?? demo8_7.cpp
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float yr = (float)poly->vlist[curr_vert].x*sin_look[theta] +
(float)poly->vlist[curr_vert].y*cos_look[theta];
// store result back
poly->vlist[curr_vert].x = xr;
poly->vlist[curr_vert].y = yr;
} // end for curr_vert
// return success
return(1);
} // end Rotate_Polygon2D
////////////////////////////////////////////////////////
int Scale_Polygon2D(POLYGON2D_PTR poly, float sx, float sy)
{
// this function scalesthe local coordinates of the polygon
// test for valid pointer
if (!poly)
return(0);
// loop and scale each point
for (int curr_vert = 0; curr_vert < poly->num_verts; curr_vert++)
{
// scale and store result back
poly->vlist[curr_vert].x *= sx;
poly->vlist[curr_vert].y *= sy;
} // end for curr_vert
// return success
return(1);
} // end Scale_Polygon2D
///////////////////////////////////////////////////////////
inline int Draw_Pixel(int x, int y,int color,
UCHAR *video_buffer, int lpitch)
{
// this function plots a single pixel at x,y with color
video_buffer[x + y*lpitch] = color;
// return success
return(1);
} // end Draw_Pixel
/////////////////////////////////////////////////////////////
int DDraw_Fill_Surface(LPDIRECTDRAWSURFACE7 lpdds,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
lpdds->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
///////////////////////////////////////////////////////////////
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
// 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))
{
PostMessage(main_window_handle,WM_CLOSE,0,0);
window_closed = 1;
} // end if
// clear out the back buffer
DDraw_Fill_Surface(lpddsback, 0);
// lock primary buffer
DDRAW_INIT_STRUCT(ddsd);
if (FAILED(lpddsback->Lock(NULL,&ddsd,
DDLOCK_WAIT | DDLOCK_SURFACEMEMORYPTR,
NULL)))
return(0);
// draw the triangle
Draw_Triangle_2D(rand()%SCREEN_WIDTH, rand()%SCREEN_HEIGHT,
rand()%SCREEN_WIDTH, rand()%SCREEN_HEIGHT,
rand()%SCREEN_WIDTH, rand()%SCREEN_HEIGHT,
rand()%256,(UCHAR *)ddsd.lpSurface, ddsd.lPitch);
// unlock primary buffer
if (FAILED(lpddsback->Unlock(NULL)))
return(0);
// draw the text
Draw_Text_GDI("Press <ESC> to exit.", 8,8,255, lpddsback);
// perform the flip
while (FAILED(lpddsprimary->Flip(NULL, DDFLIP_WAIT)));
// wait a sec
Sleep(33);
// return success or failure or your own return code here
return(1);
} // end Game_Main
////////////////////////////////////////////////////////////
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
// seed random number generator
srand(GetTickCount());
// create IDirectDraw interface 7.0 object and test for error
if (FAILED(DirectDrawCreateEx(NULL, (void **)&lpdd, IID_IDirectDraw7, NULL)))
return(0);
// set cooperation to full screen
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(ddsd);
// enable valid fields
ddsd.dwFlags = DDSD_CAPS | DDSD_BACKBUFFERCOUNT;
// set the backbuffer count field to 1, use 2 for triple buffering
ddsd.dwBackBufferCount = 1;
// request a complex, flippable
ddsd.ddsCaps.dwCaps = DDSCAPS_PRIMARYSURFACE | DDSCAPS_COMPLEX | DDSCAPS_FLIP;
// create the primary surface
if (FAILED(lpdd->CreateSurface(&ddsd, &lpddsprimary, NULL)))
return(0);
// now query for attached surface from the primary surface
// this line is needed by the call
ddsd.ddsCaps.dwCaps = DDSCAPS_BACKBUFFER;
// get the attached back buffer surface
if (FAILED(lpddsprimary->GetAttachedSurface(&ddsd.ddsCaps, &lpddsback)))
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;
// make this color glow green
palette[1].peRed = 0;
palette[1].peGreen = 16;
palette[1].peBlue = 0;
palette[1].peFlags = PC_NOCOLLAPSE;
// create the palette object
if (FAILED(lpdd->CreatePalette(DDPCAPS_8BIT | DDPCAPS_ALLOW256 |
DDPCAPS_INITIALIZE,
palette,&lpddpal, NULL)))
return(0);
// finally attach the palette to the primary surface
if (FAILED(lpddsprimary->SetPalette(lpddpal)))
return(0);
// clear the surfaces out
DDraw_Fill_Surface(lpddsprimary, 0 );
DDraw_Fill_Surface(lpddsback, 0 );
// define points of object (must be convex)
VERTEX2DF object_vertices[4] = {-100,-100, 100,-100, 100,100, -100, 100};
// initialize polygon object
object.state = 1; // turn it on
object.num_verts = 4;
object.x0 = SCREEN_WIDTH/2; // position it
object.y0 = SCREEN_HEIGHT/2;
object.xv = 0;
object.yv = 0;
object.color = 1; // animated green
object.vlist = new VERTEX2DF [object.num_verts];
for (int index = 0; index < object.num_verts; index++)
object.vlist[index] = object_vertices[index];
// create sin/cos lookup table
// generate the tables
for (int ang = 0; ang < 360; ang++)
{
// convert ang to radians
float theta = (float)ang*PI/(float)180;
// insert next entry into table
cos_look[ang] = cos(theta);
sin_look[ang] = sin(theta);
} // end for ang
// return success or failure or your own return code here
return(1);
} // end Game_Init
/////////////////////////////////////////////////////////////
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
// first the palette
if (lpddpal)
{
lpddpal->Release();
lpddpal = NULL;
} // end if
// now the back buffer surface
if (lpddsback)
{
lpddsback->Release();
lpddsback = NULL;
} // end if
// now the primary surface
if (lpddsprimary)
{
lpddsprimary->Release();
lpddsprimary = 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(NULL, // extended style
WINDOW_CLASS_NAME, // class
"DirectDraw 8-Bit Triangle Drawing Demo", // title
WS_POPUP | WS_VISIBLE,
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
///////////////////////////////////////////////////////////
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