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Windows Game Programming for Dummies (2nd Edition)
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PROG10_7.CPP
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C/C++ Source or Header
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2002-04-27
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609 lines
// PROG10_7.CPP - a demo of bit blitting from secondary
// surface to primary surface
// INCLUDES ///////////////////////////////////////////////
#define WIN32_LEAN_AND_MEAN
#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> // directX includes
// DEFINES ////////////////////////////////////////////////
// defines for windows
#define WINDOW_CLASS_NAME "WINXCLASS" // class name
#define WINDOW_WIDTH 640 // size of window
#define WINDOW_HEIGHT 480
#define SCREEN_WIDTH 640 // size of screen
#define SCREEN_HEIGHT 480
#define SCREEN_BPP 8 // bits per pixel
#define BITMAP_ID 0x4D42 // universal id for a bitmap
// MACROS /////////////////////////////////////////////////
// these read the keyboard asynchronously
#define KEY_DOWN(vk_code) ((GetAsyncKeyState(vk_code) & 0x8000) ? 1 : 0)
#define KEY_UP(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))
// TYPES //////////////////////////////////////////////////
typedef unsigned short USHORT;
typedef unsigned short WORD;
typedef unsigned char UCHAR;
typedef unsigned char BYTE;
// container structure for bitmaps .BMP file
typedef struct BITMAP_FILE_TAG
{
BITMAPFILEHEADER bitmapfileheader; // this contains the bitmapfile header
BITMAPINFOHEADER bitmapinfoheader; // this is all the info including the palette
PALETTEENTRY palette[256]; // we will store the palette here
UCHAR *buffer; // this is a pointer to the data
} BITMAP_FILE, *BITMAP_FILE_PTR;
// PROTOTYPES /////////////////////////////////////////////
int Game_Init(void *parms=NULL);
int Game_Shutdown(void *parms=NULL);
int Game_Main(void *parms=NULL);
int Load_Bitmap_File(BITMAP_FILE_PTR bitmap, char *filename);
int Unload_Bitmap_File(BITMAP_FILE_PTR bitmap);
int Flip_Bitmap(UCHAR *image, int bytes_per_line, int height);
// GLOBALS ////////////////////////////////////////////////
HWND main_window_handle = NULL; // save the window handle
HINSTANCE main_instance = NULL; // save the instance
char buffer[80]; // used to print text
LPDIRECTDRAW7 lpdd = NULL; // dd object
LPDIRECTDRAWSURFACE7 lpddsprimary = NULL; // dd primary surface
LPDIRECTDRAWSURFACE7 lpddsback = NULL; // dd back surface
LPDIRECTDRAWPALETTE lpddpal = NULL; // a pointer to the created dd palette
PALETTEENTRY palette[256]; // color palette
DDSURFACEDESC2 ddsd; // a direct draw surface description struct
DDSCAPS2 ddscaps; // a direct draw surface capabilities struct
HRESULT ddrval; // result back from dd calls
UCHAR *primary_buffer = NULL; // primary video buffer
UCHAR *back_buffer = NULL; // secondary back buffer
BITMAP_FILE bitmap16bit, // a 16 bit bitmap file
bitmap8bit; // a 8 bit bitmap file
// 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
// what is the message
switch(msg)
{
case WM_CREATE:
{
// do initialization stuff here
return(0);
} break;
case WM_PAINT:
{
// start painting
hdc = BeginPaint(hwnd,&ps);
// end painting
EndPaint(hwnd,&ps);
return(0);
} break;
case WM_DESTROY:
{
// kill the application
PostQuitMessage(0);
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
// WINMAIN ////////////////////////////////////////////////
int WINAPI WinMain( HINSTANCE hinstance,
HINSTANCE hprevinstance,
LPSTR lpcmdline,
int ncmdshow)
{
WNDCLASS winclass; // this will hold the class we create
HWND hwnd; // generic window handle
MSG msg; // generic message
HDC hdc; // generic dc
PAINTSTRUCT ps; // generic paintstruct
// first fill in the window class stucture
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;
// register the window class
if (!RegisterClass(&winclass))
return(0);
// create the window, note the use of WS_POPUP
if (!(hwnd = CreateWindow(WINDOW_CLASS_NAME, // class
"WinX Game Console", // title
WS_POPUP | WS_VISIBLE,
