Btw, I'm reading Tricks of the GP guru and that's where this is from.
You see where I call the function on game_init? Well, it's failing... and the program eventually shuts down for no reason....
the code
#define WIN32_LEAN_AND_MEAN
#define INITGUID
#include <windows.h>
#include <windowsx.h>
#include <ddraw.h>
#include <cstdlib>
#define null_ptr 0
#define class_name TEXT("Blit Surface Test")
LPDIRECTDRAW7 lpddraw = null_ptr;
LPDIRECTDRAWPALETTE lpddpal = null_ptr;
LPDIRECTDRAWSURFACE7 lpddfront = null_ptr;
LPDIRECTDRAWSURFACE7 lpddback = null_ptr;
LPDIRECTDRAWCLIPPER lpddclip = null_ptr;
PALETTEENTRY palette[256] = {0};
DDSURFACEDESC2 ddsd = {0};
DDBLTFX ddbltfx = {0};
HINSTANCE g_hInstance = null_ptr;
HWND g_hWnd = null_ptr;
const int screenWidth = 640;
const int screenHeight = 480;
const int bitsPerPixel = 8;
inline bool keyUp(int key) { return !(GetAsyncKeyState(key) & 0x8000); }
inline bool keyDown(int key) { return (GetAsyncKeyState(key) & 0x8000); }
LPDIRECTDRAWCLIPPER attachClipper(LPDIRECTDRAWSURFACE7, int, LPRECT);
int game_init(int = 0, void* = null_ptr);
int game_main(int = 0, void* = null_ptr);
int game_over(int = 0, void* = null_ptr);
LRESULT CALLBACK wndProc(HWND, UINT, WPARAM, LPARAM);
int WINAPI WinMain(HINSTANCE hInstance, HINSTANCE, PSTR cmdLine, int cmdShow)
{
g_hInstance = hInstance;
WNDCLASSEX wndclsEx;
wndclsEx.hInstance = hInstance;
wndclsEx.lpfnWndProc = wndProc;
wndclsEx.style = CS_HREDRAW | CS_VREDRAW;
wndclsEx.hCursor = LoadCursor(0, IDC_ARROW);
wndclsEx.hIcon = LoadIcon(0, IDI_APPLICATION);
wndclsEx.hIconSm = LoadIcon(0, IDI_WINLOGO);
wndclsEx.hbrBackground = (HBRUSH)GetStockObject(BLACK_BRUSH);
wndclsEx.lpszMenuName = 0;
wndclsEx.lpszClassName = class_name;
wndclsEx.cbSize = sizeof(WNDCLASSEX);
wndclsEx.cbWndExtra = 0;
wndclsEx.cbClsExtra = 0;
if (!RegisterClassEx(&wndclsEx))
{
MessageBox(0, TEXT("Could not register window class."), class_name, MB_OK | MB_ICONERROR);
return 1;
}
HWND hWnd = CreateWindowEx(0, class_name, class_name, WS_POPUP | WS_VISIBLE,
CW_USEDEFAULT, CW_USEDEFAULT, screenWidth,
screenHeight, 0, 0, hInstance, 0);
if (!hWnd)
{
MessageBox(0, TEXT("Could not register create window."), class_name, MB_OK | MB_ICONERROR);
UnregisterClass(class_name, hInstance);
return 1;
}
g_hWnd = hWnd;
ShowWindow(hWnd, cmdShow);
UpdateWindow(hWnd);
if (!game_init())
{
UnregisterClass(class_name, hInstance);
return 1;
}
MSG msg;
while (1)
{
if (PeekMessage(&msg, 0, 0, 0, PM_REMOVE))
{
if (msg.message == WM_QUIT)
break;
TranslateMessage(&msg);
DispatchMessage(&msg);
}
if (!game_main())
break;
}
if (!game_over())
return 1;
UnregisterClass(class_name, hInstance);
return msg.wParam;
}
LPDIRECTDRAWCLIPPER attachClipper(LPDIRECTDRAWSURFACE7 lpddsurf, int nRects, LPRECT rec_list)
{
LPDIRECTDRAWCLIPPER lpddclipper = NULL;
LPRGNDATA region_data = NULL;
if (FAILED(lpddraw->CreateClipper(0, &lpddclipper, NULL)))
return NULL;
region_data = new RGNDATA[sizeof(RGNDATAHEADER)+ nRects * sizeof(RECT)];
memcpy(region_data->Buffer, rec_list, sizeof(RECT) * nRects);
region_data->rdh.dwSize = sizeof(RGNDATAHEADER);
region_data->rdh.iType = RDH_RECTANGLES;
region_data->rdh.nCount = nRects;
region_data->rdh.nRgnSize = nRects * sizeof(RECT);
region_data->rdh.rcBound.left = 64000;
region_data->rdh.rcBound.top = 64000;
region_data->rdh.rcBound.right = -64000;
