コード例 #1
0
ファイル: DDrawCapture.cpp プロジェクト: CasperGemini/OBS
bool SetupDDraw()
{
    logOutput << CurrentTimeString() << "called SetupDDraw()" << endl;

    if (!g_ddInterface)
    {
        logOutput << CurrentTimeString() << "SetupDDraw: DirectDraw interface not set, returning" << endl;
        return false;
    }

    bool bSuccess = true;

    bKillThread = false;

    if (hCopyThread = CreateThread(NULL, 0, (LPTHREAD_START_ROUTINE)CopyDDrawTextureThread, NULL, 0, NULL))
    {
        if (!(hCopyEvent = CreateEvent(NULL, FALSE, FALSE, NULL)))
        {
            logOutput << CurrentTimeString() << "SetupDDraw: CreateEvent failed, GetLastError = " << GetLastError() << endl;
            bSuccess = false;
        }
    }
    else
    {
        logOutput << CurrentTimeString() << "SetupDDraw: CreateThread failed, GetLastError = " << GetLastError() << endl;
        bSuccess = false;
    }

    if (bSuccess)
    {
        if (!ddUnlockFctMutex)
        {
            ddUnlockFctMutex = CreateMutex(NULL, FALSE, mutexName);
            if (!ddUnlockFctMutex)
            {
                RUNEVERYRESET logOutput << CurrentTimeString() << "SetupDDraw: CreateMutex failed, GetLastError = " << GetLastError() << endl;
                bSuccess = false;
            }
        }
    }

    if (bSuccess && !g_frontSurface)
    {
        RUNEVERYRESET logOutput << "SetupDDraw: frontSurface and surface descriptor not set, returning" << endl;
        CleanUpDDraw();
        return false;
    }
    else if (bSuccess)
    {
        LPDIRECTDRAWPALETTE palette = NULL;
        HRESULT err;
        if (SUCCEEDED(err = g_frontSurface->GetPalette(&palette)))
        {
            if (palette)
                SetupPalette(palette);
        }
        else if (err == DDERR_NOPALETTEATTACHED)
        {
            //logOutput << CurrentTimeString() << "No palette attached to primary surface" << endl;
        }
        else
        {
            logOutput << CurrentTimeString() << "Error retrieving palette" << endl;
            printDDrawError(err, "getFrontSurface");
        }
    }

    if (bSuccess && !g_surfaceDesc)
    {
        logOutput << CurrentTimeString() << "SetupDDraw: no surface descriptor found, creating a new one (not an error)" << endl;

        g_surfaceDesc = new DDSURFACEDESC2;
        g_surfaceDesc->dwSize = sizeof(DDSURFACEDESC);

        HRESULT hr;
        if (FAILED(hr = ((LPDIRECTDRAWSURFACE)g_frontSurface)->GetSurfaceDesc((LPDDSURFACEDESC)g_surfaceDesc)))
        {
            g_surfaceDesc->dwSize = sizeof(DDSURFACEDESC2);
            if (FAILED(g_frontSurface->GetSurfaceDesc(g_surfaceDesc)))
            {
                logOutput << CurrentTimeString() << "SetupDDraw: error getting surface descriptor" << endl;
                printDDrawError(hr, "SetupDDraw");
                bSuccess = false;
            }
        }
    }

    if (bSuccess && g_surfaceDesc)
    {
        const DDPIXELFORMAT& pf = g_surfaceDesc->ddpfPixelFormat;
        if (pf.dwFlags & DDPF_RGB)
        {
            if (pf.dwRGBBitCount == 16)
            {
                logOutput << CurrentTimeString() << "SetupDDraw: found 16bit format (using R5G6B5 conversion)" << endl;
                g_bConvert16to32 = true;
            }
            else if (pf.dwRGBBitCount == 32)
            {
                logOutput << CurrentTimeString() << "SetupDDraw: found 32bit format (using plain copy)" << endl;
                g_bUse32bitCapture = true;
            }
        }
        else if (pf.dwFlags & (DDPF_PALETTEINDEXED8 | DDPF_PALETTEINDEXED4 | DDPF_PALETTEINDEXED2 | DDPF_PALETTEINDEXED1))
        {
            logOutput << CurrentTimeString() << "SetupDDraw: front surface uses palette indices" << endl;
        }
    }

    if (bSuccess)
    {
        logOutput << CurrentTimeString() << "SetupDDraw: primary surface width = " << g_surfaceDesc->dwWidth << ", height = " << g_surfaceDesc->dwHeight << endl;
        g_dwSize = g_surfaceDesc->lPitch*g_surfaceDesc->dwHeight;
        ddrawCaptureInfo.captureType = CAPTURETYPE_MEMORY;
        ddrawCaptureInfo.cx = g_surfaceDesc->dwWidth;
        ddrawCaptureInfo.cy = g_surfaceDesc->dwHeight;
        ddrawCaptureInfo.pitch = 4 * ddrawCaptureInfo.cx;
        ddrawCaptureInfo.hwndCapture = (DWORD)hwndSender;
        ddrawCaptureInfo.format = GS_BGRA;
        DWORD g_dwCaptureSize = ddrawCaptureInfo.pitch*ddrawCaptureInfo.cy;
        ddrawCaptureInfo.bFlip = FALSE;
        ddrawCaptureInfo.mapID = InitializeSharedMemoryCPUCapture(g_dwCaptureSize, &ddrawCaptureInfo.mapSize, &copyData, textureBuffers);

        memcpy(infoMem, &ddrawCaptureInfo, sizeof(CaptureInfo));

        DDSURFACEDESC2 captureDesc;
        ZeroMemory(&captureDesc, sizeof(captureDesc));
        captureDesc.dwSize = sizeof(DDSURFACEDESC2);

        captureDesc.dwFlags = DDSD_WIDTH | DDSD_HEIGHT | DDSD_CAPS | DDSD_PIXELFORMAT | DDSD_PITCH;
        captureDesc.dwWidth = g_surfaceDesc->dwWidth;
        captureDesc.dwHeight = g_surfaceDesc->dwHeight;
        captureDesc.lPitch = g_surfaceDesc->lPitch;
        captureDesc.ddpfPixelFormat = g_surfaceDesc->ddpfPixelFormat;
        captureDesc.ddsCaps.dwCaps = DDSCAPS_OFFSCREENPLAIN | DDSCAPS_SYSTEMMEMORY;

        HRESULT err;

        ddrawSurfaceCreate.Unhook();
        for (int i = 0; i < NUM_BUFFERS && bSuccess; i++)
        {
            if (FAILED(err = g_ddInterface->CreateSurface(&captureDesc, &ddCaptures[i], NULL)))
            {
                logOutput << CurrentTimeString() << "SetupDDraw: Could not create offscreen capture" << endl;
                printDDrawError(err, "SetupDDraw");
                bSuccess = false;
                break;
            }
        }
        ddrawSurfaceCreate.Rehook();

        if (bSuccess)
        {
            bHasTextures = true;

            SetEvent(hSignalReady);

            OSInitializeTimer();
        }
    }

    if (bSuccess)
    {
        logOutput << CurrentTimeString() << "SetupDDraw successfull" << endl;
        HookAll();
        return true;
    }
    else
    {
        logOutput << CurrentTimeString() << "SetupDDraw failed" << endl;
        CleanUpDDraw();
        return false;
    }
}
コード例 #2
0
ファイル: WinMain.cpp プロジェクト: scirelli/testForDX7
//-----------------------------------------------------------------------------
// Name: AttachClipper()
// Desc: creates and attaches a clipper to a surface
//-----------------------------------------------------------------------------
LPDIRECTDRAWCLIPPER AttachClipper(LPDIRECTDRAWSURFACE7 lpddsSurface, int iNumRects, LPRECT cliplist)
{
	int index;                        //loop va
	LPDIRECTDRAWCLIPPER lpddClipper;  //pointer to the newly created dd clipper
	LPRGNDATA regionData;             //pointer to the region data that contains the header and clip list

	//first create the DD clipper
	ddReturnVal = lpddObj->CreateClipper(0,&lpddClipper, NULL);
	if (DDFailedCheck(ddReturnVal, "CreateClipper() failed", cpErrorBuf ))
	{	MessageBox(main_window_handle, cpErrorBuf, "AttachClipper()", MB_ICONEXCLAMATION);   return(NULL); }
	
	//now create the clip list from the sent data
	//first allocate memory for region data
	regionData = (LPRGNDATA)malloc(sizeof(RGNDATAHEADER) + iNumRects*sizeof(RECT));
	//now copy the rects into region data
	memcpy(regionData->Buffer, cliplist, sizeof(RECT)*iNumRects);
	
	// set up fields of header
	regionData->rdh.dwSize          = sizeof(RGNDATAHEADER);
	regionData->rdh.iType           = RDH_RECTANGLES;
	regionData->rdh.nCount          = iNumRects;
	regionData->rdh.nRgnSize        = iNumRects*sizeof(RECT);

	regionData->rdh.rcBound.left    =  64000;
	regionData->rdh.rcBound.top     =  64000;
	regionData->rdh.rcBound.right   = -64000;
	regionData->rdh.rcBound.bottom  = -64000;

	// find bounds of all clipping regions
	for (index=0; index<iNumRects; index++)
    {
		// test if the next rectangle unioned with the current bound is larger
		if (cliplist[index].left < regionData->rdh.rcBound.left)
			 regionData->rdh.rcBound.left = cliplist[index].left;

		if (cliplist[index].right > regionData->rdh.rcBound.right)
			regionData->rdh.rcBound.right = cliplist[index].right;

		if (cliplist[index].top < regionData->rdh.rcBound.top)
			regionData->rdh.rcBound.top = cliplist[index].top;

		if (cliplist[index].bottom > regionData->rdh.rcBound.bottom)
			regionData->rdh.rcBound.bottom = cliplist[index].bottom;

    } // end for index

	// now we have computed the bounding rectangle region and set up the data
	// now let's set the clipping list
	
	ddReturnVal = lpddClipper->SetClipList(regionData, 0); //can also give lpddClipper a hWnd
	if (DDFailedCheck(ddReturnVal, "SetClipList() failed", cpErrorBuf ))
	{	
		MessageBox(main_window_handle, cpErrorBuf, "AttachClipper()", MB_ICONEXCLAMATION);   
		// release memory and return error
		free(regionData);
		return(NULL); 
	}
	
	// now attach the clipper to the surface
	ddReturnVal = lpddsSurface->SetClipper(lpddClipper);
	if (DDFailedCheck(ddReturnVal, "SetClipper() failed", cpErrorBuf ))
	{	
		MessageBox(main_window_handle, cpErrorBuf, "AttachClipper()", MB_ICONEXCLAMATION);   
		// release memory and return error
		free(regionData);
		return(NULL); 
	}
	
	// all is well, so release memory and send back the pointer to the new clipper
	free(regionData);
	return(lpddClipper);

} // end AttachClipper
コード例 #3
0
ファイル: textures.cpp プロジェクト: svagionitis/Hover
HRESULT CTextureHolder::Restore( LPDIRECT3DDEVICE7 pd3dDevice )
{
    // Release any previously created objects
    SAFE_RELEASE( m_pddsSurface );

    // Check params
    if( NULL == pd3dDevice )
        return DDERR_INVALIDPARAMS;

    // Get the device caps
    D3DDEVICEDESC7 ddDesc;
    if( FAILED( pd3dDevice->GetCaps( &ddDesc) ) )
        return E_FAIL;

    // Setup the new surface desc
    DDSURFACEDESC2 ddsd;
    D3DUtil_InitSurfaceDesc( ddsd );
    ddsd.dwFlags         = DDSD_CAPS|DDSD_HEIGHT|DDSD_WIDTH|
                           DDSD_PIXELFORMAT|DDSD_TEXTURESTAGE;
    ddsd.ddsCaps.dwCaps  = DDSCAPS_TEXTURE;
    ddsd.dwTextureStage  = 0; //m_dwStage;
    ddsd.dwWidth         = m_dwWidth;
    ddsd.dwHeight        = m_dwHeight;

    // Turn on texture management for hardware devices
    if( ddDesc.deviceGUID == IID_IDirect3DHALDevice )
        ddsd.ddsCaps.dwCaps2 = DDSCAPS2_TEXTUREMANAGE;
    else if( ddDesc.deviceGUID == IID_IDirect3DTnLHalDevice )
        ddsd.ddsCaps.dwCaps2 = DDSCAPS2_TEXTUREMANAGE;
    else
        ddsd.ddsCaps.dwCaps |= DDSCAPS_SYSTEMMEMORY;

    // Adjust width and height to be powers of 2, if the device requires it
    if( ddDesc.dpcTriCaps.dwTextureCaps & D3DPTEXTURECAPS_POW2 )
    {
        for( ddsd.dwWidth=1;  m_dwWidth>ddsd.dwWidth;   ddsd.dwWidth<<=1 );
        for( ddsd.dwHeight=1; m_dwHeight>ddsd.dwHeight; ddsd.dwHeight<<=1 );
    }

    // Limit max texture sizes, if the driver can't handle large textures
    DWORD dwMaxWidth  = ddDesc.dwMaxTextureWidth;
    DWORD dwMaxHeight = ddDesc.dwMaxTextureHeight;
    ddsd.dwWidth  = min( ddsd.dwWidth,  ( dwMaxWidth  ? dwMaxWidth  : 256 ) );
    ddsd.dwHeight = min( ddsd.dwHeight, ( dwMaxHeight ? dwMaxHeight : 256 ) );

    // Make the texture square, if the driver requires it
    if( ddDesc.dpcTriCaps.dwTextureCaps & D3DPTEXTURECAPS_SQUAREONLY )
    {
        if( ddsd.dwWidth > ddsd.dwHeight ) ddsd.dwHeight = ddsd.dwWidth;
        else                               ddsd.dwWidth  = ddsd.dwHeight;
    }

    // Setup the structure to be used for texture enumration.
    TEXTURESEARCHINFO tsi;
    tsi.bFoundGoodFormat = FALSE;
    tsi.pddpf            = &ddsd.ddpfPixelFormat;
    tsi.dwDesiredBPP     = m_dwBPP;
    tsi.bUsePalette      = ( m_dwBPP <= 8 );
    tsi.bUseAlpha        = m_bHasMyAlpha;
    if( m_dwFlags & D3DTEXTR_16BITSPERPIXEL )
        tsi.dwDesiredBPP = 16;
    else if( m_dwFlags & D3DTEXTR_32BITSPERPIXEL )
        tsi.dwDesiredBPP = 32;

    if( m_dwFlags & (D3DTEXTR_TRANSPARENTWHITE|D3DTEXTR_TRANSPARENTBLACK) )
    {
        if( tsi.bUsePalette )
        {
            if( ddDesc.dpcTriCaps.dwTextureCaps & D3DPTEXTURECAPS_ALPHAPALETTE )
            {
                tsi.bUseAlpha   = TRUE;
                tsi.bUsePalette = TRUE;
            }
            else
            {
                tsi.bUseAlpha   = TRUE;
                tsi.bUsePalette = FALSE;
            }
        }
    }

    // Enumerate the texture formats, and find the closest device-supported
    // texture pixel format
    pd3dDevice->EnumTextureFormats( TextureSearchCallback, &tsi );