0,0, // x,y
WINDOW_WIDTH, // width
WINDOW_HEIGHT, // height
NULL, // handle to parent
NULL, // handle to menu
hinstance,// instance
NULL))) // creation parms
return(0);
// hide the mouse
ShowCursor(FALSE);
// save the window handle and instance in a global
main_window_handle = hwnd;
main_instance = hinstance;
// perform all game console specific initialization
Game_Init();
// enter main event loop
while(1)
{
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
// shutdown game and release all resources
Game_Shutdown();
// return to Windows like this
return(msg.wParam);
} // end WinMain
// WINX GAME PROGRAMMING CONSOLE FUNCTIONS ////////////////
int Game_Init(void *parms)
{
// this function is where you do all the initialization
// for your game
// create object and test for error
if (DirectDrawCreateEx(NULL, (void **)&lpdd, IID_IDirectDraw7, NULL)!=DD_OK)
return(0);
// set cooperation level to windowed mode normal
if (lpdd->SetCooperativeLevel(main_window_handle,
DDSCL_ALLOWMODEX | DDSCL_FULLSCREEN |
DDSCL_EXCLUSIVE | DDSCL_ALLOWREBOOT)!=DD_OK)
return(0);
// set the display mode
if (lpdd->SetDisplayMode(SCREEN_WIDTH,SCREEN_HEIGHT,SCREEN_BPP,0,0)!=DD_OK)
return(0);
// Create the primary surface
memset(&ddsd,0,sizeof(ddsd));
ddsd.dwSize = sizeof(ddsd);
ddsd.dwFlags = DDSD_CAPS | DDSD_BACKBUFFERCOUNT;
// we need to let dd know that we want a complex
// flippable surface structure, set flags for that
ddsd.ddsCaps.dwCaps =
DDSCAPS_PRIMARYSURFACE | DDSCAPS_FLIP | DDSCAPS_COMPLEX;
// set the backbuffer count to 1
ddsd.dwBackBufferCount = 1;
// create the primary surface
lpdd->CreateSurface(&ddsd,&lpddsprimary,NULL);
// query for the backbuffer i.e the secondary surface
ddscaps.dwCaps = DDSCAPS_BACKBUFFER;
lpddsprimary->GetAttachedSurface(&ddscaps,&lpddsback);
// create and attach palette
// create palette data
// first clear out all the entries, defensive programming
memset(palette,0,256*sizeof(PALETTEENTRY));
// create a R,G,B,GR gradient palette
for (int index=0; index<256; index++)
{
// set flags
palette[index].peFlags = PC_NOCOLLAPSE;
} // end for index
// now create the palette object
if (lpdd->CreatePalette(DDPCAPS_8BIT | DDPCAPS_INITIALIZE | DDPCAPS_ALLOW256,
palette,&lpddpal,NULL)!=DD_OK)
return(0);
// attach the palette to the primary
if (lpddsprimary->SetPalette(lpddpal)!=DD_OK)
return(0);
// now load the 8 bit color bitmap
Load_Bitmap_File(&bitmap8bit, "ANDRE8.BMP");
// now load the palette into the directdraw
lpddpal->SetEntries(0,0,256,bitmap8bit.palette);
// copy bitmap into secondary buffer
// set up the surface description to lock the surface
memset(&ddsd,0,sizeof(ddsd));
ddsd.dwSize = sizeof(ddsd);
// lock the primary surface, note in a real game you would
lpddsback->Lock(NULL,&ddsd,
DDLOCK_SURFACEMEMORYPTR | DDLOCK_WAIT,NULL);
// get video pointer
back_buffer = (UCHAR *)ddsd.lpSurface;
// copy each bitmap line into primary buffer
// taking into consideration non-linear video
// cards and the memory pitch lPitch
for (int y=0; y < SCREEN_HEIGHT; y++)
{
// copy the line
memcpy(&back_buffer[y*ddsd.lPitch], // dest address
&bitmap8bit.buffer[y*SCREEN_WIDTH], // src address
SCREEN_WIDTH); // bytes to copy
} // end for y
// unlock the surface
lpddsback->Unlock(NULL);
// return success
return(1);
} // end Game_Init
///////////////////////////////////////////////////////////
int Game_Shutdown(void *parms)
{
// this function is where you shutdown your game and
// release all resources that you allocated
// first release the secondary surface
if (lpddsback!=NULL)
lpddsback->Release();
// now release the primary surface
if (lpddsprimary!=NULL)
lpddsprimary->Release();
// release the directdraw object
if (lpdd!=NULL)
lpdd->Release();
// delete the bitmap
Unload_Bitmap_File(&bitmap8bit);
// return success
return(1);
} // end Game_Shutdown
///////////////////////////////////////////////////////////
int Game_Main(void *parms)
{
// this is the workhorse of your game it will be called
// continuously in real-time this is like main() in C
// all the calls for you game go here!
