Code:
#define WIN32_LEAN_AND_MEAN
#define INITGUID // make sure directX guids are included
#include <windows.h>
#include <windowsx.h>
#include <ddraw.h>
// DEFINES /////////////////////////////////////////////////////////////////////
// defines for windows
#define WINDOW_CLASS_NAME "WINCLASS1"
// default screen size
#define SCREEN_WIDTH 640 // size of screen
#define SCREEN_HEIGHT 480 // max size 1280, 1024 w/ 32 bbp
#define SCREEN_BPP 8 // bits per pixel
#define MAX_COLORS 256 // maximum colors
// 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)
// initializes a direct draw struct
#define DDRAW_INIT_STRUCT(ddstruct) { memset(&ddstruct,0,sizeof(ddstruct)); ddstruct.dwSize=sizeof(ddstruct); }
// GLOBALS /////////////////////////////////////////////////////////////////////
HWND main_window_handle = NULL; // globally track main window
HINSTANCE hinstance_app = NULL; // globally track hinstance
int window_closed = 0;
// directdraw stuff
LPDIRECTDRAW7 lpDD = NULL; // dd object
LPDIRECTDRAWSURFACE7 lpDDPrimarySurface = NULL; // dd primary surface
LPDIRECTDRAWSURFACE7 lpDDBackSurface = NULL; // dd back surface
LPDIRECTDRAWPALETTE lpDDPalette = 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 DDSurfaceDesc; // a direct draw surface description struct
DDBLTFX DDbltfx; // used to fill
DDSCAPS2 DDSurfaceCaps; // a direct draw surface capabilities struct
HRESULT DDResultVal; // result back from dd calls
DWORD start_clock_count = 0; // used for timing
// FUNCTIONS ///////////////////////////////////////////////////////////////////
// this is the main message handler of the system
LRESULT CALLBACK WindowProc(HWND hwnd, UINT msg, WPARAM wparam, LPARAM lparam) {
PAINTSTRUCT ps; // used in WM_PAINT
HDC hdc; // handle to a device context
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
////////////////////////////////////////////////////////////////////////////////
// this is the main loop of the game, do all your processing here
int Game_Main(void *parms = NULL, int num_parms = 0) {
// make sure this is not 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
// lock the back buffer
DDRAW_INIT_STRUCT(DDSurfaceDesc);
lpDDBackSurface->Lock(NULL, &DDSurfaceDesc, DDLOCK_SURFACEMEMORYPTR |
DDLOCK_WAIT, NULL);
// alias pointer to back buffer surface
UCHAR *back_buffer = (UCHAR*)DDSurfaceDesc.lpSurface;
// now clear the back buffer out
// linear memory?
if (DDSurfaceDesc.lPitch == SCREEN_WIDTH) {
memset(back_buffer, 0, SCREEN_WIDTH * SCREEN_HEIGHT);
} else { // non linear memory
// make copy of video pointer
UCHAR *dest_ptr = back_buffer;
// clear out memory one line at a time
for(int y = 0; y < SCREEN_HEIGHT; y++) {
// clear the next line
memset(dest_ptr, 0, SCREEN_WIDTH);
// advance pointer to next line
dest_ptr += DDSurfaceDesc.lPitch;
} // end for
} // end else
// game logic here....