region_data->rdh.rcBound.bottom = -64000;
for (int i = 0; i < nRects; ++i)
{
if (rec_list.left < region_data->rdh.rcBound.left)
region_data->rdh.rcBound.left = rec_list.left;
if (rec_list.right > region_data->rdh.rcBound.right)
region_data->rdh.rcBound.right = rec_list.right;
if (rec_list.top < region_data->rdh.rcBound.top)
region_data->rdh.rcBound.top = rec_list.top;
if (rec_list.bottom > region_data->rdh.rcBound.bottom)
region_data->rdh.rcBound.bottom = rec_list.bottom;
}
if (FAILED(lpddclipper->SetClipList(region_data, 0)))
{
delete []region_data;
return NULL;
}
if (FAILED(lpddsurf->SetClipper(lpddclipper)))
{
delete []region_data;
return NULL;
}
delete []region_data;
return lpddclipper;
}
int game_init(int nParams, void *pParams)
{
srand(GetTickCount());
if (FAILED(DirectDrawCreateEx(null_ptr, (void **)&lpddraw, IID_IDirectDraw7, null_ptr)))
return 0;
if (FAILED(lpddraw->SetCooperativeLevel(g_hWnd, DDSCL_FULLSCREEN | DDSCL_EXCLUSIVE |
DDSCL_ALLOWMODEX | DDSCL_ALLOWREBOOT)))
return 0;
if (FAILED(lpddraw->SetDisplayMode(screenWidth, screenHeight, bitsPerPixel, 0, 0)))
return 0;
memset(&ddsd, 0, sizeof(DDSURFACEDESC2));
ddsd.dwSize = sizeof(DDSURFACEDESC2);
ddsd.dwFlags = DDSD_CAPS | DDSD_BACKBUFFERCOUNT;
ddsd.dwBackBufferCount = 1;
ddsd.ddsCaps.dwCaps = DDSCAPS_PRIMARYSURFACE | DDSCAPS_COMPLEX | DDSCAPS_FLIP;
if (FAILED(lpddraw->CreateSurface(&ddsd, &lpddfront, null_ptr)))
return 0;
ddsd.ddsCaps.dwCaps = DDSCAPS_BACKBUFFER;
if (FAILED(lpddfront->GetAttachedSurface(&ddsd.ddsCaps, &lpddback)))
return 0;
for (int i = 1; i < 255; ++i)
{
palette.peRed = rand() % 256;
palette.peGreen = rand() % 256;
palette.peBlue = rand() % 256;
palette.peFlags = PC_NOCOLLAPSE;
}
palette[0].peRed = 0;
palette[0].peGreen = 0;
palette[0].peBlue = 0;
palette[0].peFlags = PC_NOCOLLAPSE;
palette[255].peRed = 255;
palette[255].peGreen = 255;
palette[255].peBlue = 255;
palette[255].peFlags = PC_NOCOLLAPSE;
/*
if (FAILED(lpddraw->CreatePalette(DDPCAPS_8BIT | DDPCAPS_ALLOW256 | DDPCAPS_INITIALIZE,
palette, &lpddpal, null_ptr)))
return 0;
if (FAILED(lpddfront->SetPalette(lpddpal)))
return 0;
*/
memset(&ddsd, 0, sizeof(DDSURFACEDESC2));
ddsd.dwSize = sizeof(DDSURFACEDESC2);
if (FAILED(lpddback->Lock(null_ptr, &ddsd, DDLOCK_SURFACEMEMORYPTR | DDLOCK_WAIT, null_ptr)))
return 0;
BYTE *surface_ptr = (BYTE *)ddsd.lpSurface;
for (int i = 0; i < 1000; ++i)
{
BYTE color = rand() % 256;
int x = rand() % screenWidth;
int y = rand() % screenHeight;
surface_ptr[x + y * ddsd.lPitch] = color;
}
if (FAILED(lpddback->Unlock(null_ptr)))
return 0;
RECT rect_list[3] = { {10, 10, 50, 50 },
{100, 100, 200, 200 },
{300, 300, 500, 450 } };
if (FAILED(lpddclip = attachClipper(lpddfront, 3, rect_list)))
//return 0;
SendMessage(g_hWnd, WM_CLOSE, 0, 0);
return 1;
}
int game_main(int nParams, void *pParams)
{
static bool window_closed = false;
if (window_closed)
return 1;
if (keyDown(VK_ESCAPE))
{
window_closed = true;
PostMessage(g_hWnd, WM_CLOSE, 0, 0);
}
RECT rect = { rand() % screenWidth, rand() % screenHeight,
rand() % screenWidth, rand() % screenHeight };
RECT rect2 = { rand() % screenWidth, rand() % screenHeight,
rand() % screenWidth, rand() % screenHeight };
if (rect.right < rect.left || rect.bottom < rect.top)
return 1;
if (rect2.right < rect2.left || rect2.bottom < rect2.top)
return 1;
