Files
Client/Library/dxx8/samples/Multimedia/DirectDraw/OverlayAnimate/overlayanimate.cpp
LGram16 e067522598 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>
2025-11-29 16:24:34 +09:00

787 lines
27 KiB
C++

//-----------------------------------------------------------------------------
// File: OverlayAnimate.cpp
//
// Desc: This sample demonstrates how to animate using DirectDraw overlays
//
// Copyright (c) 1999-2001 Microsoft Corporation. All rights reserved.
//-----------------------------------------------------------------------------
#define STRICT
#include <windows.h>
#include <ddraw.h>
#include <mmsystem.h>
#include "resource.h"
#include "ddutil.h"
#include "dxutil.h"
//-----------------------------------------------------------------------------
// Defines, constants, and global variables
//-----------------------------------------------------------------------------
#define WINDOW_WIDTH 128
#define WINDOW_HEIGHT 128
#define SPRITE_DIAMETER 48
#define NUM_FRAMES 30
LPDIRECTDRAW7 g_pDD = NULL;
LPDIRECTDRAWSURFACE7 g_pDDSPrimary = NULL;
LPDIRECTDRAWSURFACE7 g_pDDSOverlay = NULL;
LPDIRECTDRAWSURFACE7 g_pDDSOverlayBack = NULL;
LPDIRECTDRAWSURFACE7 g_pDDSAnimationSheet = NULL;
DDOVERLAYFX g_OverlayFX;
DWORD g_dwOverlayFlags = 0;
DWORD g_dwFrame = 0;
DDCAPS g_ddcaps;
BOOL g_bActive = FALSE;
RECT g_rcSrc = {0, 0, WINDOW_WIDTH, WINDOW_HEIGHT};
RECT g_rcDst = {0, 0, WINDOW_WIDTH, WINDOW_HEIGHT};
DWORD g_dwXRatio;
DWORD g_dwYRatio;
// This will be used as the color key, so try to make it something
// that doesn't appear in the source image.
COLORREF g_dwBackgroundColor = RGB(10, 0, 10);
//-----------------------------------------------------------------------------
// 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 );
BOOL HasOverlaySupport();
VOID FreeDirectDraw();
HRESULT CreateDirectDrawSurfaces( HWND hWnd );
VOID AdjustSizeForHardwareLimits();
HRESULT ProcessNextFrame( HWND hWnd );
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 )
{
HRESULT hr;
MSG msg;
HWND hWnd;
HACCEL hAccel;
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;
}
if( HasOverlaySupport() == FALSE )
{
MessageBox( hWnd, TEXT("This DirectDraw device does not support overlays. ")
TEXT("The sample will now exit. "), TEXT("DirectDraw Sample"),
MB_ICONERROR | MB_OK );
return FALSE;
}
// Create the DirectDraw surfaces needed
if( FAILED( hr = CreateDirectDrawSurfaces( hWnd ) ) )
{
MessageBox( hWnd, TEXT("Failed to create surfaces. This DirectDraw device may not support overlays. ")
TEXT("The sample will now exit. "), TEXT("DirectDraw Sample"),
MB_ICONERROR | MB_OK );
return FALSE;
}
ShowWindow( hWnd, SW_SHOW );
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 ) ) )
{
g_pDD->SetCooperativeLevel( NULL, DDSCL_NORMAL );
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();
}
}
}
}
//-----------------------------------------------------------------------------
// Name: WinInit()
// Desc: Init the window
//-----------------------------------------------------------------------------
HRESULT WinInit( HINSTANCE hInst, int nCmdShow, HWND* phWnd, HACCEL* phAccel )
{
WNDCLASSEX wc;
HWND hWnd;
HACCEL hAccel;
