www.pudn.com > T3D-3.rar > demoII3_5.cpp
// DEMOII3_5.CPP - mouse demo based on code from Volume I
// READ THIS!
// To compile make sure to include DDRAW.LIB, DSOUND.LIB,
// DINPUT.LIB, DINPUT8.LIB, WINMM.LIB in the project link list, and of course
// the C++ source modules T3DLIB1.CPP,T3DLIB2.CPP, and T3DLIB3.CPP
// and the headers T3DLIB1.H,T3DLIB2.H, and T3DLIB3.H must
// be in the working directory of the compiler
// INCLUDES ///////////////////////////////////////////////
#define INITGUID // make sure al the COM interfaces are available
// instead of this you can include the .LIB file
// DXGUID.LIB
#define WIN32_LEAN_AND_MEAN
#include // include important windows stuff
#include
#include
#include // include important C/C++ stuff
#include
#include
#include
#include
#include
#include
#include
#include
#include
#include
#include // directX includes
#include
#include
#include
#include
#include
#include
#include "T3DLIB1.h" // game library includes
#include "T3DLIB2.h"
#include "T3DLIB3.h"
// DEFINES ////////////////////////////////////////////////
// defines for windows interface
#define WINDOW_CLASS_NAME "WIN3DCLASS" // class name
#define WINDOW_TITLE "T3D Graphics Console Ver 2.0"
#define WINDOW_WIDTH 640 // size of window
#define WINDOW_HEIGHT 480
#define WINDOW_BPP 8 // bitdepth of window (8,16,24 etc.)
// note: if windowed and not
// fullscreen then bitdepth must
// be same as system bitdepth
// also if 8-bit the a pallete
// is created and attached
#define WINDOWED_APP 0 // 0 not windowed, 1 windowed
// gui defines
#define BUTTON_SPRAY 0 // defines for each button
#define BUTTON_PENCIL 1
#define BUTTON_ERASE 2
#define BUTTON_EXIT 3
// 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
char buffer[256]; // used to print text
// demo globals
BOB buttons, // a bob with all the buttons
pointer; // a pointer bob
BITMAP_IMAGE cpanel; // the control panel
BITMAP_IMAGE canvas; // off screen drawing canvas
int mouse_x, // used to track mouse
mouse_y;
UCHAR mouse_color=100; // color of mouse brush
int command_state=0; // state of user command
// position of control buttons
int buttons_x[] = {509, 559, 509, 559};
int buttons_y[] = {344, 344, 383, 383};
// on/off state of buttons
int buttons_state[] = {0,1,0,0};
// 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);
// 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 test to see if WINDOWED_APP is
// true to select the appropriate window flags
if (!(hwnd = CreateWindow(WINDOW_CLASS_NAME, // class
WINDOW_TITLE, // title
(WINDOWED_APP ? (WS_OVERLAPPED | WS_SYSMENU | WS_CAPTION) : (WS_POPUP | WS_VISIBLE)),
0,0, // x,y
WINDOW_WIDTH, // width
WINDOW_HEIGHT, // height
NULL, // handle to parent
NULL, // handle to menu
hinstance,// instance
NULL))) // creation parms
return(0);
// save the window handle and instance in a global
main_window_handle = hwnd;
main_instance = hinstance;
// resize the window so that client is really width x height
if (WINDOWED_APP)
{
// now resize the window, so the client area is the actual size requested
// since there may be borders and controls if this is going to be a windowed app
// if the app is not windowed then it won't matter
RECT window_rect = {0,0,WINDOW_WIDTH-1,WINDOW_HEIGHT-1};
// make the call to adjust window_rect