if (FAILED(lpddfront->Blt(&rect, lpddback, &rect2, DDBLT_WAIT, null_ptr)))
return 0;
Sleep(20);
return 1;
}
int game_over(int nParams, void *pParams)
{
if (lpddpal)
{
lpddpal->Release();
lpddpal = null_ptr;
}
if (lpddclip)
{
lpddclip->Release();
lpddclip = null_ptr;
}
if (lpddback)
{
lpddback->Release();
lpddback = null_ptr;
}
if (lpddfront)
{
lpddfront->Release();
lpddfront = null_ptr;
}
if (lpddraw)
{
lpddraw->Release();
lpddraw = null_ptr;
}
}
LRESULT CALLBACK wndProc(HWND hWnd, UINT uMsg, WPARAM wParam, LPARAM lParam)
{
switch (uMsg)
{
case WM_CLOSE:
if (MessageBox(hWnd, TEXT("Going so soon?"), class_name, MB_YESNO | MB_ICONWARNING) == IDYES)
SendMessage(hWnd, WM_DESTROY, 0, 0);
return 0;
case WM_DESTROY:
PostQuitMessage(0);
return 0;
}
return DefWindowProc(hWnd, uMsg, wParam, lParam);
}
His code
// DEMO7_9.CPP 8-bit clipping demo
// INCLUDES ///////////////////////////////////////////////
#define WIN32_LEAN_AND_MEAN // just say no to MFC
#define INITGUID
#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 <ddraw.h> // include directdraw
// DEFINES ////////////////////////////////////////////////
// defines for windows
#define WINDOW_CLASS_NAME "WINCLASS1"
// default screen size
#define SCREEN_WIDTH 640 // size of screen
#define SCREEN_HEIGHT 480
#define SCREEN_BPP 8 // bits per pixel
#define MAX_COLORS_PALETTE 256 // maximum colors in 256 color palette
// TYPES //////////////////////////////////////////////////////
// basic unsigned types
typedef unsigned short USHORT;
typedef unsigned short WORD;
typedef unsigned char UCHAR;
typedef unsigned char BYTE;
// MACROS //////////////////////////////////////////////////////
#define KEYDOWN(vk_code) ((GetAsyncKeyState(vk_code) & 0x8000) ? 1 : 0)
#define KEYUP(vk_code) ((GetAsyncKeyState(vk_code) & 0x8000) ? 0 : 1)
// this builds a 16 bit color value in 5.5.5 format (1-bit alpha mode)
#define _RGB16BIT555(r,g,b) ((b & 31) + ((g & 31) << 5) + ((r & 31) << 10))
// this builds a 16 bit color value in 5.6.5 format (green dominate mode)
#define _RGB16BIT565(r,g,b) ((b & 31) + ((g & 63) << 5) + ((r & 31) << 11))
// this builds a 32 bit color value in A.8.8.8 format (8-bit alpha mode)
#define _RGB32BIT(a,r,g,b) ((b) + ((g) << 8) + ((r) << 16) + ((a) << 24))
// initializes a direct draw struct
#define DDRAW_INIT_STRUCT(ddstruct) { memset(&ddstruct,0,sizeof(ddstruct)); ddstruct.dwSize=sizeof(ddstruct); }
// PROTOTYPES /////////////////////////////////////////////////
LPDIRECTDRAWCLIPPER DDraw_Attach_Clipper(LPDIRECTDRAWSURFACE7 lpdds,
int num_rects,
LPRECT clip_list);
// GLOBALS ////////////////////////////////////////////////////
HWND main_window_handle = NULL; // globally track main window
int window_closed = 0; // tracks if window is closed
HINSTANCE hinstance_app = NULL; // globally track hinstance
// directdraw stuff
LPDIRECTDRAW7 lpdd = NULL; // dd4 object
LPDIRECTDRAWSURFACE7 lpddsprimary = NULL; // dd primary surface
LPDIRECTDRAWSURFACE7 lpddsback = NULL; // dd back surface
LPDIRECTDRAWPALETTE lpddpal = NULL; // a pointer to the created dd palette
LPDIRECTDRAWCLIPPER lpddclipper = NULL; // dd clipper
PALETTEENTRY palette[256]; // color palette
PALETTEENTRY save_palette[256]; // used to save palettes
DDSURFACEDESC2 ddsd; // a direct draw surface description struct
DDBLTFX ddbltfx; // used to fill
DDSCAPS2 ddscaps; // a direct draw surface capabilities struct