// If we are in 8 bit mode, then we need to choose a system palette
// color because most colors will be dithered expect ones in the palette
HDC hDC = GetDC( NULL );
if( GetDeviceCaps( hDC, NUMCOLORS ) != -1 )
g_dwBackgroundColor = RGB( 255, 0, 255 );
ReleaseDC( NULL, hDC );
// Register the Window Class
wc.cbSize = sizeof(wc);
wc.lpszClassName = TEXT("OverlayAnimate");
wc.lpfnWndProc = MainWndProc;
wc.style = CS_VREDRAW | CS_HREDRAW;
wc.hInstance = hInst;
wc.hIcon = LoadIcon( hInst, MAKEINTRESOURCE(IDI_MAIN) );
wc.hIconSm = LoadIcon( hInst, MAKEINTRESOURCE(IDI_MAIN) );
wc.hCursor = LoadCursor( NULL, IDC_ARROW );
// Let windows paint the colorkey'ed background which our overlay will use
wc.hbrBackground = CreateSolidBrush( g_dwBackgroundColor );
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 = WINDOW_WIDTH + dwFrameWidth * 2;
DWORD dwWindowHeight = WINDOW_HEIGHT + dwFrameHeight * 2 +
dwMenuHeight + dwCaptionHeight;
// Create and show the main window
hWnd = CreateWindow( TEXT("OverlayAnimate"), TEXT("DirectDraw OverlayAnimate Sample"),
WS_OVERLAPPEDWINDOW, CW_USEDEFAULT, CW_USEDEFAULT,
dwWindowWidth, dwWindowHeight, NULL, NULL, hInst, NULL );
if( hWnd == NULL )
return E_FAIL;
*phWnd = hWnd;
*phAccel = hAccel;
return S_OK;
}
//-----------------------------------------------------------------------------
// Name: InitDirectDraw()
// Desc: Create the DirectDraw object, and init the surfaces
//-----------------------------------------------------------------------------
HRESULT InitDirectDraw( HWND hWnd )
{
DDSURFACEDESC2 ddsd;
HRESULT hr;
// Create the main DirectDraw object
if( FAILED( hr = DirectDrawCreateEx( NULL, (VOID**)&g_pDD,
IID_IDirectDraw7, NULL ) ) )
return hr;
// Request normal cooperative level to put us in windowed mode
if( FAILED( hr = g_pDD->SetCooperativeLevel( hWnd, DDSCL_NORMAL ) ) )
return hr;
// Get driver capabilities to determine Overlay support.
ZeroMemory( &g_ddcaps, sizeof(g_ddcaps) );
g_ddcaps.dwSize = sizeof(g_ddcaps);
if( FAILED( hr = g_pDD->GetCaps( &g_ddcaps, NULL ) ) )
return hr;
// Create the primary surface, which in windowed mode is the desktop.
ZeroMemory(&ddsd,sizeof(ddsd));
ddsd.dwSize = sizeof(ddsd);
ddsd.dwFlags = DDSD_CAPS;
ddsd.ddsCaps.dwCaps = DDSCAPS_PRIMARYSURFACE;
if( FAILED( hr = g_pDD->CreateSurface( &ddsd, &g_pDDSPrimary, NULL ) ) )
return hr;
return S_OK;
}
//-----------------------------------------------------------------------------
// Name: CreateDirectDrawSurfaces()
// Desc: Creates the DirectDraw surfaces
//-----------------------------------------------------------------------------
HRESULT CreateDirectDrawSurfaces( HWND hWnd )
{
DDSURFACEDESC2 ddsd;
DDPIXELFORMAT ddpfOverlayFormat;
DDSCAPS2 ddscaps;
HRESULT hr;
// Release any previous surfaces
SAFE_RELEASE( g_pDDSOverlay );
// Set the overlay format to 16 bit RGB 5:6:5
ZeroMemory( &ddpfOverlayFormat, sizeof(ddpfOverlayFormat) );
ddpfOverlayFormat.dwSize = sizeof(ddpfOverlayFormat);
ddpfOverlayFormat.dwFlags = DDPF_RGB;
ddpfOverlayFormat.dwRGBBitCount = 16;
ddpfOverlayFormat.dwRBitMask = 0xF800;
ddpfOverlayFormat.dwGBitMask = 0x07E0;
ddpfOverlayFormat.dwBBitMask = 0x001F;
