Original Post
I am trying to load a bitmap onto a backbuffer using LoadBitmap() and then blit the information on the backbuffer, to the primary buffer. However, It''s not working! When I compile, I get a blank screen! What am I doing wrong?! Here is the code:
#define WIN32_LEAN_AND_MEAN
//include important stuff
#include >windows.h< //brackets are inverted for HTML tag
#include >windowsx.h<
#include >mmsystem.h<
#include >memory.h<
#include >ddraw.h<
#include "bmpblit.h"
#define KEYDOWN(vk_code) ((GetAsyncKeyState(vk_code) & 0x8000) ? 1 : 0)
#define KEYUP(vk_code) ((GetAsyncKeyState(vk_code) & 0x8000) ? 0 : 1)
HWND window_handle = NULL;
HINSTANCE instance = NULL;
LPDIRECTDRAW lpdd = NULL;
LPDIRECTDRAW4 lpdd4 = NULL;
LPDIRECTDRAWSURFACE4 pbuff = NULL;
LPDIRECTDRAWSURFACE4 bbuff = NULL;
DDSURFACEDESC2 ddsd;
DDSCAPS2 ddscaps;
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
// 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 = "class";
winclass.hIconSm = LoadIcon(NULL, IDI_APPLICATION);
// save hinstance in global
instance = hinstance;
// register the window class
if (!RegisterClassEx(&winclass))
return(0);
// create the window
if (!(hwnd = CreateWindowEx(NULL, // extended style
"class", // class
"BlitBMP", // title
WS_POPUP / WS_VISIBLE,
0,0, // initial x,y
640,480, // initial width, height
NULL, // handle to parent
NULL, // handle to menu
hinstance,// instance of this application
NULL))) // extra creation parms
return(0);
ShowCursor(FALSE);
// save main window handle
window_handle = hwnd;
// initialize game here
GameInit();
// 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
GameMain();
} // end while
// closedown game here
GameEnd();
// return to Windows like this
return(msg.wParam);
} // end WinM
bool LoadBMP(LPDIRECTDRAWSURFACE4 surface, LPSTR filename, int bmpwidth, int bmpheight,
int surfacewidth, int surfaceheight)
{
HBITMAP hbm;
HDC imagedc;
HDC surfacedc;
hbm = (HBITMAP)LoadImage(NULL, filename, IMAGE_BITMAP, bmpwidth,
bmpheight, LR_LOADFROMFILE/LR_CREATEDIBSECTION);
if(hbm == NULL)
return FALSE;
imagedc = CreateCompatibleDC(NULL);
SelectObject(imagedc, hbm);
if(FAILED(surface->GetDC(&surfacedc)))
return FALSE;
if(BitBlt(surfacedc, 0, 0, surfacewidth, surfaceheight,
imagedc, 0, 0, SRCCOPY)== FALSE)
return FALSE;
if(surfacedc)
{
surface->ReleaseDC(surfacedc);
}
if(imagedc)
{
DeleteDC(imagedc);
}
if(hbm)
{
DeleteObject(hbm);
}
return TRUE;
}
int GameInit()
{
if(FAILED(DirectDrawCreate(NULL, &lpdd, NULL)))
return(0);
if(FAILED(lpdd->QueryInterface(IID_IDirectDraw4,
(LPVOID *)&lpdd4)))
return(0);
if(FAILED(lpdd4->SetCooperativeLevel(window_handle, DDSCL_FULLSCREEN/
DDSCL_EXCLUSIVE/DDSCL_ALLOWREBOOT)))
return(0);
if(FAILED(lpdd4->SetDisplayMode(640, 480, 16, 0, 0)))
return(0);
memset(&ddsd, 0, sizeof(ddsd));
ddsd.dwSize = sizeof(ddsd);
ddsd.dwFlags = DDSD_CAPS/DDSD_BACKBUFFERCOUNT;
ddsd.dwBackBufferCount = 1;
ddsd.ddsCaps.dwCaps = DDSCAPS_PRIMARYSURFACE/
DDSCAPS_COMPLEX/
DDSCAPS_FLIP;
if(FAILED(lpdd4->CreateSurface(&ddsd, &pbuff, NULL)))
return(0);
ddsd.ddsCaps.dwCaps = DDSCAPS_BACKBUFFER;
if(FAILED(pbuff->GetAttachedSurface(&ddscaps, &bbuff)))
return(0);
LoadBMP(bbuff, "image.bmp", 640, 480, 640, 480);
}//end GameInit()
int GameMain()
{
if(KEYDOWN(VK_ESCAPE))
{
SendMessage(window_handle, WM_CLOSE, 0, 0);
}
RECT source;
RECT dest;
source.top =0;
source.left =0;
source.bottom =480;
source.right =640;
dest.top =0;
dest.left =0;
dest.bottom =480;
dest.right =640;
if(FAILED(pbuff->Blt(&dest, bbuff,
&source, DDBLT_WAIT, NULL)))
return(0);
return(1);
}//end GameMain()
int GameEnd()
{
if(lpdd4)
{
lpdd4->Release();
lpdd4 = NULL;
}
if(pbuff)
{
pbuff->Release();
pbuff = NULL;
}
if(bbuff)
{
bbuff->Release();
bbuff = NULL;
}
return(1);
}