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>
555 lines
18 KiB
C++
555 lines
18 KiB
C++
//-----------------------------------------------------------------------------
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// File: WindowedMode.cpp
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//
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// Desc: This sample demonstrates how to use DirectDraw in windowed mode.
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//
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// Copyright (c) 1999-2001 Microsoft Corporation. All rights reserved.
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//-----------------------------------------------------------------------------
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#define STRICT
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#include <windows.h>
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#include <ddraw.h>
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#include <mmsystem.h>
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#include "resource.h"
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#include "ddutil.h"
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//-----------------------------------------------------------------------------
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// Defines, constants, and global variables
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//-----------------------------------------------------------------------------
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#define SAFE_DELETE(p) { if(p) { delete (p); (p)=NULL; } }
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#define SAFE_RELEASE(p) { if(p) { (p)->Release(); (p)=NULL; } }
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#define WINDOW_WIDTH 640
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#define WINDOW_HEIGHT 480
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#define SPRITE_DIAMETER 48
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#define NUM_SPRITES 25
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#define HELPTEXT TEXT("Press Escape to quit.")
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struct SPRITE_STRUCT
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{
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FLOAT fPosX;
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FLOAT fPosY;
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FLOAT fVelX;
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FLOAT fVelY;
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};
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CDisplay* g_pDisplay = NULL;
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CSurface* g_pLogoSurface = NULL;
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CSurface* g_pTextSurface = NULL;
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RECT g_rcViewport;
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RECT g_rcScreen;
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BOOL g_bActive = FALSE;
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DWORD g_dwLastTick;
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SPRITE_STRUCT g_Sprite[NUM_SPRITES];
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//-----------------------------------------------------------------------------
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// Function-prototypes
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//-----------------------------------------------------------------------------
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LRESULT CALLBACK MainWndProc( HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam );
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HRESULT WinInit( HINSTANCE hInst, int nCmdShow, HWND* phWnd, HACCEL* phAccel );
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HRESULT InitDirectDraw( HWND hWnd );
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VOID FreeDirectDraw();
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HRESULT ProcessNextFrame( HWND hWnd );
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VOID UpdateSprite( SPRITE_STRUCT* pSprite, FLOAT fTimeDelta );
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HRESULT DisplayFrame();
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HRESULT RestoreSurfaces();
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//-----------------------------------------------------------------------------
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// Name: WinMain()
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// Desc: Entry point to the program. Initializes everything and calls
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// UpdateFrame() when idle from the message pump.
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//-----------------------------------------------------------------------------
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int APIENTRY WinMain( HINSTANCE hInst, HINSTANCE hPrevInst, LPSTR pCmdLine, int nCmdShow )
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{
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MSG msg;
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HWND hWnd;
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HACCEL hAccel;
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ZeroMemory( &g_Sprite, sizeof(SPRITE_STRUCT) * NUM_SPRITES );
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srand( GetTickCount() );
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if( FAILED( WinInit( hInst, nCmdShow, &hWnd, &hAccel ) ) )
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return FALSE;
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if( FAILED( InitDirectDraw( hWnd ) ) )
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{
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MessageBox( hWnd, TEXT("DirectDraw init failed. ")
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TEXT("The sample will now exit. "), TEXT("DirectDraw Sample"),
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MB_ICONERROR | MB_OK );
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return FALSE;
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}
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g_dwLastTick = timeGetTime();
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while( TRUE )
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{
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// Look for messages, if none are found then
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// update the state and display it
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if( PeekMessage( &msg, NULL, 0, 0, PM_NOREMOVE ) )
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{
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if( 0 == GetMessage(&msg, NULL, 0, 0 ) )
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{
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// WM_QUIT was posted, so exit
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return (int)msg.wParam;
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}
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// Translate and dispatch the message
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if( 0 == TranslateAccelerator( hWnd, hAccel, &msg ) )
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{
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TranslateMessage( &msg );
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DispatchMessage( &msg );
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}
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}
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else
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{
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if( g_bActive )
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{
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// Move the sprites, blt them to the back buffer, then
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// flip or blt the back buffer to the primary buffer
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if( FAILED( ProcessNextFrame( hWnd ) ) )
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{
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SAFE_DELETE( g_pDisplay );
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MessageBox( hWnd, TEXT("Displaying the next frame failed. ")
