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windows编程大师技巧第二版学习笔记——开发环境的搭建

2015-10-12 08:59 417 查看
先说一下学习这本书的初衷,现在的游戏开发一般都会直接使用游戏引擎来渲染和组织一些功能,笔者以前只用过u3d做过一次cs场景类的程序(严格来说不是游戏。。。)但是作为被封装好的引擎,作为初学者不能更好的理解引擎内部的运行机制,所以我打算用很久的空余时间来学习这本书。不使用引擎,自己做渲染等,这是一个挑战,但相信对长远发展会有帮助。

大师的代码最好使用dx7sdk,因为这本书的许多程序需要调用d3dim.lib直接模式(或立即模式)导入库,他是D3D immediatel mode使用的LIB,而在dx8.0(包括8.0)的以上版本取消了这种区别,也就是取消了这个库,所以在vs2010中会提示缺少d3dim.lib库。

所以推荐使用版本

dx7sdk-7001

编译器这本书使用的是vc++6.0,但是现在都是vc有点老了,所以我使用了vs2010,话说我现在才知道微软以前的编译器叫vc,在6.0之后的版本就开始叫vs了。。

这次主要的目标就是在vs2010上搭建我们的开发环境。

开始:

首先安装dx7sdk-7001



选择好使用的路径,点击unzip就可以了,实际上dx7.0作为很古老的版本,我们使用的也仅仅是它的一些include,lib文件。

然后在vs2010中配置dx环境

打开vs2010新建一个空的win32项目

然后右键点击这个项目



选择属性

在配置属性里面



选择vc++目录,我们需要修改的是第二行的包含目录和库目录。

我这里把刚才安装的dx7.0放在了d盘,以此为例。

包含目录修改成:


$(IncludePath);D:\dx7sdk-700.1\include

注意一定要把$(IncludePath);(原路径)放在最前面,手动修改的时候是默认在后面的。如果放在前面会出现很严重的程序错误。至少vs2010是这么不智能的。。。

库目录修改成

$(LibraryPath);D:\dx7sdk-700.1\lib;D:\dx7sdk-700.1\lib\borland

这三个路径同样需要把$(LibraryPath);这个原路径放在最前面,稍微提及一下dx7.0的borland产品,在使用声音等处理的时候还是加上这个库,他在dx7.0中的lib文件中的一个子文件。

修改完之后点击应用即可。

做完这些并不可以,还需要修改连接器的lib



同样是选择工程的右键属性点击链接器,选择输入属性,然后我们会看到附加依赖值这一项

点击编辑一项之后



我们需要添加的项目是

ddraw.lib

dinput.lib

dinput8.lib

dsound.lib

d3dim.lib

dxguid.lib

winmm.lib

这几项,d3dim.lib是dx7.0特有的文件,所以推荐使用dx7.0不然在本书的大多程序会报错。

修改完这些之后,大功告成,开始我们的开发之旅把。

第一个跑起来的游戏就从打砖块开始把:(因为没有引擎所以使用了blackbox.h进行渲染)

// FREAKOUT.CPP - break game demo

// INCLUDES ///////////////////////////////////////////////////

#define WIN32_LEAN_AND_MEAN // include all macros
#define INITGUID            // include all GUIDs

#include <windows.h>        // include important windows stuff
#include <windowsx.h>
#include <mmsystem.h>

#include <iostream>       // include important C/C++ stuff
#include <conio.h>
#include <stdlib.h>
#include <malloc.h>
#include <memory.h>
#include <string.h>
#include <stdarg.h>
#include <stdio.h>
#include <math.h>
#include <io.h>
#include <fcntl.h>

#include <ddraw.h>          // directX includes
#include "blackbox.h"       // game library includes

// DEFINES ////////////////////////////////////////////////////

// defines for windows
#define WINDOW_CLASS_NAME "WIN3DCLASS"  // class name

#define WINDOW_WIDTH            640     // size of window
#define WINDOW_HEIGHT           480

// states for game loop
#define GAME_STATE_INIT         0
#define GAME_STATE_START_LEVEL  1
#define GAME_STATE_RUN          2
#define GAME_STATE_SHUTDOWN     3
#define GAME_STATE_EXIT         4

