本文整理汇总了C++中LPDIRECTDRAWPALETTE::Release方法的典型用法代码示例。如果您正苦于以下问题:C++ LPDIRECTDRAWPALETTE::Release方法的具体用法?C++ LPDIRECTDRAWPALETTE::Release怎么用?C++ LPDIRECTDRAWPALETTE::Release使用的例子?那么, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在类LPDIRECTDRAWPALETTE
的用法示例。
在下文中一共展示了LPDIRECTDRAWPALETTE::Release方法的6个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C++代码示例。
示例1: Game_Shutdown
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
// kill all the surfaces
// first the palette
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
// return success or failure or your own return code here
return(1);
} // end Game_Shutdown
示例2: DD_Shutdown
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
示例3: CleanupGraphics
//-----------------------------------------------------------------------------
// Name: CleanupGraphics()
// Desc:
//-----------------------------------------------------------------------------
VOID CleanupGraphics()
{
for( DWORD i=0; i<4; i++ )
if( g_pddsShip[i] )
g_pddsShip[i]->Release();
if( g_pddsNumbers )
g_pddsNumbers->Release();
if( g_pddsFrontBuffer )
g_pddsFrontBuffer->Release();
if( g_pArtPalette )
g_pArtPalette->Release();
if( g_pSplashPalette )
g_pSplashPalette->Release();
if( !g_bFullscreen && g_pddsBackBuffer )
g_pddsBackBuffer->Release();
if( g_pDD )
g_pDD->Release();
}
示例4: Game_Shutdown
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
// first the palette
if (lpddpal)
{
lpddpal->Release();
lpddpal = NULL;
} // end if
// now the lpddsbackground surface
if (lpddsbackground)
{
lpddsbackground->Release();
lpddsbackground = NULL;
} // end if
// now the lpddsback 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
// unload the bitmap file, we no longer need it
Unload_Bitmap_File(&bitmap);
// return success or failure or your own return code here
return(1);
} // end Game_Shutdown
示例5:
int PisteDraw_Lopeta()
{
if (!PD_unload) {
int i;
for (i=0; i<MAX_FONTTEJA; i++)
{
if (PD_fontit[i] != NULL )
delete PD_fontit[i];
PD_fontit[i] = NULL;
}
for (i=2;i<MAX_BUFFEREITA;i++) // 0 ja 1 on varattu taustapuskureille
PisteDraw_Buffer_Tuhoa(i);
if (PD_lpddpal)
{
PD_lpddpal->Release();
}
PisteDraw_Buffer_Tuhoa(PD_TAUSTABUFFER);
PisteDraw_Buffer_Tuhoa(PD_TAUSTABUFFER2);
if (PD_lpddsprimary)
{
PD_lpddsprimary->Release();
}
if (PD_lpdd)
{
PD_lpdd->Release();
}
PD_unload = true;
}
return 0;
}
示例6: DefWindowProc
//.........这里部分代码省略.........
// screen type.
DWORD dwWritten;
/* Targa File Header : (Little Endian / Intel)
* Offset Length Description
* 0 1 ID field length
* 1 1 Color map type.
* 2 1 Image type.
* 3 2 First color map entry.
* 5 2 Color map length.
* 7 1 Color map entry size.
* 8 2 Image X origin.
* 10 2 Image Y Origin.
* 12 2 Image Width.
* 14 2 Image Height.
* 16 1 Bits per pixel.
* 17 1 Image descriptor bits.
* (from : "Graphics File Formats", David C. Kay and John R. Levine)
*/
# define OutB(b)\
{ unsigned char b2;\
b2 = b;\
WriteFile(hFile, &b2, sizeof(b2), &dwWritten, NULL);\
}
# define OutW(w)\
{ unsigned short w2;\
w2 = w;\
WriteFile(hFile, &w2, sizeof(w2), &dwWritten, NULL);\
}
OutB(0); // No message ID field length.
OutB(0); // Colormap type = 0; true color.
OutB(2); // Image type = 2, True color, uncompressed.
OutW(0); // First colormap entry is 0, (Because Cmap type = 0).
OutW(0); // Colormap length = 0, (CMap type = 0).
OutB(0); // CMap entry size is 0 (because CMap type = 0)
OutW(0); // OriginX = 0;
OutW(0); // OriginY = 0;
OutW(XRES); // Image Width is the value of the XRES constant.
OutW(YRES); // Image Height is the value of the YRES constant.
OutB(24); // Bits per pixel.
OutB(0x20); // Image Descriptor Bits (0x20 = left to right, top to bottom).
// Each pixel is written as a Blue Green Red triple.
// Lock the surface & write each byte.
DDSURFACEDESC ddsd;
memset(&ddsd, 0, sizeof(DDSURFACEDESC));
ddsd.dwSize = sizeof(ddsd);
ddreturn = lpBackbuffer->Lock(NULL, &ddsd, DDLOCK_READONLY | DDLOCK_WAIT | DDLOCK_SURFACEMEMORYPTR, NULL);
if (ddreturn == DD_OK)
{
//DrawWorld((unsigned char *)ddsd.lpSurface, (int)ddsd.lPitch);
int nX, nY;
for (nY = 0; nY < YRES; nY++)
{
for (nX = 0; nX < XRES; nX++)
{
unsigned char ucByte;
ucByte = *(((unsigned char *)ddsd.lpSurface) + ddsd.lPitch * nY + nX);
// Index the colormap & write the BGR triple.
OutB(WinColormap[ucByte].peBlue);
OutB(WinColormap[ucByte].peGreen);
OutB(WinColormap[ucByte].peRed);
}
}
lpBackbuffer->Unlock(NULL);
}
// Close the file, we're done...
CloseHandle(hFile);
}
}
break;
case WM_DESTROY :
if (lpDirectDrawObject != NULL)
{
if (lpBackbuffer != NULL)
lpBackbuffer->Release();
if (lpPrimary != NULL)
lpPrimary->Release();
if (lpPalette != NULL)
lpPalette->Release();
lpDirectDrawObject->Release();
}
/* Free the world. */
EndWorld();
/* Free the font. */
if (AppFont != NULL)
DeleteObject(AppFont);
ShowCursor(TRUE);
PostQuitMessage(0);
break;
default:
return DefWindowProc(hwnd, message, wParam, lParam);
}
return 0L;
}