Unable to lock\unlock surface
Heres my code I got it from windows game programing for dummies and added on to it.
there seems to be a problem with locking or unlocking the surfaces (that is it quits) so could any one tell me the problem.
I am using msvc++6.
// INCLUDES ///////////////////////////////////////////////
#define WIN32_LEAN_AND_MEAN
#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 ////////////////////////////////////////////////
// converts pallets to 16bit rgb
#define _RGB16BIT(r,g,b) ((b%32)+((g%32)<<5)+((r%32)<<10))
// defines for windows
#define WINDOW_CLASS_NAME "WINXCLASS" // class name
#define WINDOW_WIDTH 320 // size of window
#define WINDOW_HEIGHT 200
// 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)
// 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
LPDIRECTDRAW lpdd; // pointer to direct draw object
LPDIRECTDRAWSURFACE lpddsprimary = NULL; // dd primary surface
LPDIRECTDRAWSURFACE lpddsback = NULL; // dd back surface
LPDIRECTDRAWPALETTE lpddpal = NULL; // a pointer to the created dd palette
DDSURFACEDESC ddsd; // a direct draw surface description struct
DDSCAPS ddscaps; // a direct draw surface capabilities struct
HRESULT ddrval; // result back from dd calls
// 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
if (!(hwnd = CreateWindow(WINDOW_CLASS_NAME, // class
"WinX Game Console", // title
WS_OVERLAPPEDWINDOW | 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
//Pointer 2 ddraw obj
LPDIRECTDRAW lpdd;
//used to hold the DirectDraw surface description
DDSURFACEDESC ddsd;
//Where the interface pointer will be placed when the surface is created
LPDIRECTDRAWSURFACE lpddsprimary;
// create object and test for error
if (DirectDrawCreate(NULL,&lpdd,NULL))
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(800,600,16)!=DD_OK)
return(0);
memset(&ddsd,0,sizeof(ddsd));
ddsd.dwSize = sizeof(ddsd);
ddsd.dwFlags = DDSD_CAPS;
ddsd.ddsCaps.dwCaps = DDSCAPS_PRIMARYSURFACE;
// create the surface and check for an error
if (lpdd->CreateSurface(&ddsd,&lpddsprimary,NULL)!=DD_OK)
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
if (lpddsprimary!=NULL)
lpddsprimary->Release();
// release the directdraw object
if (lpdd!=NULL)
lpdd->Release();
// return success
return(1);
} // end Game_Shutdown
///////////////////////////////////////////////////////////
int Game_Main(void *parms)
{
USHORT *video_buffer;
// check of user is trying to exit
if (KEY_DOWN(VK_ESCAPE)){
PostMessage(main_window_handle, WM_DESTROY,0,0);
}
// set up the surface description to lock the surface
memset(&ddsd,0,sizeof(ddsd));
ddsd.dwSize = sizeof(ddsd);
if (KEY_DOWN(VK_SPACE))
{
//lock surface
lpddsprimary->Lock(NULL,&ddsd,
DDLOCK_SURFACEMEMORYPTR | DDLOCK_WAIT,NULL);
//get video pointer
//video_buffer = (USHORT *)ddsd.lpSurface;
//video_buffer[rand()%800 + (rand()%600*ddsd.lPitch >> 1)]=
//_RGB16BIT(rand()%256,rand()%256,rand()%256);
lpddsprimary->Unlock(ddsd.lpSurface);
}
// return success
return(1);
} // end Game_Main