    // If we couldn't find a format, let's try a default format
    if( FALSE == tsi.bFoundGoodFormat )
    {
        tsi.bUsePalette  = FALSE;
        tsi.dwDesiredBPP = 16;
        pd3dDevice->EnumTextureFormats( TextureSearchCallback, &tsi );

        // If we still fail, we cannot create this texture
        if( FALSE == tsi.bFoundGoodFormat )
            return E_FAIL;
    }

    // Get the DirectDraw interface for creating surfaces
    LPDIRECTDRAW7        pDD;
    LPDIRECTDRAWSURFACE7 pddsRender;
    pd3dDevice->GetRenderTarget( &pddsRender );
    pddsRender->GetDDInterface( (VOID**)&pDD );
    pddsRender->Release();

    // Create a new surface for the texture
    HRESULT hr = pDD->CreateSurface( &ddsd, &m_pddsSurface, NULL );

    // Done with DDraw
    pDD->Release();

    if( FAILED(hr) )
        return hr;

    // For bitmap-based textures, copy the bitmap image.
    if( m_hbmBitmap )
        return CopyBitmapToSurface();

    // At this point, code can be added to handle other file formats (such as
    // .dds files, .jpg files, etc.).
    return S_OK;
}
コード例 #4
0
ファイル: CMultiSAP.cpp プロジェクト: hgl888/nashtest
//-------------------------------------------------------------------------
//  InitializeEnvironment
//  creates default allocator-presenter and sets D3D environment
//-------------------------------------------------------------------------
HRESULT CMultiSAP::InitializeEnvironment()
{
    HRESULT hr;
//    m_hMonitor = MonitorFromWindow(m_hwndApp, MONITOR_DEFAULTTOPRIMARY);

    hr = CreateDefaultAllocatorPresenter();
    if (hr != S_OK)
        return hr;

    BITMAPINFOHEADER  bi =
    {
        sizeof(BITMAPINFOHEADER), // biSize
            640,                      // biWidth
            480,                      // biHeight
            1,                        // biPlanes
            0,                        // biBitCount
            BI_RGB,                   // biCompression
            0,                        // biSizeImage,
            0,                        // biXpelsPerMeter
            0,                        // biYPelsPerMeter
            0,                        // biClrUsed
            0                         // biClrImportant
    };
    VMRALLOCATIONINFO ai =
    {
        AMAP_3D_TARGET,             // dwFlags
        &bi,                        // lpHdr
        NULL,                       // lpPicFmt
        {4, 3},                     // szAspectRatio
        1,                          // dwMinBuffers
        1,                          // dwMaxBuffers
        0,                          // dwInterlaceFlags
        {640, 480}                  // szNativeSize
    };

    DWORD dwBuffers = 0;
    LPDIRECTDRAWSURFACE7 lpDDSurf;
    hr = m_pAlloc->AllocateSurface(0, &ai, &dwBuffers, &lpDDSurf);
    if (hr != DD_OK)
        return hr;

    DDSURFACEDESC2 ddsd = {sizeof(DDSURFACEDESC2)};
    hr = lpDDSurf->GetSurfaceDesc(&ddsd);
    if (hr != DD_OK) {
        return hr;
    }

    //
    // Overlay surfaces have these flags set, we need to remove
    // these flags prior to calling GetAttachedSurface
    //
    ddsd.ddsCaps.dwCaps &= ~(DDSCAPS_FRONTBUFFER | DDSCAPS_VISIBLE);

    hr = lpDDSurf->GetAttachedSurface(&ddsd.ddsCaps, &m_lpBackBuffer);


    m_lpBackBuffer->GetDDInterface((LPVOID *)&m_lpDDObj);

    //
    // get the h/w caps for this device
    //
    INITDDSTRUCT(m_ddHWCaps);
    m_lpDDObj->GetCaps(&m_ddHWCaps, NULL);

    //
    // Create the device. The device is created off of our back buffer, which
    // becomes the render target for the newly created device. Note that the
    // z-buffer must be created BEFORE the device
    //
    m_pD3DHelper = new CD3DHelper(m_lpBackBuffer, &hr);
    if(m_pD3DHelper == NULL || hr != DD_OK)
    {
        if(m_pD3DHelper == NULL)
        {
            hr = E_OUTOFMEMORY;
        }
        delete m_pD3DHelper;
    }

    SetRect(&m_rcDst, 0, 0, 640, 480);

#ifdef SPARKLE
    m_pSparkle = new CSparkle(m_lpDDObj);
    if (m_pSparkle)
        m_pSparkle->InitializeSparkle();
#endif

    return hr;
}
コード例 #5
0
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

// 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 
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 color 1 yellow
palette[1].peRed     = 255;
palette[1].peGreen   = 255;
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);

// initialize all the happy faces
for (int face = 0; face < 100; face++)
    {
    // set random position
    happy_faces[face].x = rand()%SCREEN_WIDTH;
    happy_faces[face].y = rand()%SCREEN_HEIGHT;    

    // set random velocity (-2,+2)
    happy_faces[face].xv = -2 + rand()%5;
    happy_faces[face].yv = -2 + rand()%5;

    } // end for face

// return success or failure or your own return code here
return(1);

} // end Game_Init
コード例 #6
0
ファイル: AllocPresenter.cpp プロジェクト: grakidov/Render3D
/******************************Public*Routine******************************\
* PresentImage
*
\**************************************************************************/
STDMETHODIMP
CMpegMovie::PresentImage(
    DWORD_PTR dwUserID,
    VMRPRESENTATIONINFO* lpPresInfo
    )
{
#if 0
    LPDIRECTDRAWSURFACE7 lpSurface = lpPresInfo->lpSurf;
    const REFERENCE_TIME rtNow = lpPresInfo->rtStart;
    const DWORD dwSurfaceFlags = lpPresInfo->dwFlags;

    if(m_iDuration > 0)
    {
        HRESULT hr;
        RECT rs, rd;
        DDSURFACEDESC2 ddsdV;

        INITDDSTRUCT(ddsdV);
        hr = lpSurface->GetSurfaceDesc(&ddsdV);

        DDSURFACEDESC2 ddsdP;
        INITDDSTRUCT(ddsdP);
        hr = m_pddsPriText->GetSurfaceDesc(&ddsdP);

        FLOAT fPos = (FLOAT)m_iDuration / 30.0F;
        FLOAT fPosInv = 1.0F - fPos;

        SetRect(&rs, 0, 0,
            MulDiv((int)ddsdV.dwWidth, 30 - m_iDuration, 30),
            ddsdV.dwHeight);

        SetRect(&rd, 0, 0,
            MulDiv((int)ddsdP.dwWidth, 30 - m_iDuration, 30),
            ddsdP.dwHeight);

        hr = m_pddsRenderT->Blt(&rd, lpSurface,
            &rs, DDBLT_WAIT, NULL);

        SetRect(&rs, 0, 0,
            MulDiv((int)ddsdP.dwWidth, m_iDuration, 30),
            ddsdP.dwHeight);

        SetRect(&rd,
            (int)ddsdP.dwWidth - MulDiv((int)ddsdP.dwWidth, m_iDuration, 30),
            0,
            ddsdP.dwWidth,
            ddsdP.dwHeight);

        hr = m_pddsRenderT->Blt(&rd, m_pddsPriText,
            &rs, DDBLT_WAIT, NULL);

        //
        // need to wait for VBlank before blt-ing
        //
        {
            LPDIRECTDRAW lpdd;
            hr = m_pddsPrimary->GetDDInterface((LPVOID*)&lpdd);
            if(SUCCEEDED(hr))
            {
                DWORD dwScanLine;
                for(; ;)
                {
                    hr = lpdd->GetScanLine(&dwScanLine);

                    if(hr ==  DDERR_VERTICALBLANKINPROGRESS)
                    {
                        break;
                    }

                    if(FAILED(hr))
                    {
                        break;
                    }

                    if((LONG)dwScanLine>= rd.top)
                    {
                        if((LONG)dwScanLine <= rd.bottom)
                        {
                            continue;
                        }
                    }

                    break;
                }

                RELEASE(lpdd);
            }
        }

        hr = m_pddsPrimary->Blt(NULL, m_pddsRenderT,
            NULL, DDBLT_WAIT, NULL);

        m_iDuration--;
        if(m_iDuration == 0 && (ddsdV.ddsCaps.dwCaps & DDSCAPS_OVERLAY))
        {
            // need to get the color key visible again.
            InvalidateRect(m_hwndApp, NULL, FALSE);
        }
        return hr;
    }
    else
    {
        return m_lpDefIP->PresentImage(dwUserID, lpPresInfo);
    }
#endif

    return m_lpDefIP->PresentImage(dwUserID, lpPresInfo);
}
コード例 #7
0
static HRESULT CreateWindowedDisplay(HWND hWnd, DWORD dwWidth, DWORD dwHeight)
{
	// Set cooperative level
	if (FAILED(lpdd->SetCooperativeLevel(hWnd, DDSCL_NORMAL)))
	{
		return E_FAIL;
	}

	RECT  rcWork;
	RECT  rc;
	DWORD dwStyle;
	// If we are still a WS_POPUP window
	// We should convert to a normal app window so we look like a windows app.
	dwStyle = GetWindowLong(hWnd, GWL_STYLE);
	dwStyle &= ~WS_POPUP;
	dwStyle |= WS_OVERLAPPED | WS_CAPTION | WS_SYSMENU | WS_MINIMIZEBOX;
	SetWindowLong(hWnd, GWL_STYLE, dwStyle);
	// Adapt window size
	SetRect(&rc, 0, 0, dwWidth, dwHeight);
	AdjustWindowRectEx(&rc, GetWindowStyle(hWnd), GetMenu(hWnd) != NULL, GetWindowExStyle(hWnd));
	SetWindowPos(hWnd, NULL, 0, 0, rc.right - rc.left, rc.bottom - rc.top, SWP_NOMOVE | SWP_NOZORDER | SWP_NOACTIVATE);
	SetWindowPos(hWnd, HWND_NOTOPMOST, 0, 0, 0, 0, SWP_NOSIZE | SWP_NOMOVE | SWP_NOACTIVATE);
	// Make sure our window does not hang outside of the work area
	SystemParametersInfo(SPI_GETWORKAREA, 0, &rcWork, 0);
	GetWindowRect(hWnd, &rc);
	if (rc.left < rcWork.left) rc.left = rcWork.left;
	if (rc.top < rcWork.top)  rc.top = rcWork.top;
	SetWindowPos(hWnd, NULL, rc.left, rc.top, 0, 0, SWP_NOSIZE | SWP_NOZORDER | SWP_NOACTIVATE);

	// Create the primary surface
	DDSURFACEDESC2 ddsd;
	DDRAW_INIT_STRUCT(ddsd);
	ddsd.dwFlags = DDSD_CAPS;
	ddsd.ddsCaps.dwCaps = DDSCAPS_PRIMARYSURFACE;
	if (FAILED(lpdd->CreateSurface(&ddsd, &lpddsMain, NULL)))
	{
		return E_FAIL;
	}
	// Create the backbuffer surface
	ddsd.dwFlags = DDSD_CAPS | DDSD_WIDTH | DDSD_HEIGHT | DDSD_CKSRCBLT;
	ddsd.ddsCaps.dwCaps = DDSCAPS_OFFSCREENPLAIN | DDSCAPS_3DDEVICE;
	ddsd.dwWidth = dwWidth;
	ddsd.dwHeight = dwHeight;
	if (FAILED(lpdd->CreateSurface(&ddsd, &lpddsBack, NULL)))
	{
		return E_FAIL;
	}

	// Set surface color key
	DDCOLORKEY ddCK;
	ddCK.dwColorSpaceLowValue = 0;
	ddCK.dwColorSpaceHighValue = 0;
	if (lpddsBack->SetColorKey(DDCKEY_SRCBLT, &ddCK))
	{
		return E_FAIL;
	}

	// Create clipper for the primary surface
	LPDIRECTDRAWCLIPPER lpClipper;
	if (FAILED(lpdd->CreateClipper(0, &lpClipper, NULL)))
	{
		return E_FAIL;
	}
	if (FAILED(lpClipper->SetHWnd(0, hWnd)))
	{
		lpClipper->Release();
		return E_FAIL;
	}
	if (FAILED(lpddsMain->SetClipper(lpClipper)))
	{
		lpClipper->Release();
		return E_FAIL;
	}
	lpClipper->Release();
	lpClipper = NULL;

	// Update window flag
	SetClassLong(hWnd, GCL_HICONSM, (LONG)LoadIcon(hInst, MAKEINTRESOURCE(IDI_ICONSM)));
	SendMessage(hWnd, WM_SETICON, ICON_SMALL, (LONG)LoadIcon(hInst, MAKEINTRESOURCE(IDI_ICONSM)));
	UpdateWindow(hWnd);

	return S_OK;
}
コード例 #8
0
int Game_Main(void *parms = NULL, int num_parms = 0)
{
// this is the main loop of the game, do all your processing
// here

// lookup for proper walking sequence
static int animation_seq[4] = {0,1,0,2};

int index; // general looping variable

// 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

// copy background to back buffer
DDraw_Draw_Surface(lpddsbackground,0,0, SCREEN_WIDTH,SCREEN_HEIGHT, lpddsback,0);    

// move objects around

for (index=0; index < 3; index++)
    {
    // move each object to the right at its given velocity
    aliens[index].x++; // =aliens[index].velocity;

    // test if off screen edge, and wrap around
    if (aliens[index].x > SCREEN_WIDTH)
       aliens[index].x = - 80;

    // animate bot
    if (++aliens[index].counter >= (8 - aliens[index].velocity))
        {
        // reset counter
        aliens[index].counter = 0;

        // advance to next frame
        if (++aliens[index].current_frame > 3)
           aliens[index].current_frame = 0;
  
        } // end if

    } // end for index


// draw all the bots
for (index=0; index < 3; index++)
    {
    // draw objects
    DDraw_Draw_Surface(aliens[index].frames[animation_seq[aliens[index].current_frame]], 
                       aliens[index].x, aliens[index].y,
                       72,80,
                       lpddsback);

    } // end for index


// flip pages
while (FAILED(lpddsprimary->Flip(NULL, DDFLIP_WAIT)));

// wait a sec
Sleep(30);

// return success or failure or your own return code here
return(1);

} // end Game_Main
コード例 #9
0
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

// 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);

// we need a complex surface system with a primary and backbuffer

// 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;

// 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);

// set clipper up on back buffer since that's where well clip
RECT screen_rect= {0,0,SCREEN_WIDTH-1,SCREEN_HEIGHT-1};
lpddclipper = DDraw_Attach_Clipper(lpddsback,1,&screen_rect);

// load the 8-bit image
if (!Load_Bitmap_File(&bitmap,"alley8.bmp"))
   return(0);

// load it's palette into directdraw
if (FAILED(lpddpal->SetEntries(0,0,MAX_COLORS_PALETTE,bitmap.palette)))
   return(0);

// clean the surfaces
DDraw_Fill_Surface(lpddsprimary,0);
DDraw_Fill_Surface(lpddsback,0);

// create the buffer to hold the background
lpddsbackground = DDraw_Create_Surface(640,480,0,-1);