// block defines
#define NUM_BLOCK_ROWS          6
#define NUM_BLOCK_COLUMNS       8

#define BLOCK_WIDTH             64
#define BLOCK_HEIGHT            16
#define BLOCK_ORIGIN_X          8
#define BLOCK_ORIGIN_Y          8
#define BLOCK_X_GAP             80
#define BLOCK_Y_GAP             32

// paddle defines
#define PADDLE_START_X          (SCREEN_WIDTH/2 - 16)
#define PADDLE_START_Y          (SCREEN_HEIGHT - 32);
#define PADDLE_WIDTH            32
#define PADDLE_HEIGHT           8
#define PADDLE_COLOR            191

// ball defines
#define BALL_START_Y            (SCREEN_HEIGHT/2)
#define BALL_SIZE                4

// PROTOTYPES /////////////////////////////////////////////////

// game console
int Game_Init(void *parms=NULL);
int Game_Shutdown(void *parms=NULL);
int Game_Main(void *parms=NULL);

// GLOBALS ////////////////////////////////////////////////////

HWND main_window_handle  = NULL; // save the window handle
HINSTANCE main_instance  = NULL; // save the instance
int game_state           = GAME_STATE_INIT; // starting state

int paddle_x = 0, paddle_y = 0; // tracks position of paddle
int ball_x   = 0, ball_y   = 0; // tracks position of ball
int ball_dx  = 0, ball_dy  = 0; // velocity of ball
int score    = 0;               // the score
int level    = 1;               // the current level
int blocks_hit = 0;             // tracks number of blocks hit

// this contains the game grid data

UCHAR blocks[NUM_BLOCK_ROWS][NUM_BLOCK_COLUMNS];

// FUNCTIONS //////////////////////////////////////////////////

LRESULT CALLBACK WindowProc(HWND hwnd,
UINT msg,
WPARAM wparam,
LPARAM lparam)
{
// this is the main message handler of the system
PAINTSTRUCT	ps;		   // used in WM_PAINT
HDC			hdc;	   // handle to a device context

// what is the message
switch(msg)
{
case WM_CREATE:
{
// do initialization stuff here
return(0);
} break;

case WM_PAINT:
{
// start painting
hdc = BeginPaint(hwnd,&ps);

// the window is now validated

// end painting
EndPaint(hwnd,&ps);
return(0);
} break;

case WM_DESTROY:
{
// kill the application
PostQuitMessage(0);
return(0);
} break;

default:break;

} // end switch

// process any messages that we didn't take care of
return (DefWindowProc(hwnd, msg, wparam, lparam));

} // end WinProc

// WINMAIN ////////////////////////////////////////////////////

int WINAPI WinMain(	HINSTANCE hinstance,
HINSTANCE hprevinstance,
LPSTR lpcmdline,
int ncmdshow)
{
// this is the winmain function

WNDCLASS winclass;	// this will hold the class we create
HWND	 hwnd;		// generic window handle
MSG		 msg;		// generic message
HDC      hdc;       // generic dc
PAINTSTRUCT ps;     // generic paintstruct

// first fill in the window class stucture
winclass.style			= CS_DBLCLKS | CS_OWNDC |
CS_HREDRAW | CS_VREDRAW;
winclass.lpfnWndProc	= WindowProc;
winclass.cbClsExtra		= 0;
winclass.cbWndExtra		= 0;
winclass.hInstance		= hinstance;
winclass.hIcon			= LoadIcon(NULL, IDI_APPLICATION);
winclass.hCursor		= LoadCursor(NULL, IDC_ARROW);
winclass.hbrBackground	= (HBRUSH)GetStockObject(BLACK_BRUSH);
winclass.lpszMenuName	= NULL;
winclass.lpszClassName	= WINDOW_CLASS_NAME;

// register the window class
if (!RegisterClass(&winclass))
return(0);

// create the window, note the use of WS_POPUP
if (!(hwnd = CreateWindow(WINDOW_CLASS_NAME,    // class
"WIN3D Game Console",	// title
WS_POPUP | WS_VISIBLE,
0,0,	                // initial x,y
GetSystemMetrics(SM_CXSCREEN),  // intial width
GetSystemMetrics(SM_CYSCREEN),  // initial height
NULL,	    // handle to parent
NULL,	    // handle to menu
hinstance,// instance
NULL)))	// creation parms
return(0);

