problems using Direct X 7...sigh
Hey, I can''t figure out why, but this is the code I''m using right now: // DEMO6_1.CPP basic DirectDraw initialization demo
// INCLUDES ///////////////////////////////////////////////
#define WIN32_LEAN_AND_MEAN // just say no to MFC
#define INITGUID // make sure directX guids are included
#include <windows.h> // include important windows stuff
#include <windowsx.h>
#include <mmsystem.h>
#include <iostream.h> // include important C/C++ stuff
#include <conio.h>
#include <stdlib.h>
#include <malloc.h>
#include <memory.h>
#include <string.h>
#include <stdarg.h>
#include <stdio.h>
#include <math.h>
#include <io.h>
#include <fcntl.h>
#include "resource.h"
#include <ddraw.h> // include directdraw
// DEFINES ////////////////////////////////////////////////
// defines for windows
#define WINDOW_CLASS_NAME "WINCLASS1"
// GLOBALS ////////////////////////////////////////////////
HWND main_window_handle = NULL; // globally track main window
HINSTANCE hinstance_app = NULL; // globally track hinstance
char buffer[80]; // general printing buffer
// FUNCTIONS //////////////////////////////////////////////
LRESULT CALLBACK WindowProc(HWND hwnd,
UINT msg,
WPARAM wparam,
LPARAM lparam)
{
// this is the main message handler of the system
PAINTSTRUCT ps; // used in WM_PAINT
HDC hdc; // handle to a device context
char buffer[80]; // used to print strings
// what is the message
switch(msg)
{
case WM_CREATE:
{
// do initialization stuff here
// return success
return(0);
} break;
case WM_PAINT:
{
// simply validate the window
hdc = BeginPaint(hwnd,&ps);
// end painting
EndPaint(hwnd,&ps);
// return success
return(0);
} break;
case WM_DESTROY:
{
// kill the application, this sends a WM_QUIT message
PostQuitMessage(0);
// return success
return(0);
} break;
default:break;
} // end switch
// process any messages that we didn''t take care of
return (DefWindowProc(hwnd, msg, wparam, lparam));
} // end WinProc
///////////////////////////////////////////////////////////
int Game_Main(void *parms = NULL, int num_parms = 0)
{
LPDIRECTDRAW lpdd = NULL;
LPDIRECTDRAW lpdd7 = NULL;
// this is the main loop of the game, do all your processing
// here
DirectDrawCreate(NULL, &lpdd, NULL);
if(FAILED(DirectDrawCreate(NULL, &lpdd, NULL)))
{
//error
} // end if
if(FAILED(lpdd->QueryInterface(IID_IDirectDraw7, (LPVOID *)&lpdd7)))
{
//error
}
lpdd->SetDisplayMode(640, 480, 8);
// return success or failure or your own return code here
return(1);
} // end Game_Main
////////////////////////////////////////////////////////////
int Game_Init(void *parms = NULL, int num_parms = 0)
{
// this is called once after the initial window is created and
// before the main event loop is entered, do all your initialization
// here
// return success or failure or your own return code here
return(1);
} // end Game_Init
/////////////////////////////////////////////////////////////
int Game_Shutdown(void *parms = NULL, int num_parms = 0)
{
// this is called after the game is exited and the main event
// loop while is exited, do all you cleanup and shutdown here
// return success or failure or your own return code here
return(1);
} // end Game_Shutdown
// WINMAIN ////////////////////////////////////////////////
int WINAPI WinMain( HINSTANCE hinstance,
HINSTANCE hprevinstance,
LPSTR lpcmdline,
int ncmdshow)
{
WNDCLASSEX winclass; // this will hold the class we create
HWND hwnd; // generic window handle
MSG msg; // generic message
HDC hdc; // graphics device context
// first fill in the window class stucture
winclass.cbSize = sizeof(WNDCLASSEX);
winclass.style = CS_DBLCLKS | CS_OWNDC |
CS_HREDRAW | CS_VREDRAW;
winclass.lpfnWndProc = WindowProc;
winclass.cbClsExtra = 0;
winclass.cbWndExtra = 0;
winclass.hInstance = hinstance;
winclass.hIcon = LoadIcon(hinstance, MAKEINTRESOURCE(IDI_ICON3));
winclass.hCursor = LoadCursor(NULL, IDC_ARROW);
winclass.hbrBackground = (HBRUSH)GetStockObject(BLACK_BRUSH);
winclass.lpszMenuName = NULL;
winclass.lpszClassName = WINDOW_CLASS_NAME;
winclass.hIconSm = LoadIcon(hinstance, MAKEINTRESOURCE(IDI_ICON3));
// save hinstance in global
hinstance_app = hinstance;
// register the window class
if (!RegisterClassEx(&winclass))
return(0);
// create the window
if (!(hwnd = CreateWindowEx(NULL, // extended style
WINDOW_CLASS_NAME, // class
"Demon Realms Studios", // title
WS_OVERLAPPEDWINDOW | WS_VISIBLE,
0,0, // initial x,y
400,300, // initial width, height
NULL, // handle to parent
NULL, // handle to menu
hinstance,// instance of this application
NULL))) // extra creation parms
return(0);
// save main window handle
main_window_handle = hwnd;
// initialize game here
Game_Init();
// enter main event loop
while(TRUE)
{
// test if there is a message in queue, if so get it
if (PeekMessage(&msg,NULL,0,0,PM_REMOVE))
{
// test if this is a quit
if (msg.message == WM_QUIT)
break;
// translate any accelerator keys
TranslateMessage(&msg);
// send the message to the window proc
DispatchMessage(&msg);
} // end if
// main game processing goes here
Game_Main();
} // end while
// closedown game here
Game_Shutdown();
// return to Windows like this
return(msg.wParam);
} // end WinMain
///////////////////////////////////////////////////////////
Well, this is the warning I''m getting: --------------------Configuration: test2 - Win32 Debug--------------------
Compiling...
test2.cpp
C:\Documents and Settings\Ryan Gibson\Desktop\test2\test2.cpp(47) : warning C4101: ''buffer'' : unreferenced local variable
C:\Documents and Settings\Ryan Gibson\Desktop\test2\test2.cpp(103) : error C2065: ''IID_IDirectDraw7'' : undeclared identifier
Error executing cl.exe.
test2.obj - 1 error(s), 1 warning(s)
Does anyone know why it says that IID_IDirectDraw is an undeclared identifier? DirectDraw 1.0 works...why not verion 7?
Go to the Tools -> Options -> Directory menu, add the ''include'' and ''lib'' directory of the DX7 SDK in the appropriate directories lists. Make sure the SDK directories are *first* in the lists, otherwise the compiler will use the old version which is provided with MSVC.
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