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C++ LPDIRECTDRAWSURFACE7类代码示例

本文整理汇总了C++中LPDIRECTDRAWSURFACE7的典型用法代码示例。如果您正苦于以下问题:C++ LPDIRECTDRAWSURFACE7类的具体用法?C++ LPDIRECTDRAWSURFACE7怎么用?C++ LPDIRECTDRAWSURFACE7使用的例子?那么, 这里精选的类代码示例或许可以为您提供帮助。


在下文中一共展示了LPDIRECTDRAWSURFACE7类的15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: AttachClipper

//-----------------------------------------------------------------------------
// 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
开发者ID:scirelli,项目名称:testForDX7,代码行数:77,代码来源:WinMain.cpp

示例2: SAFE_RELEASE

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;
//.........这里部分代码省略.........
开发者ID:svagionitis,项目名称:Hover,代码行数:101,代码来源:textures.cpp

示例3: CreateDefaultAllocatorPresenter

//-------------------------------------------------------------------------
//  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;
}
开发者ID:hgl888,项目名称:nashtest,代码行数:93,代码来源:CMultiSAP.cpp

示例4: INITDDSTRUCT

/******************************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.
//.........这里部分代码省略.........
开发者ID:grakidov,项目名称:Render3D,代码行数:101,代码来源:AllocPresenter.cpp

示例5: vdraw_ddraw_flip

/**
 * 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))
//.........这里部分代码省略.........
开发者ID:PhilrocWP,项目名称:gens,代码行数:101,代码来源:vdraw_ddraw.cpp

示例6: vdraw_ddraw_draw_text

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);
}
开发者ID:PhilrocWP,项目名称:gens,代码行数:62,代码来源:vdraw_ddraw.cpp

示例7: GetObject

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) )
//.........这里部分代码省略.........
开发者ID:svagionitis,项目名称:Hover,代码行数:101,代码来源:textures.cpp

示例8: getFrontSurface

// 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;
}
开发者ID:CasperGemini,项目名称:OBS,代码行数:70,代码来源:DDrawCapture.cpp

示例9: DD_Attach_Clipper

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
开发者ID:calyx,项目名称:windows-game-source-code,代码行数:77,代码来源:blackbox.cpp

示例10: SetupDDraw

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;
//.........这里部分代码省略.........
开发者ID:CasperGemini,项目名称:OBS,代码行数:101,代码来源:DDrawCapture.cpp

示例11: Game_Init

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);

//.........这里部分代码省略.........
开发者ID:calyx,项目名称:windows-game-source-code,代码行数:101,代码来源:demo7_8.cpp

示例12: CreateWindowedDisplay

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;
}
开发者ID:FP-GAME-DEV-TEAM,项目名称:FP_Game,代码行数:83,代码来源:GameDisplay.cpp

示例13: Game_Main

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
开发者ID:calyx,项目名称:windows-game-source-code,代码行数:72,代码来源:demo7_13.cpp

示例14: Game_Init

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 

//.........这里部分代码省略.........
开发者ID:calyx,项目名称:windows-game-source-code,代码行数:101,代码来源:demo7_13.cpp

示例15: vdraw_ddraw_clear_primary_screen

/**
 * 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;
}
开发者ID:PhilrocWP,项目名称:gens,代码行数:66,代码来源:vdraw_ddraw.cpp


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