// copy the background bitmap image to the background surface 

// lock the surface
lpddsbackground->Lock(NULL,&ddsd, DDLOCK_SURFACEMEMORYPTR | DDLOCK_WAIT,NULL);

// get video pointer to primary surfce
UCHAR *image_buffer = (UCHAR *)ddsd.lpSurface;       

// test if memory is linear
if (ddsd.lPitch == SCREEN_WIDTH)
   {
   // copy memory from double buffer to primary buffer
   memcpy((void *)image_buffer, (void *)bitmap.buffer, SCREEN_WIDTH*SCREEN_HEIGHT);
   } // end if
else
   { // non-linear

   // make copy of source and destination addresses
   UCHAR *dest_ptr = image_buffer;
   UCHAR *src_ptr  = bitmap.buffer;

   // memory is non-linear, copy line by line
   for (int y=0; y < SCREEN_HEIGHT; y++)
       {
       // copy line
       memcpy((void *)dest_ptr, (void *)src_ptr, SCREEN_WIDTH);

       // advance pointers to next line
       dest_ptr+=ddsd.lPitch;
       src_ptr +=SCREEN_WIDTH;
       } // end for

   } // end else

// now unlock the primary surface
if (FAILED(lpddsbackground->Unlock(NULL)))
   return(0);

// unload the bitmap file, we no longer need it
Unload_Bitmap_File(&bitmap);

// seed random number generator
srand(GetTickCount());

// initialize all the aliens

// alien on level 1 of complex

aliens[0].x              = rand()%SCREEN_WIDTH;
aliens[0].y              = 116 - 72;                  
aliens[0].velocity       = 2+rand()%4;
aliens[0].current_frame  = 0;             
aliens[0].counter        = 0;       

// alien on level 2 of complex

aliens[1].x              = rand()%SCREEN_WIDTH;
aliens[1].y              = 246 - 72;                  
aliens[1].velocity       = 2+rand()%4;
aliens[1].current_frame  = 0;             
aliens[1].counter        = 0;  

// alien on level 3 of complex

aliens[2].x              = rand()%SCREEN_WIDTH;
aliens[2].y              = 382 - 72;                  
aliens[2].velocity       = 2+rand()%4;
aliens[2].current_frame  = 0;             
aliens[2].counter        = 0;  

// now load the bitmap containing the alien imagery
// then scan the images out into the surfaces of alien[0]
// and copy then into the other two, be careful of reference counts!

// load the 8-bit image
if (!Load_Bitmap_File(&bitmap,"dedsp0.bmp"))
   return(0);

// create each surface and load bits
for (int index = 0; index < 3; index++)
    {
    // create surface to hold image
    aliens[0].frames[index] = DDraw_Create_Surface(72,80,0);

    // now load bits...
    Scan_Image_Bitmap(&bitmap,                 // bitmap file to scan image data from
                      aliens[0].frames[index], // surface to hold data
                      index, 0);               // cell to scan image from    

    } // end for index

// unload the bitmap file, we no longer need it
Unload_Bitmap_File(&bitmap);

// now for the tricky part. There is no need to create more surfaces with the same
// data, so I'm going to copy the surface pointers member for member to each alien
// however, be careful, since the reference counts do NOT go up, you still only need
// to release() each surface once!

for (index = 0; index < 3; index++)
    aliens[1].frames[index] = aliens[2].frames[index] = aliens[0].frames[index];

// return success or failure or your own return code here
return(1);

} // end Game_Init
コード例 #10
0
ファイル: vdraw_ddraw.cpp プロジェクト: PhilrocWP/gens
/**
 * vdraw_ddraw_clear_primary_screen(): Clear the primary screen.
 * @return 0 on success; non-zero on error.
 */
int WINAPI vdraw_ddraw_clear_primary_screen(void)
{
	if (!lpDD || !lpDDS_Primary)
		return -1;
	
	DDSURFACEDESC2 ddsd;
	DDBLTFX ddbltfx;
	RECT rd;
	POINT p;
	
	memset(&ddsd, 0, sizeof(ddsd));
	ddsd.dwSize = sizeof(ddsd);
	
	memset(&ddbltfx, 0, sizeof(ddbltfx));
	ddbltfx.dwSize = sizeof(ddbltfx);
	ddbltfx.dwFillColor = 0; // Black
	
	if (vdraw_get_fullscreen())
	{
		if (Video.VSync_FS)
		{
			lpDDS_Flip->Blt(NULL, NULL, NULL, DDBLT_WAIT | DDBLT_COLORFILL, &ddbltfx);
			lpDDS_Primary->Flip(NULL, DDFLIP_WAIT);
			
			lpDDS_Flip->Blt(NULL, NULL, NULL, DDBLT_WAIT | DDBLT_COLORFILL, &ddbltfx);
			lpDDS_Primary->Flip(NULL, DDFLIP_WAIT);
			
			lpDDS_Flip->Blt(NULL, NULL, NULL, DDBLT_WAIT | DDBLT_COLORFILL, &ddbltfx);
			lpDDS_Primary->Flip(NULL, DDFLIP_WAIT);
		}
		else
		{
			lpDDS_Primary->Blt(NULL, NULL, NULL, DDBLT_WAIT | DDBLT_COLORFILL, &ddbltfx);
		}
	}
	else
	{
		p.x = p.y = 0;
		GetClientRect(gens_window, &rd);
		ClientToScreen(gens_window, &p);
		
		rd.left = p.x;
		rd.top = p.y;
		rd.right += p.x;
		rd.bottom += p.y;
		
		// Clip the destination rectangle to the screen.
		if (rd.bottom > vdraw_rectDisplay.bottom)
			rd.bottom += (vdraw_rectDisplay.bottom - rd.bottom);
		if (rd.top < vdraw_rectDisplay.top)
			rd.top += (vdraw_rectDisplay.top - rd.top);
		if (rd.left < vdraw_rectDisplay.left)
			rd.left += (vdraw_rectDisplay.left - rd.left);
		if (rd.right > vdraw_rectDisplay.right)
			rd.right += (vdraw_rectDisplay.right - rd.right);
		
		if (rd.top < rd.bottom)
			lpDDS_Primary->Blt(&rd, NULL, NULL, DDBLT_WAIT | DDBLT_COLORFILL, &ddbltfx);
	}
	
	return 0;
}
コード例 #11
0
ファイル: vdraw_ddraw.cpp プロジェクト: PhilrocWP/gens
/**
 * vdraw_ddraw_flip(): Flip the screen buffer. [Called by vdraw_flip().]
 * @return 0 on success; non-zero on error.
 */
int vdraw_ddraw_flip(void)
{
	if (!lpDD)
		return -1;
	
	HRESULT rval = DD_OK;
	DDSURFACEDESC2 ddsd;
	ddsd.dwSize = sizeof(ddsd);
	RECT RectSrc;
	
	// Calculate the source rectangle.
	vdraw_ddraw_calc_RectSrc(RectSrc);
	
	if (vdraw_get_fullscreen())
	{
		// Fullscreen.
		if (vdraw_ddraw_is_hw_render())
		{
			// Hardware rendering.
			
			// 1x rendering.
			// TODO: Test this with border color stuff.
			// Wine doesn't seem to have a 320x240 fullscreen mode available...
			// TODO: Test this on a system that supports 1x in fullscreen on DirectDraw.
			
			vdraw_ddraw_draw_text(&ddsd, lpDDS_Back, true);
			if (Video.VSync_FS)
			{
				lpDDS_Flip->Blt(&RectDest, lpDDS_Back, &RectSrc, DDBLT_WAIT | DDBLT_ASYNC, NULL);
				lpDDS_Primary->Flip(NULL, DDFLIP_WAIT);
			}
			else
			{
				lpDDS_Primary->Blt(&RectDest, lpDDS_Back, &RectSrc, DDBLT_WAIT | DDBLT_ASYNC, NULL);
				//lpDDS_Primary->Blt(&RectDest, lpDDS_Back, &RectSrc, NULL, NULL);
			}
		}
		else
		{
			// Software rendering.
			LPDIRECTDRAWSURFACE7 curBlit = lpDDS_Blit;
			rval = curBlit->Lock(NULL, &ddsd, DDLOCK_WAIT, NULL);
			
			if (FAILED(rval))
				goto cleanup_flip;
			
			vdraw_rInfo.destScreen = (void*)ddsd.lpSurface;
			vdraw_rInfo.width = 320;
			vdraw_rInfo.height = 240;
			vdraw_rInfo.destPitch = ddsd.lPitch;
			
			if (vdraw_needs_conversion)
			{
				// Color depth conversion is required.
				vdraw_rgb_convert(&vdraw_rInfo);
			}
			else
			{
				// Color conversion is not required.
				vdraw_blitFS(&vdraw_rInfo);
			}
			
			// Draw the text.
			vdraw_ddraw_draw_text(&ddsd, curBlit, false);
			
			curBlit->Unlock(NULL);
			
			if (curBlit == lpDDS_Back) // note: this can happen in windowed fullscreen, or if CORRECT_256_ASPECT_RATIO is defined and the current display mode is 256 pixels across
			{
				if (Video.VSync_FS)
				{
					int vb;
					lpDD->GetVerticalBlankStatus(&vb);
					if (!vb)
						lpDD->WaitForVerticalBlank(DDWAITVB_BLOCKBEGIN, 0);
				}
				
				lpDDS_Primary->Blt(&RectDest, lpDDS_Back, &RectSrc, DDBLT_WAIT | DDBLT_ASYNC, NULL);
			}
			else
			{
				if (Video.VSync_FS)
				{
					lpDDS_Primary->Flip(NULL, DDFLIP_WAIT);
				}
			}
		}
	}
	else
	{
		// Windowed mode.
		if (!vdraw_ddraw_is_hw_render())
		{
			rval = lpDDS_Blit->Lock(NULL, &ddsd, DDLOCK_WAIT, NULL);
			
			if (FAILED(rval))
				goto cleanup_flip;
			
			vdraw_rInfo.destScreen = (void*)ddsd.lpSurface;
			vdraw_rInfo.width = 320;
			vdraw_rInfo.height = 240;
			vdraw_rInfo.destPitch = ddsd.lPitch;
			
			if (vdraw_needs_conversion)
			{
				// Color depth conversion is required.
				vdraw_rgb_convert(&vdraw_rInfo);
			}
			else
			{
				// Color conversion is not required.
				vdraw_blitW(&vdraw_rInfo);
			}
			
			// Draw the text.
			vdraw_ddraw_draw_text(&ddsd, lpDDS_Blit, false);
			
			lpDDS_Blit->Unlock(NULL);
		}
		else
		{
			// Draw the text.
			vdraw_ddraw_draw_text(&ddsd, lpDDS_Blit, true);
		}
		
		if (RectDest.top < RectDest.bottom)
		{
			if (Video.VSync_W)
			{
				int vb;
				lpDD->GetVerticalBlankStatus(&vb);
				if (!vb)
					lpDD->WaitForVerticalBlank(DDWAITVB_BLOCKBEGIN, 0);
			}
			
			// Blit the image.
			rval = lpDDS_Primary->Blt(&RectDest, lpDDS_Back, &RectSrc, DDBLT_WAIT | DDBLT_ASYNC, NULL);
			//rval = lpDDS_Primary->Blt(&RectDest, lpDDS_Back, &RectSrc, NULL, NULL);
		}
	}

cleanup_flip:
	if (rval == DDERR_SURFACELOST)
		rval = vdraw_ddraw_restore_graphics();
	
	return 1;
}
コード例 #12
0
ファイル: vdraw_ddraw.cpp プロジェクト: PhilrocWP/gens
/**
 * vdraw_ddraw_init(): Initialize the DirectDraw video subsystem.
 * @return 0 on success; non-zero on error.
 */
int vdraw_ddraw_init(void)
{
	DDSURFACEDESC2 ddsd;
	
	vdraw_ddraw_end();
	
	mdp_render_t *rendMode = get_mdp_render_t();
	const int scale = rendMode->scale;
	
	// Determine the window size using the scaling factor.
	if (scale <= 0)
		return -1;
	const int w = 320 * scale;
	const int h = 240 * scale;
	
	if (vdraw_get_fullscreen())
	{
		Res_X = w;
		Res_Y = h;
	}
	
	// Return value.
	int rval;
	
	// Initialize DirectDraw.
	// TODO: Initialize DirectDraw on the monitor with most of Gens/GS onscreen.
	LPDIRECTDRAW lpDD_Init;
	rval = DirectDrawCreate(NULL, &lpDD_Init, NULL);
	if (FAILED(rval))
	{
		LOG_MSG(video, LOG_MSG_LEVEL_ERROR,
			"DirectDrawCreate() failed: 0x%08X", rval);
		return -2;
	}
	
	rval = lpDD_Init->QueryInterface(IID_IDirectDraw7, (LPVOID*)&lpDD);
	if (FAILED(rval))
	{
		if (lpDD_Init)
			lpDD_Init->Release();
		
		LOG_MSG(video, LOG_MSG_LEVEL_ERROR,
			"lpDD_Init->QueryInterface(IID_IDirectDraw4) failed: 0x%08X", rval);
		LOG_MSG(video, LOG_MSG_LEVEL_ERROR,
			"This can usually be fixed by upgrading DirectX.");
		return -3;
	}
	
	// Free the DirectDraw initialization object.
	lpDD_Init->Release();
	
	// Set the cooperative level.
	vdraw_ddraw_set_cooperative_level();
	
	// TODO: 15-bit color override. ("Force 555" or "Force 565" in the config file.)
	memset(&ddsd, 0, sizeof(ddsd));
	ddsd.dwSize = sizeof(ddsd);
	
	// TODO: Figure out what FS_No_Res_Change is for.
	// TODO: Figure out if this is correct.
	if (vdraw_get_fullscreen() /* && !FS_No_Res_Change*/)
	{
		// Use the color depth setting.
		// NOTE: "15-bit" color requires 16-bit to be specified.
		rval = lpDD->SetDisplayMode(Res_X, Res_Y, (bppOut == 15 ? 16 : bppOut), 0, 0);
		if (FAILED(rval))
		{
			vdraw_ddraw_free_all(false);
			LOG_MSG(video, LOG_MSG_LEVEL_ERROR,
				"lpDD->SetDisplayMode() failed: 0x%08X", rval);
			
			// If render mode is set to Normal, try using Double instead.
			if (rendMode_FS == RenderMgr::begin() && rendMode_FS != RenderMgr::end())
			{
				LOG_MSG(video, LOG_MSG_LEVEL_ERROR,
					"Renderer is set to Normal; attempting to use Double instead.");
				rendMode_FS++;
				vdraw_set_renderer(rendMode_FS);
				vdraw_text_write("Normal rendering failed. Using Double.", 1500);
				Sync_Gens_Window_GraphicsMenu();
			}
			
			return -4;
		}
	}
	
#if 0
	// Check the current color depth.
	unsigned char newBpp;
	lpDD->GetDisplayMode(&ddsd);
	switch (ddsd.ddpfPixelFormat.dwGBitMask)
	{
		case 0x03E0:
			// 15-bit color.
			newBpp = 15;
			break;
		case 0x07E0:
			// 16-bit color.
			newBpp = 16;
			break;
		case 0x00FF00:
		default:
			// 32-bit color.
			newBpp = 32;
			break;
	}
	
	if (newBpp != bppOut)
		vdraw_set_bpp(newBpp, false);
#endif
	
	// Clear ddsd.
	memset(&ddsd, 0x00, sizeof(ddsd));
	ddsd.dwSize = sizeof(ddsd);
	
	if (vdraw_get_fullscreen() && Video.VSync_FS)
	{
		ddsd.dwFlags = DDSD_CAPS | DDSD_BACKBUFFERCOUNT;
		ddsd.ddsCaps.dwCaps = DDSCAPS_PRIMARYSURFACE | DDSCAPS_FLIP | DDSCAPS_COMPLEX;
		ddsd.dwBackBufferCount = 2;
	}
	else
	{
		ddsd.dwFlags = DDSD_CAPS;
		ddsd.ddsCaps.dwCaps = DDSCAPS_PRIMARYSURFACE;
	}
	
