//----------------------------------------------------------------------------- // File: SwitchScreenMode.cpp // // Desc: This sample demonstrates how to switch between windowed and // full-screen exclusive DDraw cooperative levels. // // 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 8 #define SPRITE_DIAMETER 48 #define NUM_SPRITES 25 #define WINDOWED_HELPTEXT TEXT("Press Escape to quit. Press Alt-Enter to switch to Full-Screen mode.") #define FULLSCREEN_HELPTEXT TEXT("Press Escape to quit. Press Alt-Enter to switch to Windowed mode.") struct SPRITE_STRUCT { FLOAT fPosX; FLOAT fPosY; FLOAT fVelX; FLOAT fVelY; }; CDisplay* g_pDisplay = NULL; CSurface* g_pLogoSurface = NULL; CSurface* g_pTextSurface = NULL; RECT g_rcWindow; RECT g_rcViewport; RECT g_rcScreen; BOOL g_bWindowed = TRUE; 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 ); VOID FreeDirectDraw(); HRESULT InitDirectDrawMode( HWND hWnd, BOOL bWindowed ); HRESULT ProcessNextFrame( HWND hWnd ); 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 ) ) ) { 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( hWnd ) ) ) { 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 { // 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 ) { WNDCLASSEX wc; HWND hWnd; HACCEL hAccel; // Register the window class wc.cbSize = sizeof(wc); wc.lpszClassName = TEXT("SwitchScreenMode"); wc.lpfnWndProc = MainWndProc; wc.style = CS_VREDRAW | CS_HREDRAW; wc.hInstance = hInst; wc.hIcon = LoadIcon( hInst, MAKEINTRESOURCE(IDI_MAIN_ICON) ); wc.hIconSm = LoadIcon( hInst, MAKEINTRESOURCE(IDI_MAIN_ICON) ); wc.hCursor = LoadCursor( NULL, IDC_ARROW ); wc.hbrBackground = (HBRUSH) (COLOR_WINDOW + 1); wc.lpszMenuName = MAKEINTRESOURCE(IDR_MENU); wc.cbClsExtra = 0; wc.cbWndExtra = 0; if( RegisterClassEx( &wc ) == 0 ) return E_FAIL; // Load keyboard accelerators hAccel = LoadAccelerators( hInst, MAKEINTRESOURCE(IDR_MAIN_ACCEL) ); // Calculate the proper size for the window given a client of 640x480 DWORD dwFrameWidth = GetSystemMetrics( SM_CXSIZEFRAME ); DWORD dwFrameHeight = GetSystemMetrics( SM_CYSIZEFRAME ); DWORD dwMenuHeight = GetSystemMetrics( SM_CYMENU ); DWORD dwCaptionHeight = GetSystemMetrics( SM_CYCAPTION ); DWORD dwWindowWidth = SCREEN_WIDTH + dwFrameWidth * 2; DWORD dwWindowHeight = SCREEN_HEIGHT + dwFrameHeight * 2 + dwMenuHeight + dwCaptionHeight; // Create and show the main window DWORD dwStyle = WS_OVERLAPPEDWINDOW & ~WS_MAXIMIZEBOX; hWnd = CreateWindowEx( 0, TEXT("SwitchScreenMode"), TEXT("DirectDraw SwitchScreenMode Sample"), dwStyle, CW_USEDEFAULT, CW_USEDEFAULT, dwWindowWidth, dwWindowHeight, NULL, NULL, hInst, NULL ); if( hWnd == NULL ) return E_FAIL; ShowWindow( hWnd, nCmdShow ); UpdateWindow( hWnd ); // Save the window size/pos for switching modes GetWindowRect( hWnd, &g_rcWindow ); *phWnd = hWnd; *phAccel = hAccel; return S_OK; } //----------------------------------------------------------------------------- // Name: InitDirectDraw() // Desc: Create the DirectDraw object, and init the surfaces //----------------------------------------------------------------------------- HRESULT InitDirectDraw( HWND hWnd ) { HRESULT hr; // Initialize all the surfaces we need if( FAILED( hr = InitDirectDrawMode( hWnd, g_bWindowed ) ) ) return hr; return S_OK; } //----------------------------------------------------------------------------- // Name: InitDirectDrawMode() // Desc: Called when the user wants to toggle between full-screen and windowed // to create all the needed DDraw surfaces and set the coop level //----------------------------------------------------------------------------- HRESULT InitDirectDrawMode( HWND hWnd, BOOL bWindowed ) { HRESULT