgnSize = num_rects*sizeof(RECT);
-
- region_data->rdh.rcBound.left = 64000;
- region_data->rdh.rcBound.top = 64000;
- region_data->rdh.rcBound.right = -64000;
- region_data->rdh.rcBound.bottom = -64000;
-
- // find bounds of all clipping regions
- for (index=0; index<num_rects; index++)
- {
- // test if the next rectangle unioned with the current bound is larger
- if (clip_list[index].left < region_data->rdh.rcBound.left)
- region_data->rdh.rcBound.left = clip_list[index].left;
-
- if (clip_list[index].right > region_data->rdh.rcBound.right)
- region_data->rdh.rcBound.right = clip_list[index].right;
-
- if (clip_list[index].top < region_data->rdh.rcBound.top)
- region_data->rdh.rcBound.top = clip_list[index].top;
-
- if (clip_list[index].bottom > region_data->rdh.rcBound.bottom)
- region_data->rdh.rcBound.bottom = clip_list[index].bottom;
-
- } // end for index
-
- // now we have computed the bounding rectangle region and set up the data
- // now let's set the clipping list
-
- if ((lpddclipper->SetClipList(region_data, 0))!=DD_OK)
- {
- // release memory and return error
- free(region_data);
- return(NULL);
- } // end if
-
- // now attach the clipper to the surface
- if ((lpdds->SetClipper(lpddclipper))!=DD_OK)
- {
- // release memory and return error
- free(region_data);
- return(NULL);
- } // end if
-
- // all is well, so release memory and send back the pointer to the new clipper
- free(region_data);
- return(lpddclipper);
-
- } // end DD_Attach_Clipper
-
- /////////////////////////////////////////////////////////////////////////////////
-
- int Load_Bitmap_File(BITMAP_FILE_PTR bitmap, char *filename)
- {
- // this function opens a bitmap file and loads the data into bitmap
-
- int file_handle, // the file handle
- index; // looping index
-
- UCHAR *temp_buffer = NULL; // used to convert 24 bit images to 16 bit
- OFSTRUCT file_data; // the file data information
-
- // open the file if it exists
- if ((file_handle = OpenFile(filename,&file_data,OF_READ))==-1)
- return(0);
-
- // now load the bitmap file header
- _lread(file_handle, &bitmap->bitmapfileheader,sizeof(BITMAPFILEHEADER));
-
- // test if this is a bitmap file
- if (bitmap->bitmapfileheader.bfType!=BITMAP_ID)
- {
- // close the file
- _lclose(file_handle);
-
- // return error
- return(0);
- } // end if
-
- // now we know this is a bitmap, so read in all the sections
-
- // first the bitmap infoheader
-
- // now load the bitmap file header
- _lread(file_handle, &bitmap->bitmapinfoheader,sizeof(BITMAPINFOHEADER));
-
- // now load the color palette if there is one
- if (bitmap->bitmapinfoheader.biBitCount == 8)
- {
- _lread(file_handle, &bitmap->palette,256*sizeof(PALETTEENTRY));
-
- // now set all the flags in the palette correctly and fix the reversed
- // BGR RGBQUAD data format
- for (index=0; index < 256; index++)
- {
- // reverse the red and green fields
- int temp_color = bitmap->palette[index].peRed;
- bitmap->palette[index].peRed = bitmap->palette[index].peBlue;
- bitmap->palette[index].peBlue = temp_color;
-
- // always set the flags word to this
- bitmap->palette[index].peFlags = PC_NOCOLLAPSE;
- } // end for index
-
- } // end if
-
- // finally the image data itself
- _lseek(file_handle,-(int)(bitmap->bitmapinfoheader.biSizeImage),SEEK_END);
-
- // now read in the image, if the image is 8 or 16 bit then simply read it
- // but if its 24 bit then read it into a temporary area and then convert