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TEXT("The sample will now exit. "), TEXT("DirectDraw Sample"),
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MB_ICONERROR | MB_OK );
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return FALSE;
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}
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}
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else
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{
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// Make sure we go to sleep if we have nothing else to do
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WaitMessage();
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// Ignore time spent inactive
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g_dwLastTick = timeGetTime();
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}
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}
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}
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}
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//-----------------------------------------------------------------------------
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// Name: WinInit()
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// Desc: Init the window
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//-----------------------------------------------------------------------------
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HRESULT WinInit( HINSTANCE hInst, int nCmdShow, HWND* phWnd, HACCEL* phAccel )
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{
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WNDCLASSEX wc;
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HWND hWnd;
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HACCEL hAccel;
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// Register the Window Class
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wc.cbSize = sizeof(wc);
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wc.lpszClassName = TEXT("WindowedMode");
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wc.lpfnWndProc = MainWndProc;
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wc.style = CS_VREDRAW | CS_HREDRAW;
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wc.hInstance = hInst;
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wc.hIcon = LoadIcon( hInst, MAKEINTRESOURCE(IDI_MAIN) );
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wc.hIconSm = LoadIcon( hInst, MAKEINTRESOURCE(IDI_MAIN) );
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wc.hCursor = LoadCursor( NULL, IDC_ARROW );
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wc.hbrBackground = (HBRUSH) (COLOR_WINDOW + 1);
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wc.lpszMenuName = MAKEINTRESOURCE(IDR_MENU);
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wc.cbClsExtra = 0;
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wc.cbWndExtra = 0;
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if( RegisterClassEx( &wc ) == 0 )
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return E_FAIL;
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// Load keyboard accelerators
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hAccel = LoadAccelerators( hInst, MAKEINTRESOURCE(IDR_MAIN_ACCEL) );
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// Calculate the proper size for the window given a client of 640x480
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DWORD dwFrameWidth = GetSystemMetrics( SM_CXSIZEFRAME );
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DWORD dwFrameHeight = GetSystemMetrics( SM_CYSIZEFRAME );
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DWORD dwMenuHeight = GetSystemMetrics( SM_CYMENU );
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DWORD dwCaptionHeight = GetSystemMetrics( SM_CYCAPTION );
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DWORD dwWindowWidth = WINDOW_WIDTH + dwFrameWidth * 2;
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DWORD dwWindowHeight = WINDOW_HEIGHT + dwFrameHeight * 2 +
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dwMenuHeight + dwCaptionHeight;
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// Create and show the main window
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DWORD dwStyle = WS_OVERLAPPEDWINDOW & ~WS_MAXIMIZEBOX;
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hWnd = CreateWindowEx( 0, TEXT("WindowedMode"), TEXT("DirectDraw WindowedMode Sample"),
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dwStyle, CW_USEDEFAULT, CW_USEDEFAULT,
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dwWindowWidth, dwWindowHeight, NULL, NULL, hInst, NULL );
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if( hWnd == NULL )
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return E_FAIL;
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ShowWindow( hWnd, nCmdShow );
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UpdateWindow( hWnd );
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*phWnd = hWnd;
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*phAccel = hAccel;
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return S_OK;
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}
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//-----------------------------------------------------------------------------
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// Name: InitDirectDraw()
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// Desc: Create the DirectDraw object, and init the surfaces
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//-----------------------------------------------------------------------------
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HRESULT InitDirectDraw( HWND hWnd )
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{
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LPDIRECTDRAWPALETTE pDDPal = NULL;
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HRESULT hr;
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int iSprite;
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g_pDisplay = new CDisplay();
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if( FAILED( hr = g_pDisplay->CreateWindowedDisplay( hWnd, WINDOW_WIDTH, WINDOW_HEIGHT ) ) )
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{
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MessageBox( hWnd, TEXT("Failed initializing DirectDraw."),
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TEXT("DirectDraw Sample"), MB_ICONERROR | MB_OK );
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return hr;
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}
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// Create and set the palette when in palettized color
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if( FAILED( hr = g_pDisplay->CreatePaletteFromBitmap( &pDDPal, MAKEINTRESOURCE( IDB_DIRECTX ) ) ) )
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return hr;
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g_pDisplay->SetPalette( pDDPal );
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SAFE_RELEASE( pDDPal );
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// Create a surface, and draw a bitmap resource on it.
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if( FAILED( hr = g_pDisplay->CreateSurfaceFromBitmap( &g_pLogoSurface, MAKEINTRESOURCE( IDB_DIRECTX ),
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SPRITE_DIAMETER, SPRITE_DIAMETER ) ) )
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return hr;
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// Create a surface, and draw text to it.
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if( FAILED( hr = g_pDisplay->CreateSurfaceFromText( &g_pTextSurface, NULL, HELPTEXT,
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RGB(0,0,0), RGB(255, 255, 0) ) ) )
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return hr;
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// Set the color key for the logo sprite to black
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if( FAILED( hr = g_pLogoSurface->SetColorKey( 0 ) ) )
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return hr;
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// Init all the sprites. All of these sprites look the same,
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// using the g_pDDSLogo surface.