hr; LPDIRECTDRAWPALETTE pDDPal = NULL; int iSprite; // Release all existing surfaces SAFE_DELETE( g_pLogoSurface ); SAFE_DELETE( g_pTextSurface ); SAFE_DELETE( g_pDisplay ); // The back buffer and primary surfaces need to be created differently // depending on if we are in full-screen or windowed mode g_pDisplay = new CDisplay(); if( bWindowed ) { if( FAILED( hr = g_pDisplay->CreateWindowedDisplay( hWnd, SCREEN_WIDTH, SCREEN_HEIGHT ) ) ) return hr; // Add the system menu to the window's style DWORD dwStyle = GetWindowLong( hWnd, GWL_STYLE ); dwStyle |= WS_SYSMENU; SetWindowLong( hWnd, GWL_STYLE, dwStyle ); // Show the menu in windowed mode #ifdef _WIN64 HINSTANCE hInst = (HINSTANCE) GetWindowLongPtr( hWnd, GWLP_HINSTANCE ); #else HINSTANCE hInst = (HINSTANCE) GetWindowLong( hWnd, GWL_HINSTANCE ); #endif HMENU hMenu = LoadMenu( hInst, MAKEINTRESOURCE( IDR_MENU ) ); SetMenu( hWnd, hMenu ); } else { 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; } // Disable the menu in full-screen since we are // using a palette and a menu would look bad SetMenu( hWnd, NULL ); // Remove the system menu from the window's style DWORD dwStyle = GetWindowLong( hWnd, GWL_STYLE ); dwStyle &= ~WS_SYSMENU; SetWindowLong( hWnd, GWL_STYLE, dwStyle ); } // We need to release and re-load, and set the palette again to // redraw the bitmap on the surface. Otherwise, GDI will not // draw the bitmap on the surface with the right palette if( FAILED( hr = g_pDisplay->CreatePaletteFromBitmap( &pDDPal, MAKEINTRESOURCE( IDB_DIRECTX ) ) ) ) return hr; g_pDisplay->SetPalette( pDDPal ); SAFE_RELEASE( pDDPal ); if( g_bWindowed ) { // Create a surface, and draw text to it. if( FAILED( hr = g_pDisplay->CreateSurfaceFromText( &g_pTextSurface, NULL, WINDOWED_HELPTEXT, RGB(0,0,0), RGB(255, 255, 0) ) ) ) return hr; } else { // Create a surface, and draw text to it. if( FAILED( hr = g_pDisplay->CreateSurfaceFromText( &g_pTextSurface, NULL, FULLSCREEN_HELPTEXT, RGB(0,0,0), RGB(255, 255, 0) ) ) ) return hr; } // Create a surface, and draw a bitmap resource on it. The surface must // be newly created every time the screen mode is switched since it // uses the pixel format of the primary surface if( FAILED( hr = g_pDisplay->CreateSurfaceFromBitmap( &g_pLogoSurface, MAKEINTRESOURCE( IDB_DIRECTX ), SPRITE_DIAMETER, SPRITE_DIAMETER ) ) ) return hr; // Set the color key for the logo sprite to black if( FAILED( hr = g_pLogoSurface->SetColorKey( 0 ) ) ) return hr; // Init all the sprites. All of these sprites look the same, // using the g_pDDSLogo surface. for( 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: FreeDirectDraw() // Desc: Release all the DirectDraw objects //----------------------------------------------------------------------------- VOID FreeDirectDraw() { SAFE_DELETE( g_pLogoSurface ); 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_TOGGLEFULLSCREEN: // Toggle the fullscreen/window mode if( g_bWindowed ) GetWindowRect( hWnd, &g_rcWindow ); g_bWindowed = !g_bWindowed; if( FAILED( InitDirectDrawMode( hWnd, g_bWindowed ) ) ) { SAFE_DELETE( g_pDisplay ); MessageBox( hWnd, TEXT("InitDirectDraw() failed. ") TEXT("The sample will now exit. "), TEXT("DirectDraw Sample"), MB_ICONERROR | MB_OK ); PostMessage( hWnd, WM_CLOSE, 0, 0 ); } return 0L; 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_GETMINMAXINFO: { // Don't allow resizing in windowed mode. // Fix the size of the window to 640x480 (client size) MINMAXINFO* pMinMax = (MINMAXINFO*) lParam; DWORD dwFrameWidth = GetSystemMetrics( SM_CXSIZEFRAME ); DWORD dwFrameHeight = GetSystemMetrics( SM_CYSIZEFRAME ); DWORD dwMenuHeight = GetSystemMetrics( SM_CYMENU ); DWORD