// check of user is trying to exit
if (KEY_DOWN(VK_ESCAPE) || KEY_DOWN(VK_SPACE))
PostMessage(main_window_handle, WM_DESTROY,0,0);
// select source position to grab bitmap from
int source_x = rand()%SCREEN_WIDTH;
int source_y = rand()%SCREEN_HEIGHT;
// select destination position to put to
int dest_x = rand()%SCREEN_WIDTH;
int dest_y = rand()%SCREEN_HEIGHT;
// select width and height of rectangle
int width = rand()%SCREEN_WIDTH;
int height = rand()%SCREEN_HEIGHT;
// set up rectangles
RECT source_rect, dest_rect;
source_rect.left = source_x;
source_rect.top = source_y;
source_rect.right = source_x + width;
source_rect.bottom = source_y + height;
dest_rect.left = dest_x;
dest_rect.top = dest_y;
dest_rect.right = dest_x + width;
dest_rect.bottom = dest_y + height;
// set up the color key so that color 0 is transparent
DDCOLORKEY col_key;
col_key.dwColorSpaceLowValue = 0;
col_key.dwColorSpaceHighValue = 0;
// set the key
lpddsback->SetColorKey(DDCKEY_SRCBLT, &col_key);
// perform the blit from back to primary
lpddsprimary->Blt(&dest_rect, lpddsback, &source_rect, DDBLT_KEYSRC | DDBLT_WAIT, NULL);
// return success
return(1);
} // end Game_Main
///////////////////////////////////////////////////////////
int Load_Bitmap_File(BITMAP_FILE_PTR bitmap, char *filename)
{
// this function opens a bitmap file and loads the data into bitmap
int file_handle, // the file handle
index; // looping index
UCHAR *temp_buffer = NULL; // used to convert 24 bit images to 16 bit
OFSTRUCT file_data; // the file data information
// open the file if it exists
if ((file_handle = OpenFile(filename,&file_data,OF_READ))==-1)
return(0);
// now load the bitmap file header
_lread(file_handle, &bitmap->bitmapfileheader,sizeof(BITMAPFILEHEADER));
// test if this is a bitmap file
if (bitmap->bitmapfileheader.bfType!=BITMAP_ID)
{
// close the file
_lclose(file_handle);
// return error
return(0);
} // end if
// now we know this is a bitmap, so read in all the sections
// first the bitmap infoheader
// now load the bitmap file header
_lread(file_handle, &bitmap->bitmapinfoheader,sizeof(BITMAPINFOHEADER));
// now load the color palette if there is one
if (bitmap->bitmapinfoheader.biBitCount == 8)
{
_lread(file_handle, &bitmap->palette,256*sizeof(PALETTEENTRY));
// now set all the flags in the palette correctly and fix the reversed
// BGR RGBQUAD data format
for (index=0; index < 256; index++)
{
// reverse the red and green fields
int temp_color = bitmap->palette[index].peRed;
bitmap->palette[index].peRed = bitmap->palette[index].peBlue;
bitmap->palette[index].peBlue = temp_color;
// always set the flags word to this
bitmap->palette[index].peFlags = PC_NOCOLLAPSE;
} // end for index
} // end if
// finally the image data itself
_lseek(file_handle,-(int)(bitmap->bitmapinfoheader.biSizeImage),SEEK_END);
// now read in the image, if the image is 8 or 16 bit then simply read it
// but if its 24 bit then read it into a temporary area and then convert
// it to a 16 bit image
if (bitmap->bitmapinfoheader.biBitCount==8 || bitmap->bitmapinfoheader.biBitCount==16)
{
// allocate the memory for the image
if (!(bitmap->buffer = (UCHAR *)malloc(bitmap->bitmapinfoheader.biSizeImage)))
{
// close the file
