?? demo9_2a.cpp
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// DEMO9_2a.CPP - DirectInput Mouse Demo library version
// INCLUDES ///////////////////////////////////////////////
#define WIN32_LEAN_AND_MEAN
#define INITGUID // if not done elsewhere
#include <windows.h> // include important windows stuff
#include <windowsx.h>
#include <mmsystem.h>
#include <objbase.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
#include <dinput.h>
#include "T3DLIB1.H"
#include "T3DLIB2.H"
// 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 BITMAP_ID 0x4D42 // universal id for a bitmap
#define MAX_COLORS_PALETTE 256
#define BUTTON_SPRAY 0 // defines for each button
#define BUTTON_PENCIL 1
#define BUTTON_ERASE 2
#define BUTTON_EXIT 3
// TYPES ///////////////////////////////////////////////////
// PROTOTYPES /////////////////////////////////////////////
// game console
int Game_Init(void *parms=NULL, int num_parms = 0);
int Game_Shutdown(void *parms=NULL, int num_parms = 0);
int Game_Main(void *parms=NULL, int num_parms = 0);
// GLOBALS ////////////////////////////////////////////////
// windows vars
HWND main_window_handle = NULL; // globally track main window
int window_closed = 0; // tracks if window is closed
HINSTANCE main_instance = NULL; // globally track hinstance
char buffer[80]; // used to print text
// demo globals
BOB buttons, // a bob with all the buttons
pointer; // a pointer bob
BITMAP_IMAGE cpanel; // the control panel
BITMAP_IMAGE canvas; // off screen drawing canvas
int mouse_x, // used to track mouse
mouse_y;
UCHAR mouse_color=100; // color of mouse brush
int command_state=0; // state of user command
// position of control buttons
int buttons_x[] = {509, 559, 509, 559};
int buttons_y[] = {344, 344, 383, 383};
// on/off state of buttons
int buttons_state[] = {0,1,0,0};
// PROTOTYPES //////////////////////////////////////////////
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
// 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
"DirectInput Mouse 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
// GAME PROGRAMMING CONSOLE FUNCTIONS ////////////////
int Game_Init(void *parms, int num_parms)
{
// this function is where you do all the initialization
// for your game
int index; // looping var
char filename[80]; // used to build up files names
// initialize directdraw
DDraw_Init(SCREEN_WIDTH, SCREEN_HEIGHT, SCREEN_BPP);
// start up DirectInput
DInput_Init();
// initialize the mouse
DInput_Init_Mouse();
/////////////////////////////////////////////////////////////////
// set the global mouse position
mouse_x = screen_height/2;
mouse_y = screen_height/2;
// load the master bitmap in with all the graphics
Load_Bitmap_File(&bitmap8bit, "PAINT.BMP");
Set_Palette(bitmap8bit.palette);
// make sure all the surfaces are clean before starting
DDraw_Fill_Surface(lpddsback, 0);
DDraw_Fill_Surface(lpddsprimary, 0);
// create the pointer bob
Create_BOB(&pointer,mouse_x,mouse_y,32,34,1,
BOB_ATTR_VISIBLE | BOB_ATTR_SINGLE_FRAME,DDSCAPS_SYSTEMMEMORY);
// load the image for the pointer in
Load_Frame_BOB(&pointer,&bitmap8bit,0,0,2,BITMAP_EXTRACT_MODE_CELL);
// create the button bob
Create_BOB(&buttons,0,0,32,34,8,
BOB_ATTR_VISIBLE | BOB_ATTR_MULTI_FRAME,DDSCAPS_SYSTEMMEMORY);
// load buttons in, two banks of 4, all the off's, then all the on's
for (index=0; index<8; index++)
Load_Frame_BOB(&buttons,&bitmap8bit,index, index%4,index/4,BITMAP_EXTRACT_MODE_CELL);
// create the bitmap to hold the control panel
Create_Bitmap(&cpanel,500,0,104,424);
Load_Image_Bitmap(&cpanel, &bitmap8bit,150,0,BITMAP_EXTRACT_MODE_ABS);
// create the drawing canvas bitmap
Create_Bitmap(&canvas,0,0,500,SCREEN_HEIGHT);
memset(canvas.buffer,0,canvas.width*canvas.height);
canvas.attr = BITMAP_ATTR_LOADED;
// clear out the canvas
// memset(canvas.buffer,0,canvas.width*canvas.height);
// set clipping rectangle to screen extents so mouse cursor
// doens't mess up at edges
RECT screen_rect = {0,0,screen_width,screen_height};
lpddclipper = DDraw_Attach_Clipper(lpddsback,1,&screen_rect);
// hide the mouse
ShowCursor(FALSE);
// return success
return(1);
} // end Game_Init
///////////////////////////////////////////////////////////
int Game_Shutdown(void *parms, int num_parms)
{
// this function is where you shutdown your game and
// release all resources that you allocated
// release mouse
DInput_Release_Mouse();
// shutdown DirectInput
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