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Windows Game Programming for Dummies (2nd Edition)
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GPCHAP10
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Prog10_1_16b.cpp
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C/C++ Source or Header
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2002-04-27
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// PROG10_1_16b.CPP - Double buffer demo
// 16bit version
// 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 16 // bits per pixel
// 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;
// PROTOTYPES /////////////////////////////////////////////
int Game_Init(void *parms=NULL);
int Game_Shutdown(void *parms=NULL);
int Game_Main(void *parms=NULL);
// 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
DDSURFACEDESC2 ddsd; // a direct draw surface description struct
DDSCAPS2 ddscaps; // a direct draw surface capabilities struct
HRESULT ddrval; // result back from dd calls
USHORT *double_buffer = NULL; // the double 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
// 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);
// 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.ddsCaps.dwCaps = DDSCAPS_PRIMARYSURFACE;
if (lpdd->CreateSurface(&ddsd,&lpddsprimary,NULL)!=DD_OK)
return(0);
// allocate memory for the double buffer, notice the SCREEN_BPP/8
// term to take into consideration 16-bit pixels
if ((double_buffer = (USHORT *)malloc(SCREEN_WIDTH*SCREEN_HEIGHT*(SCREEN_BPP/8)))==NULL)
return(0);
// 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 primary surface
if (lpddsprimary!=NULL)
lpddsprimary->Release();
// release the directdraw object
if (lpdd!=NULL)
lpdd->Release();
// free double buffer
if (double_buffer!=NULL)
free(double_buffer);
// 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!
USHORT *primary_buffer = NULL, // used to draw
*dest_ptr = NULL, // used in line by line copy
*src_ptr = NULL; // " "
// check of user is trying to exit
if (KEY_DOWN(VK_ESCAPE) || KEY_DOWN(VK_SPACE))
PostMessage(main_window_handle, WM_DESTROY,0,0);
// erase double buffer
memset(double_buffer,0, SCREEN_WIDTH*SCREEN_HEIGHT*(SCREEN_BPP/8));
// perform game logic...
// draw the next frame into the double buffer
// plot 5000 random pixels
for (int index=0; index < 5000; index++)
{
int x = rand()%SCREEN_WIDTH;
int y = rand()%SCREEN_HEIGHT;
UCHAR red = rand()%256;
UCHAR green = rand()%256;
UCHAR blue = rand()%256;
double_buffer[x+y*SCREEN_WIDTH] = _RGB16BIT565(red, green, blue);
} // end for index
// copy the double buffer into the primary buffer
memset(&ddsd,0,sizeof(ddsd));
ddsd.dwSize = sizeof(ddsd);
// lock the primary surface
lpddsprimary->Lock(NULL,&ddsd,
DDLOCK_SURFACEMEMORYPTR | DDLOCK_WAIT,NULL);
// get video pointer to primary surfce
primary_buffer = (USHORT *)ddsd.lpSurface;
// test if memory is linear
if (ddsd.lPitch == SCREEN_WIDTH*(SCREEN_BPP/8))
{
// copy memory from double buffer to primary buffer
memcpy(primary_buffer, double_buffer, SCREEN_WIDTH*SCREEN_HEIGHT*(SCREEN_BPP/8));
} // end if
else
{ // non-linear
// make copy of source and destination addresses
dest_ptr = primary_buffer;
src_ptr = double_buffer;
// memory is non-linear, copy line by line
for (int y=0; y<SCREEN_HEIGHT; y++)
{
// copy line
memcpy(dest_ptr, src_ptr, SCREEN_WIDTH*(SCREEN_BPP/8));
// advance pointers to next line
// notice division by 2 since lpitch is in bytes and
// these pointers are USHORT pointers
// but the screen_width is ok to use on src_ptr
// since the pointer arithematic will advance the pointer
// properly
dest_ptr+=(ddsd.lPitch/2);
src_ptr+=SCREEN_WIDTH;
} // end for
} // end else
// unlock primary buffer
lpddsprimary->Unlock(NULL);
// wait a sec
Sleep(5);
// return success
return(1);
} // end Game_Main
///////////////////////////////////////////////////////////