// draw the next frame into the back buffer
// plot 5000 random pixels
for (int index = 0; index < 5000; index++) {
int x = rand()%SCREEN_WIDTH;
int y = rand()%SCREEN_HEIGHT;
UCHAR col = rand()%256;
back_buffer[x+y*DDSurfaceDesc.lPitch] = col;
} // end for
// unlock the back buffer
if (FAILED(lpDDBackSurface->Unlock(NULL) ) )
return(0);
// perform the flip
while(FAILED(lpDDPrimarySurface->Flip(NULL, DDFLIP_WAIT) ) );
// wait a sec
Sleep(500);
// return success or failure or your own return code here
return(1);
} // end Game_Main
////////////////////////////////////////////////////////////////////////////////
// this is called once after the initial window is created and
// before the main event loop is entered, do all your initialization here
int Game_Init(void *parms = NULL, int num_parms = 0) {
// create IDirectDraw interface 7.0 object and test for error
if (FAILED(DirectDrawCreateEx(NULL, (void **)&lpDD, IID_IDirectDraw7, NULL) ) )
return(0);
// set cooperation to fullscreen
if (FAILED(lpDD->SetCooperativeLevel(main_window_handle, DDSCL_FULLSCREEN |
DDSCL_ALLOWMODEX |
DDSCL_EXCLUSIVE |
DDSCL_ALLOWREBOOT) ) );
return(0);
// set display mode to 640x480x8
if (FAILED(lpDD->SetDisplayMode(SCREEN_WIDTH, SCREEN_HEIGHT, SCREEN_BPP,
0, 0) ) )
return(0);
// clear DirectDrawSurfaceDescription and set size
DDRAW_INIT_STRUCT(DDSurfaceDesc);
// enable valid fields, surface capabilities and # of back buffers
DDSurfaceDesc.dwFlags = DDSD_CAPS | DDSD_BACKBUFFERCOUNT;
// set the back buffer count field to 1, use 2 for triple buffering
DDSurfaceDesc.dwBackBufferCount = 1;
// request a complex, flippable
DDSurfaceDesc.ddsCaps.dwCaps = DDSCAPS_PRIMARYSURFACE |
DDSCAPS_COMPLEX | DDSCAPS_FLIP;
// create the primary surface
if (FAILED(lpDD->CreateSurface(&DDSurfaceDesc, &lpDDPrimarySurface, NULL) ) )
return(0);
// now query for attached surface from the primary surface
// this line is needed by the call
DDSurfaceDesc.ddsCaps.dwCaps = DDSCAPS_BACKBUFFER;
// get te attached back buffer surface
if (FAILED(lpDDPrimarySurface->GetAttachedSurface(&DDSurfaceDesc.ddsCaps,
&lpDDBackSurface) ) )
return(0);
// build up the palette data array
for (int color = 1; color < 255; color++) {
// fill with random RGB values
palette[color].peRed = rand()%255;
palette[color].peGreen = rand()%255;
palette[color].peBlue = rand()%255;
// set flags field to PC_NOCOLLAPSE
palette[color].peFlags = PC_NOCOLLAPSE;
} // end for
// now fill in entry 0 & 255 w/ black and white
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;
// create the palette object
if (FAILED(lpDD->CreatePalette(DDPCAPS_8BIT | DDPCAPS_ALLOW256 |
DDPCAPS_INITIALIZE,
palette, &lpDDPalette, NULL) ) )
return(0);
// finally, attach the palette to the primary surface
if (FAILED(lpDDPrimarySurface->SetPalette(lpDDPalette) ) )
return(0);
// return success or failure or your own return code here
return(1);
} // end Game_Init
/////////////////////////////////////////////////////////////
// this is called after the game is exited and the main event
// loop while is exited, do all you cleanup and shutdown here
int Game_Shutdown(void *parms = NULL, int num_parms = 0) {
// first the palette
if (lpDDPalette) {
lpDDPalette->Release();
lpDDPalette = NULL;
} // end if
// now the back buffer surface
if (lpDDBackSurface) {
lpDDBackSurface->Release();
lpDDBackSurface = NULL;
} // end if
// now the primary surface
if (lpDDPrimarySurface) {
lpDDPrimarySurface->Release();
lpDDPrimarySurface = 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
////////////////////////////////////////////////////////////////////////////////
// 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(0, // extended style
WINDOW_CLASS_NAME, // class
"DirectDraw Initialization Demo", // title
WS_POPUP | WS_VISIBLE, // fullscreen
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