// hide mouse
ShowCursor(FALSE);

// save the window handle and instance in a global
main_window_handle = hwnd;
main_instance      = hinstance;

// perform all game console specific initialization
Game_Init();

// enter main event loop
while(1)
{
if (PeekMessage(&msg,NULL,0,0,PM_REMOVE))
{
// test if this is a quit
if (msg.message == WM_QUIT)
break;

// translate any accelerator keys
TranslateMessage(&msg);

// send the message to the window proc
DispatchMessage(&msg);
} // end if

// main game processing goes here
Game_Main();

} // end while

// shutdown game and release all resources
Game_Shutdown();

// show mouse
ShowCursor(TRUE);

// return to Windows like this
return(msg.wParam);

} // end WinMain

// T3DX GAME PROGRAMMING CONSOLE FUNCTIONS ////////////////////

int Game_Init(void *parms)
{
// this function is where you do all the initialization
// for your game

// return success
return(1);

} // end Game_Init

///////////////////////////////////////////////////////////////

int Game_Shutdown(void *parms)
{
// this function is where you shutdown your game and
// release all resources that you allocated

// return success
return(1);

} // end Game_Shutdown

///////////////////////////////////////////////////////////////

void Init_Blocks(void)
{
// initialize the block field
for (int row=0; row < NUM_BLOCK_ROWS; row++)
for (int col=0; col < NUM_BLOCK_COLUMNS; col++)
blocks[row][col] = row*16+col*3+16;

} // end Init_Blocks

///////////////////////////////////////////////////////////////

void Draw_Blocks(void)
{
// this function draws all the blocks in row major form
int x1 = BLOCK_ORIGIN_X, // used to track current position
y1 = BLOCK_ORIGIN_Y;

// draw all the blocks
for (int row=0; row < NUM_BLOCK_ROWS; row++)
{
// reset column position
x1 = BLOCK_ORIGIN_X;

// draw this row of blocks
for (int col=0; col < NUM_BLOCK_COLUMNS; col++)
{
// draw next block (if there is one)
if (blocks[row][col]!=0)
{
// draw block
Draw_Rectangle(x1-4,y1+4,
x1+BLOCK_WIDTH-4,y1+BLOCK_HEIGHT+4,0);

Draw_Rectangle(x1,y1,x1+BLOCK_WIDTH,
y1+BLOCK_HEIGHT,blocks[row][col]);
} // end if

// advance column position
x1+=BLOCK_X_GAP;
} // end for col

// advance to next row position
y1+=BLOCK_Y_GAP;

} // end for row

} // end Draw_Blocks

///////////////////////////////////////////////////////////////

void Process_Ball(void)
{
// this function tests if the ball has hit a block or the paddle
// if so, the ball is bounced and the block is removed from
// the playfield note: very cheesy collision algorithm :)

// first test for ball block collisions

// the algorithm basically tests the ball against each
// block's bounding box this is inefficient, but easy to
// implement, later we'll see a better way

int x1 = BLOCK_ORIGIN_X, // current rendering position
y1 = BLOCK_ORIGIN_Y;

int ball_cx = ball_x+(BALL_SIZE/2),  // computer center of ball
ball_cy = ball_y+(BALL_SIZE/2);

// test of the ball has hit the paddle
if (ball_y > (SCREEN_HEIGHT/2) && ball_dy > 0)
{
// extract leading edge of ball
int x = ball_x+(BALL_SIZE/2);
int y = ball_y+(BALL_SIZE/2);

// test for collision with paddle
if ((x >= paddle_x && x <= paddle_x+PADDLE_WIDTH) &&
(y >= paddle_y && y <= paddle_y+PADDLE_HEIGHT))
{
// reflect ball
ball_dy=-ball_dy;

// push ball out of paddle since it made contact
ball_y+=ball_dy;

// add a little english to ball based on motion of paddle
if (KEY_DOWN(VK_RIGHT))
ball_dx-=(rand()%3);
else
if (KEY_DOWN(VK_LEFT))
ball_dx+=(rand()%3);
else
ball_dx+=(-1+rand()%3);

