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Error creating DirectDraw surface

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Hello everyone, I have a problem. I am writing a little pong game in Direct X and I am currently just working on getting Direct X initialized etc. I had everything working okay and the image loading and displaying fine when I just had the primary surface. But now I add the back buffer and all hell broke loose. VC++ isn''t giving me any errors but I have little message boxes that I made are telling me the error is right after I try and make the primary surface. Bah! Now I can''t make my primary surface. I''m sure the error is something simple that I just passed over, but I have gone over this a bunch of times and I am not sure what I have done. I''m still learning and could really use some help. Thanks a bunch for taking the time to read this. Okay now my problem is around the bottom where I try to make the primary surface. I think the problem may have something to do with ddsd because that was changed around a bit. I''m not really sure. Thanks I hope this is how I put code up: /code /*--------------------------------------------------------------------------*/ // SUPER SMASH PONG // Programmed by Jesse Barksdale // Art by Matthew Herms // June 2002 /*--------------------------------------------------------------------------*/ #ifndef WIN32_LEAN_AND_MEAN #define WIN32_LEAN_AND_MEAN #endif //------ Include Files ------// #include "stdafx.h" #define INITGUID #include <ddraw.h> //------ Image Loading and Initialization Flags ------// BOOL bInit=FALSE; //------ Global Interface Pointers ------// LPDIRECTDRAW4 lpDD=NULL; // DirectDraw object LPDIRECTDRAWSURFACE4 lpDDSPrimary=NULL; // DirectDraw primary surface LPDIRECTDRAWSURFACE4 lpDDSBack=NULL; // DirectDraw back buffer LPDIRECTDRAWCLIPPER lpClip=NULL; // Directray Clipper Object LPDIRECTDRAWSURFACE4 lpTitleScreen=NULL; // Bitmap surface //------ Window Class Information ------// static char szClass[] = "XmplHr2Class"; static char szCaption[] = "SUPER SMASH PONG"; //------ Menu Variables ------------// #define MENU_MAIN_START 1 //main menu selections #define MENU_MAIN_OPTIONS 2 #define MENU_MAIN_DIRECTIONS 3 #define MENU_MAIN_ABOUT 4 #define MENU_MAIN_EXIT 5 //coordinates to draw the menu cursor #define MENU_START_X 32 #define MENU_START_Y 230 #define MENU_STYLE_ONEONONE 1 //game style menu selections #define MENU_STYLE_ONEONCOMP 2 #define MENU_PADDLE_NORMAL 0 #define MENU_PADDLE_FAST 1 #define MENU_PADDLE_STRONG 2 int menu_main_cursor = MENU_MAIN_START; //keeps track of the location of the main menu cursor int menu_game_style = MENU_STYLE_ONEONONE; //keeps track of the cursor location for selecting game style (1on1, 1onCOMP) int game_style; //holds info telling whether the game is 1on1 or 1onCOMP (1 = 1on1, 2 = 1onCOMP) int menu_paddle_select = MENU_PADDLE_NORMAL; int player_one_paddle;//holds the player paddle types int player_two_paddle; int menu_options_cursor = 1; //keeps track of the options cursor location //------ Game variables ------------// #define GAME_STATE_MAIN_MENU 0 //the main menu with all the selections #define GAME_STATE_OPTIONS 1 //options screen #define GAME_STATE_ABOUT 2 //about us screen #define GAME_STATE_DIRECTIONS 3 //directions screen #define GAME_STATE_EXIT 4 //shows an exit screen with info about us, etc #define GAME_STATE_PLAY_STYLE 5 //1on1 or 1onCOMP? #define GAME_STATE_PADDLE_SELECT 6 //choose your paddle #define GAME_STATE_PLAY 7 //the actual game #define