AdjustWindowRectEx(&window_rect,
GetWindowStyle(main_window_handle),
GetMenu(main_window_handle) != NULL,
GetWindowExStyle(main_window_handle));
// save the global client offsets, they are needed in DDraw_Flip()
window_client_x0 = -window_rect.left;
window_client_y0 = -window_rect.top;
// now resize the window with a call to MoveWindow()
MoveWindow(main_window_handle,
0, // x position
0, // y position
window_rect.right - window_rect.left, // width
window_rect.bottom - window_rect.top, // height
FALSE);
// show the window, so there's no garbage on first render
ShowWindow(main_window_handle, SW_SHOW);
} // end if windowed
// perform all game console specific initialization
Game_Init();
// disable CTRL-ALT_DEL, ALT_TAB, comment this line out
// if it causes your system to crash
SystemParametersInfo(SPI_SCREENSAVERRUNNING, TRUE, NULL, 0);
// 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();
// enable CTRL-ALT_DEL, ALT_TAB, comment this line out
// if it causes your system to crash
SystemParametersInfo(SPI_SCREENSAVERRUNNING, FALSE, NULL, 0);
// return to Windows like this
return(msg.wParam);
} // end WinMain
// T3D II GAME PROGRAMMING CONSOLE FUNCTIONS ////////////////
int Game_Init(void *parms)
{
// this function is where you do all the initialization
// for your game
int index; // looping var
// start up DirectDraw (replace the parms as you desire)
DDraw_Init(WINDOW_WIDTH, WINDOW_HEIGHT, WINDOW_BPP, WINDOWED_APP);
// initialize directinput
DInput_Init();
// acquire the keyboard
DInput_Init_Keyboard();
// acquire the mouse
DInput_Init_Mouse();
// initialize directsound and directmusic
DSound_Init();
DMusic_Init();
// initialize the mouse
DInput_Init_Mouse();
/////////////////////////////////////////////////////////////////
// set the global mouse position
mouse_x = screen_height/2;
mouse_y = screen_height/2;
// load the master bitmap in with all the graphics
Load_Bitmap_File(&bitmap8bit, "PAINT.BMP");
Set_Palette(bitmap8bit.palette);
// make sure all the surfaces are clean before starting
DDraw_Fill_Surface(lpddsback, 0);
DDraw_Fill_Surface(lpddsprimary, 0);
// create the pointer bob
Create_BOB(&pointer,mouse_x,mouse_y,32,34,1,
BOB_ATTR_VISIBLE | BOB_ATTR_SINGLE_FRAME,DDSCAPS_SYSTEMMEMORY);
// load the image for the pointer in
Load_Frame_BOB(&pointer,&bitmap8bit,0,0,2,BITMAP_EXTRACT_MODE_CELL);
// create the button bob
Create_BOB(&buttons,0,0,32,34,8,
BOB_ATTR_VISIBLE | BOB_ATTR_MULTI_FRAME,DDSCAPS_SYSTEMMEMORY);
// load buttons in, two banks of 4, all the off's, then all the on's
for (index=0; index<8; index++)
Load_Frame_BOB(&buttons,&bitmap8bit,index, index%4,index/4,BITMAP_EXTRACT_MODE_CELL);
// create the bitmap to hold the control panel
Create_Bitmap(&cpanel,500,0,104,424);
Load_Image_Bitmap(&cpanel, &bitmap8bit,150,0,BITMAP_EXTRACT_MODE_ABS);
// create the drawing canvas bitmap
Create_Bitmap(&canvas,0,0,500,SCREEN_HEIGHT);
memset(canvas.buffer,0,canvas.width*canvas.height);
canvas.attr = BITMAP_ATTR_LOADED;
// clear out the canvas
// memset(canvas.buffer,0,canvas.width*canvas.height);
// hide the mouse
ShowCursor(FALSE);
// seed random number generator
srand(Start_Clock());
// 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
// shut everything down
// release all your resources created for the game here....
