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bitmap loading .....again yeah I know

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Hi, sorry about bringing this subject up again but I really cannot figure out whats wrong with my code. I''am trying to load a bitmap onto a ddraw surface, I already tried this different ways (ddutil,functions from this board..) but nothing succeded.... :-( I am really about to give up. Ok now heres the code: The Bitmap loading function (copied from this forum): LPDIRECTDRAWSURFACE4 Graphics::GPLoadBitmap(char* szBitmap) { LPDIRECTDRAWSURFACE4 bitSurface; BITMAPINFOHEADER infoheader; DDSURFACEDESC2 surfaceDesc; WORD *bitmapData; WORD *bitmapDone; FILE *bitmapFile; BYTE red, green, blue; int padding; bitmapFile = fopen(szBitmap, "rb"); fseek(bitmapFile, sizeof(BITMAPFILEHEADER), SEEK_SET); fread(&infoheader, sizeof(BITMAPINFOHEADER), 1, bitmapFile); // get the padding at the end of the bitmap padding = 4 - ((infoheader.biWidth * 3) % 4); if(padding == 4) padding = 0; ZeroMemory(&surfaceDesc, sizeof(surfaceDesc)); surfaceDesc.dwSize = sizeof(surfaceDesc); surfaceDesc.dwFlags = DDSD_CAPS | DDSD_HEIGHT | DDSD_WIDTH; surfaceDesc.ddsCaps.dwCaps = DDSCAPS_OFFSCREENPLAIN; surfaceDesc.dwWidth = infoheader.biWidth; surfaceDesc.dwHeight = infoheader.biHeight; lpdd->CreateSurface(&surfaceDesc, &(bitSurface), NULL); ZeroMemory(&surfaceDesc, sizeof(surfaceDesc)); surfaceDesc.dwSize = sizeof(surfaceDesc); bitSurface->Lock(NULL, &surfaceDesc, DDLOCK_SURFACEMEMORYPTR | DDLOCK_WAIT, NULL); bitmapData = new WORD[infoheader.biWidth * infoheader.biHeight]; bitmapDone = (WORD *)surfaceDesc.lpSurface; for( int y=0; y=0; --y) { for( int x=0; xUnlock(NULL); fclose(bitmapFile); return(bitSurface); } // end load Bitmap Now the drawing function: bool Graphics::GPDrawBitmap(LPDIRECTDRAWSURFACE4 surface,int x,int y,int width,int height,COLORREF srckey ) { //LPDIRECTDRAWSURFACE4 tempsurface = NULL; // clear ddsd RECT dest_rect,source_rect; ZeroMemory(&ddbltfx, sizeof( ddbltfx )); // zero out struct ddbltfx.dwSize = sizeof( ddbltfx ); // set structs size ddbltfx.dwFillColor = 0; // Set the fill color // (0 equals black) lpddsback->Blt(NULL, NULL, NULL, DDBLT_COLORFILL | DDBLT_WAIT, &ddbltfx); source_rect.left = 0; = 0; source_rect.right = ddsd.dwWidth-1; source_rect.bottom = ddsd.dwHeight-1; dest_rect.left = x; = y; dest_rect.right = x+width-1; dest_rect.bottom = y+height-1; if(srckey != NULL){ DDSetColorKey(surface,srckey); // function form ddutil if(FAILED(lpddsback->Blt(&dest_rect,surface,&source_rect,(DDBLT_WAIT | DDBLT_KEYSRC),NULL))) return(false); } if(FAILED(lpddsback->Blt(&dest_rect,surface,&source_rect,DDBLT_WAIT,NULL))) return(false); return(true); } Here in the game initialization Im loading the bitmap: map = Graphics::GPLoadBitmap("Grafik/level1.bmp"); and in the game main loop it should be drawn: Graphics::GPDrawBitmap(map,0,0,SCREEN_WIDTH,SCREEN_HEIGHT,NULL); --------------------------- the code compiles just fine but the screen stays blank.... It would be very nice if someone could take the time to look trough my code ...... thanks in advance.... _amigo

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Well, I''m tired of looking at other people''s code so heres my own for loading a bitmap (built about 3 years ago when I didn''t care about making it neat looking and I''m too lazy to change it right now or take into account bmps which aren''t multiples of 4 as far as their width goes.):

class Bitmap_File
unsigned int height,width;
unsigned short bpp;
unsigned char *buffer;

Bitmap_File(const char *file)
unsigned char temp;
unsigned short temp2;
unsigned int temp3;
ifstream filen;,ios::in|ios::binary);
MessageBox( NULL, "Problem with opening file","Nova", MB_OK );
filen.seekg(10); char *)&temp3,sizeof(temp3));
unsigned int tempa=temp3;
filen.seekg(18); char *)&temp3,sizeof(temp3));
width=temp3; char *)&temp3,sizeof(temp3));
filen.seekg(28); char *)&temp2,sizeof(temp2));
buffer=new unsigned char[height*width*3];,height*width*3);
unsigned char *temi=new unsigned char[height*width*3];
int x=(width*height*3)-1;
for(int y=0;y{
delete temi;

delete buffer;

You should be able to copy it to the surface from there.

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