Initial commit: ROW Client source code
Game client codebase including: - CharacterActionControl: Character and creature management - GlobalScript: Network, items, skills, quests, utilities - RYLClient: Main client application with GUI and event handlers - Engine: 3D rendering engine (RYLGL) - MemoryManager: Custom memory allocation - Library: Third-party dependencies (DirectX, boost, etc.) - Tools: Development utilities 🤖 Generated with [Claude Code](https://claude.com/claude-code) Co-Authored-By: Claude <noreply@anthropic.com>
This commit is contained in:
@@ -0,0 +1,551 @@
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//-----------------------------------------------------------------------------
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// File: DirectSurfaceWrite.cpp
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//
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// Desc: This sample demonstrates how to animate sprites using
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// DirectDraw. The samples runs in full-screen mode. Pressing any
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// key will exit the sample.
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//
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// Copyright (c) 1999-2001 Microsoft Corporation. All rights reserved.
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//-----------------------------------------------------------------------------
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#define STRICT
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#include <windows.h>
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#include <ddraw.h>
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#include <mmsystem.h>
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#include "resource.h"
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#include "ddutil.h"
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//-----------------------------------------------------------------------------
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// Defines, constants, and global variables
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//-----------------------------------------------------------------------------
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#define SAFE_DELETE(p) { if(p) { delete (p); (p)=NULL; } }
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#define SAFE_RELEASE(p) { if(p) { (p)->Release(); (p)=NULL; } }
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#define SCREEN_WIDTH 640
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#define SCREEN_HEIGHT 480
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#define SCREEN_BPP 16
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#define SPRITE_DIAMETER 250
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#define NUM_SPRITES 5
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#define HELPTEXT TEXT("Press Escape to quit.")
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struct SPRITE_STRUCT
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{
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FLOAT fPosX;
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FLOAT fPosY;
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FLOAT fVelX;
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FLOAT fVelY;
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};
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CDisplay* g_pDisplay = NULL;
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CSurface* g_pSpriteSurface = NULL;
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CSurface* g_pTextSurface = NULL;
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RECT g_rcViewport;
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RECT g_rcScreen;
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BOOL g_bActive = FALSE;
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DWORD g_dwLastTick;
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SPRITE_STRUCT g_Sprite[NUM_SPRITES];
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//-----------------------------------------------------------------------------
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// Function-prototypes
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//-----------------------------------------------------------------------------
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LRESULT CALLBACK MainWndProc( HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam );
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HRESULT WinInit( HINSTANCE hInst, int nCmdShow, HWND* phWnd, HACCEL* phAccel );
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HRESULT InitDirectDraw( HWND hWnd );
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HRESULT DrawSprite();
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VOID FreeDirectDraw();
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HRESULT ProcessNextFrame();
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VOID UpdateSprite( SPRITE_STRUCT* pSprite, FLOAT fTimeDelta );
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HRESULT DisplayFrame();
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HRESULT RestoreSurfaces();
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//-----------------------------------------------------------------------------
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// Name: WinMain()
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// Desc: Entry point to the program. Initializes everything and calls
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// UpdateFrame() when idle from the message pump.
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//-----------------------------------------------------------------------------
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int APIENTRY WinMain( HINSTANCE hInst, HINSTANCE hPrevInst, LPSTR pCmdLine, int nCmdShow )
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{
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MSG msg;
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HWND hWnd;
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HACCEL hAccel;
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ZeroMemory( &g_Sprite, sizeof(SPRITE_STRUCT) * NUM_SPRITES );
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srand( GetTickCount() );
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if( FAILED( WinInit( hInst, nCmdShow, &hWnd, &hAccel ) ) )
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return FALSE;
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if( FAILED( InitDirectDraw( hWnd ) ) )
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{
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SAFE_DELETE( g_pDisplay );
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MessageBox( hWnd, TEXT("DirectDraw init failed. ")
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TEXT("The sample will now exit. "), TEXT("DirectDraw Sample"),
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MB_ICONERROR | MB_OK );
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return FALSE;
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}
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g_dwLastTick = timeGetTime();
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while( TRUE )
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{
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// Look for messages, if none are found then
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// update the state and display it
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if( PeekMessage( &msg, NULL, 0, 0, PM_NOREMOVE ) )
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{
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if( 0 == GetMessage(&msg, NULL, 0, 0 ) )
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{
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// WM_QUIT was posted, so exit
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return (int)msg.wParam;
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}
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// Translate and dispatch the message
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if( 0 == TranslateAccelerator( hWnd, hAccel, &msg ) )
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{
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TranslateMessage( &msg );
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DispatchMessage( &msg );
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}
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}
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else
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{