dwCaptionHeight = GetSystemMetrics( SM_CYCAPTION ); pMinMax->ptMinTrackSize.x = SCREEN_WIDTH + dwFrameWidth * 2; pMinMax->ptMinTrackSize.y = SCREEN_HEIGHT + dwFrameHeight * 2 + dwMenuHeight + dwCaptionHeight; pMinMax->ptMaxTrackSize.x = pMinMax->ptMinTrackSize.x; pMinMax->ptMaxTrackSize.y = pMinMax->ptMinTrackSize.y; } return 0L; case WM_MOVE: // Retrieve the window position after a move. if( g_pDisplay ) g_pDisplay->UpdateBounds(); return 0L; 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; if( g_pDisplay ) g_pDisplay->UpdateBounds(); break; case WM_SETCURSOR: // Hide the cursor if in fullscreen if( !g_bWindowed ) { SetCursor( NULL ); return TRUE; } break; // Continue with default processing case WM_QUERYNEWPALETTE: if( g_pDisplay && g_pDisplay->GetFrontBuffer() ) { // If we are in windowed mode with a desktop resolution in 8 bit // color, then the palette we created during init has changed // since then. So get the palette back from the primary // DirectDraw surface, and set it again so that DirectDraw // realises the palette, then release it again. LPDIRECTDRAWPALETTE pDDPal = NULL; g_pDisplay->GetFrontBuffer()->GetPalette( &pDDPal ); g_pDisplay->GetFrontBuffer()->SetPalette( pDDPal ); SAFE_RELEASE( pDDPal ); } 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: if( !g_bWindowed ) 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 // flip or blt the back buffer to the primary buffer //----------------------------------------------------------------------------- HRESULT ProcessNextFrame( HWND hWnd ) { 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; // Move the sprites according to how much time has passed for( int iSprite = 0; iSprite < NUM_SPRITES; iSprite++ ) UpdateSprite( &g_Sprite[ iSprite ], dwTickDiff / 1000.0f ); // Check the cooperative level before rendering if( FAILED( hr = g_pDisplay->GetDirectDraw()->TestCooperativeLevel() ) ) { switch( hr ) { case DDERR_EXCLUSIVEMODEALREADYSET: case DDERR_NOEXCLUSIVEMODE: // Do nothing because some other app has exclusive mode Sleep(10); return S_OK; case DDERR_WRONGMODE: // The display mode changed on us. Update the // DirectDraw surfaces accordingly return InitDirectDrawMode( hWnd, g_bWindowed ); } return hr; } // 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: Move the sprite around and make it bounce based on how much time // has passed //----------------------------------------------------------------------------- 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 it blts or 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_pLogoSurface, NULL ); } // Flip or blt the back buffer onto the primary buffer 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; LPDIRECTDRAWPALETTE pDDPal = NULL; if( FAILED( hr = g_pDisplay->GetDirectDraw()->RestoreAllSurfaces() ) ) return hr; // No need to re-create the surface, just re-draw it. // We need to release and re-load, and set the palette again to if( FAILED( hr = g_pDisplay->CreatePaletteFromBitmap( &pDDPal, MAKEINTRESOURCE( IDB_DIRECTX ) ) ) ) return hr; g_pDisplay->SetPalette( pDDPal ); SAFE_RELEASE( pDDPal ); // No need to re-create the surface, just re-draw it. if( FAILED( hr = g_pLogoSurface->DrawBitmap( MAKEINTRESOURCE( IDB_DIRECTX ), SPRITE_DIAMETER, SPRITE_DIAMETER ) ) ) return hr; if( g_bWindowed ) { // No need to re-create the surface, just re-draw it. if( FAILED( hr = g_pTextSurface->DrawText( NULL, WINDOWED_HELPTEXT, 0, 0, RGB(0,0,0), RGB(255, 255, 0) ) ) ) return hr; } else { // No need to re-create the surface, just re-draw it. if( FAILED( hr = g_pTextSurface->DrawText( NULL, FULLSCREEN_HELPTEXT, 0, 0, RGB(0,0,0), RGB(255, 255, 0) ) ) ) return hr; } return S_OK; }