///////////////////////////////////////////////////////////////////////////////////////////// //We'll need placement on screen, and that's it, I guess. int ONOFF::Initialize(RECT rect, IDirectDrawSurface ** ddS, LPDIRECTDRAW * lpDD){ this->Value=false;//initialize the vlaue this->Bounds=rect;//set the screeen boundaries; this->dds=ddS;//set the display surface. //create the surfaces/load teh images this->ddsOff=DDLoadBitmap(*lpDD, BMP_ONOFFOFF, 0,0); this->ddsOn =DDLoadBitmap(*lpDD, BMP_ONOFFON , 0,0); DDSetColorKey(this->ddsOn, CLR_INVALID); DDSetColorKey(this->ddsOff, CLR_INVALID); //now fill in values for the srect member; DDSURFACEDESC ddsd; ZeroMemory(&ddsd, sizeof(ddsd)); ddsd.dwSize=sizeof(ddsd); ddsd.dwFlags=DDSD_ALL; this->ddsOff->GetSurfaceDesc(&ddsd); this->srect.top=0; this->srect.left=0; this->srect.right=ddsd.dwWidth; this->srect.bottom=ddsd.dwHeight; this->Valid=true; return 0; }
int PASCAL WinMain( HINSTANCE hInstance, HINSTANCE hPrevInstance, LPSTR lpCmdLine, int nCmdShow ) { MSG msg; if ( !_GameMode(hInstance, nCmdShow, 640, 480, 32) ) return FALSE; SpriteImage = DDLoadBitmap( DirectOBJ, "sprite_char.BMP", 0, 0 ); BackGround = DDLoadBitmap( DirectOBJ, "sprite_back.BMP", 0, 0 ); DDSetColorKey( SpriteImage, RGB(0,0,0) ); SetTimer(MainHwnd, 1, 5, _GameProc); while ( !_GetKeyState(VK_ESCAPE) ) { if ( PeekMessage(&msg, NULL, 0, 0, PM_NOREMOVE) ) { if ( !GetMessage(&msg, NULL, 0, 0) ) return msg.wParam; TranslateMessage( &msg ); DispatchMessage( &msg ); } } DestroyWindow( MainHwnd ); return TRUE; }
JNIEXPORT void JNICALL Java_sun_awt_windows_Win32OffScreenSurfaceData_setTransparentPixel(JNIEnv *env, jobject wsd, jint pixel) { Win32SDOps *wsdo = (Win32SDOps *)SurfaceData_GetOps(env, wsd); DDSetColorKey(env, wsdo, pixel); }
int PASCAL WinMain(HINSTANCE hInstance, HINSTANCE hPrevInstance, LPSTR lpCmdLine, int nCmdShow) { MSG msg; if (!_GameMode(hInstance, nCmdShow, 1280, 720, 32, false)) return FALSE; CommInit(NULL, NULL); //±×·¡ÇÈ ÃʱâÈ ResourceImage[0] = DDLoadBitmap(DirectOBJ, "DATA//end1.BMP", 0, 0, SYSTEM); ResourceImage[1] = DDLoadBitmap(DirectOBJ, "DATA//win.BMP", 0, 0, SYSTEM); ResourceImage[2] = DDLoadBitmap(DirectOBJ, "DATA//Choice.BMP", 0, 0, SYSTEM); ResourceImage[3] = DDLoadBitmap(DirectOBJ, "DATA//Money.BMP", 0, 0,SYSTEM); ResourceImage[4] = DDLoadBitmap(DirectOBJ, "DATA//Sonmogazi.BMP", 0, 0, SYSTEM); ResourceImage[5] = DDLoadBitmap(DirectOBJ, "DATA//Button.BMP", 0, 0, SYSTEM); ResourceImage[6] = DDLoadBitmap(DirectOBJ, "DATA//ZokBo.BMP", 0, 0, SYSTEM); ResourceImage[7] = DDLoadBitmap(DirectOBJ, "DATA//Texts.BMP", 0, 0, SYSTEM); ResourceImage[8] = DDLoadBitmap(DirectOBJ, "DATA//Stop.BMP", 0, 0, SYSTEM); ResourceImage[9] = DDLoadBitmap(DirectOBJ, "DATA//Back.BMP", 0, 0, SYSTEM); ResourceImage[10] = DDLoadBitmap(DirectOBJ, "DATA//main.bmp", 0, 