Code:
#define WIN32_LEAN_AND_MEAN
#define INITGUID // make sure directX guids are included
#include <windows.h>
#include <windowsx.h>
#include <cstdio>
#include <ddraw.h>
#define WINDOW_CLASS_NAME "WINCLASS1"
// default screen size
#define SCREEN_WIDTH 640 // size of screen
#define SCREEN_HEIGHT 480
#define SCREEN_BPP 8 // bits per pixel
#define MAX_COLORS 256 // maximum colors
#define BITMAP_ID 0x4D42 // universal id for a bitmap
// 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
} BITMAPFILE, *PTR_BITMAPFILE;
// 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
BITMAPFILE bitmap; // holds the bitmap
// FUNCTION PROTOTYPES /////////////////////////////////////////////////////////
LRESULT CALLBACK WindowProc(HWND, UINT, WPARAM, LPARAM);
int Game_Init(void *parms = NULL, int num_parms = 0);
int Game_Main(void *parms = NULL, int num_parms = 0);
int Game_Shutdown(void *parms = NULL, int num_parms = 0);
int Flip_Bitmap(UCHAR*, int, int);
int Load_Bitmap_File(PTR_BITMAPFILE, char*); //
int Unload_Bitmap_File(PTR_BITMAPFILE); //
int DDraw_Fill_Surface(LPDIRECTDRAWSURFACE7,int); //
// FUNCTION DEFINITIONS ////////////////////////////////////////////////////////
////////////////////////////////////////////////////////////////////////////////
// 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 Demo", // title
WS_POPUP,
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
////////////////////////////////////////////////////////////////////////////////
// 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
char buffer[80]; // used to print strings
// what is the message
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 function opens a bitmap file and loads the data into a bitmap
int Load_Bitmap_File(PTR_BITMAPFILE bitmap, char *filename) {
int FileHandle, // the file handle, duh...
index; // looping index
UCHAR *pTempBuffer = NULL; // used to convert 24 bit images to 16 bit
OFSTRUCT FileData; // the file data information
// open the file if it exists
if ( (FileHandle = OpenFile(filename, &FileData, OF_READ) ) == -1)
return 0;
// now load the bitmap file header
_lread(FileHandle, &bitmap->bitmapfileheader, sizeof(BITMAPFILEHEADER) );
// test if this is a bitmap file
if (bitmap->bitmapfileheader.bfType != BITMAP_ID) {
// close the file
_lclose(FileHandle);
// return error
return 0;
} // end if
// now we know this is a bitmap, so read in all the sections
// first the bitmap info header
_lread(FileHandle, &bitmap->bitmapinfoheader, sizeof(BITMAPINFOHEADER) );
// now load the color palette if there is one
if (bitmap->bitmapinfoheader.biBitCount == 8) {
_lread(FileHandle, &bitmap->palette, MAX_COLORS * sizeof(PALETTEENTRY) );
// now set all the flags in the palette correctly and fix
// the reversed BRG RGBQUAD data format
for (int index = 0; index < MAX_COLORS; 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, find the image data
_llseek(FileHandle, -(int)(bitmap->bitmapinfoheader.biSizeImage), SEEK_END);
// and read in the image
if (bitmap->bitmapinfoheader.biBitCount == 8 ||
bitmap->bitmapinfoheader.biBitCount == 16 ||
bitmap->bitmapinfoheader.biBitCount == 24) {
// delete the last image if there was one
if (bitmap->buffer)
free(bitmap->buffer);
// allocate the memory for the image
if (!(bitmap->buffer = (UCHAR*)malloc(bitmap->bitmapinfoheader.biSizeImage) ) ) {
// close the file
_lclose(FileHandle);
// return error
return 0;
} // end if
// now read it in
_lread(FileHandle, bitmap->buffer, bitmap->bitmapinfoheader.biSizeImage);
} else {
// serious problem
return 0;
} // end if / else
// close the file
_lclose(FileHandle);
// 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
////////////////////////////////////////////////////////////////////////////////
// this function releases all memory associated with the bitmap
int Unload_Bitmap_File(PTR_BITMAPFILE bitmap) {
if (bitmap->buffer) {
// release the memory
free(bitmap->buffer);
// reset the pointer