- // it to a 16 bit image
-
- if (bitmap->bitmapinfoheader.biBitCount==8 || bitmap->bitmapinfoheader.biBitCount==16)
- {
- // allocate the memory for the image
- if (!(bitmap->buffer = (UCHAR *)malloc(bitmap->bitmapinfoheader.biSizeImage)))
- {
- // close the file
- _lclose(file_handle);
-
- // return error
- return(0);
- } // end if
-
- // now read it in
- _lread(file_handle,bitmap->buffer,bitmap->bitmapinfoheader.biSizeImage);
-
- } // end if
- else
- {
- // this must be a 24 bit image, load it in and convert it to 16 bit
- // printf("\nconverting 24 bit image...");
-
- // allocate temporary buffer
- if (!(temp_buffer = (UCHAR *)malloc(bitmap->bitmapinfoheader.biSizeImage)))
- {
- // close the file
- _lclose(file_handle);
-
- // return error
- return(0);
- } // end if
-
- // allocate final 16 bit storage buffer
- if (!(bitmap->buffer=(UCHAR *)malloc(2*bitmap->bitmapinfoheader.biWidth*bitmap->bitmapinfoheader.biHeight)))
- {
- // close the file
- _lclose(file_handle);
-
- // release working buffer
- free(temp_buffer);
-
- // return error
- return(0);
- } // end if
-
- // now read it in
- _lread(file_handle,temp_buffer,bitmap->bitmapinfoheader.biSizeImage);
-
- // now convert each 24 bit RGB value into a 16 bit value
- for (index=0; index<bitmap->bitmapinfoheader.biWidth*bitmap->bitmapinfoheader.biHeight; index++)
- {
- // extract RGB components (note they are in memory BGR)
- // also, assume 5.6.5 format, so scale appropriately
- UCHAR red = (temp_buffer[index*3 + 2] >> 3), // 5 bits
- green = (temp_buffer[index*3 + 1] >> 2), // 6 bits, change to 3 for 5 bits
- blue = (temp_buffer[index*3 + 0] >> 3); // 5 bits
-
- // build up 16 bit color word assume 5.6.5 format
- USHORT color = _RGB16BIT565(red,green,blue);
-
- // write color to buffer
- ((USHORT *)bitmap->buffer)[index] = color;
-
- } // end for index
-
- // finally write out the correct number of bits
- bitmap->bitmapinfoheader.biBitCount=16;
-
- } // end if
-
- #if 0
- // write the file info out
- printf("\nfilename:%s \nsize=%d \nwidth=%d \nheight=%d \nbitsperpixel=%d \ncolors=%d \nimpcolors=%d",
- filename,
- bitmap->bitmapinfoheader.biSizeImage,
- bitmap->bitmapinfoheader.biWidth,
- bitmap->bitmapinfoheader.biHeight,
- bitmap->bitmapinfoheader.biBitCount,
- bitmap->bitmapinfoheader.biClrUsed,
- bitmap->bitmapinfoheader.biClrImportant);
- #endif
-
- // close the file
- _lclose(file_handle);
-
- // flip the bitmap
- Flip_Bitmap(bitmap->buffer,
- bitmap->bitmapinfoheader.biWidth*(bitmap->bitmapinfoheader.biBitCount/8),
- bitmap->bitmapinfoheader.biHeight);
-
- // return success
- return(1);
-
- } // end Load_Bitmap_File
-
- ///////////////////////////////////////////////////////////
-
- int Unload_Bitmap_File(BITMAP_FILE_PTR bitmap)
- {
- // this function releases all memory associated with "bitmap"
- if (bitmap->buffer)
- {
- // release memory
- free(bitmap->buffer);
-
- // reset pointer
- bitmap->buffer = NULL;
-
- } // end if
-
- // return success
- return(1);
-
- } // end Unload_Bitmap_File
-
- ///////////////////////////////////////////////////////////
-
- int Flip_Bitmap(UCHAR *image, int bytes_per_line, int height)
- {
- // this function is used to flip upside down .BMP images
-
- UCHAR *buffer; // used to perform the image processing
- int index; // looping index
-
- // allocate the temporary buffer
- if (!(buffer = (UCHAR *)malloc(bytes_per_line*height)))
- return(0);
-
- // copy image to work area
