?? demo9_4_16b.cpp
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// DEMO9_4_16B.CPP - DirectInput Force Feedback Demo
// 16-bit 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"
// 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
// setup a 640x480 16-bit windowed mode example
#define WINDOW_TITLE "16-Bit DirectInput Force Feedback Demo"
#define WINDOW_WIDTH 640 // size of window
#define WINDOW_HEIGHT 480
#define WINDOW_BPP 16 // bitdepth of window (8,16,24 etc.)
// note: if windowed and not
// fullscreen then bitdepth must
// be same as system bitdepth
// also if 8-bit the a pallete
// is created and attached
#define WINDOWED_APP 1 // 0 not windowed, 1 windowed
#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
// directinput globals
LPDIRECTINPUT8 lpdi = NULL; // dinput object
LPDIRECTINPUTDEVICE8 lpdikey = NULL; // dinput keyboard
LPDIRECTINPUTDEVICE8 lpdimouse = NULL; // dinput mouse
LPDIRECTINPUTDEVICE8 lpdijoy = NULL; // dinput joystick
LPDIRECTINPUTEFFECT lpdieffect = NULL; // force feedback effect object
GUID joystickGUID; // guid for main joystick
char joyname[80]; // name of joystick
// these contain the target records for all di input packets
UCHAR keyboard_state[256]; // contains keyboard state table
DIMOUSESTATE mouse_state; // contains state of mouse
DIJOYSTATE2 joy_state; // contains state of joystick
// demo globals
BITMAP_IMAGE playfield; // used to hold playfield
BITMAP_IMAGE mushrooms[4]; // holds mushrooms
BOB blaster; // holds bug blaster
int blaster_anim[5] = {0,1,2,1,0}; // blinking animation
// lets use a line segment for the missle
int missile_x[32], // position of missle
missile_y[32],
missile_state[32]; // state of missle 0 off, 1 on
// PROTOTYPES //////////////////////////////////////////////
int Start_Missile(void);
int Move_Missile(void);
int Draw_Missile(void);
// 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
// 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
WINDOW_TITLE, // title
(WINDOWED_APP ? (WS_OVERLAPPED | WS_SYSMENU | WS_CAPTION) : (WS_POPUP | WS_VISIBLE)),
0,0, // initial x,y
WINDOW_WIDTH,WINDOW_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;
if (WINDOWED_APP)
{
// now resize the window, so the client area is the actual size requested
// since there may be borders and controls if this is going to be a windowed app
// if the app is not windowed then it won't matter
RECT window_rect = {0,0,WINDOW_WIDTH-1,WINDOW_HEIGHT-1};
// make the call to adjust window_rect
AdjustWindowRectEx(&window_rect,
GetWindowStyle(main_window_handle),
GetMenu(main_window_handle) != NULL,
GetWindowExStyle(main_window_handle));
// save the global client offsets, they are needed in DDraw_Flip()
window_client_x0 = -window_rect.left;
window_client_y0 = -window_rect.top;
// now resize the window with a call to MoveWindow()
MoveWindow(main_window_handle,
0, // x position
0, // y position
window_rect.right - window_rect.left, // width
window_rect.bottom - window_rect.top, // height
TRUE);
// show the window, so there's no garbage on first render
ShowWindow(main_window_handle, SW_SHOW);
} // end if windowed
// 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
////////////////////////////////////////////////////////////////////
BOOL CALLBACK DI_Enum_Joysticks(LPCDIDEVICEINSTANCE lpddi,
LPVOID guid_ptr)
{
// this function enumerates the joysticks, but
// stops at the first one and returns the
// instance guid of it, so we can create it
*(GUID*)guid_ptr = lpddi->guidInstance;
// copy name into global
strcpy(joyname, (char *)lpddi->tszProductName);
// stop enumeration after one iteration
return(DIENUM_STOP);
} // end DI_Enum_Joysticks
///////////////////////////////////////////////////////////
int Start_Missile(void)
{
// this function starts the missle, if it is currently off
for (int index = 0; index<32; index++)
{
if (missile_state[index]==0)
{
// enable missile
missile_state[index] = 1;
// computer position of missile
missile_x[index] = blaster.x + 16;
missile_y[index] = blaster.y-4;
// return success
return(1);
} // end if
} // end for
// couldn't start missile
return(0);
} // end Start_Missile
///////////////////////////////////////////////////////////
int Move_Missile(void)
{
// this function moves the missle
// test if missile is alive
for (int index=0; index<32; index++)
{
if (missile_state[index]==1)
{
// move the missile upward
if ((missile_y[index]-=10) < 0)
{
missile_state[index] = 0;
continue;
} // end if
// lock secondary buffer
DDraw_Lock_Back_Surface();
// add missile collision here
// unlock surface
DDraw_Unlock_Back_Surface();
} // end if
} // end for
// return failure
return(0);
} // end Move_Missle
///////////////////////////////////////////////////////////
int Draw_Missile(void)
{
// this function draws the missile
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