// unload the bitmap file
Unload_Bitmap_File(&bitmap8bit);
// delete all bobs and bitmaps
Destroy_BOB(&buttons);
Destroy_BOB(&pointer);
Destroy_Bitmap(&cpanel);
Destroy_Bitmap(&canvas);
// now directsound
DSound_Stop_All_Sounds();
DSound_Delete_All_Sounds();
DSound_Shutdown();
// directmusic
DMusic_Delete_All_MIDI();
DMusic_Shutdown();
// shut down directinput
DInput_Release_Mouse();
DInput_Release_Keyboard();
DInput_Shutdown();
// shutdown directdraw last
DDraw_Shutdown();
// return success
return(1);
} // end Game_Shutdown
//////////////////////////////////////////////////////////
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!
int index; // looping var
// start the timing clock
Start_Clock();
// clear the drawing surface
DDraw_Fill_Surface(lpddsback, 0);
// get the mouse data
DInput_Read_Mouse();
// move the mouse cursor
mouse_x+=(mouse_state.lX);
mouse_y+=(mouse_state.lY);
// test bounds
// first x boundaries
if (mouse_x >= screen_width)
mouse_x = screen_width-1;
else
if (mouse_x < 0)
mouse_x = 0;
// now the y boundaries
if (mouse_y >= screen_height)
mouse_y= screen_height-1;
else
if (mouse_y < 0)
mouse_y = 0;
// position the pointer bob to the mouse coords
pointer.x = mouse_x - 16;
pointer.y = mouse_y - 16;
// test what the user is doing with the mouse
if ((mouse_x > 3) && (mouse_x < 500-3) &&
(mouse_y > 3) && (mouse_y < SCREEN_HEIGHT-3))
{
// mouse is within canvas region
// if left button is down then draw
if (mouse_state.rgbButtons[0])
{
// test drawing mode
if (buttons_state[BUTTON_PENCIL])
{
// draw a pixel
Draw_Pixel(mouse_x, mouse_y, mouse_color, canvas.buffer, canvas.width);
Draw_Pixel(mouse_x+1, mouse_y, mouse_color, canvas.buffer, canvas.width);
Draw_Pixel(mouse_x, mouse_y+1, mouse_color, canvas.buffer, canvas.width);
Draw_Pixel(mouse_x+1, mouse_y+1, mouse_color, canvas.buffer, canvas.width);
}
else
{
// draw spray
for (index=0; index<10; index++)
{
// get next particle
int sx=mouse_x-8+rand()%16;
int sy=mouse_y-8+rand()%16;
// make sure particle is in bounds
if (sx > 0 && sx < 500 && sy > 0 && sy < screen_height)
Draw_Pixel(sx, sy, mouse_color, canvas.buffer, canvas.width);
} // end for index
} // end else
} // end if left button
else // right button is eraser
if (mouse_state.rgbButtons[1])
{
// test drawing mode
if (buttons_state[BUTTON_PENCIL])
{
// erase a pixel
Draw_Pixel(mouse_x, mouse_y, 0, canvas.buffer, canvas.width);
Draw_Pixel(mouse_x+1, mouse_y, 0, canvas.buffer, canvas.width);
Draw_Pixel(mouse_x, mouse_y+1, 0, canvas.buffer, canvas.width);
Draw_Pixel(mouse_x+1, mouse_y+1, 0, canvas.buffer, canvas.width);
} // end if
else
{
// erase spray
for (index=0; index<20; index++)
{
// get next particle
int sx=mouse_x-8+rand()%16;
int sy=mouse_y-8+rand()%16;
// make sure particle is in bounds
if (sx > 0 && sx < 500 && sy > 0 && sy < screen_height)
Draw_Pixel(sx, sy, 0, canvas.buffer, canvas.width);
} // end for index
} // end else
} // end if left button
} // end if
else
if ( (mouse_x > 500+16) && (mouse_x < 500+16+8*9) &&
(mouse_y > 8) && (mouse_y < 8+32*9))
{
// within palette
// test if button left button is down
if (mouse_state.rgbButtons[0])
{
// see what color cell user is pointing to
int cell_x = (mouse_x - (500+16))/9;