- memcpy(buffer,image,bytes_per_line*height);
-
- // flip vertically
- for (index=0; index < height; index++)
- memcpy(&image[((height-1) - index)*bytes_per_line],
- &buffer[index*bytes_per_line], bytes_per_line);
-
- // release the memory
- free(buffer);
-
- // return success
- return(1);
-
- } // end Flip_Bitmap
-
- ///////////////////////////////////////////////////////////
-
- 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);
-
- // hide the mouse
- ShowCursor(FALSE);
-
- // 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);
- 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 i.e the secondary surface
- ddscaps.dwCaps = DDSCAPS_BACKBUFFER;
- lpddsprimary->GetAttachedSurface(&ddscaps,&lpddsback);
-
- // now load the 8 bit color bitmap
- Load_Bitmap_File(&bitmap16bit, "ANDRE16.BMP");
-
- // copy bitmap into secondary buffer
- // set up the surface description to lock the surface
- memset(&ddsd,0,sizeof(ddsd));
- ddsd.dwSize = sizeof(ddsd);
-
- // lock the primary surface, note in a real game you would
- lpddsback->Lock(NULL,&ddsd,
- DDLOCK_SURFACEMEMORYPTR | DDLOCK_WAIT,NULL);
-
- // get video pointer
- back_buffer = (USHORT *)ddsd.lpSurface;
-
- // copy each bitmap line into primary buffer
- // taking into consideration non-linear video
- // cards and the memory pitch lPitch
- for (int y=0; y < SCREEN_HEIGHT; y++)
- {
- // copy the line
- memcpy(&back_buffer[y*(ddsd.lPitch/2)], // dest address
- &bitmap16bit.buffer[y*SCREEN_WIDTH*2], // src address
- SCREEN_WIDTH*2); // bytes to copy
- } // end for y
-
- // unlock the surface
- lpddsback->Unlock(NULL);
-
- // set up the clipper
- // create clip list (4) rectangles
- RECT cliplist[4] = { {0,0,100,100}, {200,200,300,300},
- {400,100,500,200}, {500,400,550,450}};
-
- // attach clipper and save in lpddclipper
- lpddclipper = DD_Attach_Clipper(lpddsprimary,4,cliplist);
-
- // 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();
-
- // delete the bitmap
- Unload_Bitmap_File(&bitmap8bit);
-
- // 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!
-
- // check of user is trying to exit
- if (KEY_DOWN(VK_ESCAPE) || KEY_DOWN(VK_SPACE))
- PostMessage(main_window_handle, WM_DESTROY,0,0);
-
- // select source position to grab bitmap from
- int source_x = rand()%SCREEN_WIDTH;
- int source_y = rand()%SCREEN_HEIGHT;
-
- // select destination position to put to
- int dest_x = rand()%SCREEN_WIDTH;
- int dest_y = rand()%SCREEN_HEIGHT;
-
- // select width and height of rectangle
- int width = rand()%SCREEN_WIDTH;
- int height = rand()%SCREEN_HEIGHT;
-
- // set up rectangles
- RECT source_rect, dest_rect;
-
- source_rect.left = source_x;
- source_rect.top = source_y;
- source_rect.right = source_x + width;
- source_rect.bottom = source_y + height;
-
- dest_rect.left = dest_x;
- dest_rect.top = dest_y;
- dest_rect.right = dest_x + width;
- dest_rect.bottom = dest_y + height;
-
- // set up the color key so that RGB 0,0,0 is transparent
- DDCOLORKEY col_key;
- col_key.dwColorSpaceLowValue = _RGB16BIT565(0,0,0);
- col_key.dwColorSpaceHighValue = _RGB16BIT565(0,0,0);
-
- // set the key
- lpddsback->SetColorKey(DDCKEY_SRCBLT, &col_key);
-
- // perform the blit from back to primary, but the output will only
- // be seen in the clipping windows defined in Game_Init()
- lpddsprimary->Blt(&dest_rect, lpddsback, &source_rect, DDBLT_KEYSRC | DDBLT_WAIT, NULL);
-
- // return success
- return(1);
-
- } // end Game_Main
-
-
-