// Setup the overlay surface's attributes in the surface descriptor
ZeroMemory( &ddsd, sizeof(ddsd) );
ddsd.dwSize = sizeof(ddsd);
ddsd.dwFlags = DDSD_CAPS | DDSD_HEIGHT | DDSD_WIDTH |
DDSD_BACKBUFFERCOUNT | DDSD_PIXELFORMAT;
ddsd.ddsCaps.dwCaps = DDSCAPS_OVERLAY | DDSCAPS_FLIP |
DDSCAPS_COMPLEX | DDSCAPS_VIDEOMEMORY;
ddsd.dwBackBufferCount = 1;
ddsd.dwWidth = WINDOW_WIDTH;
ddsd.dwHeight = WINDOW_HEIGHT;
ddsd.ddpfPixelFormat = ddpfOverlayFormat; // Use 16 bit RGB 5:6:5 pixel format
// Attempt to create the surface with theses settings
if( FAILED( hr = g_pDD->CreateSurface( &ddsd, &g_pDDSOverlay, NULL ) ) )
return hr;
ZeroMemory(&ddscaps, sizeof(ddscaps));
ddscaps.dwCaps = DDSCAPS_BACKBUFFER;
if( FAILED( hr = g_pDDSOverlay->GetAttachedSurface( &ddscaps, &g_pDDSOverlayBack ) ) )
return hr;
// Setup effects structure
ZeroMemory( &g_OverlayFX, sizeof(g_OverlayFX) );
g_OverlayFX.dwSize = sizeof(g_OverlayFX);
// Setup overlay flags.
g_dwOverlayFlags = DDOVER_SHOW;
// Check for destination color keying capability
if (g_ddcaps.dwCKeyCaps & DDCKEYCAPS_DESTOVERLAY)
{
// Using a color key will clip the overlay
// when the mouse or other windows go on top of us.
DWORD dwDDSColor;
// The color key can be any color, but a near black (not exactly) allows
// the cursor to move around on the window without showing off the
// color key, and also clips windows with exactly black text.
CSurface frontSurface;
frontSurface.Create( g_pDDSPrimary );
dwDDSColor = frontSurface.ConvertGDIColor( g_dwBackgroundColor );
g_OverlayFX.dckDestColorkey.dwColorSpaceLowValue = dwDDSColor;
g_OverlayFX.dckDestColorkey.dwColorSpaceHighValue = dwDDSColor;
g_dwOverlayFlags |= DDOVER_DDFX | DDOVER_KEYDESTOVERRIDE;
}
else
{
LPDIRECTDRAWCLIPPER pClipper = NULL;
// If not, we'll setup a clipper for the window. This will fix the
// problem on a few video cards - but the ones that don't shouldn't
// care.
if( FAILED( hr = g_pDD->CreateClipper(0, &pClipper, NULL) ) )
return hr;
if( FAILED( hr = pClipper->SetHWnd(0, hWnd ) ) )
return hr;
if( FAILED( hr = g_pDDSPrimary->SetClipper( pClipper ) ) )
return hr;
SAFE_RELEASE( pClipper );
}
ZeroMemory( &ddsd, sizeof(ddsd) );
ddsd.dwSize = sizeof(ddsd);
ddsd.dwFlags = DDSD_CAPS | DDSD_HEIGHT | DDSD_WIDTH | DDSD_PIXELFORMAT;
ddsd.ddsCaps.dwCaps = DDSCAPS_OFFSCREENPLAIN;
ddsd.dwWidth = SPRITE_DIAMETER * 5;
ddsd.dwHeight = SPRITE_DIAMETER * 6;
ddsd.ddpfPixelFormat = ddpfOverlayFormat; // Use 16 bit RGB 5:6:5 pixel format
// Attempt to create the surface with theses settings
if( FAILED( hr = g_pDD->CreateSurface( &ddsd, &g_pDDSAnimationSheet, NULL ) ) )
return hr;
CSurface animateSurface;
animateSurface.Create( g_pDDSAnimationSheet );
if( FAILED( hr = animateSurface.DrawBitmap( MAKEINTRESOURCE( IDB_ANIMATE_SHEET ),
SPRITE_DIAMETER * 5, SPRITE_DIAMETER * 6 ) ) )
return hr;
return S_OK;
}
//-----------------------------------------------------------------------------
// Name: HasOverlaySupport()
// Desc: Returns TRUE if the device supports overlays, FALSE otherwise
//-----------------------------------------------------------------------------
BOOL HasOverlaySupport()
{
// Get driver capabilities to determine overlay support.
