need ddraw help please look at my code

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3 comments, last by jimiwa 20 years ago
Okay I''ve got almost everything done for my direct draw test. I still don''t have the part where the bitmap is blitted to the screen. If someone can give me ALL the code I need to add to this in order to get it done I would really appreciate it. I am using Visual C++ .net // DDTEST.cpp : Defines the entry point for the application. // #include "stdafx.h" #include "DDTEST.h" #define MAX_LOADSTRING 100 #define KEYDOWN(vk_code) ((GetAsyncKeyState(vk_code) & 0x8000) ? 1 : 0) #define KEYUP(vk_code) ((GetAsyncKeyState(vk_code) & 0x8000) ? 0 : 1) // Global Variables: HINSTANCE hInst; // current instance TCHAR szTitle[MAX_LOADSTRING]; // The title bar text TCHAR szWindowClass[MAX_LOADSTRING]; // the main window class name HWND hWnd = NULL; HINSTANCE game_instance = NULL; LPDIRECTDRAW game_draw_main = NULL; LPDIRECTDRAWSURFACE game_draw_surface = NULL; LPDIRECTDRAWSURFACE game_draw_back = NULL; DDSURFACEDESC game_draw_desc; DDSCAPS game_draw_caps; LPDIRECTDRAWCLIPPER game_draw_clip; DDBLTFX back_fill; HBITMAP hbmp; DDCOLORKEY ddck; RECT bmp_rect = {0, 0, 48, 48}; RECT temp_rect; int ddrval; int DDInit() { ddrval = DirectDrawCreate(NULL, &game_draw_main, NULL); if (ddrval != DD_OK) { return 1; } ddrval = IDirectDraw_SetCooperativeLevel(game_draw_main, hWnd, DDSCL_EXCLUSIVE | DDSCL_FULLSCREEN); if (ddrval != DD_OK) { return 2; } ddrval = IDirectDraw_SetDisplayMode(game_draw_main, 640, 480, 16); if (ddrval != DD_OK) { return 3; } return 4; } void GameInit() { int RESULT; RESULT = DDInit(); if (RESULT != 4) { exit(RESULT); } ZeroMemory(&game_draw_desc, sizeof(game_draw_desc)); game_draw_desc.dwSize = sizeof(game_draw_desc); game_draw_desc.dwFlags = DDSD_CAPS | DDSD_BACKBUFFERCOUNT; game_draw_desc.ddsCaps.dwCaps = DDSCAPS_PRIMARYSURFACE | DDSCAPS_FLIP | DDSCAPS_COMPLEX; game_draw_desc.dwBackBufferCount = 1; game_draw_desc.ddckCKSrcBlt.dwColorSpaceLowValue = 0; game_draw_desc.ddckCKSrcBlt.dwColorSpaceHighValue = 0; ddrval = IDirectDraw_CreateSurface(game_draw_main, &game_draw_desc, &game_draw_surface, NULL); if (ddrval != DD_OK) { exit(5); } game_draw_caps.dwCaps = DDSCAPS_BACKBUFFER; ddrval = IDirectDrawSurface_GetAttachedSurface(game_draw_surface, &game_draw_caps, &game_draw_back); if (ddrval != DD_OK) { exit(6); } hbmp = (HBITMAP)LoadImage(NULL,MAKEINTRESOURCE(BMP1),IMAGE_BITMAP,32,32,LR_LOADFROMFILE); IDirectDraw_CreateClipper(game_draw_main, 0, &game_draw_clip, NULL); IDirectDrawClipper_SetHWnd(game_draw_clip, 0, hWnd); IDirectDrawSurface_SetClipper(game_draw_back, game_draw_clip); ZeroMemory(&back_fill, sizeof(back_fill)); back_fill.dwSize = sizeof(back_fill); back_fill.dwFillColor=RGB(0,0,0); } void GameMain() { // // // // // // // // here is where I want to draw the bitmap to // back surface, loading from a resource // // // // // IDirectDrawSurface_Flip(game_draw_surface, NULL, DDFLIP_WAIT); } void GameQuit() { if (game_draw_back) IDirectDrawSurface_Release(game_draw_back); if (game_draw_surface) IDirectDrawSurface_Release(game_draw_surface); if (game_draw_main) { IDirectDraw_Release(game_draw_main); game_draw_main = NULL; } } // Forward declarations of functions included in this code module: ATOM MyRegisterClass(HINSTANCE hInstance); BOOL InitInstance(HINSTANCE, int); LRESULT CALLBACK WndProc(HWND, UINT, WPARAM, LPARAM); LRESULT CALLBACK About(HWND, UINT, WPARAM, LPARAM); int APIENTRY _tWinMain(HINSTANCE hInstance, HINSTANCE hPrevInstance, LPTSTR lpCmdLine, int nCmdShow) { // TODO: Place code here. MSG msg; HACCEL hAccelTable; // Initialize global strings LoadString(hInstance, IDS_APP_TITLE, szTitle, MAX_LOADSTRING); LoadString(hInstance, IDC_DDTEST, szWindowClass, MAX_LOADSTRING); MyRegisterClass(hInstance); // Perform application initialization: if (!InitInstance (hInstance, nCmdShow)) { return FALSE; } hAccelTable = LoadAccelerators(hInstance, (LPCTSTR)IDC_DDTEST); GameInit(); while(TRUE) { DWORD start_tick = GetTickCount(); // Main message loop: while (GetMessage(&msg, NULL, 0, 0)) { if (msg.message == WM_QUIT) break; if (!TranslateAccelerator(msg.hwnd, hAccelTable, &msg)) { TranslateMessage(&msg); DispatchMessage(&msg); } } GameMain(); if (KEYDOWN(VK_ESCAPE)) SendMessage(hWnd, WM_CLOSE, 0,0); while ((GetTickCount() - start_tick) < 30); } GameQuit(); return (int) msg.wParam; } // // FUNCTION: MyRegisterClass() // // PURPOSE: Registers