	// Create the primary surface.
	rval = lpDD->CreateSurface(&ddsd, &lpDDS_Primary, NULL);
	if (FAILED(rval))
	{
		vdraw_ddraw_free_all(false);
		LOG_MSG(video, LOG_MSG_LEVEL_ERROR,
			"lpDD->CreateSurface(&lpDDS_Primary) failed: 0x%08X", rval);
		return -5;
	}
	
	if (vdraw_get_fullscreen())
	{
		if (Video.VSync_FS)
		{
			ddsd.ddsCaps.dwCaps = DDSCAPS_BACKBUFFER;
			
			rval = lpDDS_Primary->GetAttachedSurface(&ddsd.ddsCaps, &lpDDS_Flip);
			if (FAILED(rval))
			{
				vdraw_ddraw_free_all(false);
				LOG_MSG(video, LOG_MSG_LEVEL_ERROR,
					"lpDDS_Primary->GetAttachSurface() failed: 0x%08X", rval);
				return -6;
			}
			
			lpDDS_Blit = lpDDS_Flip;
		}
		else
		{
			lpDDS_Blit = lpDDS_Primary;
		}
	}
	else
	{
		rval = lpDD->CreateClipper(0, &lpDDC_Clipper, NULL);
		if (FAILED(rval))
		{
			vdraw_ddraw_free_all(false);
			LOG_MSG(video, LOG_MSG_LEVEL_ERROR,
				"lpDD->CreateClipper() failed: 0x%08X", rval);
			return -7;
		}
		
		rval = lpDDC_Clipper->SetHWnd(0, gens_window);
		if (FAILED(rval))
		{
			vdraw_ddraw_free_all(false);
			LOG_MSG(video, LOG_MSG_LEVEL_ERROR,
				"lpDDC_Clipper->SetHWnd() failed: 0x%08X", rval);
			return -8;
		}
		
		rval = lpDDS_Primary->SetClipper(lpDDC_Clipper);
		if (FAILED(rval))
		{
			vdraw_ddraw_free_all(false);
			LOG_MSG(video, LOG_MSG_LEVEL_ERROR,
				"lpDDC_Primary->SetClipper() failed: 0x%08X", rval);
			return -9;
		}
	}
	
	// Clear ddsd again.
	memset(&ddsd, 0, sizeof(ddsd));
	ddsd.dwSize = sizeof(ddsd);
	ddsd.dwFlags = DDSD_CAPS | DDSD_HEIGHT | DDSD_WIDTH;
	
	// Determine the width and height.
	// NOTE: For DirectDraw, the actual 336 width is used.
	if (vdraw_ddraw_is_hw_render())
	{
		// Normal render mode. 320x240 [336x240]
		ddsd.ddsCaps.dwCaps = DDSCAPS_OFFSCREENPLAIN | DDSCAPS_SYSTEMMEMORY;
		ddsd.dwWidth = 336;
		ddsd.dwHeight = 240;
	}
	else
	{
		// Larger than 1x.
		ddsd.ddsCaps.dwCaps = DDSCAPS_OFFSCREENPLAIN | DDSCAPS_VIDEOMEMORY;
		ddsd.dwWidth = w;
		ddsd.dwHeight = h;
	}
	
	// Set the pixel format.
	ddsd.dwFlags |= DDSD_PIXELFORMAT;
	ddsd.ddpfPixelFormat.dwSize = sizeof(ddsd.ddpfPixelFormat);
	ddsd.ddpfPixelFormat.dwFlags = DDPF_RGB;
	ddsd.ddpfPixelFormat.dwFourCC = 0; // RGB
	ddsd.ddpfPixelFormat.dwRGBAlphaBitMask = 0;
	
	// Bits per component.
	switch (bppOut)
	{
		case 15:
			// 15-bit color. (555)
			ddsd.ddpfPixelFormat.dwRGBBitCount = 16;
			ddsd.ddpfPixelFormat.dwRBitMask = 0x7C00;
			ddsd.ddpfPixelFormat.dwGBitMask = 0x03E0;
			ddsd.ddpfPixelFormat.dwBBitMask = 0x001F;
			break;
		
		case 16:
			// 16-bit color. (555)
			ddsd.ddpfPixelFormat.dwRGBBitCount = 16;
			ddsd.ddpfPixelFormat.dwRBitMask = 0xF800;
			ddsd.ddpfPixelFormat.dwGBitMask = 0x07E0;
			ddsd.ddpfPixelFormat.dwBBitMask = 0x001F;
			break;
		
		case 32:
		default:
			// 32-bit color.
			ddsd.ddpfPixelFormat.dwRGBBitCount = 32;
			ddsd.ddpfPixelFormat.dwRBitMask = 0xFF0000;
			ddsd.ddpfPixelFormat.dwGBitMask = 0x00FF00;
			ddsd.ddpfPixelFormat.dwBBitMask = 0x0000FF;
			break;
	}
	
	// Create the back surface.
	rval = lpDD->CreateSurface(&ddsd, &lpDDS_Back, NULL);
	if (FAILED(rval))
	{
		// Failed to create the back surface.
		// If we attempted to create it in video memory, try system memory instead.
		if (ddsd.ddsCaps.dwCaps & DDSCAPS_VIDEOMEMORY)
		{
			LOG_MSG(video, LOG_MSG_LEVEL_ERROR,
				"lpDD->CreateSurface(&lpDDS_Back, DDSCAPS_VIDEOMEMORY) failed: 0x%08X", rval);
			LOG_MSG(video, LOG_MSG_LEVEL_ERROR,
				"Attempting to use DDSCAPS_SYSTEMMEMORY instead.");
			ddsd.ddsCaps.dwCaps &= ~DDSCAPS_VIDEOMEMORY;
			ddsd.ddsCaps.dwCaps |= DDSCAPS_SYSTEMMEMORY;
			rval = lpDD->CreateSurface(&ddsd, &lpDDS_Back, NULL);
			if (FAILED(rval))
			{
				// Failed to create the back surface in system memory.
				vdraw_ddraw_free_all(false);
				LOG_MSG(video, LOG_MSG_LEVEL_ERROR,
					"lpDD->CreateSurface(&lpDDS_Back, DDSCAPS_SYSTEMMEMORY) failed: 0x%08X", rval);
				return -10;
			}
		}
		else
		{
			vdraw_ddraw_free_all(false);
			LOG_MSG(video, LOG_MSG_LEVEL_ERROR,
				"lpDD->CreateSurface(&lpDDS_Back, DDSCAPS_SYSTEMMEMORY) failed: 0x%08X", rval);
			return -11;
		}
	}
	
	// TODO: Check if this is right.
	// I think this might be causing the frame counter flicker in full screen mode.
	//if (!vdraw_get_fullscreen() || (rendMode >= 1 && (/*FS_No_Res_Change ||*/ Res_X != 640 || Res_Y != 480)))
	if (!vdraw_get_fullscreen() || !vdraw_ddraw_is_hw_render())
		lpDDS_Blit = lpDDS_Back;
	
	if (vdraw_ddraw_is_hw_render())
	{
		// Normal rendering mode uses MD_Screen directly.
		memset(&ddsd, 0, sizeof(ddsd));
		ddsd.dwSize = sizeof(ddsd);
		
		// TODO: This causes issues if the selected color depth isn't the
		// same as the desktop color depth. This only affects windowed mode,
		// since in fullscreen, the desktop color depth is changed.
		rval = lpDDS_Back->GetSurfaceDesc(&ddsd);
		if (FAILED(rval))
		{
			vdraw_ddraw_free_all(false);
			LOG_MSG(video, LOG_MSG_LEVEL_ERROR,
				"lpDDS_Back->GetSurfaceDesc() failed: 0x%08X", rval);
			return -12;
		}
		
		ddsd.dwFlags = DDSD_WIDTH | DDSD_HEIGHT | DDSD_PITCH | DDSD_LPSURFACE | DDSD_PIXELFORMAT;
		ddsd.dwWidth = 336;
		ddsd.dwHeight = 240;
		
		if (ddsd.ddpfPixelFormat.dwRGBBitCount > 16)
		{
			// 32-bit color.
			ddsd.lpSurface = MD_Screen.u32;
			ddsd.lPitch = 336 * 4;
		}
		else
		{
			// 15-bit or 16-bit color.
			ddsd.lpSurface = MD_Screen.u16;
			ddsd.lPitch = 336 * 2;
		}
		
		rval = lpDDS_Back->SetSurfaceDesc(&ddsd, 0);
		if (FAILED(rval))
		{
			vdraw_ddraw_free_all(false);
			LOG_MSG(video, LOG_MSG_LEVEL_ERROR,
				"lpDDS_Back->SetSurfaceDesc() failed: 0x%08X", rval);
			return -13;
		}
	}
	
	// Initialize the destination rectangle.
	vdraw_ddraw_adjust_RectDest();
	
	// Reset the render mode.
	vdraw_reset_renderer(false);
	
	// Synchronize menus.
	Sync_Gens_Window();
	
	// vdraw_ddraw initialized.
	return 0;
}
コード例 #13
0
ファイル: vdraw_ddraw.cpp プロジェクト: PhilrocWP/gens
static inline void WINAPI vdraw_ddraw_draw_text(DDSURFACEDESC2* pddsd, LPDIRECTDRAWSURFACE7 lpDDS_Surface, const BOOL lock)
{
	if (lock)
		lpDDS_Surface->Lock(NULL, pddsd, DDLOCK_WAIT, NULL);
	
	// Determine the window size using the scaling factor.
	const int curHPix = vdp_getHPix();
	
	// +(8*bytespp) is needed for the lpSurface pointer because the DDraw module
	// includes the entire 336x240 MD_Screen. The first 8 pixels are offscreen,
	// so they won't show up at all.
	
	uint8_t bytespp = (bppOut == 15 ? 2 : bppOut / 8);
	
	// NOTE: fullW must be (pddsd->lPitch / bytespp).
	// DirectDraw likes to use absurdly large line lengths in full screen mode.
	// (pddsd->lPitch / bytespp) does match pddsd->dwWidth in windowed mode, though.
	uint8_t *start = (uint8_t*)pddsd->lpSurface;
	
	int msg_height;
	int msg_width;
	if (vdraw_ddraw_is_hw_render())
	{
		// Hardware rendering uses 1x internally.
		msg_height = VDP_Lines.Visible.Total;
		msg_width = curHPix;
		start += (pddsd->lPitch * VDP_Lines.Visible.Border_Size);
		if (curHPix < 320)
			start += (vdp_getHPixBegin() * bytespp);
		
		// DirectDraw's hardware rendering uses MD_Screen / MD_Screen32 directly.
		// Thus, it has an invisible 8px column at the beginning.
		start += (8 * bytespp);
	}
	else
	{
		// Software rendering.
		msg_height = VDP_Lines.Visible.Total * vdraw_scale;
		msg_width = curHPix * vdraw_scale;
		start += (pddsd->lPitch * (VDP_Lines.Visible.Border_Size * vdraw_scale));
		if (curHPix < 320)
			start += (vdp_getHPixBegin() * vdraw_scale * bytespp);
	}
	
	if (vdraw_msg_visible)
	{
		// Message is visible.
		draw_text(start, pddsd->lPitch / bytespp,
				msg_width, msg_height,
				vdraw_msg_text, &vdraw_msg_style);
	}
	else if (vdraw_fps_enabled && (Game != NULL) && Settings.Active && !Settings.Paused && !IS_DEBUGGING())
	{
		// FPS is enabled.
		draw_text(start, pddsd->lPitch / bytespp,
				msg_width, msg_height,
				vdraw_msg_text, &vdraw_fps_style);
	}
	
	if (lock)
		lpDDS_Surface->Unlock(NULL);
}
コード例 #14
0
ファイル: textures.cpp プロジェクト: svagionitis/Hover
HRESULT CTextureHolder::CopyBitmapToSurface(){

    // Get a DDraw object to create a temporary surface
    LPDIRECTDRAW7 pDD;
    m_pddsSurface->GetDDInterface( (VOID**)&pDD );

    // Get the bitmap structure (to extract width, height, and bpp)
    BITMAP bm;
    GetObject( m_hbmBitmap, sizeof(BITMAP), &bm );

    // Setup the new surface desc
    DDSURFACEDESC2 ddsd;
    ddsd.dwSize = sizeof(ddsd);
    m_pddsSurface->GetSurfaceDesc( &ddsd );
    ddsd.dwFlags          = DDSD_CAPS|DDSD_HEIGHT|DDSD_WIDTH|DDSD_PIXELFORMAT|
                            DDSD_TEXTURESTAGE;
    ddsd.ddsCaps.dwCaps   = DDSCAPS_TEXTURE|DDSCAPS_SYSTEMMEMORY;
    ddsd.ddsCaps.dwCaps2  = 0L;
    ddsd.dwWidth          = bm.bmWidth;
    ddsd.dwHeight         = bm.bmHeight;

    // Create a new surface for the texture
    LPDIRECTDRAWSURFACE7 pddsTempSurface;
    HRESULT hr;
    if( FAILED( hr = pDD->CreateSurface( &ddsd, &pddsTempSurface, NULL ) ) )
    {
        pDD->Release();
        return hr;
    }

    // Get a DC for the bitmap
    HDC hdcBitmap = CreateCompatibleDC( NULL );
    if( NULL == hdcBitmap )
    {
        pddsTempSurface->Release();
        pDD->Release();
        return hr; // bug? return E_FAIL?
    }
    SelectObject( hdcBitmap, m_hbmBitmap );

    // Handle palettized textures. Need to attach a palette
    if( ddsd.ddpfPixelFormat.dwRGBBitCount == 8 )
    {
        LPDIRECTDRAWPALETTE  pPalette;
        DWORD dwPaletteFlags = DDPCAPS_8BIT|DDPCAPS_ALLOW256;
        DWORD pe[256];
        WORD  wNumColors     = GetDIBColorTable( hdcBitmap, 0, 256, (RGBQUAD*)pe );

        // Create the color table
        for( WORD i=0; i<wNumColors; i++ )
        {
            pe[i] = RGB( GetBValue(pe[i]), GetGValue(pe[i]), GetRValue(pe[i]) );