ZeroMemory( &g_ddcaps, sizeof(g_ddcaps) );
g_ddcaps.dwSize = sizeof(g_ddcaps);
g_pDD->GetCaps( &g_ddcaps, NULL );
// Does the driver support overlays in the current mode?
// The DirectDraw emulation layer does not support overlays
// so overlay related APIs will fail without hardware support.
if( g_ddcaps.dwCaps & DDCAPS_OVERLAY )
{
// Make sure it supports stretching (scaling)
if ( g_ddcaps.dwCaps & DDCAPS_OVERLAYSTRETCH )
return TRUE;
else
return FALSE;
}
else
{
return FALSE;
}
}
//-----------------------------------------------------------------------------
// Name: FreeDirectDraw()
// Desc: Release all the DirectDraw objects
//-----------------------------------------------------------------------------
VOID FreeDirectDraw()
{
SAFE_RELEASE( g_pDDSOverlay ); // g_pDDSOverlayBack will be automatically released here
SAFE_RELEASE( g_pDDSPrimary );
SAFE_RELEASE( g_pDDSAnimationSheet );
SAFE_RELEASE( g_pDD );
}
//-----------------------------------------------------------------------------
// 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_PAINT:
// Update the screen if we need to refresh. This case occurs
// when in windowed mode and the window is behind others.
// The app will not be active, but it will be visible.
if( g_pDDSPrimary )
{
// UpdateOverlay is how we put the overlay on the screen.
if( g_rcDst.top == g_rcDst.bottom )
{
g_pDDSOverlay->UpdateOverlay( NULL, g_pDDSPrimary, NULL,
DDOVER_HIDE, NULL );
}
else
{
g_pDDSOverlay->UpdateOverlay( &g_rcSrc, g_pDDSPrimary,
&g_rcDst, g_dwOverlayFlags,
&g_OverlayFX);
}
}
break; // Continue with default processing to validate the region
case WM_QUERYNEWPALETTE:
if( g_pDDSPrimary )
{
// 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_pDDSPrimary->GetPalette( &pDDPal );
g_pDDSPrimary->SetPalette( pDDPal );
SAFE_RELEASE( pDDPal );
}
break;
case WM_MOVE:
// Make sure we're not moving to be minimized - because otherwise
// our ratio varialbes (g_dwXRatio and g_dwYRatio) will end up
// being 0, and once we hit CheckBoundries it divides by 0.
if (!IsIconic(hWnd))
{
POINT p = {0, 0}; // Translation point for the window's client region
g_rcSrc.left = 0;
g_rcSrc.right = WINDOW_WIDTH;
g_rcSrc.top = 0;
g_rcSrc.bottom = WINDOW_HEIGHT;
GetClientRect(hWnd, &g_rcDst);
g_dwXRatio = (g_rcDst.right - g_rcDst.left) * 1000 /
(g_rcSrc.right - g_rcSrc.left);
g_dwYRatio = (g_rcDst.bottom - g_rcDst.top) * 1000 /
(g_rcSrc.bottom - g_rcSrc.top);
ClientToScreen( hWnd, &p );
g_rcDst.left = p.x;
g_rcDst.top = p.y;
g_rcDst.bottom += p.y;
g_rcDst.right += p.x;
if( g_pDD )
AdjustSizeForHardwareLimits();
}
else
{
// Else, hide the overlay... just in case we can't do
// destination color keying, this will pull the overlay
// off of the screen for the user.
if (g_pDDSOverlay && g_pDDSPrimary)
g_pDDSOverlay->UpdateOverlay( NULL, g_pDDSPrimary, NULL,
DDOVER_HIDE, NULL);
}
// Check to make sure our window exists before we tell it to
// repaint. This will fail the first time (while the window is
// being created).
if (hWnd)
{
InvalidateRect(hWnd, NULL, FALSE);
UpdateWindow(hWnd);
}
return 0L;
case WM_SIZE:
// Another check for the minimization action. This check is
// quicker though...