// test if there are no blocks, if so send a message
// to game loop to start another level
if (blocks_hit >= (NUM_BLOCK_ROWS*NUM_BLOCK_COLUMNS))
{
game_state = GAME_STATE_START_LEVEL;
level++;
} // end if

// make a little noise
MessageBeep(MB_OK);

// return
return;

} // end if

} // end if

// now scan thru all the blocks and see of ball hit blocks
for (int row=0; row < NUM_BLOCK_ROWS; row++)
{
// reset column position
x1 = BLOCK_ORIGIN_X;

// scan this row of blocks
for (int col=0; col < NUM_BLOCK_COLUMNS; col++)
{
// if there is a block here then test it against ball
if (blocks[row][col]!=0)
{
// test ball against bounding box of block
if ((ball_cx > x1) && (ball_cx < x1+BLOCK_WIDTH) &&
(ball_cy > y1) && (ball_cy < y1+BLOCK_HEIGHT))
{
// remove the block
blocks[row][col] = 0;

// increment global block counter, so we know
// when to start another level up
blocks_hit++;

// bounce the ball
ball_dy=-ball_dy;

// add a little english
ball_dx+=(-1+rand()%3);

// make a little noise
MessageBeep(MB_OK);

// add some points
score+=5*(level+(abs(ball_dx)));

// that's it -- no more block
return;

} // end if

} // end if

// advance column position
x1+=BLOCK_X_GAP;
} // end for col

// advance to next row position
y1+=BLOCK_Y_GAP;

} // end for row

} // end Process_Ball

///////////////////////////////////////////////////////////////

int Game_Main(void *parms)
{
// this is the workhorse of your game it will be called
// continuously in real-time this is like main() in C
// all the calls for you game go here!

char buffer[80]; // used to print text

// what state is the game in?
if (game_state == GAME_STATE_INIT)
{
// initialize everything here graphics
DD_Init(SCREEN_WIDTH, SCREEN_HEIGHT, SCREEN_BPP);

// seed the random number generator
// so game is different each play
srand(Start_Clock());

// set the paddle position here to the middle bottom
paddle_x = PADDLE_START_X;
paddle_y = PADDLE_START_Y;

// set ball position and velocity
ball_x = 8+rand()%(SCREEN_WIDTH-16);
ball_y = BALL_START_Y;
ball_dx = -4 + rand()%(8+1);
ball_dy = 6 + rand()%2;

// transition to start level state
game_state = GAME_STATE_START_LEVEL;

} // end if
////////////////////////////////////////////////////////////////
else
if (game_state == GAME_STATE_START_LEVEL)
{
// get a new level ready to run

// initialize the blocks
Init_Blocks();

// reset block counter
blocks_hit = 0;

// transition to run state
game_state = GAME_STATE_RUN;

} // end if
///////////////////////////////////////////////////////////////
else
if (game_state == GAME_STATE_RUN)
{
// start the timing clock
Start_Clock();

// clear drawing surface for the next frame of animation
Draw_Rectangle(0,0,SCREEN_WIDTH-1, SCREEN_HEIGHT-1,200);

// move the paddle
if (KEY_DOWN(VK_RIGHT))
{
// move paddle to right
paddle_x+=8;

// make sure paddle doesn't go off screen
if (paddle_x > (SCREEN_WIDTH-PADDLE_WIDTH))
paddle_x = SCREEN_WIDTH-PADDLE_WIDTH;

} // end if
else
if (KEY_DOWN(VK_LEFT))
{
// move paddle to right
paddle_x-=8;

// make sure paddle doesn't go off screen
if (paddle_x < 0)
paddle_x = 0;

} // end if

// draw blocks
Draw_Blocks();

// move the ball
ball_x+=ball_dx;
ball_y+=ball_dy;

// keep ball on screen, if the ball hits the edge of
// screen then bounce it by reflecting its velocity
if (ball_x > (SCREEN_WIDTH - BALL_SIZE) || ball_x < 0)
{
// reflect x-axis velocity
ball_dx=-ball_dx;

// update position
ball_x+=ball_dx;
} // end if

// now y-axis
if (ball_y < 0)
{
// reflect y-axis velocity
ball_dy=-ball_dy;