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for( iSprite = 0; iSprite < NUM_SPRITES; iSprite++ )
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{
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// Set the sprite's position and velocity
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g_Sprite[iSprite].fPosX = (float) (rand() % WINDOW_WIDTH);
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g_Sprite[iSprite].fPosY = (float) (rand() % WINDOW_HEIGHT);
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g_Sprite[iSprite].fVelX = 500.0f * rand() / RAND_MAX - 250.0f;
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g_Sprite[iSprite].fVelY = 500.0f * rand() / RAND_MAX - 250.0f;
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}
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return S_OK;
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}
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//-----------------------------------------------------------------------------
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// Name: FreeDirectDraw()
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// Desc: Release all the DirectDraw objects
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//-----------------------------------------------------------------------------
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VOID FreeDirectDraw()
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{
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SAFE_DELETE( g_pLogoSurface );
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SAFE_DELETE( g_pTextSurface );
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SAFE_DELETE( g_pDisplay );
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}
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//-----------------------------------------------------------------------------
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// Name: MainWndProc()
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// Desc: The main window procedure
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//-----------------------------------------------------------------------------
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LRESULT CALLBACK MainWndProc( HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam )
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{
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switch (msg)
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{
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case WM_COMMAND:
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switch( LOWORD(wParam) )
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{
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case IDM_EXIT:
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// Received key/menu command to exit app
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PostMessage( hWnd, WM_CLOSE, 0, 0 );
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return 0L;
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}
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break; // Continue with default processing
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case WM_PAINT:
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// Update the screen if we need to refresh. This case occurs
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// when in windowed mode and the window is behind others.
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// The app will not be active, but it will be visible.
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if( g_pDisplay )
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{
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// Display the new position of the sprite
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if( DisplayFrame() == DDERR_SURFACELOST )
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{
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// If the surfaces were lost, then restore and try again
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RestoreSurfaces();
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DisplayFrame();
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}
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}
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break; // Continue with default processing to validate the region
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case WM_QUERYNEWPALETTE:
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if( g_pDisplay )
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{
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// If we are in windowed mode with a desktop resolution in 8 bit
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// color, then the palette we created during init has changed
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// since then. So get the palette back from the primary
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// DirectDraw surface, and set it again so that DirectDraw
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// realises the palette, then release it again.
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LPDIRECTDRAWPALETTE pDDPal = NULL;
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g_pDisplay->GetFrontBuffer()->GetPalette( &pDDPal );
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g_pDisplay->GetFrontBuffer()->SetPalette( pDDPal );
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SAFE_RELEASE( pDDPal );
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}
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break;
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case WM_GETMINMAXINFO:
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{
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// Don't allow resizing in windowed mode.
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// Fix the size of the window to 640x480 (client size)
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MINMAXINFO* pMinMax = (MINMAXINFO*) lParam;
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DWORD dwFrameWidth = GetSystemMetrics( SM_CXSIZEFRAME );
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DWORD dwFrameHeight = GetSystemMetrics( SM_CYSIZEFRAME );
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DWORD dwMenuHeight = GetSystemMetrics( SM_CYMENU );
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DWORD dwCaptionHeight = GetSystemMetrics( SM_CYCAPTION );
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pMinMax->ptMinTrackSize.x = WINDOW_WIDTH + dwFrameWidth * 2;
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pMinMax->ptMinTrackSize.y = WINDOW_HEIGHT + dwFrameHeight * 2 +
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dwMenuHeight + dwCaptionHeight;
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pMinMax->ptMaxTrackSize.x = pMinMax->ptMinTrackSize.x;
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pMinMax->ptMaxTrackSize.y = pMinMax->ptMinTrackSize.y;
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}
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return 0L;
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case WM_MOVE:
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if( g_pDisplay )
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g_pDisplay->UpdateBounds();
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return 0L;
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case WM_EXITMENULOOP:
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// Ignore time spent in menu
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g_dwLastTick = timeGetTime();
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break;
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case WM_EXITSIZEMOVE:
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// Ignore time spent resizing
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g_dwLastTick = timeGetTime();
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break;
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case WM_SIZE:
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// Check to see if we are losing our window...