HRESULT ddrval; // result back from dd calls
DWORD start_clock_count = 0; // used for timing
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)
{
// this is the main loop of the game, do all your processing
// here
RECT source_rect, // used to hold the destination RECT
dest_rect; // used to hold the destination RECT
// make sure this isn't executed again
if (window_closed)
return(0);
// for now test if user is hitting ESC and send WM_CLOSE
if (KEYDOWN(VK_ESCAPE))
{
PostMessage(main_window_handle,WM_CLOSE,0,0);
window_closed = 1;
} // end if
// get a random rectangle for source
int x1 = rand()%SCREEN_WIDTH;
int y1 = rand()%SCREEN_HEIGHT;
int x2 = rand()%SCREEN_WIDTH;
int y2 = rand()%SCREEN_HEIGHT;
// get a random rectangle for destination
int x3 = rand()%SCREEN_WIDTH;
int y3 = rand()%SCREEN_HEIGHT;
int x4 = rand()%SCREEN_WIDTH;
int y4 = rand()%SCREEN_HEIGHT;
// now set up the RECT structure to fill the region from
// (x1,y1) to (x2,y2) on the source surface
source_rect.left = x1;
source_rect.top = y1;
source_rect.right = x2;
source_rect.bottom = y2;
// now set up the RECT structure to fill the region from
// (x3,y3) to (x4,y4) on the destination surface
dest_rect.left = x3;
dest_rect.top = y3;
dest_rect.right = x4;
dest_rect.bottom = y4;
// make the blitter call
if (FAILED(lpddsprimary->Blt(&dest_rect, // pointer to dest RECT
lpddsback, // pointer to source surface
&source_rect,// pointer to source RECT
DDBLT_WAIT, // control flags
NULL))) // pointer to DDBLTFX holding info
return(0);
// 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
// create IDirectDraw interface 7.0 object and test for error
if (FAILED(DirectDrawCreateEx(NULL, (void **)&lpdd, IID_IDirectDraw7, NULL)))
return(0);
// set cooperation to full screen
if (FAILED(lpdd->SetCooperativeLevel(main_window_handle,
DDSCL_FULLSCREEN | DDSCL_ALLOWMODEX |
DDSCL_EXCLUSIVE | DDSCL_ALLOWREBOOT)))
return(0);
// set display mode
if (FAILED(lpdd->SetDisplayMode(SCREEN_WIDTH, SCREEN_HEIGHT, SCREEN_BPP,0,0)))
return(0);
// clear ddsd and set size
DDRAW_INIT_STRUCT(ddsd);
// enable valid fields
ddsd.dwFlags = DDSD_CAPS | DDSD_BACKBUFFERCOUNT;
// set the backbuffer count field to 1, use 2 for triple buffering
ddsd.dwBackBufferCount = 1;
// request a complex, flippable
ddsd.ddsCaps.dwCaps = DDSCAPS_PRIMARYSURFACE | DDSCAPS_COMPLEX | DDSCAPS_FLIP;
// create the primary surface
if (FAILED(lpdd->CreateSurface(&ddsd, &lpddsprimary, NULL)))
return(0);
// now query for attached surface from the primary surface
// this line is needed by the call
ddsd.ddsCaps.dwCaps = DDSCAPS_BACKBUFFER;
// get the attached back buffer surface
if (FAILED(lpddsprimary->GetAttachedSurface(&ddsd.ddsCaps, &lpddsback)))
return(0);
// clear all entries defensive programming
memset(palette,0,MAX_COLORS_PALETTE*sizeof(PALETTEENTRY));
// create a R,G,B,GR gradient palette
for (int index=0; index < MAX_COLORS_PALETTE; index++)
{
// set each entry
if (index < 64) // shades of red
palette[index].peRed = index*4;
else // shades of green
if (index >= 64 && index < 128)
palette[index].peGreen = (index-64)*4;
else // shades of blue
if (index >= 128 && index < 192)
palette[index].peBlue = (index-128)*4;
else // shades of grey
if (index >= 192 && index < 256)
palette[index].peRed = palette[index].peGreen =
palette[index].peBlue = (index-192)*4;