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if( g_bActive )
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{
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// Move the sprites, blt them to the back buffer, then
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// flip or blt the back buffer to the primary buffer
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if( FAILED( ProcessNextFrame() ) )
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{
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SAFE_DELETE( g_pDisplay );
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MessageBox( hWnd, TEXT("Displaying the next frame failed. ")
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TEXT("The sample will now exit. "), TEXT("DirectDraw Sample"),
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MB_ICONERROR | MB_OK );
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return FALSE;
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}
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}
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else
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{
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// Make sure we go to sleep if we have nothing else to do
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WaitMessage();
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// Ignore time spent inactive
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g_dwLastTick = timeGetTime();
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}
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}
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}
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}
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//-----------------------------------------------------------------------------
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// Name: WinInit()
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// Desc: Init the window
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//-----------------------------------------------------------------------------
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HRESULT WinInit( HINSTANCE hInst, int nCmdShow, HWND* phWnd, HACCEL* phAccel )
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{
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WNDCLASS wc;
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HWND hWnd;
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HACCEL hAccel;
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// Register the Window Class
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wc.lpszClassName = TEXT("DirectSurfaceWrite");
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wc.lpfnWndProc = MainWndProc;
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wc.style = CS_VREDRAW | CS_HREDRAW;
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wc.hInstance = hInst;
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wc.hIcon = LoadIcon( hInst, MAKEINTRESOURCE(IDI_MAIN) );
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wc.hCursor = LoadCursor( NULL, IDC_ARROW );
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wc.hbrBackground = (HBRUSH) (COLOR_WINDOW + 1);
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wc.lpszMenuName = NULL;
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wc.cbClsExtra = 0;
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wc.cbWndExtra = 0;
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if( RegisterClass( &wc ) == 0 )
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return E_FAIL;
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// Load keyboard accelerators
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hAccel = LoadAccelerators( hInst, MAKEINTRESOURCE(IDR_MAIN_ACCEL) );
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// Create and show the main window
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hWnd = CreateWindowEx( 0, TEXT("DirectSurfaceWrite"), TEXT("DirectDraw DirectSurfaceWrite Sample"),
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WS_POPUP, CW_USEDEFAULT, CW_USEDEFAULT,
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CW_USEDEFAULT, CW_USEDEFAULT, NULL, NULL, hInst, NULL );
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if( hWnd == NULL )
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return E_FAIL;
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ShowWindow( hWnd, nCmdShow );
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UpdateWindow( hWnd );
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*phWnd = hWnd;
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*phAccel = hAccel;
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return S_OK;
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}
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//-----------------------------------------------------------------------------
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// Name: InitDirectDraw()
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// Desc: Create the DirectDraw object, and init the surfaces
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//-----------------------------------------------------------------------------
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HRESULT InitDirectDraw( HWND hWnd )
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{
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HRESULT hr;
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g_pDisplay = new CDisplay();
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if( FAILED( hr = g_pDisplay->CreateFullScreenDisplay( hWnd, SCREEN_WIDTH,
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SCREEN_HEIGHT, SCREEN_BPP ) ) )
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{
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MessageBox( hWnd, TEXT("This display card does not support 640x480x8. "),
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TEXT("DirectDraw Sample"), MB_ICONERROR | MB_OK );
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return hr;
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}
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// Create a DirectDrawSurface for this bitmap
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if( FAILED( hr = g_pDisplay->CreateSurface( &g_pSpriteSurface, SPRITE_DIAMETER, SPRITE_DIAMETER ) ) )
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return hr;
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if( FAILED( hr = DrawSprite() ) )
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return hr;
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// Create a surface, and draw text to it.
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if( FAILED( hr = g_pDisplay->CreateSurfaceFromText( &g_pTextSurface, NULL, HELPTEXT,
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RGB(0,0,0), RGB(255, 255, 0) ) ) )
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return hr;
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// Init all the sprites. All of these sprites using the
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// same g_pDDSAnimationSheet surface, but depending on the
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// sprite's lFrame value, it indexes a different rect on the
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// surface.
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for( int iSprite = 0; iSprite < NUM_SPRITES; iSprite++ )
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{
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// Set the sprite's position and velocity
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g_Sprite[iSprite].fPosX = (float) (rand() % SCREEN_WIDTH);
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g_Sprite[iSprite].fPosY = (float) (rand() % SCREEN_HEIGHT);
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g_Sprite[iSprite].fVelX = 500.0f * rand() / RAND_MAX - 250.0f;
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g_Sprite[iSprite].fVelY = 500.0f * rand() / RAND_MAX - 250.0f;
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}
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return S_OK;
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}
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//-----------------------------------------------------------------------------
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// Name: DrawSprite()
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// Desc: Draws a pattern of colors to a DirectDraw surface by directly writing
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// to the surface memory. This function was designed to work only in
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// 16-bit color.