            // Handle textures with transparent pixels
            if( m_dwFlags & (D3DTEXTR_TRANSPARENTWHITE|D3DTEXTR_TRANSPARENTBLACK) )
            {
                // Set alpha for opaque pixels
                if( m_dwFlags & D3DTEXTR_TRANSPARENTBLACK )
                {
                    if( pe[i] != 0x00000000 )
                        pe[i] |= 0xff000000;
                }
                else if( m_dwFlags & D3DTEXTR_TRANSPARENTWHITE )
                {
                    if( pe[i] != 0x00ffffff )
                        pe[i] |= 0xff000000;
                }
            }
        }
        // Add DDPCAPS_ALPHA flag for textures with transparent pixels
        if( m_dwFlags & (D3DTEXTR_TRANSPARENTWHITE|D3DTEXTR_TRANSPARENTBLACK) )
            dwPaletteFlags |= DDPCAPS_ALPHA;

        // Create & attach a palette
        pDD->CreatePalette( dwPaletteFlags, (PALETTEENTRY*)pe, &pPalette, NULL );
        pddsTempSurface->SetPalette( pPalette );
        m_pddsSurface->SetPalette( pPalette );
        SAFE_RELEASE( pPalette );
    }

    // Copy the bitmap image to the surface.
    HDC hdcSurface;
    if( SUCCEEDED( pddsTempSurface->GetDC( &hdcSurface ) ) )
    {
        BitBlt( hdcSurface, 0, 0, bm.bmWidth, bm.bmHeight, hdcBitmap, 0, 0,
                SRCCOPY );
        pddsTempSurface->ReleaseDC( hdcSurface );
    }
    DeleteDC( hdcBitmap );

    // Copy the temp surface to the real texture surface
    m_pddsSurface->Blt( NULL, pddsTempSurface, NULL, DDBLT_WAIT, NULL );

    // Done with the temp surface
    pddsTempSurface->Release();

    // For textures with real alpha (not palettized), set transparent bits
    if( ddsd.ddpfPixelFormat.dwRGBAlphaBitMask )
    {
        if( m_dwFlags & (D3DTEXTR_TRANSPARENTWHITE|D3DTEXTR_TRANSPARENTBLACK) )
        {
            // Lock the texture surface
            DDSURFACEDESC2 ddsd;
            ddsd.dwSize = sizeof(ddsd);
            while( m_pddsSurface->Lock( NULL, &ddsd, 0, NULL ) ==
                   DDERR_WASSTILLDRAWING );

            DWORD dwAlphaMask = ddsd.ddpfPixelFormat.dwRGBAlphaBitMask;
            DWORD dwRGBMask   = ( ddsd.ddpfPixelFormat.dwRBitMask |
                                  ddsd.ddpfPixelFormat.dwGBitMask |
                                  ddsd.ddpfPixelFormat.dwBBitMask );
            DWORD dwColorkey  = 0x00000000; // Colorkey on black
            if( m_dwFlags & D3DTEXTR_TRANSPARENTWHITE )
                dwColorkey = dwRGBMask;     // Colorkey on white

            // Add an opaque alpha value to each non-colorkeyed pixel
            for( DWORD y=0; y<ddsd.dwHeight; y++ )
            {
                WORD*  p16 =  (WORD*)((BYTE*)ddsd.lpSurface + y*ddsd.lPitch);
                DWORD* p32 = (DWORD*)((BYTE*)ddsd.lpSurface + y*ddsd.lPitch);

                for( DWORD x=0; x<ddsd.dwWidth; x++ )
                {
                    if( ddsd.ddpfPixelFormat.dwRGBBitCount == 16 )
                    {
                        if( ( *p16 &= dwRGBMask ) != dwColorkey )
                            *p16 |= dwAlphaMask;
                        p16++;
                    }
                    if( ddsd.ddpfPixelFormat.dwRGBBitCount == 32 )
                    {
                        if( ( *p32 &= dwRGBMask ) != dwColorkey )
                            *p32 |= dwAlphaMask;
                        p32++;
                    }
                }
            }
            m_pddsSurface->Unlock( NULL );
        }
				else if( m_bHasMyAlpha ){
					
					DDSURFACEDESC2 ddsd;
					ddsd.dwSize = sizeof(ddsd);
					while( m_pddsSurface->Lock( NULL, &ddsd, 0, NULL ) ==
						DDERR_WASSTILLDRAWING );
					
					DWORD dwRGBMask   = ( ddsd.ddpfPixelFormat.dwRBitMask |
						ddsd.ddpfPixelFormat.dwGBitMask |
						ddsd.ddpfPixelFormat.dwBBitMask );

					DWORD rMask = ddsd.ddpfPixelFormat.dwRBitMask;
					DWORD gMask = ddsd.ddpfPixelFormat.dwGBitMask;
					DWORD bMask = ddsd.ddpfPixelFormat.dwBBitMask;
					DWORD aMask = ddsd.ddpfPixelFormat.dwRGBAlphaBitMask;

					DWORD rShift = GetShift( rMask );
					DWORD gShift = GetShift( gMask );
					DWORD bShift = GetShift( bMask );
					DWORD aShift = GetShift( aMask );

					DWORD maxRVal = rMask >> rShift;
					DWORD maxGVal = gMask >> gShift;
					DWORD maxBVal = bMask >> bShift;
					DWORD maxAVal = aMask >> aShift;

					DWORD rVal, gVal, bVal, aVal;
					FLOAT min, max;
					
					// Add an opaque alpha value to each non-colorkeyed pixel
					for( DWORD y=0; y<ddsd.dwHeight; y++ ){

						WORD*  p16 =  (WORD*)((BYTE*)ddsd.lpSurface + y*ddsd.lPitch);
						DWORD* p32 = (DWORD*)((BYTE*)ddsd.lpSurface + y*ddsd.lPitch);
						
						for( DWORD x=0; x<ddsd.dwWidth; x++ ){

							if( ddsd.ddpfPixelFormat.dwRGBBitCount == 32 ){
								
								*p32 &= dwRGBMask; // set alpha to zero

								if( *p32 == 0 ){} // black is 100% transparent, so leave alpha at 0%

								else if( *p32 == dwRGBMask ){ // white is opaque, so set alpha to 100%
									*p32 |= aMask;
								}

								else{ // set alpha to equal intensity of brightest hue

									rVal = ( *p32 & rMask ) >> rShift;
									gVal = ( *p32 & gMask ) >> gShift;
									bVal = ( *p32 & bMask ) >> bShift;

									max = max( (FLOAT)rVal / maxRVal, max( (FLOAT)gVal / maxGVal, (FLOAT)bVal / maxBVal ) );
//									min = min( (FLOAT)rVal / maxRVal, min( (FLOAT)gVal / maxGVal, (FLOAT)bVal / maxBVal ) );
									
									aVal = max * 255;

									//if( rVal == gVal && gVal == bVal ){ // white fading to black
									//	*p32 = dwRGBMask; // set color to white
									//}

									// maximize luminosity and saturation
									rVal /= max;
									gVal /= max;
									bVal /= max;

									*p32 = ( aVal << aShift ) | ( rVal << rShift ) | ( gVal << gShift ) | ( bVal << bShift );
								}
								p32++;
							}
							else if( ddsd.ddpfPixelFormat.dwRGBBitCount == 16 ){
								
								*p16 &= dwRGBMask; // set alpha to zero

								if( *p16 == 0 ){} // black is 100% transparent, so leave alpha at 0%

								else if( *p16 == dwRGBMask ){ // white is opaque, so set alpha to 100%
									*p16 |= aMask;
								}

								else{ // set alpha to equal intensity of brightest hue

									rVal = ( *p16 & rMask ) >> rShift;
									gVal = ( *p16 & gMask ) >> gShift;
									bVal = ( *p16 & bMask ) >> bShift;

									aVal = STATSTEXTURE_ALPHA * max( (FLOAT)rVal / maxRVal, max( (FLOAT)gVal / maxGVal, (FLOAT)bVal / maxBVal ) );

									if( aVal < STATSTEXTURE_ALPHA ){ // semi-tranparent white
										*p16 = dwRGBMask;
									}

									*p16 |= aVal << aShift;
								}
								p16++;
							}

						}
					}
コード例 #15
0
ファイル: DDrawCapture.cpp プロジェクト: CasperGemini/OBS
// set frontSurface to lpDDSurface if lpDDSurface is primary
// returns true if frontSurface is set
// returns false if frontSurface is NULL and lpDDSurface is not primary
bool getFrontSurface(LPDIRECTDRAWSURFACE7 lpDDSurface)
{
    //logOutput << CurrentTimeString() << "called getFrontSurface" << endl;

    if (!lpDDSurface)
    {
        //logOutput << CurrentTimeString() << "lpDDSurface null" << endl;
        return false;
    }

    if (!g_ddInterface)
    {
        LPDIRECTDRAWSURFACE7 dummy;
        if (lpDDSurface->QueryInterface(IID_IDirectDrawSurface7, (LPVOID*)&dummy) == S_OK)
        {
            IUnknown* Unknown;
            HRESULT err;
            if (FAILED(err = dummy->GetDDInterface((LPVOID*)&Unknown)))
            {
                logOutput << CurrentTimeString() << "getFrontSurface: could not get DirectDraw interface" << endl;
                printDDrawError(err, "getFrontSurface");
            }
            else
            {
                if (Unknown->QueryInterface(IID_IDirectDraw7, (LPVOID*)&g_ddInterface) == S_OK)
                {
                    logOutput << CurrentTimeString() << "Got DirectDraw interface pointer" << endl;
                }
                else
                {
                    logOutput << CurrentTimeString() << "Query of DirectDraw interface failed" << endl;
                }
            }
            ddrawSurfaceRelease.Unhook();
            dummy->Release();
            ddrawSurfaceRelease.Rehook();
        }
    }

    if (!bTargetAcquired)
    {
        DDSCAPS2 caps;
        if (SUCCEEDED(lpDDSurface->GetCaps(&caps)))
        {
            //logOutput << CurrentTimeString() << "checking if surface is primary" << endl;
            if (caps.dwCaps & DDSCAPS_PRIMARYSURFACE)
            {
                logOutput << CurrentTimeString() << "found primary surface" << endl;
                g_frontSurface = lpDDSurface;
                if (!SetupDDraw())
                {
                    return false;
                }
                else
                {
                    bTargetAcquired = true;
                }
            }
        }
        else
        {
            logOutput << CurrentTimeString() << "could not retrieve caps" << endl;
        }
    }

    return lpDDSurface == g_frontSurface;
}
コード例 #16
0
BOOL CH264Decode::PreviewDraw(H264_DEC_FRAME_S DecodeData)
{
	if (!m_bPreEnable)
	{
		return true;
	}

 	DDSURFACEDESC2 ddsd;
	const HI_U8 *pY = DecodeData.pY;
    const HI_U8 *pU = DecodeData.pU;
    const HI_U8 *pV = DecodeData.pV;
    HI_U32 width    = DecodeData.uWidth;
    HI_U32 height   = DecodeData.uHeight;
    HI_U32 yStride  = DecodeData.uYStride;
    HI_U32 uvStride = DecodeData.uUVStride;
	if (0 == width || 0 == height)
	{
		return true;
	}
	ZeroMemory(&ddsd,sizeof(DDSURFACEDESC2));
	ddsd.dwSize = sizeof(DDSURFACEDESC2);
	HRESULT hr;
	hr = m_pOffscreenSurface->Lock(NULL,&ddsd,DDLOCK_WAIT | DDLOCK_SURFACEMEMORYPTR,NULL);
	if (FAILED(hr))
	{
		m_dwLastError = hr;//GetLastError();
		switch(hr)
		{
		case DDERR_SURFACELOST:
			g_pDirectDraw7->RestoreAllSurfaces();
			break;
		case DDERR_SURFACEBUSY:
			m_pOffscreenSurface->Unlock(NULL);
			break;
		default:
			break;
		}
		return FALSE;
	}
	
	
	PBYTE pDestY = (PBYTE)ddsd.lpSurface;
	PBYTE pDestV = (PBYTE)ddsd.lpSurface + ddsd.lPitch * ddsd.dwHeight;
	PBYTE pDestU = (PBYTE)ddsd.lpSurface + ddsd.lPitch * ddsd.dwHeight*5/4;
	for (HI_U32 i = 0;i<height;i++)
	{
		memcpy(pDestY,pY,yStride);
		pDestY += ddsd.lPitch;
		pY += yStride;
	}
	

	for (i = 0;i<height/2;i++)
	{
		memcpy(pDestU,pU,uvStride);
		pDestU += ddsd.lPitch/2;
		pU += uvStride;
	}

	for (i = 0;i<height/2;i++)
	{
		memcpy(pDestV,pV,uvStride);
		pDestV += ddsd.lPitch/2;
		pV += uvStride;
	}
	hr = m_pOffscreenSurface->Unlock(NULL);

    EnterCriticalSection(&m_csCritial);
	if (m_PlayWnd != NULL)
	{
		RECT rcDsp;
		::GetClientRect( m_PlayWnd,&rcDsp);
		POINT ptTL;
		POINT ptRB;
		ptTL.x = rcDsp.left + 1;
		ptTL.y = rcDsp.top + 1;
		ptRB.x = rcDsp.right - 1;
		ptRB.y = rcDsp.bottom - 1;
		::ClientToScreen( m_PlayWnd,&ptTL);
		::ClientToScreen( m_PlayWnd,&ptRB);
		SetRect(&rcDsp,ptTL.x,ptTL.y,ptRB.x,ptRB.y);
		
		//写OSD

/*		HDC		dcTemp;
 		hr = m_pOSDSurface->GetDC(&dcTemp);
		DDSURFACEDESC2 ddsdOsd = {0};
		ddsdOsd.dwSize = sizeof(ddsdOsd);
		m_pOSDSurface->GetSurfaceDesc(&ddsdOsd);

		HBRUSH BackBrush = CreateSolidBrush(RGB(0,0,0));
		RECT rcOsd;
		SetRect(&rcOsd,0,0,ddsdOsd.dwWidth,ddsdOsd.dwHeight);
		FillRect(dcTemp,&rcOsd,BackBrush);
		DeleteObject(BackBrush);

		EnterCriticalSection(&m_csDcCallback);
 		if (NULL != dccallbackFun)
 		{
 			dccallbackFun(dcTemp,m_nDcChl,lpDcUser);
 		}
		LeaveCriticalSection(&m_csDcCallback);
		m_pOSDSurface->ReleaseDC(dcTemp);

		DDSURFACEDESC2 ddsdFin = {0};
		ddsdFin.dwSize = sizeof(ddsdFin);
		m_pFinSurface->GetSurfaceDesc(&ddsdFin);
		RECT rcFin;
		SetRect(&rcFin,0,0,ddsdFin.dwWidth,ddsdFin.dwHeight);

		hr = m_pFinSurface->Blt(&rcFin,m_pOffscreenSurface,&rcSrc,DDBLT_WAIT,NULL);
		hr = m_pFinSurface->Blt(&rcFin,m_pOSDSurface,NULL,DDBLT_WAIT | DDBLT_KEYSRC,NULL);*/
		RECT rcSrc;
		SetRect(&rcSrc,0,0,width,height);
		EnterCriticalSection(&g_csClipper);
		g_pClipper->SetHWnd(NULL,m_PlayWnd);
		if (::IsWindowVisible(m_PlayWnd))
		{
			g_pPrimarySurface->Blt(&rcDsp,m_pOffscreenSurface,&rcSrc,DDBLT_WAIT,0);	
		}
		LeaveCriticalSection(&g_csClipper);
	}
	 LeaveCriticalSection(&m_csCritial);

	return TRUE;
}
コード例 #17
0
ファイル: IsoHex24_2.cpp プロジェクト: amitahire/development
//////////////////////////////////////////////////////////////////////////////
//INITIALIZATION
//////////////////////////////////////////////////////////////////////////////
bool Prog_Init()
{
	lpdd=LPDD_Create(hWndMain,DDSCL_EXCLUSIVE | DDSCL_FULLSCREEN | DDSCL_ALLOWREBOOT);