// update position
ball_y+=ball_dy;
} // end if
else
// penalize player for missing the ball
if (ball_y > (SCREEN_HEIGHT - BALL_SIZE))
{
// reflect y-axis velocity
ball_dy=-ball_dy;

// update position
ball_y+=ball_dy;

// minus the score
score-=100;

} // end if

// next watch out for ball velocity getting out of hand
if (ball_dx > 8) ball_dx = 8;
else
if (ball_dx < -8) ball_dx = -8;

// test if ball hit any blocks or the paddle
Process_Ball();

// draw the paddle and shadow
Draw_Rectangle(paddle_x-8, paddle_y+8,
paddle_x+PADDLE_WIDTH-8,
paddle_y+PADDLE_HEIGHT+8,0);

Draw_Rectangle(paddle_x, paddle_y,
paddle_x+PADDLE_WIDTH,
paddle_y+PADDLE_HEIGHT,PADDLE_COLOR);

// draw the ball
Draw_Rectangle(ball_x-4, ball_y+4, ball_x+BALL_SIZE-4,
ball_y+BALL_SIZE+4, 0);
Draw_Rectangle(ball_x, ball_y, ball_x+BALL_SIZE,
ball_y+BALL_SIZE, 255);

// draw the info
sprintf(buffer,"F R E A K O U T           Score %d             Level %d",score,level);
Draw_Text_GDI(buffer, 8,SCREEN_HEIGHT-16, 127);

// flip the surfaces
DD_Flip();

// sync to 33ish fps
Wait_Clock(30);

// check of user is trying to exit
if (KEY_DOWN(VK_ESCAPE))
{
// send message to windows to exit
PostMessage(main_window_handle, WM_DESTROY,0,0);

// set exit state
game_state = GAME_STATE_SHUTDOWN;

} // end if

} // end if
///////////////////////////////////////////////////////////////
else
if (game_state == GAME_STATE_SHUTDOWN)
{
// in this state shut everything down and release resources
DD_Shutdown();

// switch to exit state
game_state = GAME_STATE_EXIT;

} // end if

// return success
return(1);

} // end Game_Main

///////////////////////////////////////////////////////////////


// BLACKBOX.CPP - Game Engine

// INCLUDES ///////////////////////////////////////////////////

#define WIN32_LEAN_AND_MEAN  // make sure all macros are included
// 添加这句,告诉链接器链接这个lib文件
#include <windows.h>         // include important windows stuff
#include <windowsx.h>
#include <mmsystem.h>

#include <iostream>        // include important C/C++ stuff
#include <conio.h>
#include <stdlib.h>
#include <malloc.h>
#include <memory.h>
#include <string.h>
#include <stdarg.h>
#include <stdio.h>
#include <math.h>
#include <io.h>
#include <fcntl.h>

#include <ddraw.h>           // directX includes
#include "blackbox.h"        // game library includes

// DEFINES ////////////////////////////////////////////////////

// TYPES //////////////////////////////////////////////////////

// PROTOTYPES /////////////////////////////////////////////////

// EXTERNALS //////////////////////////////////////////////////

extern HWND main_window_handle; // save the window handle
extern HINSTANCE main_instance; // save the instance

// GLOBALS ////////////////////////////////////////////////////

LPDIRECTDRAW7         lpdd         = NULL;   // dd object
LPDIRECTDRAWSURFACE7  lpddsprimary = NULL;   // dd primary surface
LPDIRECTDRAWSURFACE7  lpddsback    = NULL;   // dd back surface
LPDIRECTDRAWPALETTE   lpddpal      = NULL;   // a pointer to the created dd palette
LPDIRECTDRAWCLIPPER   lpddclipper  = NULL;   // dd clipper
PALETTEENTRY          palette[256];          // color palette
PALETTEENTRY          save_palette[256];     // used to save palettes
DDSURFACEDESC2        ddsd;                  // a direct draw surface description struct
DDBLTFX               ddbltfx;               // used to fill
DDSCAPS2              ddscaps;               // a direct draw surface capabilities struct
HRESULT               ddrval;                // result back from dd calls
DWORD                 start_clock_count = 0; // used for timing

// these defined the general clipping rectangle
int min_clip_x = 0,                          // clipping rectangle
max_clip_x = SCREEN_WIDTH-1,
min_clip_y = 0,
max_clip_y = SCREEN_HEIGHT-1;