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//-----------------------------------------------------------------------------
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HRESULT DrawSprite()
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{
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DDSURFACEDESC2 ddsd;
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HRESULT hr;
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DWORD dwShift;
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DWORD dwBits;
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DWORD dwRed;
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DWORD dwGreen;
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DWORD dwBlue;
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FLOAT fPercentX;
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FLOAT fPercentY;
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FLOAT fPercentXY;
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LPDIRECTDRAWSURFACE7 pDDS = g_pSpriteSurface->GetDDrawSurface();
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ZeroMemory( &ddsd,sizeof(ddsd) );
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ddsd.dwSize = sizeof(ddsd);
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// Lock the surface to directly write to the surface memory
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if( FAILED( hr = pDDS->Lock( NULL, &ddsd, DDLOCK_WAIT, NULL ) ) )
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return hr;
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// Get a pointer into the memory starting at ddsd.lpSurface. Cast this pointer to a
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// 16-bit WORD since we are in 16 bit color, so each pixel has 16 bits of color information.
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WORD* pDDSColor = (WORD*) ddsd.lpSurface;
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for( DWORD iY = 0; iY < ddsd.dwHeight; iY++ )
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{
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for( DWORD iX = 0; iX < ddsd.dwWidth; iX++ )
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{
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// Figure out the red component as a function of the Y location of the pixel
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CSurface::GetBitMaskInfo( ddsd.ddpfPixelFormat.dwRBitMask, &dwShift, &dwBits );
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fPercentY = (float) abs( ddsd.dwHeight / 2 - iY ) / (float) ( ddsd.dwHeight / 2 ) + 0.25f;
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if( fPercentY > 1.00f )
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fPercentY = 1.00f;
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dwRed = (DWORD) ( (ddsd.ddpfPixelFormat.dwRBitMask >> dwShift) * fPercentY) << dwShift;
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// Figure out the green component as a function of the X location of the pixel
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CSurface::GetBitMaskInfo( ddsd.ddpfPixelFormat.dwGBitMask, &dwShift, &dwBits );
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fPercentX = (float) abs( ddsd.dwWidth / 2 - iX ) / (float) ( ddsd.dwWidth / 2 ) + 0.25f;
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if( fPercentX > 1.00f )
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fPercentX = 1.00f;
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dwGreen = (DWORD) ( (ddsd.ddpfPixelFormat.dwGBitMask >> dwShift) * fPercentX) << dwShift;
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// Figure out the blue component as a function of the X and Y location of the pixel
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CSurface::GetBitMaskInfo( ddsd.ddpfPixelFormat.dwBBitMask, &dwShift, &dwBits );
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fPercentX = (float) abs( ddsd.dwWidth / 2 - iX ) / (float) ( ddsd.dwWidth / 4 );
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fPercentX = 1.0f - fPercentX * fPercentX;
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fPercentY = (float) abs( ddsd.dwHeight / 2 - iY ) / (float) ( ddsd.dwHeight / 4 );
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fPercentY = 1.0f - fPercentY * fPercentY;
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fPercentXY = fPercentX + fPercentY;
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if( fPercentXY > 1.0f )
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fPercentXY = 1.0f;
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if( fPercentXY < 0.0f )
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fPercentXY = 0.0f;
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dwBlue = (DWORD) ( (ddsd.ddpfPixelFormat.dwBBitMask >> dwShift) * fPercentXY ) << dwShift;
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// Make the dwDDSColor by combining all the color components
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*pDDSColor = (WORD) ( dwRed | dwGreen | dwBlue );
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// Advance the surface pointer by 16 bits (one pixel)
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pDDSColor++;
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}
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// Multiply ddsd.lPitch by iY to figure out offset needed to access
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// the next scan line on the surface.