	//set the display mode
	lpdd->SetDisplayMode(SCREENWIDTH,SCREENHEIGHT,SCREENBPP,0,0);

	//create primary surface
	DDSURFACEDESC2 ddsd;
	memset(&ddsd,0,sizeof(DDSURFACEDESC2));
	ddsd.dwSize=sizeof(DDSURFACEDESC2);
	ddsd.dwFlags=DDSD_CAPS | DDSD_BACKBUFFERCOUNT;
	ddsd.dwBackBufferCount=1;
	ddsd.ddsCaps.dwCaps=DDSCAPS_PRIMARYSURFACE | DDSCAPS_FLIP | DDSCAPS_COMPLEX | DDSCAPS_3DDEVICE;
	lpdd->CreateSurface(&ddsd,&lpddsPrime,NULL);

	//create back buffer
	DDSCAPS2 ddscaps;
	memset(&ddscaps,0,sizeof(DDSCAPS2));
	ddscaps.dwCaps=DDSCAPS_BACKBUFFER | DDSCAPS_3DDEVICE;
	lpddsPrime->GetAttachedSurface(&ddscaps,&lpddsBack);

	//create the texture surface
	memset(&ddsd,0,sizeof(DDSURFACEDESC2));
	ddsd.dwSize=sizeof(DDSURFACEDESC2);
	ddsd.dwFlags=DDSD_CAPS | DDSD_WIDTH | DDSD_HEIGHT;
	ddsd.dwWidth=64;
	ddsd.dwHeight=64;
	ddsd.ddsCaps.dwCaps=DDSCAPS_TEXTURE;
	lpdd->CreateSurface(&ddsd,&lpddsTex,NULL);
	//used ddfuncs to load a bitmap onto the texture
	LPDDS_ReloadFromFile(lpddsTex,"texture.bmp");

	//get the idirect3d pointer
	lpdd->QueryInterface(IID_IDirect3D7,(void**)&lpd3d);//ICKY COM STUFF!

	//create the idirect3ddevice(hack method)
	if(FAILED(lpd3d->CreateDevice(IID_IDirect3DTnLHalDevice,lpddsBack,&lpd3ddev)))//try tnl
		if(FAILED(lpd3d->CreateDevice(IID_IDirect3DHALDevice,lpddsBack,&lpd3ddev)))//no tnl, try hal
			if(FAILED(lpd3d->CreateDevice(IID_IDirect3DMMXDevice,lpddsBack,&lpd3ddev)))//no hal, try mmp
				if(FAILED(lpd3d->CreateDevice(IID_IDirect3DRGBDevice,lpddsBack,&lpd3ddev)))//no mmx, resort to rgb
					return(false);//problem, return false


	//set up viewport
	D3DVIEWPORT7 vp;
	vp.dwX=0;
	vp.dwY=0;
	vp.dwWidth=SCREENWIDTH;
	vp.dwHeight=SCREENHEIGHT;
	vp.dvMinZ=0.0;
	vp.dvMaxZ=1.0;

	//set viewport for device
	lpd3ddev->SetViewport(&vp);

	//initialize the vertices(partially, anyway)
	vert[0].color=D3DRGB(0.25,0.25,0.25);//set the color for this vertex
	vert[0].specular=0;//zero for specular
	vert[0].rhw=1.0;//rhw is 1.0
	vert[0].tu=0.0;//0.0 for both texture coordinates
	vert[0].tv=0.0;
	vert[0].sz=0.5;//static z value

	vert[1].color=D3DRGB(0.5,0.5,0.5);//set the color for this vertex
	vert[1].specular=0;//zero for specular
	vert[1].rhw=1.0;//rhw is 1.0
	vert[1].tu=1.0;//0.0 for both texture coordinates
	vert[1].tv=0.0;
	vert[1].sz=0.5;//static z value

	vert[2].color=D3DRGB(0.5,0.5,0.5);//set the color for this vertex
	vert[2].specular=0;//zero for specular
	vert[2].rhw=1.0;//rhw is 1.0
	vert[2].tu=0.0;//0.0 for both texture coordinates
	vert[2].tv=1.0;
	vert[2].sz=0.5;//static z value

	vert[3].color=D3DRGB(1.0,1.0,1.0);//set the color for this vertex
	vert[3].specular=0;//zero for specular
	vert[3].rhw=1.0;//rhw is 1.0
	vert[3].tu=1.0;//0.0 for both texture coordinates
	vert[3].tv=1.0;
	vert[3].sz=0.5;//static z value

	//set the texture
	lpd3ddev->SetTexture(0,lpddsTex);

	return(true);//return success
}
コード例 #18
0
LPDIRECTDRAWCLIPPER DD_Attach_Clipper(LPDIRECTDRAWSURFACE7 lpdds,
                                      int num_rects,
                                      LPRECT clip_list)

{
// this function creates a clipper from the sent clip list and attaches
// it to the sent surface

int index;                         // looping var
LPDIRECTDRAWCLIPPER lpddclipper;   // pointer to the newly created dd clipper
LPRGNDATA region_data;             // pointer to the region data that contains
                                   // the header and clip list

// first create the direct draw clipper
if ((lpdd->CreateClipper(0,&lpddclipper,NULL))!=DD_OK)
   return(NULL);

// now create the clip list from the sent data

// first allocate memory for region data
region_data = (LPRGNDATA)malloc(sizeof(RGNDATAHEADER)+num_rects*sizeof(RECT));

// now copy the rects into region data
memcpy(region_data->Buffer, clip_list, sizeof(RECT)*num_rects);

// set up fields of header
region_data->rdh.dwSize          = sizeof(RGNDATAHEADER);
region_data->rdh.iType           = RDH_RECTANGLES;
region_data->rdh.nCount          = num_rects;
region_data->rdh.nRgnSize        = num_rects*sizeof(RECT);

region_data->rdh.rcBound.left    =  64000;
region_data->rdh.rcBound.top     =  64000;
region_data->rdh.rcBound.right   = -64000;
region_data->rdh.rcBound.bottom  = -64000;

// find bounds of all clipping regions
for (index=0; index<num_rects; index++)
    {
    // test if the next rectangle unioned with the current bound is larger
    if (clip_list[index].left < region_data->rdh.rcBound.left)
       region_data->rdh.rcBound.left = clip_list[index].left;

    if (clip_list[index].right > region_data->rdh.rcBound.right)
       region_data->rdh.rcBound.right = clip_list[index].right;

    if (clip_list[index].top < region_data->rdh.rcBound.top)
       region_data->rdh.rcBound.top = clip_list[index].top;

    if (clip_list[index].bottom > region_data->rdh.rcBound.bottom)
       region_data->rdh.rcBound.bottom = clip_list[index].bottom;

    } // end for index

// now we have computed the bounding rectangle region and set up the data
// now let's set the clipping list

if ((lpddclipper->SetClipList(region_data, 0))!=DD_OK)
   {
   // release memory and return error
   free(region_data);
   return(NULL);
   } // end if

// now attach the clipper to the surface
if ((lpdds->SetClipper(lpddclipper))!=DD_OK)
   {
   // release memory and return error
   free(region_data);
   return(NULL);
   } // end if

// all is well, so release memory and send back the pointer to the new clipper
free(region_data);
return(lpddclipper);

} // end DD_Attach_Clipper
コード例 #19
0
static HRESULT CreateFullScreenDisplay(HWND hWnd, DWORD dwWidth, DWORD dwHeight, DWORD dwBPP)
{
	RECT  rc;
	DWORD dwStyle;
	// Set app window's style to WS_POPUP so that it can fit for full screen mode.
	dwStyle = GetWindowLong(hWnd, GWL_STYLE);
	dwStyle &= ~(WS_OVERLAPPED | WS_CAPTION | WS_SYSMENU | WS_MINIMIZEBOX);
	dwStyle |= WS_POPUP;
	SetWindowLong(hWnd, GWL_STYLE, dwStyle);
	// Adapt window size
	SetRect(&rc, 0, 0, dwWidth, dwHeight);
	AdjustWindowRectEx(&rc, GetWindowStyle(hWnd), GetMenu(hWnd) != NULL, GetWindowExStyle(hWnd));

	// Set cooperative level
	if (FAILED(lpdd->SetCooperativeLevel(hWnd, DDSCL_EXCLUSIVE | DDSCL_FULLSCREEN | DDSCL_ALLOWREBOOT)))
	{
		return E_FAIL;
	}
	// Set the display mode
	if (FAILED(lpdd->SetDisplayMode(dwWidth, dwHeight, dwBPP, 0, 0)))
	{
		return E_FAIL;
	}

	// Create primary surface (with backbuffer attached)
	DDSURFACEDESC2 ddsd;
	DDRAW_INIT_STRUCT(ddsd);
	ddsd.dwFlags = DDSD_CAPS | DDSD_BACKBUFFERCOUNT | DDSD_CKSRCBLT;
	ddsd.ddsCaps.dwCaps = DDSCAPS_PRIMARYSURFACE | DDSCAPS_FLIP |
		DDSCAPS_COMPLEX | DDSCAPS_3DDEVICE;
	ddsd.dwBackBufferCount = 1;
	if (FAILED(lpdd->CreateSurface(&ddsd, &lpddsMain, NULL)))
	{
		return E_FAIL;
	}

	// Get a pointer to the back buffer
	DDSCAPS2 ddscaps;
	ZeroMemory(&ddscaps, sizeof(ddscaps));
	ddscaps.dwCaps = DDSCAPS_BACKBUFFER;
	if (FAILED(lpddsMain->GetAttachedSurface(&ddscaps, &lpddsBack)))
	{
		return E_FAIL;
	}
	//lpddsBack->AddRef();

	// Set surface color key
	DDCOLORKEY ddCK;
	ddCK.dwColorSpaceLowValue = 0;
	ddCK.dwColorSpaceHighValue = 0;
	if (lpddsBack->SetColorKey(DDCKEY_SRCBLT, &ddCK))
	{
		return E_FAIL;
	}

	// Update window flag
	SetClassLong(hWnd, GCL_HICONSM, NULL);
	SendMessage(hWnd, WM_SETICON, ICON_SMALL, NULL);
	UpdateWindow(hWnd);

	return S_OK;
}
コード例 #20
0
int DD_Init(int width, int height, int bpp)
{
// this function initializes directdraw
int index; // looping variable

// create object and test for error
if (DirectDrawCreateEx(NULL, (void **)&lpdd, IID_IDirectDraw7, NULL)!=DD_OK)
   return(0);

// set cooperation level to windowed mode normal
if (lpdd->SetCooperativeLevel(main_window_handle,
           DDSCL_ALLOWMODEX | DDSCL_FULLSCREEN | 
           DDSCL_EXCLUSIVE | DDSCL_ALLOWREBOOT)!=DD_OK)
    return(0);

// set the display mode
if (lpdd->SetDisplayMode(width,height,bpp,0,0)!=DD_OK)
   return(0);

// set globals
screen_height = height;
screen_width  = width;
screen_bpp    = bpp;

// Create the primary surface
memset(&ddsd,0,sizeof(ddsd));
ddsd.dwSize = sizeof(ddsd);
ddsd.dwFlags = DDSD_CAPS | DDSD_BACKBUFFERCOUNT;

// we need to let dd know that we want a complex 
// flippable surface structure, set flags for that
ddsd.ddsCaps.dwCaps = 
  DDSCAPS_PRIMARYSURFACE | DDSCAPS_FLIP | DDSCAPS_COMPLEX;

// set the backbuffer count to 1
ddsd.dwBackBufferCount = 1;

// create the primary surface
lpdd->CreateSurface(&ddsd,&lpddsprimary,NULL);

// query for the backbuffer i.e the secondary surface
ddscaps.dwCaps = DDSCAPS_BACKBUFFER;
lpddsprimary->GetAttachedSurface(&ddscaps,&lpddsback);

// create and attach palette

// create palette data
// clear all entries defensive programming
memset(palette,0,256*sizeof(PALETTEENTRY));

// create a R,G,B,GR gradient palette
for (index=0; index < 256; index++)
    {
    // set each entry
    if (index < 64) 
        palette[index].peRed = index*4; 
    else           // shades of green
    if (index >= 64 && index < 128) 
        palette[index].peGreen = (index-64)*4;
    else           // shades of blue
    if (index >= 128 && index < 192) 
       palette[index].peBlue = (index-128)*4;
    else           // shades of grey
    if (index >= 192 && index < 256) 
        palette[index].peRed = palette[index].peGreen = 
        palette[index].peBlue = (index-192)*4;
    
    // set flags
    palette[index].peFlags = PC_NOCOLLAPSE;
    } // end for index

// now create the palette object
if (lpdd->CreatePalette(DDPCAPS_8BIT | DDPCAPS_INITIALIZE | DDPCAPS_ALLOW256,
                         palette,&lpddpal,NULL)!=DD_OK)
   return(0);

// attach the palette to the primary
if (lpddsprimary->SetPalette(lpddpal)!=DD_OK)
   return(0);

// clear out both primary and secondary surfaces
DD_Fill_Surface(lpddsprimary,0);
DD_Fill_Surface(lpddsback,0);

// attach a clipper to the screen
RECT screen_rect = {0,0,screen_width,screen_height};
lpddclipper = DD_Attach_Clipper(lpddsback,1,&screen_rect);

