还好我拼命地护住了脸 2013-10-08 15:02 采纳率: 0%
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windows游戏编程大师里的问题

#define INITGUID

#include // include important windows stuff
#include
#include // include directdraw

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

// default screen size
#define SCREEN_WIDTH 640 // size of screen
#define SCREEN_HEIGHT 480
#define SCREEN_BPP 16 // bits per pixel

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

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

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

#define KEYDOWN(vk_code) ((GetAsyncKeyState(vk_code) & 0x8000) ? 1 : 0)
#define KEYUP(vk_code) ((GetAsyncKeyState(vk_code) & 0x8000) ? 0 : 1)

// this builds a 16 bit color value in 5.6.5 format (green dominate mode)
#define _RGB16BIT565(r,g,b) ((b & 31) + ((g & 63) << 5) + ((r & 31) << 11))

// this builds a 32 bit color value in A.8.8.8 format (8-bit alpha mode)
#define _RGB32BIT(a,r,g,b) ((b) + ((g) << 8) + ((r) << 16) + ((a) << 24))

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

// GLOBALS ////////////////////////////////////////////////
HWND main_window_handle = NULL; // globally track main window
int window_closed = 0; // tracks if window is closed
HINSTANCE hinstance_app = NULL; // globally track hinstance

// directdraw stuff
LPDIRECTDRAW7 lpdd = NULL; // dd4 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

char buffer[80]; // general printing buffer

// 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 success
        return(0);
    } break;

case WM_PAINT: 
    {
        // simply validate the window 
        hdc = BeginPaint(hwnd,&ps);  

        // end painting
        EndPaint(hwnd,&ps);

        // return success
        return(0);
    } break;

case WM_DESTROY: 
    {

        // kill the application, this sends a WM_QUIT message 
        PostQuitMessage(0);

        // return success
        return(0);
    } break;

default:break;

} // end switch

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

} // end WinProc

int Game_Main(void *parms = NULL, int num_parms = 0)
{
// 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

return(1);

} // end Game_Main

int Game_Init(void parms = NULL, int num_parms = 0)
{
// 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;

// request a complex, flippable
ddsd.ddsCaps.dwCaps = DDSCAPS_PRIMARYSURFACE ;

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

// draw a green gradient in back buffer
DDRAW_INIT_STRUCT(ddsd);

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

// get alias to start of surface memory for fast addressing
USHORT *video_buffer = (USHORT *)ddsd.lpSurface;

// draw the gradient
for (int index_y=0; index_y < SCREEN_HEIGHT; index_y++)
{
    video_buffer[0]=_RGB16BIT565(0,50,0);
    video_buffer[1]=_RGB16BIT565(0,50,0);
    video_buffer[2]=_RGB16BIT565(0,50,0);
    video_buffer[3]=_RGB16BIT565(0,50,0);
    video_buffer[4]=_RGB16BIT565(0,50,0);
    video_buffer[5]=_RGB16BIT565(0,50,0);
    video_buffer[6]=_RGB16BIT565(0,50,0);
    video_buffer[7]=_RGB16BIT565(0,50,0);

    // now advance video_buffer to next line
    video_buffer += (ddsd.lPitch >> 1);

} // end for index_y

// unlock the back buffer
if (FAILED(lpddsprimary->Unlock(NULL)))
    return(0);

return(1);

} // end Game_Init

int Game_Shutdown(void *parms = NULL, int num_parms = 0)
{
// now the back buffer surface
if (lpddsback)
{
lpddsback->Release();
lpddsback = NULL;
} // end if

// now the primary surface
if (lpddsprimary)
{
    lpddsprimary->Release();
    lpddsprimary = NULL;
} // end if

// now blow away the IDirectDraw4 interface
if (lpdd)
{
    lpdd->Release();
    lpdd = NULL;
} // end if

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

} // end Game_Shutdown

int WINAPI WinMain( HINSTANCE hinstance,HINSTANCE hprevinstance,LPSTR lpcmdline,int ncmdshow)
{
WNDCLASSEX winclass; // this will hold the class we create
HWND hwnd; // generic window handle
MSG msg; // generic message

// first fill in the window class stucture
winclass.cbSize         = sizeof(WNDCLASSEX);
winclass.style          = CS_DBLCLKS | CS_OWNDC | CS_HREDRAW | CS_VREDRAW;
winclass.lpfnWndProc    = WindowProc;
winclass.cbClsExtra     = 0;
winclass.cbWndExtra     = 0;
winclass.hInstance      = hinstance;
winclass.hIcon          = LoadIcon(NULL, IDI_APPLICATION);
winclass.hCursor        = LoadCursor(NULL, IDC_ARROW); 
winclass.hbrBackground  = (HBRUSH)GetStockObject(BLACK_BRUSH);
winclass.lpszMenuName   = NULL;
winclass.lpszClassName  = "WINCLASS1";
winclass.hIconSm        = LoadIcon(NULL, IDI_APPLICATION);

// save hinstance in global
hinstance_app = hinstance;

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

// create the window
if (!(hwnd = CreateWindowEx(NULL,"WINCLASS1","DirectDraw Blitter Filling Demo",WS_POPUP | WS_VISIBLE,0,0,SCREEN_WIDTH,SCREEN_HEIGHT,NULL,NULL,hinstance,NULL)))
    return(0);

// save main window handle
main_window_handle = hwnd;
// initialize game here
Game_Init();
// enter main event loop
while(TRUE)
{
    if (PeekMessage(&msg,NULL,0,0,PM_REMOVE))
    { 
        if (msg.message == WM_QUIT)
            break;
        TranslateMessage(&msg);
        DispatchMessage(&msg);
    }
    Game_Main();    
}
Game_Shutdown();
return(msg.wParam);

}
我想实现的效果是屏幕左侧出现一个绿色的长条。Game_Init完成了这个功能。但是运行之后屏幕是全黑的。我在Game_Init结束之前用Stop(1000)来观察效果,发现出现了绿色的长条,但是从Game_Init出来之后就没了。难道主表面会自动刷新?请教大神这是怎么回事。

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  • CSDN-Ada助手 CSDN-AI 官方账号 2022-10-25 18:49
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    不知道你这个问题是否已经解决, 如果还没有解决的话:

    如果你已经解决了该问题, 非常希望你能够分享一下解决方案, 写成博客, 将相关链接放在评论区, 以帮助更多的人 ^-^
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