// set flag to force directdraw to leave alone
palette[index].peFlags = PC_NOCOLLAPSE;
} // end for index
// draw a color gradient in back buffer
DDRAW_INIT_STRUCT(ddsd);
// lock the back buffer
if (FAILED(lpddsback->Lock(NULL,&ddsd, DDLOCK_SURFACEMEMORYPTR | DDLOCK_WAIT,NULL)))
return(0);
// get alias to start of surface memory for fast addressing
UCHAR *video_buffer = (UCHAR *)ddsd.lpSurface;
// draw the gradient
for (int index_y=0; index_y < SCREEN_HEIGHT; index_y++)
{
// fill next line with color
memset((void *)video_buffer,index_y % 256,SCREEN_WIDTH);
// advance pointer
video_buffer+=ddsd.lPitch;
} // end for index_y
// unlock the back buffer
if (FAILED(lpddsback->Unlock(NULL)))
return(0);
// now create and attach clipper
RECT rect_list[3] = {{10,10,50,50},
{100,100,200,200},
{300,300, 500, 450}};
if (FAILED(lpddclipper = DDraw_Attach_Clipper(lpddsprimary,3,rect_list)))
return(0);
// 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
// first the palette
if (lpddpal)
{
lpddpal->Release();
lpddpal = NULL;
} // end if
// now the back buffer surface
if (lpddsback)
{
lpddsback->Release();
lpddsback = NULL;
} // end if
// now the primary surface
if (lpddsprimary)
{
lpddsprimary->Release();
lpddsprimary = NULL;
} // end if
// now blow away the IDirectDraw4 interface
if (lpdd)
{
lpdd->Release();
lpdd = NULL;
} // end if
// return success or failure or your own return code here
return(1);
} // end Game_Shutdown
///////////////////////////////////////////////////////////
LPDIRECTDRAWCLIPPER DDraw_Attach_Clipper(LPDIRECTDRAWSURFACE7 lpdds,
int num_rects,
LPRECT clip_list)
{
// this function creates a clipper from the sent clip list and attaches
// it to the sent surface
int index; // looping var
LPDIRECTDRAWCLIPPER lpddclipper; // pointer to the newly created dd clipper
LPRGNDATA region_data; // pointer to the region data that contains
// the header and clip list
// first create the direct draw clipper
if (FAILED(lpdd->CreateClipper(0,&lpddclipper,NULL)))
return(NULL);
// now create the clip list from the sent data
// first allocate memory for region data
region_data = (LPRGNDATA)malloc(sizeof(RGNDATAHEADER)+num_rects*sizeof(RECT));
// now copy the rects into region data
memcpy(region_data->Buffer, clip_list, sizeof(RECT)*num_rects);
// set up fields of header
region_data->rdh.dwSize = sizeof(RGNDATAHEADER);
region_data->rdh.iType = RDH_RECTANGLES;
region_data->rdh.nCount = num_rects;
region_data->rdh.nRgnSize = num_rects*sizeof(RECT);
region_data->rdh.rcBound.left = 64000;
region_data->rdh.rcBound.top = 64000;
region_data->rdh.rcBound.right = -64000;
region_data->rdh.rcBound.bottom = -64000;
// find bounds of all clipping regions
for (index=0; index<num_rects; index++)
{
// test if the next rectangle unioned with the current bound is larger
if (clip_list[index].left < region_data->rdh.rcBound.left)
region_data->rdh.rcBound.left = clip_list[index].left;
if (clip_list[index].right > region_data->rdh.rcBound.right)
region_data->rdh.rcBound.right = clip_list[index].right;
if (clip_list[index].top < region_data->rdh.rcBound.top)
region_data->rdh.rcBound.top = clip_list[index].top;
if (clip_list[index].bottom > region_data->rdh.rcBound.bottom)
region_data->rdh.rcBound.bottom = clip_list[index].bottom;
} // end for index
// now we have computed the bounding rectangle region and set up the data