// return success
return(1);
} // end DD_Init
コード例 #21
0
LRESULT CALLBACK InternalWndProc(HWND hwnd, UINT iMsg, WPARAM wParam, LPARAM lParam)
{
    PAINTSTRUCT                 ps;         // Structure for the paint message
    POINT                       p = {0, 0}; // Translation point for the window's client region
    HRESULT                     hRet;

    switch (iMsg)
    {
        case WM_MOVE:
            // Make sure we're not moving to be minimized - because otherwise
            // our ratio varialbes (g_dwXRatio and g_dwYRatio) will end up
            // being 0, and once we hit CheckBoundries it divides by 0.
            if (!IsIconic(hwnd))
            {
                g_rcSrc.left = 0;
                g_rcSrc.right = g_sizex;
                g_rcSrc.top = 0;
                g_rcSrc.bottom = g_sizey;
                GetClientRect(hwnd, &g_rcDst);
                g_dwXRatio = (g_rcDst.right - g_rcDst.left) * 1000 /
                             (g_rcSrc.right - g_rcSrc.left);
                g_dwYRatio = (g_rcDst.bottom - g_rcDst.top) * 1000 /
                             (g_rcSrc.bottom - g_rcSrc.top);
                ClientToScreen(hwnd, &p);
                g_rcDst.left = p.x;
                g_rcDst.top = p.y;
                g_rcDst.bottom += p.y;
                g_rcDst.right += p.x;
                CheckBoundries();
            }
            else
                // Else, hide the overlay... just in case we can't do
                // destination color keying, this will pull the overlay
                // off of the screen for the user.
                if (g_pDDSOverlay && g_pDDSPrimary)
                    g_pDDSOverlay->UpdateOverlay(NULL, g_pDDSPrimary, NULL, DDOVER_HIDE, NULL);
            // Check to make sure our window exists before we tell it to
            // repaint. This will fail the first time (while the window is being created).
            if (hwnd)
            {
                InvalidateRect(hwnd, NULL, FALSE);
                UpdateWindow(hwnd);
            }
            return 0L;

        case WM_SIZE:
            // Another check for the minimization action.  This check is
            // quicker though...
            if (wParam != SIZE_MINIMIZED)
            {
                GetClientRect(hwnd, &g_rcDst);
                ClientToScreen(hwnd, &p);
                g_rcDst.left = p.x;
                g_rcDst.top = p.y;
                g_rcDst.bottom += p.y;
                g_rcDst.right += p.x;
                g_rcSrc.left = 0;
                g_rcSrc.right = g_sizex;
                g_rcSrc.top = 0;
                g_rcSrc.bottom = g_sizey;
                // Here we multiply by 1000 to preserve 3 decimal places in the
                // division opperation (we picked 1000 to be on the same order
                // of magnitude as the stretch factor for easier comparisons)
                g_dwXRatio = (g_rcDst.right - g_rcDst.left) * 1000 /
                             (g_rcSrc.right - g_rcSrc.left);
                g_dwYRatio = (g_rcDst.bottom - g_rcDst.top) * 1000 /
                             (g_rcSrc.bottom - g_rcSrc.top);
                CheckBoundries();
            }
            return 0L;

        case WM_PAINT:
            BeginPaint(hwnd, &ps);
            // Check the primary surface to see if it's lost - if so you can
            // pretty much bet that the other surfaces are also lost - thus
            // restore EVERYTHING!  If we got our surfaces stolen by a full
            // screen app - then we'll destroy our primary - and won't be able
            // to initialize it again. When we get our next paint message (the
            // full screen app closed for example) we'll want to try to reinit
            // the surfaces again - that's why there is a check for
            // g_pDDSPrimary == NULL.  The other option, is that our program
            // went through this process, could init the primary again, but it
            // couldn't init the overlay, that's why there's a third check for
            // g_pDDSOverlay == NULL.  Make sure that the check for
            // !g_pDDSPrimary is BEFORE the IsLost call - that way if the
            // pointer is NULL (ie. !g_pDDSPrimary is TRUE) - the compiler
            // won't try to evaluate the IsLost function (which, since the
            // g_pDDSPrimary surface is NULL, would be bad...).
            if (!g_pDDSPrimary || (g_pDDSPrimary->IsLost() != DD_OK) ||
                (g_pDDSOverlay == NULL))
            {
                DestroyOverlay();
                DestroyPrimary();
                if (DDPrimaryInit())
                    if (DDOverlayInit())
                        if (!DrawOverlay())
                            DestroyOverlay();
            }
            // UpdateOverlay is how we put the overlay on the screen.
            if (g_pDDSOverlay && g_pDDSPrimary && g_video->updating)
            {
                hRet = g_pDDSOverlay->UpdateOverlay(&g_rcSrc, g_pDDSPrimary,
                                                    &g_rcDst, g_OverlayFlags,
                                                    &g_OverlayFX);
#ifdef _DEBUG
                if(hRet != DD_OK) DisplayError("Can't update overlay", hRet);
#endif
            }
            EndPaint(hwnd, &ps);
            return 0L;

        // process mouse and keyboard events
        case WM_LBUTTONDOWN:    mouse(1, lParam); break;
        case WM_LBUTTONUP:      mouse(-1, lParam); break;
        case WM_RBUTTONDOWN:    mouse(2, lParam); break;
        case WM_RBUTTONUP:      mouse(-2, lParam); break;
        case WM_MBUTTONDOWN:    mouse(3, lParam); break;
        case WM_MBUTTONUP:      mouse(-3, lParam); break;
        case WM_CHAR:           g_video->on_key(wParam); break;

        case WM_DISPLAYCHANGE:  return 0L;

        case WM_DESTROY:
            // Now, shut down the window...
            PostQuitMessage(0);
            return 0L;
    }
    return g_pUserProc? g_pUserProc(hwnd, iMsg, wParam, lParam) : DefWindowProc(hwnd, iMsg, wParam, lParam);
}
コード例 #22
0
ファイル: demo7_12.cpp プロジェクト: klobodnf/my_game
int Scan_Image_Bitmap(BITMAP_FILE_PTR bitmap,     // bitmap file to scan image data from
                      LPDIRECTDRAWSURFACE7 lpdds, // surface to hold data
                      int cx, int cy)             // cell to scan image from
{
// this function extracts a bitmap out of a bitmap file

UCHAR *source_ptr,   // working pointers
      *dest_ptr;

DDSURFACEDESC2 ddsd;  //  direct draw surface description 

// get the addr to destination surface memory

// set size of the structure
ddsd.dwSize = sizeof(ddsd);

lpdds->Lock(NULL,&ddsd, DDLOCK_SURFACEMEMORYPTR | DDLOCK_WAIT,NULL);

// compute position to start scanning bits from
/*
(0, 0)  =》 cx=1, cy=1
(1, 0)  =>  cx=dwWidth+2, cy=1
(2, 0)  =>  cx=2dwWeight + 3, cy = 1
*/
// 因为白线的缘故、一条线一个像素点、
// cx负责人物动画帧的起点x坐标、因为人物的左右总有两条白线
// cy负责人物动画帧的起点的y坐标、因为人物的顶头总有一条白色的线
// 所以总是从第二行开始、因为这里传入的cy恒为0、所以cy恒为1
cx = cx*(ddsd.dwWidth + 1) + 1;
cy = cy*(ddsd.dwHeight+1) + 1;


//gwidth  = ddsd.dwWidth;
//gheight = ddsd.dwHeight;


// dwWidth和dwHeight分别是指人物表面的高宽
// 而biWidth和biHeight分别是指人物动画帧位图的高宽
// extract bitmap data
// 为什么要加上biWidth呢、原因是要从第二行才开始录入动画帧表面、因为
// 图片的上方有一条一像素的白色、所以这就是总是要从第二行开始的原因了
// 为什么要加上1呢、因为最左边有一条白线、所以总是要加上1、过滤过它
// ptr => buffer + biWidth + 1
// ptr => buffer + biWidth + dwWidth + 2
// ptr => buffer + biWidth + 2dwWidth + 3

int ptr_offset = cy*bitmap->bitmapinfoheader.biWidth+cx;

source_ptr = bitmap->buffer + ptr_offset;




// assign a pointer to the memory surface for manipulation
dest_ptr = (UCHAR *)ddsd.lpSurface;

// iterate thru each scanline and copy bitmap
// 一行一行的把位图相应的动画帧拷贝到帧表面上
for (int index_y=0; index_y < ddsd.dwHeight; index_y++)
    {
    // copy next line of data to destination
	// 这个狠好理解、前面确定好要拷贝哪帧的位置后、便从这个source_ptr这个位置点、
	// 拷贝dwWidth个字节的位置
    memcpy(dest_ptr, source_ptr, ddsd.dwWidth);

    // advance pointers
	// 在这里、由于动画帧表面是自己创建的、所以其实lPitch就是dwWidth人物表面的宽度而已
	// 这里写lPitch主要也是为了安全而已

	// 虽然内容是已经拷贝到相应位置了、但莪们还是要为下一行的拷贝做准备、因为指针还未移动呢!
	// 
	// 动画帧表面、在拷贝下一行之前移动一整行、刚好就是动画帧的宽、这个比较好理解
	// 虽然位图表面要拷贝的不是一整行、而是其中的dwWidth个像素而已、但也依然要移动位图宽度个字节
	// 想想、把(x, y)移动到(x, y+1)刚好不就是当前行的下一行么、所以刚好也就是相差biWidth个位置
    dest_ptr   += (ddsd.lPitch); // (ddsd.dwWidth);
    source_ptr += bitmap->bitmapinfoheader.biWidth;
    } // end for index_y

// unlock the surface 
lpdds->Unlock(NULL);

// return success
return(1);

} // end Scan_Image_Bitmap
コード例 #23
0
int Game_Main(void *parms = NULL, int num_parms = 0)
{
// this is the main loop of the game, do all your processing
// here

DDBLTFX ddbltfx; // the blitter fx structure
static int feeling_counter = 0;   // tracks how we feel :)
static int happy = 1;             // let's start off being happy

// 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

// use the blitter to erase the back buffer
// first initialize the DDBLTFX structure
DDRAW_INIT_STRUCT(ddbltfx);

// now set the color word info to the color we desire
ddbltfx.dwFillColor = 0;

// make the blitter call
if (FAILED(lpddsback->Blt(NULL, // pointer to dest RECT, NULL for whole thing
                          NULL, // pointer to source surface
                          NULL, // pointer to source RECT
                          DDBLT_COLORFILL | DDBLT_WAIT, 
                          // do a color fill and wait if you have to
                          &ddbltfx))) // pointer to DDBLTFX holding info
return(0);

// initialize ddsd
DDRAW_INIT_STRUCT(ddsd);

// lock the back buffer surface
if (FAILED(lpddsback->Lock(NULL,&ddsd,
                              DDLOCK_WAIT | DDLOCK_SURFACEMEMORYPTR,
                              NULL)))
    return(0);


// increment how we feel
if (++feeling_counter > 200)
   {
   feeling_counter = 0; 
   happy = -happy;
   } // end if

// draw all the happy faces
for (int face=0; face < 100; face++)
    {
    // are we happy or sad?
    if (happy==1) // we are happy :)
       Blit_Clipped(happy_faces[face].x, 
                    happy_faces[face].y,
                    8,8,    
                    happy_bitmap, 
                    (UCHAR *)ddsd.lpSurface,
                    ddsd.lPitch);         
     else // we must be sad :(
     Blit_Clipped(happy_faces[face].x, 
                  happy_faces[face].y,
                  8,8,    
                  sad_bitmap, 
                  (UCHAR *)ddsd.lpSurface,
                  ddsd.lPitch);     

    } // end face

// move all happy faces
for (face=0; face < 100; face++)
    {
    // move
    happy_faces[face].x+=happy_faces[face].xv;
    happy_faces[face].y+=happy_faces[face].yv;

    // check for off screen, if so wrap
    if (happy_faces[face].x > SCREEN_WIDTH)
         happy_faces[face].x = -8;
    else
    if (happy_faces[face].x < -8)
        happy_faces[face].x = SCREEN_WIDTH;

    if (happy_faces[face].y > SCREEN_HEIGHT)
         happy_faces[face].y = -8;
    else
    if (happy_faces[face].y < -8)
        happy_faces[face].y = SCREEN_HEIGHT;

    } // end face

// unlock surface
if (FAILED(lpddsback->Unlock(NULL)))
   return(0);

// flip the pages
while (FAILED(lpddsprimary->Flip(NULL, DDFLIP_WAIT)));

// wait a sec
Sleep(30);

// return success or failure or your own return code here
return(1);

} // end Game_Main
コード例 #24
0
ファイル: demo7_12.cpp プロジェクト: klobodnf/my_game
int Game_Main(void *parms = NULL, int num_parms = 0)
{
// this is the main loop of the game, do all your processing
// here

// lookup for proper walking sequence
// 动画帧、先播放站立动作、然后是摆左手、然后再恢复站立动作、然后是摆右手
// 如此重复播放
// 声明为静态、所以不会随着Game_Main的调用而重复初始化
static int animation_seq[4] = {0,1,0,2};

int index; // general looping variable


// 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


DDRAW_INIT_STRUCT(ddbltfx);

if(lpddsback->Blt(NULL, lpddsbackground, NULL, DDBLT_WAIT, &ddbltfx)) return 0;


// move objects around
// 这里是移动异形
for (index=0; index < 3; index++)
{
// move each object to the right at its given velocity
// 移动异形向右走
aliens[index].x++; // =aliens[index].velocity;

// 测试异形的位置是否已经到达了右边界已经完全看不着了
// 就把它又扔会左边从头走过来
// 因为x是左上角的坐标、所以x超过了屏幕宽度刚好完全看不见
// 而因为异形图片的人物宽度刚好为80、所以重置到左边时设置为-80
// test if off screen edge, and wrap around
if (aliens[index].x > SCREEN_WIDTH)
   aliens[index].x = - 80;

// animate bot
if (++aliens[index].counter >= (8 - aliens[index].velocity))
    {
    // reset counter
    aliens[index].counter = 0;

    // advance to next frame
	// 如果超过第三帧、则重置为第0帧、这里是由前面的结构所决定的、只有三个动作
	// 由于采用了先自增再比较的办法、所以条件这里current_frame的范围恒为1~4
	// 所谓的第零帧、也就是标准的站立动作、可以从位图图片得知、
    if (++aliens[index].current_frame > 3)
       aliens[index].current_frame = 0;

    } // end if

} // end for index


// draw all the bots
for (index=0; index < 3; index++)
{
/*
原型
int DDraw_Draw_Surface(LPDIRECTDRAWSURFACE7 source, // source surface to draw
					  int x, int y,                 // position to draw at
					  int width, int height,        // size of source surface
					  LPDIRECTDRAWSURFACE7 dest,    // surface to draw the surface on
					  int transparent = 1)          // transparency flag
*/
// draw objects
// 把相应的三个异形的每帧动作拷贝进缓冲表面中
// 其中animation_seq[aliens[index].current_frame]决定了产生哪些动作帧
// 在Game_Main函数就已经有定义了static int animation_seq[4] = {0,1,0,2};
// 这里current_frame的范围就是0~3
DDraw_Draw_Surface(aliens[index].frames[animation_seq[aliens[index].current_frame]], 
                   aliens[index].x, aliens[index].y,
                   72,80,
                   lpddsback);

} // end for index


while(FAILED(lpddsprimary->Flip(NULL, DDFLIP_WAIT)));

// 每秒30帧
Sleep(33);


// do nothing -- look at pretty picture

// return success or failure or your own return code here
return(1);

} // end Game_Main
コード例 #25
0
ファイル: WinMain.cpp プロジェクト: scirelli/testForDX7
//-----------------------------------------------------------------------------
// Name: Init()
// Desc: Initializes Driect draw and anything that needs to be inited
//-----------------------------------------------------------------------------
int InitDD()
{// this function is where i do all the initialization 
 // for the game

	// create dd object and test for error
	ddReturnVal = DirectDrawCreateEx(NULL, (void **)&lpddObj, IID_IDirectDraw7, NULL);
	if (DDFailedCheck(ddReturnVal, "DirectDrawCreateEx() failed", cpErrorBuf ))
	{	MessageBox(main_window_handle, cpErrorBuf, "Init()", MB_ICONEXCLAMATION);   return(0); }
	