// 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_bActive )
{
POINT p = {0, 0}; // Translation point for the window's client region
GetClientRect(hWnd, &g_rcDst);
ClientToScreen(hWnd, &p);
g_rcDst.left = p.x;
g_rcDst.top = p.y;
g_rcDst.bottom += p.y;
g_rcDst.right += p.x;
g_rcSrc.left = 0;
g_rcSrc.right = WINDOW_WIDTH;
g_rcSrc.top = 0;
g_rcSrc.bottom = WINDOW_HEIGHT;
// Here we multiply by 1000 to preserve 3 decimal places in the
// division opperation (we picked 1000 to be on the same order
// of magnitude as the stretch factor for easier comparisons)
g_dwXRatio = (g_rcDst.right - g_rcDst.left) * 1000 /
(g_rcSrc.right - g_rcSrc.left);
g_dwYRatio = (g_rcDst.bottom - g_rcDst.top) * 1000 /
(g_rcSrc.bottom - g_rcSrc.top);
AdjustSizeForHardwareLimits();
}
return 0L;
case WM_DISPLAYCHANGE:
// This not only checks for overlay support in the new video mode -
// but gets the new caps for the new display settings. That way we
// have more accurate info about min/max stretch factors, color
// keying
if( HasOverlaySupport() == FALSE)
{
MessageBox( hWnd, "You have changed your adapter settings such "
" that you no longer support this overlay.", "Overlay", MB_OK );
PostMessage( hWnd, WM_CLOSE, 0, 0 );
}
return 0L;
case WM_DESTROY:
// Cleanup and close the app
FreeDirectDraw();
PostQuitMessage( 0 );
return 0L;
}
return DefWindowProc(hWnd, msg, wParam, lParam);
}
//-----------------------------------------------------------------------------
// Name: AdjustSizeForHardwareLimits()
// Desc: Checks and corrects all boundries for alignment and stretching
//-----------------------------------------------------------------------------
VOID AdjustSizeForHardwareLimits()
{
// Setup effects structure
// Make sure the coordinates fulfill the stretching requirements. Often
// the hardware will require a certain ammount of stretching to do
// overlays. This stretch factor is held in dwMinOverlayStretch as the
// stretch factor multiplied by 1000 (to keep an accuracy of 3 decimal
// places).
if( (g_ddcaps.dwCaps & DDCAPS_OVERLAYSTRETCH) &&
(g_ddcaps.dwMinOverlayStretch) &&
(g_dwXRatio < g_ddcaps.dwMinOverlayStretch) )
{
// Window is too small
g_rcDst.right = 2 * GetSystemMetrics(SM_CXSIZEFRAME) + g_rcDst.left + (WINDOW_WIDTH
* (g_ddcaps.dwMinOverlayStretch + 1)) / 1000;
}
if( (g_ddcaps.dwCaps & DDCAPS_OVERLAYSTRETCH) &&
(g_ddcaps.dwMaxOverlayStretch) &&
(g_dwXRatio > g_ddcaps.dwMaxOverlayStretch) )
{
// Window is too large
g_rcDst.right = 2 * GetSystemMetrics(SM_CXSIZEFRAME) + g_rcDst.left + (WINDOW_HEIGHT
* (g_ddcaps.dwMaxOverlayStretch + 999)) / 1000;
}
// Recalculate the ratio's for the upcoming calculations
g_dwXRatio = (g_rcDst.right - g_rcDst.left) * 1000 / (g_rcSrc.right - g_rcSrc.left);
g_dwYRatio = (g_rcDst.bottom - g_rcDst.top) * 1000 / (g_rcSrc.bottom - g_rcSrc.top);
// Check to make sure we're within the screen's boundries, if not then fix
// the problem by adjusting the source rectangle which we draw from.