// these are overwritten globally by DD_Init()
int screen_width  = SCREEN_WIDTH,            // width of screen
screen_height = SCREEN_HEIGHT,           // height of screen
screen_bpp    = SCREEN_BPP;              // bits per pixel

// FUNCTIONS //////////////////////////////////////////////////

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

///////////////////////////////////////////////////////////////

int DD_Shutdown(void)
{
// this function release all the resources directdraw
// allocated, mainly to com objects

// release the clipper first
if (lpddclipper)
lpddclipper->Release();

// release the palette
if (lpddpal)
lpddpal->Release();

// release the secondary surface
if (lpddsback)
lpddsback->Release();

// release the primary surface
if (lpddsprimary)
lpddsprimary->Release();

// finally, the main dd object
if (lpdd)
lpdd->Release();

// return success
return(1);
} // end DD_Shutdown

///////////////////////////////////////////////////////////////

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

///////////////////////////////////////////////////////////////

int DD_Flip(void)
{
// this function flip the primary surface with the secondary surface

// flip pages
while(lpddsprimary->Flip(NULL, DDFLIP_WAIT)!=DD_OK);

// flip the surface

// return success
return(1);

} // end DD_Flip

///////////////////////////////////////////////////////////////

DWORD Start_Clock(void)
{
// this function starts the clock, that is, saves the current
// count, use in conjunction with Wait_Clock()

return(start_clock_count = Get_Clock());

} // end Start_Clock

///////////////////////////////////////////////////////////////

DWORD Get_Clock(void)
{
// this function returns the current tick count

// return time
return(GetTickCount());

} // end Get_Clock

///////////////////////////////////////////////////////////////

DWORD Wait_Clock(DWORD count)
{
// this function is used to wait for a specific number of clicks
// since the call to Start_Clock

while((Get_Clock() - start_clock_count) < count);
return(Get_Clock());

} // end Wait_Clock

///////////////////////////////////////////////////////////////

int DD_Fill_Surface(LPDIRECTDRAWSURFACE7 lpdds,int color)
{
DDBLTFX ddbltfx; // this contains the DDBLTFX structure

// clear out the structure and set the size field
DD_INIT_STRUCT(ddbltfx);

// set the dwfillcolor field to the desired color
ddbltfx.dwFillColor = color;

// ready to blt to surface
lpdds->Blt(NULL,       // ptr to dest rectangle
NULL,       // ptr to source surface, NA
NULL,       // ptr to source rectangle, NA
DDBLT_COLORFILL | DDBLT_WAIT | DDBLT_ASYNC,   // fill and wait
&ddbltfx);  // ptr to DDBLTFX structure

// return success
return(1);
} // end DD_Fill_Surface

///////////////////////////////////////////////////////////////

int Draw_Rectangle(int x1, int y1, int x2, int y2, int color,
LPDIRECTDRAWSURFACE7 lpdds)
{
// this function uses directdraw to draw a filled rectangle

DDBLTFX ddbltfx; // this contains the DDBLTFX structure
RECT fill_area;  // this contains the destination rectangle

// clear out the structure and set the size field
DD_INIT_STRUCT(ddbltfx);

// set the dwfillcolor field to the desired color
ddbltfx.dwFillColor = color;

// fill in the destination rectangle data (your data)
fill_area.top    = y1;
fill_area.left   = x1;
fill_area.bottom = y2+1;
fill_area.right  = x2+1;

// ready to blt to surface, in this case blt to primary
lpdds->Blt(&fill_area, // ptr to dest rectangle
NULL,       // ptr to source surface, NA
NULL,       // ptr to source rectangle, NA
DDBLT_COLORFILL | DDBLT_WAIT | DDBLT_ASYNC,   // fill and wait
&ddbltfx);  // ptr to DDBLTFX structure

// return success
return(1);

} // end Draw_Rectangle

///////////////////////////////////////////////////////////////

int Draw_Text_GDI(char *text, int x,int y,int color, LPDIRECTDRAWSURFACE7 lpdds)
{
// this function draws the sent text on the sent surface
// using color index as the color in the palette

