#define WIN32_LEAN_AND_MEAN // just say no to MFC
#define INITGUID
#include <windows.h> // include important windows stuff
#include <windowsx.h>
#include <mmsystem.h>
#include <iostream.h> // include important C/C++ stuff
#include <conio.h>
#include <stdlib.h>
#include <malloc.h>
#include <memory.h>
#include <string.h>
#include <stdarg.h>
#include <stdio.h>
#include <math.h>
#include <io.h>
#include <fcntl.h>
#include <ddraw.h> // include directdraw
// DEFINES ////////////////////////////////////////////////
// defines for windows
#define WINDOW_CLASS_NAME "WINCLASS1"
// default screen size
#define SCREEN_WIDTH 320 // size of screen
#define SCREEN_HEIGHT 240
#define SCREEN_BPP 8 // 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 5.5.5 format (1-bit alpha mode)
#define _RGB16BIT555(r,g,b) ((b & 31) + ((g & 31) << 5) + ((r & 31) << 10))
// 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))
// 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
HINSTANCE hinstance_app = NULL; // globally track hinstance
// directdraw stuff
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
UCHAR bitmap[64] = {1,0,0,1,1,0,0,1,
1,0,0,1,1,0,0,1,
1,1,1,0,0,1,1,1,
1,1,1,1,1,1,1,1,
1,1,0,0,0,0,1,1,
1,0,1,1,1,1,0,1,
1,1,0,0,0,0,1,1,
1,1,1,1,1,1,1,1};
UCHAR bitmap2[64] = {1,1,1,1,1,1,1,1,
1,0,0,1,1,0,0,1,
1,0,0,1,1,0,0,1,
1,1,1,1,1,1,1,1,
1,1,1,0,0,1,1,1,
1,0,1,1,1,1,0,1,
1,1,0,0,0,0,1,1,
1,1,1,1,1,1,1,1};
int laugh = 1;
int loop = 0;
int v_x = 1;
int v_y = 1;
int x_p = rand()%SCREEN_WIDTH;
int y_p = rand()%SCREEN_HEIGHT;
int win_close = 0;
int x_d;
int y_d;
int Order = 0;
char buffer[80]; // general printing buffer
UCHAR *back_buffer = NULL;
// FUNCTIONS //////////////////////////////////////////////
void Move()
{
x_p += v_x;
y_p += v_y;
if(x_p > SCREEN_WIDTH-10)
v_x = -v_x;
else if(x_p < 10)
v_x = -v_x;
if(y_p > SCREEN_HEIGHT-10)
v_y = -v_y;
else if(y_p < 10)
v_y = -v_y;
}
void MoveTO()
{
x_p += v_x;
y_p += v_y;
}
LRESULT CALLBACK WindowProc(HWND hwnd,
UINT msg,
WPARAM wparam,
LPARAM lparam)
{
// this is the main message handler of the system
PAINTSTRUCT ps; // used in WM_PAINT
HDC hdc; // handle to a device context
char buffer[80]; // used to print strings
// what is the message
switch(msg)
{
case WM_CREATE:
{
// do initialization stuff here
// return success
return(0);
} break;
case WM_RBUTTONDOWN:
{
x_d = 100;
y_d = 100;
Order = 1;
}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)
{
// this is the main loop of the game, do all your processing
// here
if(win_close)
return(0);
// for now test if user is hitting ESC and send WM_CLOSE
if (KEYDOWN(VK_ESCAPE))
{
SendMessage(main_window_handle,WM_CLOSE,0,0);
win_close = 1;
}
// plot 1000 random pixels to the primary surface and return
// clear ddsd and set size, never assume it's clean
DDRAW_INIT_STRUCT(ddsd);
// plot 1000 random pixels with random colors on the
// primary surface, they will be instantly visible
// lock the primary surface
if (FAILED(lpddsback->Lock(NULL, &ddsd,
DDLOCK_SURFACEMEMORYPTR | DDLOCK_WAIT,
NULL)))
return(0);
// now ddsd.lPitch is valid and so is ddsd.lpSurface
// make a couple aliases to make code cleaner, so we don't
// have to cast
int lpitch = (int)ddsd.lPitch;
UCHAR *back_buffer = (UCHAR *)ddsd.lpSurface;
if(laugh == 1)
{
if(lpitch==SCREEN_WIDTH)
{
memset((void *)back_buffer,0,SCREEN_WIDTH*SCREEN_HEIGHT);
}
else
{
UCHAR *des = back_buffer;
for(int i = 0;i < SCREEN_HEIGHT;i ++)
{
memset((void *)des,0,SCREEN_WIDTH);
des += lpitch;
}
}
if(lpitch==SCREEN_WIDTH)
{
for(int i=0;i<8;i++)
{
for(int j=0;j<8;j++)
{
if(bitmap[j + i*8] == 1)
back_buffer[x_p + y_p*SCREEN_WIDTH + j + i*SCREEN_WIDTH] = 1;
}
}
}
else
{
UCHAR *des = back_buffer;
for(int i=0;i<8;i++)
{
for(int j=0;j<8;j++)
{
if(bitmap[j + i*8] == 1)
des[x_p + y_p*lpitch + j] = 1;
}
des += lpitch;
}
}
Move();
}
else if(laugh == 0)
{
if(lpitch==SCREEN_WIDTH)
{
memset((void *)back_buffer,0,SCREEN_WIDTH*SCREEN_HEIGHT);
}
else
{
UCHAR *des = back_buffer;
for(int i = 0;i < SCREEN_HEIGHT;i ++)
{
memset((void *)des,0,SCREEN_WIDTH);
des += lpitch;
}
}
if(lpitch==SCREEN_WIDTH)
{
for(int i=0;i<8;i++)