if (g_rcDst.left < 0)
{
g_rcSrc.left = -g_rcDst.left * 1000 / g_dwXRatio;
g_rcDst.left = 0;
}
if (g_rcDst.right > GetSystemMetrics(SM_CXSCREEN))
{
g_rcSrc.right = WINDOW_WIDTH - ((g_rcDst.right - GetSystemMetrics(SM_CXSCREEN)) *
1000 / g_dwXRatio);
g_rcDst.right = GetSystemMetrics(SM_CXSCREEN);
}
if (g_rcDst.bottom > GetSystemMetrics(SM_CYSCREEN))
{
g_rcSrc.bottom = WINDOW_HEIGHT - ((g_rcDst.bottom - GetSystemMetrics(SM_CYSCREEN))
* 1000 / g_dwYRatio);
g_rcDst.bottom = GetSystemMetrics(SM_CYSCREEN);
}
if (g_rcDst.top < 0)
{
g_rcSrc.top = -g_rcDst.top * 1000 / g_dwYRatio;
g_rcDst.top = 0;
}
// Make sure the coordinates fulfill the alignment requirements
// these expressions (x & -y) just do alignment by dropping low order bits...
// so to round up, we add first, then truncate.
if( (g_ddcaps.dwCaps & DDCAPS_ALIGNBOUNDARYSRC) &&
(g_ddcaps.dwAlignBoundarySrc) )
{
g_rcSrc.left = (g_rcSrc.left + g_ddcaps.dwAlignBoundarySrc / 2) &
-(signed) (g_ddcaps.dwAlignBoundarySrc);
}
if( (g_ddcaps.dwCaps & DDCAPS_ALIGNSIZESRC) &&
(g_ddcaps.dwAlignSizeSrc) )
{
g_rcSrc.right = g_rcSrc.left + (g_rcSrc.right - g_rcSrc.left + g_ddcaps.dwAlignSizeSrc / 2) &
-(signed) (g_ddcaps.dwAlignSizeSrc);
}
if( (g_ddcaps.dwCaps & DDCAPS_ALIGNBOUNDARYDEST) &&
(g_ddcaps.dwAlignBoundaryDest) )
{
g_rcDst.left = ( g_rcDst.left + g_ddcaps.dwAlignBoundaryDest / 2 ) &
-(signed) (g_ddcaps.dwAlignBoundaryDest);
}
if( (g_ddcaps.dwCaps & DDCAPS_ALIGNSIZEDEST) &&
(g_ddcaps.dwAlignSizeDest) )
{
g_rcDst.right = g_rcDst.left + (g_rcDst.right - g_rcDst.left) &
-(signed) (g_ddcaps.dwAlignSizeDest);
}
}
//-----------------------------------------------------------------------------
// 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 )
{
static s_dwFrameSkip = 0;
HRESULT hr;
// Only advance the frame animation number every 5th frame
s_dwFrameSkip++;
s_dwFrameSkip %= 5;
if( s_dwFrameSkip == 0 )
{
g_dwFrame++;
g_dwFrame %= NUM_FRAMES;
}
// Check the cooperative level before rendering
if( FAILED( hr = g_pDD->TestCooperativeLevel() ) )
{
switch( hr )
{
case DDERR_EXCLUSIVEMODEALREADYSET:
// 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 CreateDirectDrawSurfaces( hWnd );
}
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: DisplayFrame()
// Desc: Blts a the sprites to the back buffer, then flips the
// back buffer onto the primary buffer.
//-----------------------------------------------------------------------------
HRESULT DisplayFrame()
{
HRESULT hr;
RECT rcSrc;
rcSrc.left = (g_dwFrame % 5) * SPRITE_DIAMETER;
rcSrc.top = (g_dwFrame / 5) * SPRITE_DIAMETER;
rcSrc.right = rcSrc.left + SPRITE_DIAMETER;
rcSrc.bottom = rcSrc.top + SPRITE_DIAMETER;
g_pDDSOverlayBack->Blt( NULL, g_pDDSAnimationSheet,
&rcSrc, DDBLT_WAIT, NULL );
if( FAILED( hr = g_pDDSOverlay->Flip( NULL, DDFLIP_WAIT ) ) )
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_pDD->RestoreAllSurfaces() ) )
return hr;
// No need to re-create the surface, just re-draw it.
CSurface animateSurface;
animateSurface.Create( g_pDDSAnimationSheet );
if( FAILED( hr = animateSurface.DrawBitmap( MAKEINTRESOURCE( IDB_ANIMATE_SHEET ),
SPRITE_DIAMETER * 5, SPRITE_DIAMETER * 6 ) ) )
return hr;
return S_OK;
}