int cell_y = (mouse_y - (8))/9;
// change color
mouse_color = cell_x + cell_y*8;
} // end if
} // end if
else
if ((mouse_x > 500) && (mouse_x < (500+100)) &&
(mouse_y > 344) && (mouse_y < (383+34)) )
{
// within button area
// test for each button
for (index=0; index<4; index++)
{
if ((mouse_x > buttons_x[index]) && (mouse_x < (buttons_x[index]+32)) &&
(mouse_y > buttons_y[index]) && (mouse_y < (buttons_y[index]+34)) )
break;
} // end for
// at this point we know where the user is, now determine what he
// is doing with the buttons
switch(index)
{
case BUTTON_SPRAY:
{
// if left button is down simply activate spray mode
if (mouse_state.rgbButtons[0])
{
// depress button
buttons_state[index] = 1;
// de-activate pencil mode
buttons_state[BUTTON_PENCIL] = 0;
} // end if
else
{
// make sure button is up
// buttons_state[index] = 0;
} // end else
} break;
case BUTTON_PENCIL:
{
// if left button is down activate spray mode
if (mouse_state.rgbButtons[0])
{
// depress button
buttons_state[index] = 1;
// de-activate spray mode
buttons_state[BUTTON_SPRAY] = 0;
} // end if
else
{
// make sure button is up
// buttons_state[index] = 0;
} // end else
} break;
case BUTTON_ERASE:
{
// test if left button is down, if so clear screen
if (mouse_state.rgbButtons[0])
{
// clear memory
memset(canvas.buffer,0,canvas.width*canvas.height);
// depress button
buttons_state[index] = 1;
} // end if
else
{
// make sure button is up
buttons_state[index] = 0;
} // end else
} break;
case BUTTON_EXIT:
{
// test if left button down, if so bail
if (mouse_state.rgbButtons[0])
PostMessage(main_window_handle, WM_DESTROY,0,0);
} break;
} // end switch
} // end if
else
{
// no mans land
} // end else
// lock back buffer
DDraw_Lock_Back_Surface();
// draw the canvas
Draw_Bitmap(&canvas, back_buffer, back_lpitch,0);
// draw control panel
Draw_Bitmap(&cpanel,back_buffer,back_lpitch,0);
// unlock back buffer
DDraw_Unlock_Back_Surface();
// draw the color palette
for (int col=0; col < 256; col++)
{
Draw_Rectangle(500+16+(col%8)*9, 8+(col/8)*9,
500+16+(col%8)*9+8, 8+(col/8)*9+8,
col,lpddsback);
} // end for col
// draw the current color selected
Draw_Rectangle(533,306,533+34,306+34,mouse_color,lpddsback);
// draw the buttons
for (index=0; index<4; index++)
{
// set position of button bob
buttons.x = buttons_x[index];
buttons.y = buttons_y[index];
// now select the on/off frame based on if the
// button is off
if (buttons_state[index]==0)
buttons.curr_frame = index;
else // button is on
buttons.curr_frame = index+4;
// draw the button
Draw_BOB(&buttons, lpddsback);
} // end for index
// display coords
sprintf(buffer,"Pointer (%d,%d)",mouse_x,mouse_y);
Draw_Text_GDI(buffer, 8,screen_height - 16,RGB(0,255,0),lpddsback);
Draw_Text_GDI("T3D Paint Version 1.0 - Press to Exit.",0,0,RGB(255,0,0),lpddsback);
// draw the cursor last
Draw_BOB(&pointer,lpddsback);
// flip the surfaces
DDraw_Flip();
// sync to 30 fps
Wait_Clock(30);
// check of user is trying to exit
if (KEY_DOWN(VK_ESCAPE) || keyboard_state[DIK_ESCAPE])
{
PostMessage(main_window_handle, WM_DESTROY,0,0);
} // end if
// return success
return(1);
} // end Game_Main
//////////////////////////////////////////////////////////