?? demo10_4.cpp
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// DEMO10_4.CPP DirectMusic Example
// INCLUDES ///////////////////////////////////////////////
#define INITGUID
#define WIN32_LEAN_AND_MEAN // just say no to MFC
#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 <direct.h>
#include <wchar.h>
#include <fcntl.h>
#include <ddraw.h>
#include <dsound.h> // include dsound, dmusic
#include <dmksctrl.h>
#include <dmusici.h>
#include <dmusicc.h>
#include <dmusicf.h>
// directx 7.0 compatibility
#ifndef DSBCAPS_CTRLDEFAULT
#define DSBCAPS_CTRLDEFAULT (DSBCAPS_CTRLFREQUENCY | DSBCAPS_CTRLPAN | DSBCAPS_CTRLVOLUME )
#endif
// DEFINES ////////////////////////////////////////////////
// defines for windows
#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
// 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)
// Convert from multibyte format to Unicode using the following macro:
#define MULTI_TO_WIDE( x,y ) MultiByteToWideChar( CP_ACP,MB_PRECOMPOSED, y,-1,x,_MAX_PATH);
// initializes a direct draw struct
#define DD_INIT_STRUCT(ddstruct) { memset(&ddstruct,0,sizeof(ddstruct)); ddstruct.dwSize=sizeof(ddstruct); }
// GLOBALS ////////////////////////////////////////////////
HWND main_window_handle = NULL; // globally track main window
HINSTANCE main_instance = NULL; // globally track hinstance
// direct music globals
IDirectMusicPerformance *dm_perf = NULL;
IDirectMusicLoader *dm_loader = NULL;
IDirectMusicSegment *dm_segment = NULL;
IDirectMusicSegmentState *dm_segstate = NULL;
// these are overwritten globally by DD_Init()
int screen_width = SCREEN_WIDTH, // width of screen
screen_height = SCREEN_HEIGHT, // height of screen
screen_bpp = SCREEN_BPP; // bits per pixel
char buffer[80]; // general printing 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
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
///////////////////////////////////////////////////////////
int Game_Main(void *parms = NULL, int num_parms = 0)
{
// this is the main loop of the game, do all your processing
// here
// for now test if user is hitting ESC and send WM_CLOSE
if (KEYDOWN(VK_ESCAPE))
SendMessage(main_window_handle,WM_CLOSE,0,0);
// return success or failure or your own return code here
return(1);
} // end Game_Main
////////////////////////////////////////////////////////////
IDirectMusicPerformance* CreatePerformance(void)
{
// this function creates the performance
IDirectMusicPerformance* pPerf;
if (FAILED(CoCreateInstance(CLSID_DirectMusicPerformance,
NULL,
CLSCTX_INPROC,
IID_IDirectMusicPerformance,
(void**)&pPerf)))
{
// return null
pPerf = NULL;
} // end if
return pPerf;
} // end CreatePerformance
////////////////////////////////////////////////////////////
IDirectMusicLoader* CreateLoader(void)
{
// this function creates the loader
IDirectMusicLoader* pLoader;
if (FAILED(CoCreateInstance(
CLSID_DirectMusicLoader,
NULL,
CLSCTX_INPROC,
IID_IDirectMusicLoader,
(void**)&pLoader)))
{
pLoader = NULL;
} // end if
return pLoader;
} // end CreateLoader
///////////////////////////////////////////////////////////
IDirectMusicSegment* LoadMIDISegment(IDirectMusicLoader* pLoader,
WCHAR *wszMidiFileName )
{
// this function loads a midi segment off disk
DMUS_OBJECTDESC ObjDesc;
HRESULT hr;
IDirectMusicSegment* pSegment = NULL;
// get current working directory
char szDir[_MAX_PATH];
WCHAR wszDir[_MAX_PATH];
if(_getcwd( szDir, _MAX_PATH ) == NULL)
{
return NULL;
} // end if
// convert to wide characters
MULTI_TO_WIDE(wszDir, szDir);
// set the search directory
hr = pLoader->SetSearchDirectory(GUID_DirectMusicAllTypes,wszDir, FALSE);
if (FAILED(hr))
{
return NULL;
} // end if
// setup object description
ZeroMemory(&ObjDesc, sizeof(DMUS_OBJECTDESC));
ObjDesc.dwSize = sizeof(DMUS_OBJECTDESC);
ObjDesc.guidClass = CLSID_DirectMusicSegment;
wcscpy(ObjDesc.wszFileName, wszMidiFileName );
ObjDesc.dwValidData = DMUS_OBJ_CLASS | DMUS_OBJ_FILENAME;
// load the object and query it for the IDirectMusicSegment interface
// This is done in a single call to IDirectMusicLoader::GetObject
// note that loading the object also initializes the tracks and does
// everything else necessary to get the MIDI data ready for playback.