bitmap->buffer = NULL;
} // end if
// return success
return 1;
} // end Unload_Bitmap_File
////////////////////////////////////////////////////////////////////////////////
// this function is used to flip bottom-up .BMP images
int Flip_Bitmap(UCHAR *image, int bytes_per_line, int height) {
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
////////////////////////////////////////////////////////////////////////////////
//
int DDraw_Fill_Surface(LPDIRECTDRAWSURFACE7 lpDDSurface, int color) {
DDBLTFX DDBltFx; // this contains the DDBLTFX structure
// clear out the structure and set the size field
DDRAW_INIT_STRUCT(DDBltFx);
// set the dwfillcolor field to the desired color
DDBltFx.dwFillColor = color;
// ready to blt to surface
lpDDSurface->Blt(NULL, // ptr to dest rectangle
NULL, // ptr to source surface, NA
NULL, // ptr to source rectangle, NA
DDBLT_COLORFILL | DDBLT_WAIT,// fill and wait
&DDBltFx); // ptr to DDBLTFX structure
// return success
return 1;
} // end DDraw_Fill_Surface
////////////////////////////////////////////////////////////////////////////////
// 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, int num_parms) {
// 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 ddsd and set size
DDRAW_INIT_STRUCT(DDSurfaceDesc);
// enable valid fields
DDSurfaceDesc.dwFlags = DDSD_CAPS | DDSD_BACKBUFFERCOUNT;
// set the backbuffer 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 the 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()%256;
palette[color].peGreen = rand()%256;
palette[color].peBlue = rand()%256;
// set flags field to PC_NOCOLLAPSE
palette[color].peFlags = PC_NOCOLLAPSE;
} // end for color
// now fill in entry 0 and 255 with 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;
}
// load the 8-bit image
if (!Load_Bitmap_File(&bitmap, "MyBitMap.bmp") ) {
return 0;
}
// load it's palette into directdraw
if (FAILED(lpDDPalette->SetEntries(0, 0, MAX_COLORS, bitmap.palette) ) ) {
return 0;
}
// clean the surface
DDraw_Fill_Surface(lpDDPrimarySurface, 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, int num_parms) {
// this is called after the game is exited and the main event
// loop while is exited, do all you cleanup and shutdown here
// 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
////////////////////////////////////////////////////////////////////////////////
// this is the main loop of the game, do all your processing here
int Game_Main(void *parms, int num_parms) {
// make sure this isn't executed again
if (window_closed)
return 0;
// for now test if user is hitting ESC and send WM_CLOSE
if (KEYDOWN(VK_ESCAPE) ) {
window_closed = 1;
SendMessage(main_window_handle, WM_CLOSE, 0, 0);
}
// copy the bitmap image to the primary buffer line by line
// note this is a good candidate operation to make into a function - hint!
// lock the primary surface
lpDDPrimarySurface->Lock(NULL, &DDSurfaceDesc, DDLOCK_SURFACEMEMORYPTR | DDLOCK_WAIT, NULL);
// get video pointer to primary surfce
UCHAR *primary_buffer = (UCHAR*)DDSurfaceDesc.lpSurface;
// test if memory is linear
if (DDSurfaceDesc.lPitch == SCREEN_WIDTH) {
// copy memory from double buffer to primary buffer
memcpy( (void*)primary_buffer, (void*)bitmap.buffer, SCREEN_WIDTH * SCREEN_HEIGHT);
} else {
// non-linear
// make copy of source and destination addresses
UCHAR *dest_ptr = primary_buffer;
UCHAR *src_ptr = bitmap.buffer;
// memory is non-linear, copy line by line
for (int y = 0; y < SCREEN_HEIGHT; y++) {
// copy line
memcpy( (void*)dest_ptr, (void*)src_ptr, SCREEN_WIDTH);
// advance pointers to next line
dest_ptr += DDSurfaceDesc.lPitch;
src_ptr += SCREEN_WIDTH;
} // end for
} // end if / else
// now unlock the primary surface
if (FAILED(lpDDPrimarySurface->Unlock(NULL) ) ) {
return 0;
}
// do nothing -- look at pretty picture
// wait a sec so everything does not fly by so quick
//Sleep(30);
// return success or failure or your own return code here
return 1;
} // end Game_Main