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if( SIZE_MAXHIDE==wParam || SIZE_MINIMIZED==wParam )
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g_bActive = FALSE;
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else
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g_bActive = TRUE;
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if( g_pDisplay )
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g_pDisplay->UpdateBounds();
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break;
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case WM_DESTROY:
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// Cleanup and close the app
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FreeDirectDraw();
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PostQuitMessage( 0 );
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return 0L;
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}
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return DefWindowProc(hWnd, msg, wParam, lParam);
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}
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//-----------------------------------------------------------------------------
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// Name: ProcessNextFrame()
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// Desc: Move the sprites, blt them to the back buffer, then
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// flip or blt the back buffer to the primary buffer
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//-----------------------------------------------------------------------------
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HRESULT ProcessNextFrame( HWND hWnd )
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{
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HRESULT hr;
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// Figure how much time has passed since the last time
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DWORD dwCurrTick = timeGetTime();
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DWORD dwTickDiff = dwCurrTick - g_dwLastTick;
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// Don't update if no time has passed
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if( dwTickDiff == 0 )
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return S_OK;
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g_dwLastTick = dwCurrTick;
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// Move the sprites according to how much time has passed
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for( int iSprite = 0; iSprite < NUM_SPRITES; iSprite++ )
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UpdateSprite( &g_Sprite[ iSprite ], dwTickDiff / 1000.0f );
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// Check the cooperative level before rendering
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if( FAILED( hr = g_pDisplay->GetDirectDraw()->TestCooperativeLevel() ) )
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{
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switch( hr )
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{
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case DDERR_EXCLUSIVEMODEALREADYSET:
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// Do nothing because some other app has exclusive mode
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Sleep(10);
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return S_OK;
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case DDERR_WRONGMODE:
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// The display mode changed on us. Update the
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// DirectDraw surfaces accordingly
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FreeDirectDraw();
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return InitDirectDraw( hWnd );
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}
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return hr;
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}
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// Display the sprites on the screen
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if( FAILED( hr = DisplayFrame() ) )
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{
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if( hr != DDERR_SURFACELOST )
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return hr;
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// The surfaces were lost so restore them
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RestoreSurfaces();
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}
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return S_OK;
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}
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//-----------------------------------------------------------------------------
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// Name: UpdateSprite()
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// Desc: Move the sprite around and make it bounce based on how much time
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// has passed
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//-----------------------------------------------------------------------------
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VOID UpdateSprite( SPRITE_STRUCT* pSprite, FLOAT fTimeDelta )
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{
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// Update the sprite position
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pSprite->fPosX += pSprite->fVelX * fTimeDelta;
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pSprite->fPosY += pSprite->fVelY * fTimeDelta;
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// Clip the position, and bounce if it hits the edge
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if( pSprite->fPosX < 0.0f )
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{
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pSprite->fPosX = 0;
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pSprite->fVelX = -pSprite->fVelX;
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}
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if( pSprite->fPosX >= WINDOW_WIDTH - SPRITE_DIAMETER )
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{
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pSprite->fPosX = WINDOW_WIDTH - 1 - SPRITE_DIAMETER;
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pSprite->fVelX = -pSprite->fVelX;
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}
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if( pSprite->fPosY < 0 )
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{
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pSprite->fPosY = 0;
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pSprite->fVelY = -pSprite->fVelY;
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}
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if( pSprite->fPosY > WINDOW_HEIGHT - SPRITE_DIAMETER )
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{
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pSprite->fPosY = WINDOW_HEIGHT - 1 - SPRITE_DIAMETER;
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pSprite->fVelY = -pSprite->fVelY;
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}
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}
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//-----------------------------------------------------------------------------
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// Name: DisplayFrame()
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// Desc: Blts a the sprites to the back buffer, then it blts or flips the
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// back buffer onto the primary buffer.
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//-----------------------------------------------------------------------------
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HRESULT DisplayFrame()
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{
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HRESULT hr;
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// Fill the back buffer with black, ignoring errors until the flip
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g_pDisplay->Clear( 0 );
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// Blt the help text on the backbuffer, ignoring errors until the flip
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g_pDisplay->Blt( 10, 10, g_pTextSurface, NULL );
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// Blt all the sprites onto the back buffer using color keying,
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// ignoring errors until the last blt. Note that all of these sprites
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// use the same DirectDraw surface.
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for( int iSprite = 0; iSprite < NUM_SPRITES; iSprite++ )
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{
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g_pDisplay->Blt( (DWORD)g_Sprite[iSprite].fPosX,
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(DWORD)g_Sprite[iSprite].fPosY,
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g_pLogoSurface, NULL );
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}
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// We are in windowed mode so perform a blt from the backbuffer
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// to the primary, returning any errors like DDERR_SURFACELOST
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if( FAILED( hr = g_pDisplay->Present() ) )
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return hr;
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return S_OK;
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}
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//-----------------------------------------------------------------------------
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// Name: RestoreSurfaces()
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// Desc: Restore all the surfaces, and redraw the sprite surfaces.
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//-----------------------------------------------------------------------------
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HRESULT RestoreSurfaces()
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{
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LPDIRECTDRAWPALETTE pDDPal = NULL;
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HRESULT hr;
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if( FAILED( hr = g_pDisplay->GetDirectDraw()->RestoreAllSurfaces() ) )
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return hr;
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// 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;
|
|
|
|
// 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 );
|
|
|
|
// 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;
|
|
|
|
return S_OK;
|
|
}
|
|
|
|
|
|
|
|
|