HDC xdc; // the working dc

// get the dc from surface
if (lpdds->GetDC(&xdc)!=DD_OK)
return(0);

// set the colors for the text up
SetTextColor(xdc,RGB(palette[color].peRed,palette[color].peGreen,palette[color].peBlue) );

// set background mode to transparent so black isn't copied
SetBkMode(xdc, TRANSPARENT);

// draw the text a
TextOut(xdc,x,y,text,strlen(text));

// release the dc
lpdds->ReleaseDC(xdc);

// return success
return(1);
} // end Draw_Text_GDI

///////////////////////////////////////////////////////////////


// BLACKBOX.H - Header file for demo game engine library

// watch for multiple inclusions
#ifndef BLACKBOX
#define BLACKBOX
#include <ddraw.h>           // directX includes
#pragma comment(lib, "ddraw.lib")         // 添加这句,告诉链接器链接这个lib文件

// DEFINES ////////////////////////////////////////////////////

// default screen size
#define SCREEN_WIDTH    640  // size of screen
#define SCREEN_HEIGHT   480
#define SCREEN_BPP      8    // bits per pixel
#define MAX_COLORS      256  // maximum colors

// MACROS /////////////////////////////////////////////////////

// these read the keyboard asynchronously
#define KEY_DOWN(vk_code) ((GetAsyncKeyState(vk_code) & 0x8000) ? 1 : 0)
#define KEY_UP(vk_code)   ((GetAsyncKeyState(vk_code) & 0x8000) ? 0 : 1)

// initializes a direct draw struct
#define DD_INIT_STRUCT(ddstruct) { memset(&ddstruct,0,sizeof(ddstruct)); ddstruct.dwSize=sizeof(ddstruct); }

// TYPES //////////////////////////////////////////////////////

// basic unsigned types
typedef unsigned short USHORT;
typedef unsigned short WORD;
typedef unsigned char  UCHAR;
typedef unsigned char  BYTE;

// EXTERNALS //////////////////////////////////////////////////

extern LPDIRECTDRAW7         lpdd;                 // dd object
extern LPDIRECTDRAWSURFACE7  lpddsprimary;         // dd primary surface
extern LPDIRECTDRAWSURFACE7  lpddsback;            // dd back surface
extern LPDIRECTDRAWPALETTE   lpddpal;              // a pointer to the created dd palette
extern LPDIRECTDRAWCLIPPER   lpddclipper;          // dd clipper
extern PALETTEENTRY          palette[256];         // color palette
extern PALETTEENTRY          save_palette[256];    // used to save palettes
extern DDSURFACEDESC2        ddsd;                 // a direct draw surface description struct
extern DDBLTFX               ddbltfx;              // used to fill
extern DDSCAPS2              ddscaps;              // a direct draw surface capabilities struct
extern HRESULT               ddrval;               // result back from dd calls
extern DWORD                 start_clock_count;    // used for timing

// these defined the general clipping rectangle
extern int min_clip_x,                             // clipping rectangle
max_clip_x,
min_clip_y,
max_clip_y;

// these are overwritten globally by DD_Init()
extern int screen_width,                            // width of screen
screen_height,                           // height of screen
screen_bpp;                              // bits per pixel

// PROTOTYPES /////////////////////////////////////////////////

// DirectDraw functions
int DD_Init(int width, int height, int bpp);
int DD_Shutdown(void);
LPDIRECTDRAWCLIPPER DD_Attach_Clipper(LPDIRECTDRAWSURFACE7 lpdds, int num_rects, LPRECT clip_list);
int DD_Flip(void);
int DD_Fill_Surface(LPDIRECTDRAWSURFACE7 lpdds,int color);

// general utility functions
DWORD Start_Clock(void);
DWORD Get_Clock(void);
DWORD Wait_Clock(DWORD count);

// graphics functions
int Draw_Rectangle(int x1, int y1, int x2, int y2, int color,LPDIRECTDRAWSURFACE7 lpdds=lpddsback);

// gdi functions
int Draw_Text_GDI(char *text, int x,int y,COLORREF color, LPDIRECTDRAWSURFACE7 lpdds=lpddsback);
int Draw_Text_GDI(char *text, int x,int y,int color, LPDIRECTDRAWSURFACE7 lpdds=lpddsback);

#endif
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