GAME_STATE_SCORE 8 //the end game score screen int game_state = GAME_STATE_MAIN_MENU; int current_level = 1;//The current level being played int player_one_score = 0;//player scores for the current game. Scores are reset every level int player_two_score = 0; //------ Error Return String ------// const char *ErrStr; //------ Error Messages ------// const char Err_Reg_Class[] = "Error Registering Window Class"; const char Err_Create_Win[] = "Error Creating Window"; const char Err_DirectDrawCreate[] = "DirectDrawCreate FAILED"; const char Err_Query[] = "QueryInterface FAILED"; const char Err_Coop[] = "SetCooperativeLevel FAILED"; const char Err_CreateClip[] = "CreateClip FAILED"; const char Err_CreatePrimSurf[] = "CreateSurface Primary FAILED"; const char Err_CreateBackSurf[] = "CreateSurface Back FAILED"; const char Err_LoadBMP[] = "Error Loading Image"; //------ Cleanup Function to Release Objects ------// #define SafeRelease(x) if (x) { x->Release(); x=NULL; } void Cleanup(void) { // release the interfaces SafeRelease(lpTitleScreen); SafeRelease(lpDDSPrimary); SafeRelease(lpClip); SafeRelease(lpDD); // display error if one thrown if (ErrStr) MessageBox(NULL, ErrStr, szCaption, MB_OK); } //------ Function to Load a Bitmap into a DirectDraw Surface ------// LPDIRECTDRAWSURFACE4 bitmap_surface(LPCTSTR file_name) { HDC hdc; HBITMAP bit; LPDIRECTDRAWSURFACE4 surf; // load the interface bitmap bit=(HBITMAP) LoadImage(NULL,file_name,IMAGE_BITMAP,0,0, LR_DEFAULTSIZE|LR_LOADFROMFILE); if (!bit) // failed to load, return failure to caller return NULL; // get bitmap dimensions BITMAP bitmap; GetObject( bit, sizeof(BITMAP), &bitmap ); int surf_width=bitmap.bmWidth; int surf_height=bitmap.bmHeight; // create surface HRESULT ddrval; DDSURFACEDESC2 ddsd; ZeroMemory(&ddsd,sizeof(ddsd)); ddsd.dwSize = sizeof(DDSURFACEDESC2); ddsd.dwFlags = DDSD_CAPS | DDSD_WIDTH | DDSD_HEIGHT ; ddsd.ddsCaps.dwCaps = DDSCAPS_OFFSCREENPLAIN|DDSCAPS_SYSTEMMEMORY; ddsd.dwWidth = surf_width; ddsd.dwHeight = surf_height; // attempt to create surface ddrval=lpDD->CreateSurface(&ddsd,&surf,NULL); // created ok? if (ddrval!=DD_OK) { // no, release the bitmap and return failure to caller DeleteObject(bit); return NULL; } else { // yes, get a DC for the surface surf->GetDC(&hdc); // generate a compatible DC HDC bit_dc=CreateCompatibleDC(hdc); // blit the interface to the surface SelectObject(bit_dc,bit); BitBlt(hdc,0,0,surf_width,surf_height,bit_dc,0,0,SRCCOPY); // release the DCs surf->ReleaseDC(hdc); DeleteDC(bit_dc); } // clear bitmap DeleteObject(bit); // return pointer to caller return surf; } //------ Draw the Bitmap to the Primary Surface ------// void DrawImage() { // return if not ready to draw at this time if (!lpTitleScreen||!bInit) return; // draw the image full screen lpDDSPrimary->Blt(NULL,lpTitleScreen,NULL,DDBLT_WAIT,NULL); } //------ Windows Message Handler ------// LRESULT CALLBACK WindowProc(HWND hWnd, unsigned uMsg, WPARAM wParam, LPARAM lParam) { switch (uMsg) { case WM_PAINT: PAINTSTRUCT ps; BeginPaint(hWnd, &ps); DrawImage(); EndPaint(hWnd, &ps); break; case WM_DESTROY: Cleanup(); PostQuitMessage(0); break; case WM_KEYDOWN: switch (wParam) { case VK_LEFT: // Process the LEFT ARROW key. case VK_RIGHT: // Process the RIGHT ARROW key. case VK_ESCAPE: // exit the program on escape DestroyWindow(hWnd); break; // Process other non-character keystrokes. default: break; } default: return DefWindowProc(hWnd, uMsg, wParam, lParam); } return 0L; } //------ Function to Initialize DirectDraw and the Application ------// static BOOL Init(HINSTANCE hInstance, int nCmdShow) { WNDCLASS wc; HRESULT hRet; DDSURFACEDESC2 ddsd; DDSCAPS2 ddscaps; LPDIRECTDRAW pDD; // Set up and register window class wc.style = CS_HREDRAW | CS_VREDRAW; wc.lpfnWndProc = (WNDPROC) WindowProc; wc.cbClsExtra = 0; wc.cbWndExtra = sizeof(DWORD); wc.hInstance = hInstance; wc.hIcon = NULL; wc.hCursor = LoadCursor(NULL, IDC_ARROW); wc.hbrBackground = (HBRUSH) GetStockObject(BLACK_BRUSH); wc.lpszMenuName = NULL; wc.lpszClassName = szClass; if (!RegisterClass(&wc)) { ErrStr=Err_Reg_Class; return FALSE; } // Get dimensions of display int ScreenWidth = GetSystemMetrics(SM_CXSCREEN); int ScreenHeight = GetSystemMetrics(SM_CYSCREEN); // Create a window and display HWND hWnd; hWnd = CreateWindow(szClass, // class szCaption, // caption WS_VISIBLE|WS_POPUP, // style 0, // left 0, // top ScreenWidth, // width ScreenHeight, // height NULL, // parent window NULL, // menu hInstance, // instance NULL); // parms if (!hWnd) { ErrStr=Err_Create_Win; return FALSE; } ShowWindow(hWnd, nCmdShow); UpdateWindow(hWnd); // Create the main DirectDraw object hRet = DirectDrawCreate(NULL, &pDD, NULL); if (hRet != DD_OK) { ErrStr=Err_DirectDrawCreate; return FALSE; } // Fetch DirectDraw4 interface hRet = pDD->QueryInterface(IID_IDirectDraw4, (LPVOID *) & lpDD); if (hRet != DD_OK) { ErrStr=Err_Query; return FALSE; } // Set our cooperative level hRet = lpDD->SetCooperativeLevel(hWnd, DDSCL_NORMAL); if (hRet != DD_OK) { ErrStr=Err_Coop; return FALSE; } // create the clipper hRet=lpDD->CreateClipper(NULL,&lpClip,NULL); if (hRet != DD_OK) { ErrStr=Err_CreateClip; return FALSE; } // set the window for the clipper lpClip->SetHWnd(0,hWnd); // Create the primary surface ZeroMemory(&ddsd,sizeof(ddsd)); ddsd.dwSize = sizeof( ddsd ); ddsd.dwFlags = DDSD_CAPS | DDSD_BACKBUFFERCOUNT; ddsd.ddsCaps.dwCaps = DDSCAPS_PRIMARYSURFACE | DDSCAPS_FLIP | DDSCAPS_COMPLEX; ddsd.dwBackBufferCount = 1; hRet = lpDD->CreateSurface( &ddsd, &lpDDSPrimary, NULL ); if (hRet!=DD_OK) { ErrStr=Err_CreatePrimSurf; return FALSE; } // Grab the back buffer ddscaps.dwCaps=DDSCAPS_BACKBUFFER; hRet = lpDDSPrimary->GetAttachedSurface(&ddscaps,&lpDDSBack); if (hRet!=DD_OK) { ErrStr=Err_CreateBackSurf; return FALSE; } // Set the Clipper for the Primary Surface lpDDSPrimary->SetClipper(lpClip); // Set the display mode lpDD->SetDisplayMode(640,480,24,0,0); // flag initialization as completed bInit=TRUE; // load the default bitmap lpTitleScreen=bitmap_surface("TitleScreen.bmp"); if (!lpTitleScreen) { ErrStr=Err_LoadBMP; return FALSE; } // display the image DrawImage(); return TRUE; } //------ Application Loop ------// int PASCAL WinMain( HINSTANCE hInstance, HINSTANCE hPrevInstance, LPSTR lpCmdLine, int nCmdShow) { MSG msg; // windows message structure // initialize the application, exit on failure if (!Init(hInstance, nCmdShow)) { Cleanup(); return FALSE; } // handle the message loop till we exit while (GetMessage(&msg, NULL, NULL, NULL)) { TranslateMessage(&msg); DispatchMessage(&msg); } // exit returning final message return (msg.wParam); } /code

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The problem is you are trying to create a backbuffer application in a windowed mode. You need to change your cooperation mode flags to at least: DDSCL_FULLSCREEN | DDSCL_EXCLUSIVE if you wish to use your code as written. Or else
get rid of the backbuffer surface and create an offscreen surface
to blt to then blt back to primary....

Pipelayer

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