// now let's set the clipping list
if (FAILED(lpddclipper->SetClipList(region_data, 0)))
{
// release memory and return error
free(region_data);
return(NULL);
} // end if
// now attach the clipper to the surface
if (FAILED(lpdds->SetClipper(lpddclipper)))
{
// release memory and return error
free(region_data);
return(NULL);
} // end if
// all is well, so release memory and send back the pointer to the new clipper
free(region_data);
return(lpddclipper);
} // end DDraw_Attach_Clipper
// 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(NULL, IDI_APPLICATION);
winclass.hCursor = LoadCursor(NULL, IDC_ARROW);
winclass.hbrBackground = (HBRUSH)GetStockObject(BLACK_BRUSH);
winclass.lpszMenuName = NULL;
winclass.lpszClassName = WINDOW_CLASS_NAME;
winclass.hIconSm = LoadIcon(NULL, IDI_APPLICATION);
// 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
"DirectDraw Clipping Demo", // title
WS_POPUP | WS_VISIBLE,
0,0, // initial x,y
SCREEN_WIDTH,SCREEN_HEIGHT, // 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
///////////////////////////////////////////////////////////
void Blit_clipped(int x, int y, // position to draw bitmap
int width, int height, // size of bitmap in pixels
UCHAR *bitmap, // pointer to bitmap data
UCHAR *video_buffer) // pointer to video buffer surface
{
// this function blits and clips the image sent in bitmap to the
// destination surface pointed to by video_buffer
// the function assumes a 640x480x8 mode with linear pitch
// first do trivial rejections of bitmap, is it totally invisible?
if ((x >= SCREEN_WIDTH) || (y>= SCREEN_HEIGHT) ||
((x + width) <= 0) || ((y + height) <= 0))
return;
// clip source rectangle
// pre-compute the bounding rect to make life easy
int x1 = x;
int y1 = y;
int x2 = x1 + width - 1;
int y2 = y1 + height -1;
// upper left hand corner first
if (x1 < 0)
x1 = 0;
if (y1 < 0)
y1 = 0;
// now lower left hand corner
if (x2 >= SCREEN_WIDTH)
x2 = SCREEN_WIDTH-1;
if (y2 >= SCREEN_HEIGHT)
y2 = SCREEN_HEIGHT-1;
// now we know to draw only the portions of the bitmap from (x1,y1) to (x2,y2)
// compute offsets into bitmap on x,y axes, we need this to compute starting point
// to rasterize from
int x_off = x1 - x;
int y_off = y1 - y;
// compute number of columns and rows to blit
int dx = x2 - x1 + 1;
int dy = y2 - y1 + 1;
// compute starting address in video_buffer
video_buffer += (x1 + y1*640);
// compute starting address in bitmap to scan data from
bitmap += (x_off + y_off*width);
// at this point bitmap is pointing to the first pixel in the bitmap that needs to
// be blitted, and video_buffer is pointing to the memory location on the destination
// buffer to put it, so now enter rasterizer loop
UCHAR pixel; // used to read/write pixels
for (int index_y = 0; index_y < dy; index_y++)
{
// inner loop, where the action takes place
for (int index_x = 0; index_x < dx; index_x++)
{
// read pixel from source bitmap, test for transparency and plot
if ((pixel = bitmap[index_x]))
video_buffer[index_x] = pixel;
} // end for index_x
// advance pointers
video_buffer+=640; // bytes per scanline
bitmap +=width; // bytes per bitmap row
} // end for index_y
} // end Blit_Clipped
I figure that soemthing in the clipping function is wrong, but I tried using hsi fucniton and it doesn't work either, so I messed up somwhere.. dunno where...