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Client/Library/dxx8/samples/Multimedia/DirectDraw/SpriteAnimate/spriteanimate.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

533 lines
16 KiB
C++

//-----------------------------------------------------------------------------
// 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 <windows.h>
#include <ddraw.h>
#include <mmsystem.h>
#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;
}