	// set cooperation level to windowed mode normal
	ddReturnVal = lpddObj->SetCooperativeLevel(main_window_handle, DDSCL_NORMAL);
	if (DDFailedCheck(ddReturnVal, "SetCooperativeLevel() failed", cpErrorBuf ))
	{	MessageBox(main_window_handle, cpErrorBuf, "Init()", MB_ICONEXCLAMATION);   return(0); }
	
	/*
	// set the display mode
	ddReturnVal = lpddObj->SetDisplayMode(nWindowWidth,nWindowHeight,BPP,0,0);
	if (DDFailedCheck(ddReturnVal, "SetDisplayMode() failed", cpErrorBuf ))
	{	MessageBox(main_window_handle, cpErrorBuf, "Init()", MB_ICONEXCLAMATION);   return(0); }
	*/

	// Create the primary surface first set the fields
	memset(&ddsd,0,sizeof(ddsd));
	ddsd.dwSize         = sizeof(ddsd);
	ddsd.dwFlags        = DDSD_CAPS; //set the flags to validate both capabilites field adn the backbuffer count field
	ddsd.ddsCaps.dwCaps = DDSCAPS_PRIMARYSURFACE; //tell dd that u have a complex flippable surface
	//ddsd.dwBackBufferCount = 1; //set the back buffer count

	//Createt the primary surface
	ddReturnVal = lpddObj->CreateSurface(&ddsd,&lpddsPrimary,NULL);
    if (DDFailedCheck(ddReturnVal, "CreateSurface() failed", cpErrorBuf ))
	{	MessageBox(main_window_handle, cpErrorBuf, "Init()", MB_ICONEXCLAMATION);   return(0); }
	
	//Create an off-screen surface as a backBuffer
	SCCOLOR col={255,0,255};
	lpddsSecondary = CreateSurface(WINDOW_WIDTH, WINDOW_HEIGHT, col);

	//Attach a clipper
	RECT cliplist[1];
	cliplist[0].top = iWindow_y; cliplist[0].left = iWindow_x;
	cliplist[0].bottom = iWindow_y+nWindowHeight;//GetSystemMetrics(SM_CYSCREEN);
	cliplist[0].right = iWindow_x+nWindowWidth;//GetSystemMetrics(SM_CXSCREEN);
	AttachClipper(lpddsPrimary,main_window_handle);
	
	//attack a color key
	// set color key to TransparentColor
	DDCOLORKEY color_key; // used to set color key
	color_key.dwColorSpaceLowValue  = _RGB16BIT565(TransColor.r,TransColor.g,TransColor.b);
	color_key.dwColorSpaceHighValue = _RGB16BIT565(TransColor.r,TransColor.g,TransColor.b);
	
	// now set the color key for source blitting
	ddReturnVal  = lpddsPrimary->SetColorKey(DDCKEY_SRCBLT, &color_key);
	if (DDFailedCheck(ddReturnVal, "SetColorKey() failed", cpErrorBuf ))
	{	MessageBox(main_window_handle, cpErrorBuf, "Init()", MB_ICONEXCLAMATION);   return(0); }
	
	//"""""""""""""""""""""Init Sprites"""""""""""""""""""""
	static int array[]={0,1},
		       array2[]= {0,1,2,3,4,5,6,7,8,9,10,11,12,13};
	Sprites[0].InitSprite(64,64,1,1,1,120);
	Sprites[0].SetAnimations(array,0,SPRITE_ANIM_ONCE,0);
	Sprites[0].LoadSpriteImage("myface1.bmp");
	Sprites[0].SetState(SPRITE_STATE_ALIVE);
	Sprites[0].SetXPos(100);
	Sprites[0].SetYPos(100);
	
	Sprites[1].InitSprite(43,37,14,6,3,120);
	Sprites[1].SetAnimations(array2,13,SPRITE_ANIM_CONT,0);
	Sprites[1].LoadSpriteImage("Expl16.bmp");
	Sprites[1].SetState(SPRITE_STATE_ALIVE);
	Sprites[1].SetXPos(200);
	Sprites[1].SetYPos(100);
	//""""""""""""""""""End Init Sprites""""""""""""""""""""
	
	return(1);
}
コード例 #26
0
ファイル: demo7_12.cpp プロジェクト: klobodnf/my_game
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

// 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 640x480x24
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;

ddsd.dwBackBufferCount = 1;

//
// request primary surface
ddsd.ddsCaps.dwCaps = DDSCAPS_PRIMARYSURFACE | DDSCAPS_COMPLEX | DDSCAPS_FLIP;

// create the primary surface
if (FAILED(lpdd->CreateSurface(&ddsd, &lpddsprimary, NULL)))
   return(0);

ddsd.ddsCaps.dwCaps = DDSCAPS_BACKBUFFER;

if(FAILED(lpddsprimary->GetAttachedSurface(&ddsd.ddsCaps, &lpddsback))) return 0;



// 把主屏和缓冲屏都填充为黑色初始化
DDraw_Fill_Surface(lpddsprimary, _RGB32BIT(0, 0,0,0));
DDraw_Fill_Surface(lpddsback, _RGB32BIT(0, 0,0,0));

// load the 24-bit image
char* bmp_wc = "WarCraft24.bmp";
char* bmp_b8 = "bitmap8b.bmp";
char* bmp_b24 = "bitmap24.bmp";
char* bmp_b24e = "bitmap24_edit.bmp";

char* bmp_mo24 = "mosaic-600x.bmp";
char* bmp_ni24 = "nightelf-640x.bmp";
char* bmp_alley24 = "alley8_24bit.bmp";




// 载入背景图片
if (!Load_Bitmap_File(&bitmap, bmp_ni24))
   return(0);


// 创建背景表面、但实际上不是直接用背景表面来显示的、而是拷贝去缓冲表面和人物动作混合
// 后才一次性打到显示表面
// 这里头两个参数是指在屏幕的高和宽、第二个是指表面建立的地点、0指在显存建立、其它表示在
// 系统内存建立、当然速度自然是在显存建立快了、最后一个参数是是否设置为色彩键、这里设定为-1
// 也就是不设定任何色彩过滤、因为这个是背景表面、所以不需要任何透明的色彩键
lpddsbackground = DDraw_Create_Surface(640,480,0,-1);


// 把bmp的内容拷贝至缓冲表面中
Bmp2Surface(lpddsbackground, SCREEN_WIDTH, SCREEN_HEIGHT);












// 从现在开始创建人物动作了
if (!Load_Bitmap_File(&bitmap, "Dedsp0_24bit.bmp"))
   return(0);


// seed random number generator
// GetTickCount是一个系统启动至今的毫秒数、
// 配合srandg来产生一个随机数
srand(GetTickCount());

// initialize all the aliens

// alien on level 1 of complex

//
//系统在调用rand()之前都会自动调用srand(),如果用户在rand()之前曾调用过srand()给参数seed指定了一个值,
//那么rand()就会将seed的值作为产生伪随机数的初始值;
//而如果用户在rand()前没有调用过srand(),那么rand()就会自动调用srand(1),即系统默认将1作为伪随机数的初始值。
//所以前面要调用一次srand来确保以下调用rand()的值会产生不同
//
aliens[0].x              = rand()%SCREEN_WIDTH;
aliens[0].y              = 116 - 72;                  
aliens[0].velocity       = 2+rand()%4;
aliens[0].current_frame  = 0;             
aliens[0].counter        = 0;       

// alien on level 2 of complex

aliens[1].x              = rand()%SCREEN_WIDTH;
aliens[1].y              = 246 - 72;                  
aliens[1].velocity       = 2+rand()%4;
aliens[1].current_frame  = 0;             
aliens[1].counter        = 0;  

// alien on level 3 of complex

aliens[2].x              = rand()%SCREEN_WIDTH;
aliens[2].y              = 382 - 72;                  
aliens[2].velocity       = 2+rand()%4;
aliens[2].current_frame  = 0;             
aliens[2].counter        = 0;  




// now load the bitmap containing the alien imagery
// then scan the images out into the surfaces of alien[0]
// and copy then into the other two, be careful of reference counts!

// 现在开始载入人物的动画帧图片了
if (!Load_Bitmap_File(&bitmap,"Dedsp0_24bit.bmp"))
   return(0);


// create each surface and load bits
// 初始化异形0号的三个动作帧表面、
// 其实、所有的异形动作帧表面都一样的、所以没有必要为每个异形都创建相应的动作帧、
// 所以其它异形的动作帧都指向这个异形0号的动作帧就可以了
for (int index = 0; index < 3; index++)
    {
    // create surface to hold image
    aliens[0].frames[index] = DDraw_Create_Surface(72,80,0);

    // now load bits...
    Scan_Image_Bitmap(&bitmap,                 // bitmap file to scan image data from
                      aliens[0].frames[index], // surface to hold data
                      index, 0);               // cell to scan image from    

    } // end for index

// unload the bitmap file, we no longer need it
Unload_Bitmap_File(&bitmap);


// now for the tricky part. There is no need to create more surfaces with the same
// data, so I'm going to copy the surface pointers member for member to each alien
// however, be careful, since the reference counts do NOT go up, you still only need
// to release() each surface once!

for (index = 0; index < 3; index++)
    aliens[1].frames[index] = aliens[2].frames[index] = aliens[0].frames[index];


// return success or failure or your own return code here
return(1);

} // end Game_Init
コード例 #27
0
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

// 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;

// request primary surface
ddsd.ddsCaps.dwCaps = DDSCAPS_PRIMARYSURFACE;

// create the primary surface
if (FAILED(lpdd->CreateSurface(&ddsd, &lpddsprimary, NULL)))
   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;

// 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);

// return success or failure or your own return code here
return(1);

} // end Game_Init
コード例 #28
0
//-----------------------------------------------------------------------------
// Name: dx_Initialise (...)
// Desc: Initialise et configure DirectX (DirectDraw)
//-----------------------------------------------------------------------------
bool dx_Initialise (uint8  pNombreSurfaces,
                    HWND   pFenetre,
                    uint16 pResolutionX,
                    uint16 pResolutionY,
                    uint16 pBitsParPixel,
                    uint16 pFrequence,
                    bool   pPleinEcran,
                    bool   pTailleFenetre,
                    void   (*pRestaure)())
{
    // InitialiseDX a déjà été appelé

    if (DirectDraw7 != NULL) {
        return dx_Finalise (ERR_NO_UTILISATEUR);
    }

    dx_InitVars ();

    // Initialise toutes les variables

    Fenetre = pFenetre;

    NombreSurfaces = pNombreSurfaces;

    ResolutionX   = pResolutionX;
    ResolutionY   = pResolutionY;
    BitsParPixel  = pBitsParPixel;
    Frequence     = pFrequence;
    PleinEcran    = pPleinEcran;
    TailleFenetre = pTailleFenetre;

    Restaure = pRestaure;

    Surfaces = new LPDIRECTDRAWSURFACE7[NombreSurfaces];

    // Initialisation de directdraw

    ErrDd = DirectDrawCreateEx (0,(LPVOID*)&DirectDraw7,IID_IDirectDraw7,0);

    if (ErrDd != DD_OK) return dx_Finalise (ERR_NO_CREATION);

    ModeCoop = PleinEcran ? COOP_PLEIN_ECRAN : COOP_FENETRE;

    // Utilisation de la résolution active ou donnée

    if (ResolutionX  == 0 || ResolutionY == 0 ||
            BitsParPixel == 0 || Frequence   == 0)
    {
        DDSURFACEDESC2 ModeActif;
        ZeroMemory (&ModeActif, sizeof(ModeActif));
        ModeActif.dwSize = sizeof(ModeActif);

        ErrDd = DirectDraw7->GetDisplayMode (&ModeActif);

        if (ErrDd != DD_OK) return dx_Finalise (ERR_NO_MODE_ACTIF);

        if (ResolutionX  == 0) ResolutionX = ModeActif.dwWidth;
        if (ResolutionY  == 0) ResolutionY = ModeActif.dwHeight;
        if (BitsParPixel == 0) BitsParPixel = ModeActif.
                                                  ddpfPixelFormat.dwRGBBitCount;
        if (Frequence == 0) Frequence = ModeActif.dwRefreshRate;
    }

    // Sélection du mode de coopération

    ErrDd = DirectDraw7->SetCooperativeLevel (Fenetre, ModeCoop);

    if (ErrDd != DD_OK) return dx_Finalise (ERR_NO_COOPERATION);

    ErrDd = DirectDraw7->SetDisplayMode (ResolutionX,
                                         ResolutionY,BitsParPixel,0,0);

    if (ErrDd != DD_OK) return dx_Finalise (ERR_NO_MODE_AFFICHAGE);

    // Création des surfaces d'affichage

    SurfaceDesc.dwFlags = DDSD_CAPS;
    SurfaceDesc.ddsCaps.dwCaps = DDSCAPS_PRIMARYSURFACE;

    if (PleinEcran)
    {   // Surface avec backbuffer
        SurfaceDesc.dwFlags	|= DDSD_BACKBUFFERCOUNT;
        SurfaceDesc.ddsCaps.dwCaps |= DDSCAPS_FLIP | DDSCAPS_COMPLEX;
        SurfaceDesc.dwBackBufferCount = 1;
    }

    ErrDd = DirectDraw7->CreateSurface (&SurfaceDesc,&SurfacePrimaire,NULL);

    if (ErrDd != DD_OK) return dx_Finalise (ERR_NO_PRIMAIRE);

    if (PleinEcran)
    {
        SurfaceCaps.dwCaps = DDSCAPS_BACKBUFFER;

        ErrDd = SurfacePrimaire->GetAttachedSurface (&SurfaceCaps,&SurfaceBack);

        if (ErrDd != DD_OK) return dx_Finalise (ERR_NO_BACKBUFFER);
    }
    else
    {
        // Surface avec clipper pour dessiner que dans la fenêtre
        ErrDd = DirectDraw7->CreateClipper (0, &SurfaceClipper, NULL);

        if (ErrDd != DD_OK) return dx_Finalise (ERR_NO_CLIPPER);

        // Coordonnées de la fenêtre dans le clipper
        ErrDd = SurfaceClipper->SetHWnd (0, Fenetre);

        if (ErrDd != DD_OK) return dx_Finalise (ERR_NO_CLIPPER_HWND);

        // Attache le clipper à la surface primaire
        ErrDd = SurfacePrimaire->SetClipper (SurfaceClipper);

        if (ErrDd != DD_OK) return dx_Finalise (ERR_NO_CLIPPER_PRIMAIRE);

        ZeroMemory (&SurfaceDesc, sizeof(SurfaceDesc));
        SurfaceDesc.dwSize = sizeof(SurfaceDesc);
        SurfaceDesc.dwFlags = DDSD_CAPS | DDSD_HEIGHT | DDSD_WIDTH;
        SurfaceDesc.ddsCaps.dwCaps = DDSCAPS_OFFSCREENPLAIN;
        SurfaceDesc.dwWidth  = ResolutionX;
        SurfaceDesc.dwHeight = ResolutionY;

        // Création du backbuffer séparément
        ErrDd = DirectDraw7->CreateSurface (&SurfaceDesc,&SurfaceBack,NULL);

        if (ErrDd != DD_OK) return dx_Finalise (ERR_NO_BACKBUFFER);
    }

    if (PleinEcran) ShowCursor (false);

    return true;
}