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- // PROG14_2.CPP - DirectInput mouse demo
-
- // 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 <objbase.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
- #include <dinput.h>
- #include "gpdumb1.h" // make sure to include GPDUMB1.CPP in the project
-
- // DEFINES ////////////////////////////////////////////////
-
- // defines for windows
- #define WINDOW_CLASS_NAME "WINXCLASS" // class name
-
- #define WINDOW_WIDTH 64 // size of window
- #define WINDOW_HEIGHT 48
-
- #define BUTTON_SPRAY 0 // defines for each button
- #define BUTTON_PENCIL 1
- #define BUTTON_ERASE 2
- #define BUTTON_EXIT 3
-
- // PROTOTYPES /////////////////////////////////////////////
-
- // game console
- 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
-
- // directinput globals
- LPDIRECTINPUT8 lpdi = NULL; // dinput object
- LPDIRECTINPUTDEVICE8 lpdikey = NULL; // dinput keyboard
- LPDIRECTINPUTDEVICE8 lpdimouse = NULL; // dinput mouse
- LPDIRECTINPUTDEVICE8 lpdijoy = NULL; // dinput joystick
- GUID joystickGUID; // guid for main joystick
- char joyname[80]; // name of joystick
-
- // these contain the target records for all di input packets
- UCHAR keyboard_state[256]; // contains keyboard state table
- DIMOUSESTATE mouse_state; // contains state of mouse
- DIJOYSTATE joy_state; // contains state of joystick
-
- // demo globals
- BOB buttons, // a bob with all the buttons
- pointer; // a pointer bob
- BITMAP_IMAGE cpanel; // the control panel
- BITMAP_IMAGE canvas; // off screen drawing canvas
-
- int mouse_x, // used to track mouse
- mouse_y;
-
- UCHAR mouse_color=100; // color of mouse brush
-
- int command_state=0; // state of user command
-
- // position of control buttons
- int buttons_x[] = {509, 559, 509, 559};
- int buttons_y[] = {344, 344, 383, 383};
-
- // on/off state of buttons
- int buttons_state[] = {0,1,0,0};
-
- // 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)
- {
- // this is the winmain function
-
- 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
-
- int index;
-
- // set up screen dimensions
- screen_width = 640;
- screen_height = 480;
- screen_bpp = 8;
-
- // initialize directdraw
- DD_Init(screen_width, screen_height, screen_bpp);
-
- // initialize directinput and the mouse ///////////////////////
-
- // first create the direct input object
- DirectInput8Create(main_instance, DIRECTINPUT_VERSION, IID_IDirectInput8, (void **)&lpdi,NULL);
-
- // create a mouse device /////////////////////////////////////
- lpdi->CreateDevice(GUID_SysMouse, &lpdimouse, NULL);
-
- // set cooperation level
- lpdimouse->SetCooperativeLevel(main_window_handle, DISCL_NONEXCLUSIVE | DISCL_BACKGROUND);
-
- // set data format
- lpdimouse->SetDataFormat(&c_dfDIMouse);
-
- // acquire the mouse
- lpdimouse->Acquire();
-
- /////////////////////////////////////////////////////////////////
-
- // set the global mouse position
- mouse_x = SCREEN_WIDTH/2;
- mouse_y = SCREEN_HEIGHT/2;
-
- // load the master bitmap in with all the graphics
- Load_Bitmap_File(&bitmap8bit, "PAINT.BMP");
- Set_Palette(bitmap8bit.palette);
-
- // make sure all the surfaces are clean before starting
- DD_Fill_Surface(lpddsback, 0);
- DD_Fill_Surface(lpddsprimary, 0);
-
- // create the pointer bob
- Create_BOB(&pointer,mouse_x,mouse_y,32,34,1,
- BOB_ATTR_VISIBLE | BOB_ATTR_SINGLE_FRAME,DDSCAPS_SYSTEMMEMORY);
-
- // load the image for the pointer in
- Load_Frame_BOB(&pointer,&bitmap8bit,0,0,2,BITMAP_EXTRACT_MODE_CELL);
-
- // create the button bob
- Create_BOB(&buttons,0,0,32,34,8,
- BOB_ATTR_VISIBLE | BOB_ATTR_MULTI_FRAME,DDSCAPS_SYSTEMMEMORY);
-
- // load buttons in, two banks of 4, all the off's, then all the on's
- for (index=0; index<8; index++)
- Load_Frame_BOB(&buttons,&bitmap8bit,index, index%4,index/4,BITMAP_EXTRACT_MODE_CELL);
-
- // create the bitmap to hold the control panel
- Create_Bitmap(&cpanel,500,0,104,424);
- Load_Image_Bitmap(&cpanel, &bitmap8bit,150,0,BITMAP_EXTRACT_MODE_ABS);
-
- // create the drawing canvas bitmap
- Create_Bitmap(&canvas,0,0,500,SCREEN_HEIGHT);
- memset(canvas.buffer,0,canvas.width*canvas.height);
- canvas.attr = BITMAP_ATTR_LOADED;
-
- // clear out the canvas
- // memset(canvas.buffer,0,canvas.width*canvas.height);
-
- // set clipping rectangle to screen extents so mouse cursor
- // doens't mess up at edges
- RECT screen_rect = {0,0,screen_width,screen_height};
- lpddclipper = DD_Attach_Clipper(lpddsback,1,&screen_rect);
-
- // hide the mouse
- ShowCursor(FALSE);
-
- // 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 unacquire the mouse
- lpdimouse->Unacquire();
-
- // now release the mouse
- lpdimouse->Release();
-
- // release directinput
- lpdi->Release();
-
- // unload the bitmap file
- Unload_Bitmap_File(&bitmap8bit);
-
- // delete all bobs and bitmaps
- Destroy_BOB(&buttons);
- Destroy_BOB(&pointer);
- Destroy_Bitmap(&cpanel);
- Destroy_Bitmap(&canvas);
-
- // shutdown directdraw
- DD_Shutdown();
-
- // 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!
