//----------------------------------------------------------------------------- // File: SpriteAnimate.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 #include #include #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 48 #define NUM_SPRITES 25 #define NUM_FRAMES 30 #define NUM_RAND 100 struct SPRITE_STRUCT { FLOAT fRotationSpeed; FLOAT fRotationTick; LONG lFrame; BOOL bClockwise; FLOAT fPosX; FLOAT fPosY; FLOAT fVelX; FLOAT fVelY; }; CDisplay* g_pDisplay = NULL; CSurface* g_pAnimationSurface = NULL; RECT g_rcViewport; RECT g_rcScreen; BOOL g_bActive = FALSE; DWORD g_dwLastTick; SPRITE_STRUCT g_Sprite[NUM_SPRITES]; RECT g_rcFrame[NUM_FRAMES]; LONG g_lRandTable[NUM_RAND]; DWORD g_dwRandIndex; //----------------------------------------------------------------------------- // Function-prototypes //----------------------------------------------------------------------------- LRESULT CALLBACK MainWndProc( HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam ); HRESULT WinInit( HINSTANCE hInst, int nCmdShow, HWND* phWnd ); HRESULT InitDirectDraw( HWND hWnd ); 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; ZeroMemory( &g_Sprite, sizeof(SPRITE_STRUCT) * NUM_SPRITES ); srand( GetTickCount() ); if( FAILED( WinInit( hInst, nCmdShow, &hWnd ) ) ) return FALSE; // Make a timer go off to re-init the table of random values every once in a while SetTimer( hWnd, 0, 1500, NULL ); if( FAILED( InitDirectDraw( hWnd ) ) ) { if( g_pDisplay ) g_pDisplay->GetDirectDraw()->SetCooperativeLevel( NULL, DDSCL_NORMAL ); 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 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 ) { WNDCLASS wc; HWND hWnd; // Register the Window Class wc.lpszClassName = TEXT("SpriteAnimate"); 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; // Create and show the main window hWnd = CreateWindowEx( 0, TEXT("SpriteAnimate"), TEXT("DirectDraw SpriteAnimate 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; 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 640x480x16. "), TEXT("DirectDraw Sample"), MB_ICONERROR | MB_OK ); return hr; } // Create a surface, and draw a bitmap resource on it. if( FAILED( hr = g_pDisplay->CreateSurfaceFromBitmap( &g_pAnimationSurface, MAKEINTRESOURCE( IDB_ANIMATE_SHEET ), SPRITE_DIAMETER * 5, SPRITE_DIAMETER * 6 ) ) ) return hr; // Set the color key for the logo sprite to black if( FAILED( hr = g_pAnimationSurface->SetColorKey( 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; g_Sprite[iSprite].lFrame = rand() % NUM_FRAMES; g_Sprite[iSprite].fRotationTick = 0.0f; g_Sprite[iSprite].fRotationSpeed = (rand() % 50 + 25 ) / 1000.0f; g_Sprite[iSprite].bClockwise = rand() % 2; } // Precompute the source rects for g_pDDSAnimateSheet. The source rects // are used during the blt of the dds to the backbuffer. for( int iFrame = 0; iFrame < NUM_FRAMES; iFrame++ ) { g_rcFrame[iFrame].top = (iFrame / 5) * SPRITE_DIAMETER; g_rcFrame[iFrame].left = (iFrame % 5) * SPRITE_DIAMETER; g_rcFrame[iFrame].bottom = g_rcFrame[iFrame].top + SPRITE_DIAMETER; g_rcFrame[iFrame].right = g_rcFrame[iFrame].left + SPRITE_DIAMETER; } // Init a array of random values. This array is used to create the // 'flocking' effect the seen in the sample. g_dwRandIndex = 0; for( int iRand = 0; iRand < NUM_RAND; iRand++ ) g_lRandTable[ iRand ] = rand(); return S_OK; } //----------------------------------------------------------------------------- // Name: FreeDirectDraw() // Desc: Release all the DirectDraw objects //----------------------------------------------------------------------------- VOID FreeDirectDraw() { SAFE_DELETE( g_pAnimationSurface ); 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_KEYDOWN: PostMessage( hWnd, WM_CLOSE, 0, 0 ); return 0L; case WM_TIMER: { // The timer triggered, so re-init table of random values g_dwRandIndex = 0; for( int iRand = 0; iRand < NUM_RAND; iRand++ ) g_lRandTable[ iRand ] = rand(); } break; 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: GetNextRand() // Desc: Gets the next element from the circular array of random values //----------------------------------------------------------------------------- LONG GetNextRand() { LONG lRand = g_lRandTable[ g_dwRandIndex++ ]; g_dwRandIndex %= NUM_RAND; return lRand; } //----------------------------------------------------------------------------- // 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; // See if its time to advance the sprite to the next frame pSprite->fRotationTick += fTimeDelta; if( pSprite->fRotationTick > pSprite->fRotationSpeed ) { // If it is, then either change the frame clockwise or counter-clockwise if( pSprite->bClockwise ) { pSprite->lFrame++; pSprite->lFrame %= NUM_FRAMES; } else { pSprite->lFrame--; if( pSprite->lFrame < 0 ) pSprite->lFrame = NUM_FRAMES - 1; } pSprite->fRotationTick = 0; } // Using the next element from the random arry, // randomize the velocity of the sprite if( GetNextRand() % 100 < 2 ) { pSprite->fVelX = 500.0f * GetNextRand() / RAND_MAX - 250.0f; pSprite->fVelY = 500.0f * GetNextRand() / RAND_MAX - 250.0f; } // Using the next element from the random arry, // randomize the rotational speed of the sprite if( GetNextRand() % 100 < 5 ) pSprite->fRotationSpeed = ( GetNextRand() % 50 + 5 ) / 1000.0f; // 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 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_pAnimationSurface, &g_rcFrame[ g_Sprite[iSprite].lFrame ] ); } // 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_pAnimationSurface->DrawBitmap( MAKEINTRESOURCE( IDB_ANIMATE_SHEET ), SPRITE_DIAMETER * 5, SPRITE_DIAMETER * 6 ) ) ) return hr; return S_OK; }