//----------------------------------------------------------------------------- // File: DirectSurfaceWrite.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 250 #define NUM_SPRITES 5 #define HELPTEXT TEXT("Press Escape to quit.") struct SPRITE_STRUCT { FLOAT fPosX; FLOAT fPosY; FLOAT fVelX; FLOAT fVelY; }; CDisplay* g_pDisplay = NULL; CSurface* g_pSpriteSurface = NULL; CSurface* g_pTextSurface = NULL; RECT g_rcViewport; RECT g_rcScreen; BOOL g_bActive = FALSE; DWORD g_dwLastTick; SPRITE_STRUCT g_Sprite[NUM_SPRITES]; //----------------------------------------------------------------------------- // Function-prototypes //----------------------------------------------------------------------------- LRESULT CALLBACK MainWndProc( HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam ); HRESULT WinInit( HINSTANCE hInst, int nCmdShow, HWND* phWnd, HACCEL* phAccel ); HRESULT InitDirectDraw( HWND hWnd ); HRESULT DrawSprite(); 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; HACCEL hAccel; ZeroMemory( &g_Sprite, sizeof(SPRITE_STRUCT) * NUM_SPRITES ); srand( GetTickCount() ); if( FAILED( WinInit( hInst, nCmdShow, &hWnd, &hAccel ) ) ) return FALSE; if( FAILED( InitDirectDraw( hWnd ) ) ) { SAFE_DELETE( g_pDisplay ); 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 if( 0 == TranslateAccelerator( hWnd, hAccel, &msg ) ) { 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, HACCEL* phAccel ) { WNDCLASS wc; HWND hWnd; HACCEL hAccel; // Register the Window Class wc.lpszClassName = TEXT("DirectSurfaceWrite"); 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; // Load keyboard accelerators hAccel = LoadAccelerators( hInst, MAKEINTRESOURCE(IDR_MAIN_ACCEL) ); // Create and show the main window hWnd = CreateWindowEx( 0, TEXT("DirectSurfaceWrite"), TEXT("DirectDraw DirectSurfaceWrite 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; *phAccel = hAccel; 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 640x480x8. "), TEXT("DirectDraw Sample"), MB_ICONERROR | MB_OK ); return hr; } // Create a DirectDrawSurface for this bitmap if( FAILED( hr = g_pDisplay->CreateSurface( &g_pSpriteSurface, SPRITE_DIAMETER, SPRITE_DIAMETER ) ) ) return hr; if( FAILED( hr = DrawSprite() ) ) return hr; // Create a surface, and draw text to it. if( FAILED( hr = g_pDisplay->CreateSurfaceFromText( &g_pTextSurface, NULL, HELPTEXT, RGB(0,0,0), RGB(255, 255, 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; } return S_OK; } //----------------------------------------------------------------------------- // Name: DrawSprite() // Desc: Draws a pattern of colors to a DirectDraw surface by directly writing // to the surface memory. This function was designed to work only in // 16-bit color. //----------------------------------------------------------------------------- HRESULT DrawSprite() { DDSURFACEDESC2 ddsd; HRESULT hr; DWORD dwShift; DWORD dwBits; DWORD dwRed; DWORD dwGreen; DWORD dwBlue; FLOAT fPercentX; FLOAT fPercentY; FLOAT fPercentXY; LPDIRECTDRAWSURFACE7 pDDS = g_pSpriteSurface->GetDDrawSurface(); ZeroMemory( &ddsd,sizeof(ddsd) ); ddsd.dwSize = sizeof(ddsd); // Lock the surface to directly write to the surface memory if( FAILED( hr = pDDS->Lock( NULL, &ddsd, DDLOCK_WAIT, NULL ) ) ) return hr; // Get a pointer into the memory starting at ddsd.lpSurface. Cast this pointer to a // 16-bit WORD since we are in 16 bit color, so each pixel has 16 bits of color information. WORD* pDDSColor = (WORD*) ddsd.lpSurface; for( DWORD iY = 0; iY < ddsd.dwHeight; iY++ ) { for( DWORD iX = 0; iX < ddsd.dwWidth; iX++ ) { // Figure out the red component as a function of the Y location of the pixel CSurface::GetBitMaskInfo( ddsd.ddpfPixelFormat.dwRBitMask, &dwShift, &dwBits ); fPercentY = (float) abs( ddsd.dwHeight / 2 - iY ) / (float) ( ddsd.dwHeight / 2 ) + 0.25f; if( fPercentY > 1.00f ) fPercentY = 1.00f; dwRed = (DWORD) ( (ddsd.ddpfPixelFormat.dwRBitMask >> dwShift) * fPercentY) << dwShift; // Figure out the green component as a function of the X location of the pixel CSurface::GetBitMaskInfo( ddsd.ddpfPixelFormat.dwGBitMask, &dwShift, &dwBits ); fPercentX = (float) abs( ddsd.dwWidth / 2 - iX ) / (float) ( ddsd.dwWidth / 2 ) + 0.25f; if( fPercentX > 1.00f ) fPercentX = 1.00f; dwGreen = (DWORD) ( (ddsd.ddpfPixelFormat.dwGBitMask >> dwShift) * fPercentX) << dwShift; // Figure out the blue component as a function of the X and Y location of the pixel CSurface::GetBitMaskInfo( ddsd.ddpfPixelFormat.dwBBitMask, &dwShift, &dwBits ); fPercentX = (float) abs( ddsd.dwWidth / 2 - iX ) / (float) ( ddsd.dwWidth / 4 ); fPercentX = 1.0f - fPercentX * fPercentX; fPercentY = (float) abs( ddsd.dwHeight / 2 - iY ) / (float) ( ddsd.dwHeight / 4 ); fPercentY = 1.0f - fPercentY * fPercentY; fPercentXY = fPercentX + fPercentY; if( fPercentXY > 1.0f ) fPercentXY = 1.0f; if( fPercentXY < 0.0f ) fPercentXY = 0.0f; dwBlue = (DWORD) ( (ddsd.ddpfPixelFormat.dwBBitMask >> dwShift) * fPercentXY ) << dwShift; // Make the dwDDSColor by combining all the color components *pDDSColor = (WORD) ( dwRed | dwGreen | dwBlue ); // Advance the surface pointer by 16 bits (one pixel) pDDSColor++; } // Multiply ddsd.lPitch by iY to figure out offset needed to access // the next scan line on the surface. pDDSColor = (WORD*) ( (BYTE*) ddsd.lpSurface + ( iY + 1 ) * ddsd.lPitch ); } // Unlock the surface pDDS->Unlock(NULL); return S_OK; } //----------------------------------------------------------------------------- // Name: FreeDirectDraw() // Desc: Release all the DirectDraw objects //----------------------------------------------------------------------------- VOID FreeDirectDraw() { SAFE_DELETE( g_pSpriteSurface ); SAFE_DELETE( g_pTextSurface ); 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_COMMAND: switch( LOWORD(wParam) ) { case IDM_EXIT: // Received key/menu command to exit app PostMessage( hWnd, WM_CLOSE, 0, 0 ); return 0L; } break; // Continue with default processing 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: 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; // 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 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; }