hr = pLoader->GetObject(&ObjDesc,IID_IDirectMusicSegment, (void**) &pSegment);
if (FAILED(hr))
return(0);
// ensure that the segment plays as a standard MIDI file
// you now need to set a parameter on the band track
// Use the IDirectMusicSegment::SetParam method and let
// DirectMusic find the trackby passing -1 (or 0xFFFFFFFF) in the dwGroupBits method parameter.
hr = pSegment->SetParam(GUID_StandardMIDIFile,-1, 0, 0, (void*)dm_perf);
if (FAILED(hr))
return(0);
// This step is necessary because DirectMusic handles program changes and
// bank selects differently for standard MIDI files than it does for MIDI
// content authored specifically for DirectMusic.
// The GUID_StandardMIDIFile parameter must be set before the instruments are downloaded.
// The next step is to download the instruments.
// This is necessary even for playing a simple MIDI file
// because the default software synthesizer needs the DLS data
// for the General MIDI instrument set
// If you skip this step, the MIDI file will play silently.
// Again, you call SetParam on the segment, this time specifying the GUID_Download parameter:
hr = pSegment->SetParam(GUID_Download, -1, 0, 0, (void*)dm_perf);
if (FAILED(hr))
return(0);
// return the pointer
return pSegment;
} // end LoadSegment
////////////////////////////////////////////////////////////
int Game_Init(void *parms = NULL, int num_parms = 0)
{
// this is called once after the initial window is created and
// before the main event loop is entered, do all your initialization
// here
// set up directmusic
if (FAILED(CoInitialize(NULL)))
{
// Terminate the application.
return(0);
} // end if
// create the performance
dm_perf = CreatePerformance();
if (dm_perf == NULL)
{
return(0);// Failure -- performance not created
} // end if
// initialize the performance
if (FAILED(dm_perf->Init(NULL, NULL, main_window_handle)))
{
return(0);// Failure -- performance not initialized
} // end if
// add the port to the performance
if (FAILED(dm_perf->AddPort(NULL)))
{
return(0);// Failure -- port not initialized
} // end if
// create the loader to load object(s) such as midi file
dm_loader = CreateLoader();
if (dm_loader == NULL)
{
return(0);// Failure -- loader not created
} // end if
// release the old segment
if (dm_segment)
{
dm_segment->Release();
dm_segment = NULL;
} // end if
// load the segment
if (dm_loader)
{
dm_segment = LoadMIDISegment(dm_loader,L"BATTLE.MID");
} // end if
// start the song
if (dm_segment)
{
dm_perf->PlaySegment(dm_segment, 0, 0, &dm_segstate);
} // end if
// return success or failure or your own return code here
return(1);
} // end Game_Init
/////////////////////////////////////////////////////////////
HRESULT FreeDirectMusic(void)
{
// If there is any music playing, stop it. This is
// not really necessary, because the music will stop when
// the instruments are unloaded or the performance is // closed down.
dm_perf->Stop( NULL, NULL, 0, 0 );
// Unload instruments this will cause silence.
// CloseDown unloads all instruments, so this call is also not
// strictly necessary.
dm_segment->SetParam(GUID_Unload, -1, 0, 0, (void*)dm_perf);
// Release the segment.
dm_segment->Release();
// CloseDown and Release the performance object.
dm_perf->CloseDown();
dm_perf->Release();
// Release the loader object.
dm_loader->Release();
// Release COM.
CoUninitialize();
return S_OK;
} // end FreeDirectMusic
///////////////////////////////////////////////////////////////
int Game_Shutdown(void *parms = NULL, int num_parms = 0)
{
// this is called after the game is exited and the main event
// loop while is exited, do all you cleanup and shutdown here
FreeDirectMusic();
// 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
main_instance = hinstance;
// register the window class
if (!RegisterClassEx(&winclass))
return(0);
// create the window
if (!(hwnd = CreateWindowEx(NULL, // extended style
WINDOW_CLASS_NAME, // class
"DirectMusic Demo", // title
WS_OVERLAPPEDWINDOW | WS_VISIBLE,
0,0, // initial x,y
400,300, // 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
///////////////////////////////////////////////////////////
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