0, SYSTEM); DDSetColorKey(ResourceImage[0], BLACK); DDSetColorKey(ResourceImage[1], BLACK); DDSetColorKey(ResourceImage[2], BLACK); DDSetColorKey(ResourceImage[3], BLACK); DDSetColorKey(ResourceImage[4], BLACK); DDSetColorKey(ResourceImage[5], BLACK); DDSetColorKey(ResourceImage[6], BLACK); DDSetColorKey(ResourceImage[7], BLACK); DDSetColorKey(ResourceImage[8], BLACK); DDSetColorKey(ResourceImage[9], BLACK); DDSetColorKey(ResourceImage[10], BLACK); //À½Çâ ÃʱâÈ if (SoundCard) { Sound[0] = SndObjCreate(SoundOBJ, "Sound//OST.WAV", 1); Sound[1] = SndObjCreate(SoundOBJ, "Sound//¹ØÀ廩±â.WAV", 1); Sound[2] = SndObjCreate(SoundOBJ, "Sound//Select3.WAV", 1); //Sound[3] = SndObjCreate(SoundOBJ, "Sound//Check.WAV", 1); //Sound[4] = SndObjCreate(SoundOBJ, "Sound//Start.WAV", 1); //3,4¹ø Àç»ýÀÌ ¾ÈµÊ. ÀÌÀ¯´Â ¸ð¸§.. } turn = 0; randomize(); Pae(); CommSend(); PlaySound("Sound//OST.WAV", NULL, SND_ASYNC); SetTimer(MainHwnd, 1, 10, NULL); // Main message loop while (GetMessage(&msg, NULL, 0, 0)){ TranslateMessage(&msg); DispatchMessage(&msg); } DestroyWindow(MainHwnd); return TRUE; }
/// <summary> Initializes surfaces for direct draw</summary> void CDDraw::LoadSurfaces() { // Initialize text metric, basic structure for a physical font // http://msdn.microsoft.com/en-us/library/windows/desktop/dd145132(v=vs.85).aspx TEXTMETRIC tm; // Initialize device context handler HDC surfDC; // Populate surfDC with GDI-compatible handle of device context for the surface Back->GetDC(&surfDC); // Populate tm structure with text metrics from device context // http://msdn.microsoft.com/en-us/library/windows/desktop/dd144941(v=vs.85).aspx GetTextMetrics(surfDC, &tm); // Set TextWidth to average character width value TextWidth = tm.tmAveCharWidth; // Release the surfDC device context Back->ReleaseDC(surfDC); // // Loading resources into surface objects // // Load imgArrowsRed.bmp as surface imgArrowsRed = DDLoadBitmap(DirectDraw, "imgArrowsRed.bmp", 0, 0); // Set the color key to be transparent DDSetColorKey(imgArrowsRed, COLOR_TRANSPARENCY); imgArrows = DDLoadBitmap(DirectDraw, "imgArrows.bmp", 0, 0); DDSetColorKey(imgArrows, COLOR_TRANSPARENCY); imgBCLogo = DDLoadBitmap(DirectDraw, "imgBCLogo.bmp", 0, 0); // Set the color key to black DDSetColorKey(imgBCLogo, 0); imgBlackNumbers = DDLoadBitmap(DirectDraw, "imgBlackNumbers.bmp", 0, 0); DDSetColorKey(imgBlackNumbers, COLOR_TRANSPARENCY); imgBtnStaff = DDLoadBitmap(DirectDraw, "imgBtnStaff.bmp", 0, 0); DDSetColorKey(imgBtnStaff, 0); imgBuildIcons = DDLoadBitmap(DirectDraw, "imgBuildIcons.bmp", 0, 0); DDSetColorKey(imgBuildIcons, 0); imgBuildings = DDLoadBitmap(DirectDraw, "imgBuildings.bmp", 0, 0); DDSetColorKey(imgBuildings, COLOR_TRANSPARENCY); imgBullets = DDLoadBitmap(DirectDraw, "imgBullets.bmp", 0, 0); DDSetColorKey(imgBullets, COLOR_TRANSPARENCY); imgCompany = DDLoadBitmap(DirectDraw, "imgCompany.bmp", 0, 0); DDSetColorKey(imgCompany, 0); imgCursor = DDLoadBitmap(DirectDraw, "imgCursor.bmp", 0, 0); DDSetColorKey(imgCursor, COLOR_TRANSPARENCY); imgDemolish = DDLoadBitmap(DirectDraw, "imgDemolish.bmp", 0, 0); DDSetColorKey(imgDemolish, COLOR_TRANSPARENCY); imgGround = DDLoadBitmap(DirectDraw, "imgGround.bmp", 0, 0); DDSetColorKey(imgGround, 0); imgHealth = DDLoadBitmap(DirectDraw, "imgHealth.bmp", 0, 0); DDSetColorKey(imgHealth, 0); imgInterface = DDLoadBitmap(DirectDraw, "imgInterface.bmp", 0, 0); DDSetColorKey(imgInterface, COLOR_TRANSPARENCY); imgInterfaceBottom = DDLoadBitmap(DirectDraw, "imgInterfaceBottom.bmp", 0, 0); DDSetColorKey(imgInterfaceBottom, COLOR_TRANSPARENCY); imgInventorySelection = DDLoadBitmap(DirectDraw, "imgInventorySelection.bmp", 0, 0); DDSetColorKey(imgInventorySelection, 0); imgItems = DDLoadBitmap(DirectDraw, "imgItems.bmp", 0, 0); DDSetColorKey(imgItems, COLOR_TRANSPARENCY); imgLava = DDLoadBitmap(DirectDraw, "imgLava.bmp", 0, 0); DDSetColorKey(imgLava, COLOR_TRANSPARENCY); imgLoading = DDLoadBitmap(DirectDraw, "imgLoading.bmp", 0, 0); DDSetColorKey(imgLoading, COLOR_TRANSPARENCY); imgLExplosion = DDLoadBitmap(DirectDraw, "imgLExplosion.bmp", 0, 0); DDSetColorKey(imgLExplosion, COLOR_TRANSPARENCY); imgMiniMapColors = DDLoadBitmap(DirectDraw, "imgMiniMapColors.bmp", 0, 0); DDSetColorKey(imgMiniMapColors, 0); imgMoneyBox = DDLoadBitmap(DirectDraw, "imgMoneyBox.bmp", 0, 0); DDSetColorKey(imgMoneyBox, COLOR_TRANSPARENCY); imgMoneyDown = DDLoadBitmap(DirectDraw, "imgMoneyDown.bmp", 0, 0); DDSetColorKey(imgMoneyDown, COLOR_TRANSPARENCY); imgMoneyUp = DDLoadBitmap(DirectDraw, "imgMoneyUp.bmp", 0, 0); DDSetColorKey(imgMoneyUp, COLOR_TRANSPARENCY); imgMuzzleFlash = DDLoadBitmap(DirectDraw, "imgMuzzleFlash.bmp", 0, 0); DDSetColorKey(imgMuzzleFlash, COLOR_TRANSPARENCY); imgPopulation = DDLoadBitmap(DirectDraw, "imgPopulation.bmp", 0, 0); DDSetColorKey(imgPopulation, COLOR_TRANSPARENCY); imgRadarColors = DDLoadBitmap(DirectDraw, "imgRadarColors.bmp", 0, 0); DDSetColorKey(imgRadarColors, 0); imgResearch = DDLoadBitmap(DirectDraw, "imgResearch.bmp", 0, 0); DDSetColorKey(imgResearch, COLOR_TRANSPARENCY); imgResearchComplete = DDLoadBitmap(DirectDraw, "imgResearchComplete.bmp", 0, 0); DDSetColorKey(imgResearchComplete, COLOR_TRANSPARENCY); imgRocks = DDLoadBitmap(DirectDraw, "imgRocks.bmp", 0, 0); DDSetColorKey(imgRocks, COLOR_TRANSPARENCY); imgSExplosion = DDLoadBitmap(DirectDraw, "imgSExplosion.bmp", 0, 0); DDSetColorKey(imgSExplosion, COLOR_TRANSPARENCY); imgSmoke = DDLoadBitmap(DirectDraw, "imgSmoke.bmp", 0, 0); DDSetColorKey(imgSmoke, COLOR_TRANSPARENCY); imgStar = DDLoadBitmap(DirectDraw, "imgStar.bmp", 0, 0); DDSetColorKey(imgStar, COLOR_TRANSPARENCY); imgTanks = DDLoadBitmap(DirectDraw, "imgTanks.bmp", 0, 0); DDSetColorKey(imgTanks, COLOR_TRANSPARENCY); imgTurretBase = DDLoadBitmap(DirectDraw, "imgTurretBase.bmp", 0, 0); DDSetColorKey(imgTurretBase, COLOR_TRANSPARENCY); imgTurretHead = DDLoadBitmap(DirectDraw, "imgTurretHead.bmp", 0, 0); DDSetColorKey(imgTurretHead, COLOR_TRANSPARENCY); }
MSA_WORLD2D::MSA_WORLD2D(MSA_DDRAW *tTheDDraw) { Init(); TheDDraw=tTheDDraw; assert(DDSetColorKey(TheDDraw->pDDS4_Back, RGB(0,0,0))==DD_OK); }