-
- int index; // looping var
-
- // check of user is trying to exit
- if (KEY_DOWN(VK_ESCAPE) || KEY_DOWN(VK_SPACE))
- PostMessage(main_window_handle, WM_DESTROY,0,0);
-
- // start the timing clock
- Start_Clock();
-
- // clear the drawing surface
- DD_Fill_Surface(lpddsback, 0);
-
- // get the input from the mouse
- lpdimouse->GetDeviceState(sizeof(DIMOUSESTATE), (LPVOID)&mouse_state);
-
- // move the mouse cursor
- mouse_x+=(mouse_state.lX);
- mouse_y+=(mouse_state.lY);
-
- // test bounds
-
- // first x boundaries
- if (mouse_x >= screen_width)
- mouse_x = screen_width-1;
- else
- if (mouse_x < 0)
- mouse_x = 0;
-
- // now the y boundaries
- if (mouse_y >= screen_height)
- mouse_y= screen_height-1;
- else
- if (mouse_y < 0)
- mouse_y = 0;
-
- // position the pointer bob to the mouse coords
- pointer.x = mouse_x;
- pointer.y = mouse_y;
-
- // test what the user is doing with the mouse
- if ((mouse_x > 3) && (mouse_x < 500-3) &&
- (mouse_y > 3) && (mouse_y < SCREEN_HEIGHT-3))
- {
- // mouse is within canvas region
-
- // if left button is down then draw
- if (mouse_state.rgbButtons[0])
- {
- // test drawing mode
- if (buttons_state[BUTTON_PENCIL])
- {
- // draw a pixel
- Draw_Pixel(mouse_x, mouse_y, mouse_color, canvas.buffer, canvas.width);
- Draw_Pixel(mouse_x+1, mouse_y, mouse_color, canvas.buffer, canvas.width);
- Draw_Pixel(mouse_x, mouse_y+1, mouse_color, canvas.buffer, canvas.width);
- Draw_Pixel(mouse_x+1, mouse_y+1, mouse_color, canvas.buffer, canvas.width);
- }
- else
- {
- // draw spray
- for (index=0; index<10; index++)
- {
- // get next particle
- int sx=mouse_x-8+rand()%16;
- int sy=mouse_y-8+rand()%16;
-
- // make sure particle is in bounds
- if (sx > 0 && sx < 500 && sy > 0 && sy < screen_height)
- Draw_Pixel(sx, sy, mouse_color, canvas.buffer, canvas.width);
- } // end for index
-
- } // end else
-
- } // end if left button
- else // right button is eraser
- if (mouse_state.rgbButtons[1])
- {
- // test drawing mode
- if (buttons_state[BUTTON_PENCIL])
- {
- // erase a pixel
- Draw_Pixel(mouse_x, mouse_y, 0, canvas.buffer, canvas.width);
- Draw_Pixel(mouse_x+1, mouse_y, 0, canvas.buffer, canvas.width);
- Draw_Pixel(mouse_x, mouse_y+1, 0, canvas.buffer, canvas.width);
- Draw_Pixel(mouse_x+1, mouse_y+1, 0, canvas.buffer, canvas.width);
- } // end if
- else
- {
- // erase spray
- for (index=0; index<20; index++)
- {
- // get next particle
- int sx=mouse_x-8+rand()%16;
- int sy=mouse_y-8+rand()%16;
-
- // make sure particle is in bounds
- if (sx > 0 && sx < 500 && sy > 0 && sy < screen_height)
- Draw_Pixel(sx, sy, 0, canvas.buffer, canvas.width);
- } // end for index
-
- } // end else
-
- } // end if left button
-
- } // end if
- else
- if ( (mouse_x > 500+16) && (mouse_x < 500+16+8*9) &&
- (mouse_y > 8) && (mouse_y < 8+32*9))
- {
- // within palette
-
- // test if button left button is down
- if (mouse_state.rgbButtons[0])
- {
- // see what color cell user is pointing to
- int cell_x = (mouse_x - (500+16))/9;
- int cell_y = (mouse_y - (8))/9;
-
- // change color
- mouse_color = cell_x + cell_y*8;
-
- } // end if
- } // end if
- else
- if ((mouse_x > 500) && (mouse_x < (500+100)) &&