_lclose(file_handle);
// return error
return(0);
} // end if
// now read it in
_lread(file_handle,bitmap->buffer,bitmap->bitmapinfoheader.biSizeImage);
} // end if
else
{
// this must be a 24 bit image, load it in and convert it to 16 bit
// printf("\nconverting 24 bit image...");
// allocate temporary buffer
if (!(temp_buffer = (UCHAR *)malloc(bitmap->bitmapinfoheader.biSizeImage)))
{
// close the file
_lclose(file_handle);
// return error
return(0);
} // end if
// allocate final 16 bit storage buffer
if (!(bitmap->buffer=(UCHAR *)malloc(2*bitmap->bitmapinfoheader.biWidth*bitmap->bitmapinfoheader.biHeight)))
{
// close the file
_lclose(file_handle);
// release working buffer
free(temp_buffer);
// return error
return(0);
} // end if
// now read it in
_lread(file_handle,temp_buffer,bitmap->bitmapinfoheader.biSizeImage);
// now convert each 24 bit RGB value into a 16 bit value
for (index=0; index<bitmap->bitmapinfoheader.biWidth*bitmap->bitmapinfoheader.biHeight; index++)
{
// extract RGB components (note they are in memory BGR)
// also, assume 5.6.5 format, so scale appropriately
UCHAR red = (temp_buffer[index*3 + 2] >> 3), // 5 bits
green = (temp_buffer[index*3 + 1] >> 2), // 6 bits, change to 3 for 5 bits
blue = (temp_buffer[index*3 + 0] >> 3); // 5 bits
// build up 16 bit color word assume 5.6.5 format
USHORT color = _RGB16BIT565(red,green,blue);
// write color to buffer
((USHORT *)bitmap->buffer)[index] = color;
} // end for index
// finally write out the correct number of bits
bitmap->bitmapinfoheader.biBitCount=16;
} // end if
#if 0
// write the file info out
printf("\nfilename:%s \nsize=%d \nwidth=%d \nheight=%d \nbitsperpixel=%d \ncolors=%d \nimpcolors=%d",
filename,
bitmap->bitmapinfoheader.biSizeImage,
bitmap->bitmapinfoheader.biWidth,
bitmap->bitmapinfoheader.biHeight,
bitmap->bitmapinfoheader.biBitCount,
bitmap->bitmapinfoheader.biClrUsed,
bitmap->bitmapinfoheader.biClrImportant);
#endif
// close the file
_lclose(file_handle);
// flip the bitmap
Flip_Bitmap(bitmap->buffer,
bitmap->bitmapinfoheader.biWidth*(bitmap->bitmapinfoheader.biBitCount/8),
bitmap->bitmapinfoheader.biHeight);
// return success
return(1);
} // end Load_Bitmap_File
///////////////////////////////////////////////////////////
int Unload_Bitmap_File(BITMAP_FILE_PTR bitmap)
{
// this function releases all memory associated with "bitmap"
if (bitmap->buffer)
{
// release memory
free(bitmap->buffer);
// reset pointer
bitmap->buffer = NULL;
} // end if
// return success
return(1);
} // end Unload_Bitmap_File
///////////////////////////////////////////////////////////
int Flip_Bitmap(UCHAR *image, int bytes_per_line, int height)
{
// this function is used to flip upside down .BMP images
UCHAR *buffer; // used to perform the image processing
int index; // looping index
// allocate the temporary buffer
if (!(buffer = (UCHAR *)malloc(bytes_per_line*height)))
return(0);
// copy image to work area
memcpy(buffer,image,bytes_per_line*height);
// flip vertically
for (index=0; index < height; index++)
memcpy(&image[((height-1) - index)*bytes_per_line],
&buffer[index*bytes_per_line], bytes_per_line);
// release the memory
free(buffer);
// return success
return(1);
} // end Flip_Bitmap