the window class. // // COMMENTS: // // This function and its usage are only necessary if you want this code // to be compatible with Win32 systems prior to the ''RegisterClassEx'' // function that was added to Windows 95. It is important to call this function // so that the application will get ''well formed'' small icons associated // with it. // ATOM MyRegisterClass(HINSTANCE hInstance) { WNDCLASSEX wcex; wcex.cbSize = sizeof(WNDCLASSEX); wcex.style = CS_HREDRAW | CS_VREDRAW; wcex.lpfnWndProc = (WNDPROC)WndProc; wcex.cbClsExtra = 0; wcex.cbWndExtra = 0; wcex.hInstance = hInstance; wcex.hIcon = LoadIcon(hInstance, (LPCTSTR)IDI_DDTEST); wcex.hCursor = LoadCursor(NULL, IDC_ARROW); wcex.hbrBackground = (HBRUSH)(COLOR_WINDOW+1); wcex.lpszMenuName = (LPCTSTR)IDC_DDTEST; wcex.lpszClassName = szWindowClass; wcex.hIconSm = LoadIcon(wcex.hInstance, (LPCTSTR)IDI_SMALL); return RegisterClassEx(&wcex); } // // FUNCTION: InitInstance(HANDLE, int) // // PURPOSE: Saves instance handle and creates main window // // COMMENTS: // // In this function, we save the instance handle in a global variable and // create and display the main program window. // BOOL InitInstance(HINSTANCE hInstance, int nCmdShow) { hInst = hInstance; // Store instance handle in our global variable hWnd = CreateWindow(szWindowClass, szTitle, WS_OVERLAPPEDWINDOW, CW_USEDEFAULT, 0, CW_USEDEFAULT, 0, NULL, NULL, hInstance, NULL); if (!hWnd) { return FALSE; } ShowWindow(hWnd, nCmdShow); UpdateWindow(hWnd); return TRUE; } // // FUNCTION: WndProc(HWND, unsigned, WORD, LONG) // // PURPOSE: Processes messages for the main window. // // WM_COMMAND - process the application menu // WM_PAINT - Paint the main window // WM_DESTROY - post a quit message and return // // LRESULT CALLBACK WndProc(HWND hWnd, UINT message, WPARAM wParam, LPARAM lParam) { int wmId, wmEvent; PAINTSTRUCT ps; HDC hdc; switch (message) { case WM_COMMAND: wmId = LOWORD(wParam); wmEvent = HIWORD(wParam); // Parse the menu selections: switch (wmId) { case IDM_ABOUT: DialogBox(hInst, (LPCTSTR)IDD_ABOUTBOX, hWnd, (DLGPROC)About); break; case IDM_EXIT: DestroyWindow(hWnd); break; default: return DefWindowProc(hWnd, message, wParam, lParam); } break; case WM_PAINT: hdc = BeginPaint(hWnd, &ps); // TODO: Add any drawing code here... EndPaint(hWnd, &ps); break; case WM_DESTROY: PostQuitMessage(0); break; default: return DefWindowProc(hWnd, message, wParam, lParam); } return 0; } // Message handler for about box. LRESULT CALLBACK About(HWND hDlg, UINT message, WPARAM wParam, LPARAM lParam) { switch (message) { case WM_INITDIALOG: return TRUE; case WM_COMMAND: if (LOWORD(wParam) == IDOK || LOWORD(wParam) == IDCANCEL) { EndDialog(hDlg, LOWORD(wParam)); return TRUE; } break; } return FALSE; }
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A while ago I created my own DirectDraw Class which will do everything for you including creating the window. If you have used D3DApp.h/.cpp in the direct3d samples, you will know what I mean. This could greatly help you out because it includes all the information to blitting to the screen (including FPS). Would you want something like this?



~Guyaton
~guyaton
I''d be interested in a class to do this if you have one you
could post. But I''d still be interested in how to do it
the "hard" way, just so I understand direct draw well.
Send me an email at guyaton@hotmail.com and i will send it as a .zip If i recal i have some pretty good comments in it.



~Guyaton
~guyaton
I don''t have the time to filter through your code and figure out what''s wrong, but here are my DirectX 8.1 libraries:
http://www.time-spacegames.com/profugus/download/utilities.zip

Feel free to use and abuse the code above in any way that you deam worthy. All I ask is that, if you use it as-is, then give me credit.

you can also get the source to one of my free games, using those libraries, at this location:
http://www.time-spacegames.com/jackoff/index.html
WARNING: the link above is meant for adults over the age of 18.

Feel free to use the code mentioned above as you wish, with a few stipulations: I still hold the CopyRight to the game. You may not distribute this game except in it''s unaltered form (the zip file).
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ The only thing better than word-play is playing with words involving word-play. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

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