{
for(int j=0;j<8;j++)
{
if(bitmap2[j + i*8] == 1)
back_buffer[x_p + y_p*SCREEN_WIDTH + j + i*SCREEN_WIDTH] = 1;
}
}
}
else
{
UCHAR *des = back_buffer;
for(int i=0;i<8;i++)
{
for(int j=0;j<8;j++)
{
if(bitmap2[j + i*8] == 1)
des[x_p + y_p*lpitch + j] = 1;
}
des += lpitch;
}
}
Move();
//else
//Move();
}
// now unlock the primary surface
if (FAILED(lpddsback->Unlock(NULL)))
return(0);
while(FAILED(lpddsprimary->Flip(NULL,DDFLIP_WAIT)));
Sleep(33);
loop++;
if(loop==10)
{
loop = 0;
if(laugh)
laugh = 0;
else
laugh = 1;
}
// return success or failure or your own return code here
return(1);
} // end Game_Main
////////////////////////////////////////////////////////////
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 640x480x16
if (FAILED(lpdd->SetDisplayMode(SCREEN_WIDTH, SCREEN_HEIGHT, SCREEN_BPP,0,0)))
return(0);
// clear ddsd and set size
memset(&ddsd,0,sizeof(ddsd));
ddsd.dwSize = sizeof(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);
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;
palette[1].peRed = 255;
palette[1].peGreen = 255;
palette[1].peBlue = 0;
palette[1].peFlags = PC_NOCOLLAPSE;
if(FAILED(lpdd->CreatePalette(DDPCAPS_8BIT|DDPCAPS_ALLOW256|DDPCAPS_INITIALIZE,palette,&lpddpal,NULL)))
return(0);
if(FAILED(lpddsprimary->SetPalette(lpddpal)))
return(0);
//if ((back_buffer=new UCHAR[SCREEN_WIDTH * SCREEN_HEIGHT])==NULL)
// return(0);
// return success or failure or your own return code here
return(1);
} // end Game_Init
/////////////////////////////////////////////////////////////
int Game_Shutdown(void *parms = NULL, int num_parms = 0)
{
// this is called after the game is exited and the main event
// loop while is exited, do all you cleanup and shutdown here
// now the primary surface
if (lpddpal)
{
lpddpal->Release();
lpddpal = 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
// release the memory used for double buffer
//if (back_buffer)
// {
// delete back_buffer;
// back_buffer = NULL;
// } // end if
// return success or failure or your own return code here
return(1);
} // end Game_Shutdown
// WINMAIN ////////////////////////////////////////////////
int WINAPI WinMain( HINSTANCE hinstance,
HINSTANCE hprevinstance,
LPSTR lpcmdline,
int ncmdshow)
{
WNDCLASSEX winclass; // this will hold the class we create
HWND hwnd; // generic window handle
MSG msg; // generic message
HDC hdc; // graphics device context
// first fill in the window class stucture
winclass.cbSize = sizeof(WNDCLASSEX);
winclass.style = CS_DBLCLKS | CS_OWNDC |
CS_HREDRAW | CS_VREDRAW;
winclass.lpfnWndProc = WindowProc;
winclass.cbClsExtra = 0;
winclass.cbWndExtra = 0;
winclass.hInstance = hinstance;
winclass.hIcon = LoadIcon(NULL, IDI_APPLICATION);
winclass.hCursor = LoadCursor(NULL, IDC_ARROW);
winclass.hbrBackground = (HBRUSH)GetStockObject(BLACK_BRUSH);
winclass.lpszMenuName = NULL;
winclass.lpszClassName = WINDOW_CLASS_NAME;
winclass.hIconSm = LoadIcon(NULL, IDI_APPLICATION);
// save hinstance in global
hinstance_app = hinstance;
// register the window class
if (!RegisterClassEx(&winclass))
return(0);
// create the window
if (!(hwnd = CreateWindowEx(NULL, // extended style
WINDOW_CLASS_NAME, // class
"DirectDraw 16-Bit Full-Screen Demo", // title
WS_POPUP | WS_VISIBLE,
0,0, // initial x,y
SCREEN_WIDTH,SCREEN_HEIGHT, // initial width, height
NULL, // handle to parent
NULL, // handle to menu
hinstance,// instance of this application
NULL))) // extra creation parms
return(0);
// save main window handle
main_window_handle = hwnd;
// initialize game here
Game_Init();
// enter main event loop
while(TRUE)
{
// test if there is a message in queue, if so get it
if (PeekMessage(&msg,NULL,0,0,PM_REMOVE))
{
// test if this is a quit
if (msg.message == WM_QUIT)
break;
// translate any accelerator keys
TranslateMessage(&msg);
// send the message to the window proc
DispatchMessage(&msg);
} // end if
// main game processing goes here
Game_Main();
} // end while
// closedown game here
Game_Shutdown();
// return to Windows like this
return(msg.wParam);
} // end WinMain
///////////////////////////////////////////////////////////