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pDDSColor = (WORD*) ( (BYTE*) ddsd.lpSurface + ( iY + 1 ) * ddsd.lPitch );
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}
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// Unlock the surface
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pDDS->Unlock(NULL);
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return S_OK;
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}
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//-----------------------------------------------------------------------------
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// Name: FreeDirectDraw()
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// Desc: Release all the DirectDraw objects
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//-----------------------------------------------------------------------------
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VOID FreeDirectDraw()
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{
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SAFE_DELETE( g_pSpriteSurface );
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SAFE_DELETE( g_pTextSurface );
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SAFE_DELETE( g_pDisplay );
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}
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//-----------------------------------------------------------------------------
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// Name: MainWndProc()
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// Desc: The main window procedure
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//-----------------------------------------------------------------------------
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LRESULT CALLBACK MainWndProc( HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam )
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{
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switch (msg)
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{
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case WM_COMMAND:
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switch( LOWORD(wParam) )
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{
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case IDM_EXIT:
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// Received key/menu command to exit app
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PostMessage( hWnd, WM_CLOSE, 0, 0 );
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return 0L;
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}
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break; // Continue with default processing
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case WM_SETCURSOR:
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// Hide the cursor in fullscreen
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SetCursor( NULL );
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return TRUE;
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case WM_SIZE:
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// Check to see if we are losing our window...
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if( SIZE_MAXHIDE==wParam || SIZE_MINIMIZED==wParam )
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g_bActive = FALSE;
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else
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g_bActive = TRUE;
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break;
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case WM_EXITMENULOOP:
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// Ignore time spent in menu
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g_dwLastTick = timeGetTime();
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break;
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case WM_EXITSIZEMOVE:
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// Ignore time spent resizing
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g_dwLastTick = timeGetTime();
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break;
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case WM_SYSCOMMAND:
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// Prevent moving/sizing and power loss in fullscreen mode
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switch( wParam )
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{
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case SC_MOVE:
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case SC_SIZE:
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case SC_MAXIMIZE:
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case SC_MONITORPOWER:
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return TRUE;
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}
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break;
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case WM_DESTROY:
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// Cleanup and close the app
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FreeDirectDraw();
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PostQuitMessage( 0 );
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return 0L;
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}
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return DefWindowProc(hWnd, msg, wParam, lParam);
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}
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//-----------------------------------------------------------------------------
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// Name: ProcessNextFrame()
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// Desc: Move the sprites, blt them to the back buffer, then
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// flips the back buffer to the primary buffer
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//-----------------------------------------------------------------------------
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HRESULT ProcessNextFrame()
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{
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HRESULT hr;
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// Figure how much time has passed since the last time
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DWORD dwCurrTick = timeGetTime();
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DWORD dwTickDiff = dwCurrTick - g_dwLastTick;
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// Don't update if no time has passed
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if( dwTickDiff == 0 )
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return S_OK;
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g_dwLastTick = dwCurrTick;
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// Update the sprites according to how much time has passed
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for( int iSprite = 0; iSprite < NUM_SPRITES; iSprite++ )
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UpdateSprite( &g_Sprite[ iSprite ], dwTickDiff / 1000.0f );
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// Display the sprites on the screen
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if( FAILED( hr = DisplayFrame() ) )
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{
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if( hr != DDERR_SURFACELOST )
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return hr;
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// The surfaces were lost so restore them
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RestoreSurfaces();
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}
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return S_OK;
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}
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||||
|
||||
|
||||
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||||
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||||
//-----------------------------------------------------------------------------
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// Name: UpdateSprite()
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// Desc: Moves and bounces the sprite based on how much time has passed.
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// It also changes the sprite state based on random values it gets
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// from the array g_lRandTable
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//-----------------------------------------------------------------------------
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VOID UpdateSprite( SPRITE_STRUCT* pSprite, FLOAT fTimeDelta )
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||||
{
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||||
// Update the sprite position
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pSprite->fPosX += pSprite->fVelX * fTimeDelta;
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||||
pSprite->fPosY += pSprite->fVelY * fTimeDelta;
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||||
|
||||
// Clip the position, and bounce if it hits the edge
|
||||
if( pSprite->fPosX < 0.0f )
|
||||
{
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||||
pSprite->fPosX = 0;
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pSprite->fVelX = -pSprite->fVelX;
|
||||
}
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||||
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||||
if( pSprite->fPosX >= SCREEN_WIDTH - SPRITE_DIAMETER )
|
||||
{
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pSprite->fPosX = SCREEN_WIDTH - 1 - SPRITE_DIAMETER;
|
||||
pSprite->fVelX = -pSprite->fVelX;
|
||||
}
|
||||
|
||||
if( pSprite->fPosY < 0 )
|
||||
{
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||||
pSprite->fPosY = 0;
|
||||
pSprite->fVelY = -pSprite->fVelY;
|
||||
}
|
||||
|
||||
if( pSprite->fPosY > SCREEN_HEIGHT - SPRITE_DIAMETER )
|
||||
{
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||||
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;
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
||||
Reference in New Issue
Block a user