- (mouse_y > 344) && (mouse_y < (383+34)) )
- {
- // within button area
- // test for each button
- for (index=0; index<4; index++)
- {
- if ((mouse_x > buttons_x[index]) && (mouse_x < (buttons_x[index]+32)) &&
- (mouse_y > buttons_y[index]) && (mouse_y < (buttons_y[index]+34)) )
- break;
-
- } // end for
-
- // at this point we know where the user is, now determine what he
- // is doing with the buttons
- switch(index)
- {
- case BUTTON_SPRAY:
- {
- // if left button is down simply activate spray mode
- if (mouse_state.rgbButtons[0])
- {
- // depress button
- buttons_state[index] = 1;
-
- // de-activate pencil mode
- buttons_state[BUTTON_PENCIL] = 0;
- } // end if
- else
- {
- // make sure button is up
- // buttons_state[index] = 0;
- } // end else
-
- } break;
-
- case BUTTON_PENCIL:
- {
- // if left button is down activate spray mode
- if (mouse_state.rgbButtons[0])
- {
- // depress button
- buttons_state[index] = 1;
-
- // de-activate spray mode
- buttons_state[BUTTON_SPRAY] = 0;
-
- } // end if
- else
- {
- // make sure button is up
- // buttons_state[index] = 0;
- } // end else
-
- } break;
-
- case BUTTON_ERASE:
- {
- // test if left button is down, if so clear screen
- if (mouse_state.rgbButtons[0])
- {
- // clear memory
- memset(canvas.buffer,0,canvas.width*canvas.height);
-
- // depress button
- buttons_state[index] = 1;
- } // end if
- else
- {
- // make sure button is up
- buttons_state[index] = 0;
- } // end else
- } break;
-
- case BUTTON_EXIT:
- {
- // test if left button down, if so bail
- if (mouse_state.rgbButtons[0])
- PostMessage(main_window_handle, WM_DESTROY,0,0);
-
- } break;
-
- } // end switch
-
- } // end if
- else
- {
- // no mans land
-
- } // end else
-
- // lock back buffer
- DD_Lock_Back_Surface();
-
- // draw the canvas
- Draw_Bitmap(&canvas, back_buffer, back_lpitch,0);
-
- // draw control panel
- Draw_Bitmap(&cpanel,back_buffer,back_lpitch,0);
-
- // unlock back buffer
- DD_Unlock_Back_Surface();
-
- // draw the color palette
- for (int col=0; col < 256; col++)
- {
- Draw_Rectangle(500+16+(col%8)*9, 8+(col/8)*9,
- 500+16+(col%8)*9+8, 8+(col/8)*9+8,
- col,lpddsback);
-
- } // end for col
-
- // draw the current color selected
- Draw_Rectangle(533,306,533+34,306+34,mouse_color,lpddsback);
-
- // draw the buttons
- for (index=0; index<4; index++)
- {
- // set position of button bob
- buttons.x = buttons_x[index];
- buttons.y = buttons_y[index];
-
- // now select the on/off frame based on if the
- // button is off
- if (buttons_state[index]==0)
- buttons.curr_frame = index;
- else // button is on
- buttons.curr_frame = index+4;
-
- // draw the button
- Draw_BOB(&buttons, lpddsback);
-
- } // end for index
-
- // display coords
- sprintf(buffer,"(%d,%d)",mouse_x,mouse_y);
- Draw_Text_GDI(buffer, 520,450,RGB(0,255,0),lpddsback);
- Draw_Text_GDI("Painting For Dummies!",0,0,RGB(255,255,45),lpddsback);
-
- // draw the cursor last
- Draw_BOB(&pointer,lpddsback);
-
- // flip the surfaces
- DD_Flip();
-
- // sync to 3o fps
- Wait_Clock(30);
-
-
- // return success
- return(1);
-
- } // end Game_Main
-
- //////////////////////////////////////////////////////////