Original Post
I ran the following code and got this streak across the top of my screen as if something is flying past me. I am just trying to get a little bitmap to bounce around the screen. Help! Here''s the code:
#define WIN32_LEAN_AND_MEAN
//include important stuff
#include
#include
#include
#include
#include
//#include "Blitex.h"
#define KEYDOWN(vk_code) ((GetAsyncKeyState(vk_code) & 0x8000) ? 1 : 0)
#define KEYUP(vk_code) ((GetAsyncKeyState(vk_code) & 0x8000) ? 0 : 1)
int GameInit();
int GameMain();
int GameEnd();
//declarations
struct Mover
{
int bitheight;
int bitwidth;
int locationx;
int locationy;
int velocityx;
int velocityy;
RECT mover;
}MOVER;
Mover Mover1;
int mainloop = 0;
int locx;
int locy;
int velx;
int vely;
int bh;
int hw;
bool LoadBMP(LPDIRECTDRAWSURFACE4 surface,
LPSTR filename);
HWND window_handle = NULL;
HINSTANCE instance = NULL;
LPDIRECTDRAW lpdd = NULL;
LPDIRECTDRAW4 lpdd4 = NULL;
LPDIRECTDRAWSURFACE4 pbuff = NULL;
LPDIRECTDRAWSURFACE4 bbuff = NULL;
LPDIRECTDRAWSURFACE4 Bitmap = NULL;
DDSURFACEDESC2 ddsd;
DDSCAPS2 ddscaps;
HRESULT hr;
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
"BlitMove", // 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)
{
HBITMAP hbm;
HDC imagedc;
HDC surfacedc;
DDSURFACEDESC2 ddsd2;
DDSCAPS2 ddscaps2;
memset(&ddsd2, 0, sizeof(ddsd2));
ddsd2.dwSize = sizeof(ddsd2);
if(FAILED(surface->GetSurfaceDesc(&ddsd2)))
return FALSE;
memset(&ddscaps2, 0, sizeof(ddscaps2));
if(FAILED(surface->GetCaps(&ddscaps)))
return FALSE;
hbm = (HBITMAP)LoadImage(NULL, filename,
IMAGE_BITMAP, ddsd2.dwWidth,
ddsd2.dwHeight, LR_LOADFROMFILE/
LR_CREATEDIBSECTION);
imagedc = CreateCompatibleDC(NULL);
SelectObject(imagedc, hbm);
if(FAILED(surface->GetDC(&surfacedc)))
return FALSE;
if(!(BitBlt(surfacedc, 0, 0, ddsd2.dwWidth, ddsd2.dwHeight,
imagedc, 0, 0, SRCCOPY)))
return FALSE;
if(surfacedc)
surface->ReleaseDC(surfacedc);
if(imagedc)
DeleteDC(imagedc);
if(hbm)
DeleteObject(hbm);
return TRUE;
}//end LoadBMP
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);
//*********************************
// You were using the ddsd instead of ddscaps
// ie. ddsd.ddsCaps.dwCaps = ...
// should be:
// ddscaps.dwCaps = ...
// The back buffer uses the ddscaps while the primary uses the ddsd
memset(&ddscaps, 0, sizeof(ddscaps));
ddscaps.dwCaps = DDSCAPS_BACKBUFFER;
if(FAILED(pbuff->GetAttachedSurface(&ddscaps, &bbuff)))
return(0);
memset(&ddsd, 0, sizeof(ddsd));
ddsd.dwSize = sizeof(ddsd);
ddsd.dwFlags = DDSD_CAPS/DDSD_HEIGHT/DDSD_WIDTH;
ddsd.dwWidth = 640;
ddsd.dwHeight = 480;
ddsd.ddsCaps.dwCaps = DDSCAPS_OFFSCREENPLAIN;
if(FAILED(lpdd4->CreateSurface(&ddsd, &Bitmap, NULL)))
return (0);
LoadBMP(Bitmap, "image.bmp");
//*****************************
// Make sure to return a value
return 1;
}//end GameInit()
inline int CreateMover(Mover create)
{
create.mover.top = 200;
create.mover.left = 320;
create.mover.bottom = 232;
create.mover.right = 352;
create.velocityx = rand()%5;
create.velocityy = rand()%5;
return(1);
}
int UpdateMover(LPDIRECTDRAWSURFACE4 surface,Mover update)
{
velx = update.velocityx;//the x velocity of the "mover"
vely = update.velocityy;//the y velocity of the "mover"
//Update the location of the "mover"
update.mover.top += vely;
update.mover.left += velx;
update.mover.bottom += vely;
update.mover.right += velx;
if(update.mover.right >= 640)
velx = -velx;
if(update.mover.left <= 0)
velx = -velx;
if(update.mover.top <= 0)
vely = -vely;
if(update.mover.bottom >= 480)
vely = -vely;
//Blit the mover''s new location
if(FAILED(surface->Blt(NULL, Bitmap, &update.mover,
DDBLT_WAIT,
NULL)))
return(0);
return (1);
}
int GameMain()
{
if(KEYDOWN(VK_ESCAPE))
PostMessage(window_handle, WM_CLOSE, 0, 0);
if(mainloop == 0)
{
CreateMover(Mover1);
UpdateMover(bbuff, Mover1);
}
else
{
UpdateMover(bbuff, Mover1);
}
if(FAILED(pbuff->Flip(NULL, DDFLIP_WAIT)))
return(0);
mainloop++;
return(1);
Sleep(500);
}
int GameEnd()
{
if (Bitmap)
{
Bitmap->Release();
Bitmap = NULL;
}
if(bbuff)
{
bbuff->Release();
bbuff = NULL;
}
if(pbuff)
{
pbuff->Release();
pbuff = NULL;
}
if(lpdd4)
{
lpdd4->Release();
lpdd4 = NULL;
}
return(1);
}
"Remember, I'm the monkey, and you're the cheese grater. So no fooling around."
-Grand Theft Auto, London
) look at that code I can see some problems.