動畫程序編寫——DirectDraw之旅(3)(異域の蝸牛注:老文章回顧)

  作者:不詳  

 

下面我們開始分析源程序:
下載源程序 (編輯者:鏈接丟失)
屬於Win32程序的基本框架的我們用藍色標出,而用紅色表出的是我們要重點學習的。下面的所有程序都是 FullScreenMode.cpp 文件中的內容,其中“IDB_DIRECTX”和“IDB_WinXP”都是圖片資源的ID號,我想如何向程序中添加資源應該不用我多說了吧:)
工程文件:FullScreenMode.cpp

#define STRICT
#include <windows.h>
#include <ddraw.h>
#include <mmsystem.h>
#include "resource.h"
#include "ddutil.h"

//
定義刪除指針和釋放對象的宏

#define SAFE_DELETE(p)
{
 if(p)
 {
  delete (p);
  (p)=NULL;
  }
}

#define SAFE_RELEASE(p)
{
  if(p)
  {
   (p)->Release();
   (p)=NULL;
  }
}

#define SCREEN_WIDTH 1024 //定義屏幕寬度

#define SCREEN_HEIGHT 768 //定義屏幕高度

#define SCREEN_BPP 8 //定義調色板位數

#define SPRITE_DIAMETER 32 //定義飄動的子畫面 的直徑(寬度和高度一樣)

#define NUM_SPRITES 10 //定義飄動的子畫面 的個數

#define HELPTEXT TEXT("Press Escape to quit.") //定義文本住表面
上面出現的這個 TEXT( ) 是一個系統頭文件裏定義的宏,起作用是檢查程序中是否定義了 Unicode ,如果有,就將括號中的文本轉化成寬自負,如果沒有,則轉化成ASCLL 碼。以下定義的是子畫面飄動時的屬性:

struct SPRITE_STRUCT

{
 FLOAT fPosX; //sprite當前座標的x值,如果在初始化時,即爲初始座標x值
 FLOAT fPosY; //sprite當前座標的y值,如果在初始化時,即爲初始座標y值
 FLOAT fVelX; //sprite在x軸上的速度
 FLOAT fVelY; //sprite在y軸上的速度
};

CDisplay* g_pDisplay = NULL; /*CDisplay就是ddutil.h(我們又新加入的目錄中的)中定義的類,用於處理表面之間的拷貝翻頁等操作的類,再次定義一個全局變量,用於以後對指向的表面之間進行操作*/

CSurface* g_pBackSurface = NULL; /* CSurface也是ddutil.h頭文件中定義的類,用於對錶面本身進行操作,如設置色彩鍵碼,在此定義的是背景圖畫指針*/

CSurface* g_pLogoSurface = NULL; /*子畫面圖畫指針*/

CSurface* g_pTextSurface = NULL; /*背景文本指針*/

BOOL g_bActive = FALSE; /*定義一個bool形變量,起到一個開關的作用,對程序流程進行控制*/

DWORD g_dwLastTick; /*用於記錄最後一次的系統時間*/

SPRITE_STRUCT g_Sprite[NUM_SPRITES]; /*定義多個子畫面,其中包括多個 運動時的屬性*/
Function-prototypes

LRESULT CALLBACK MainWndProc( HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam );//主窗口消息處理函數

HRESULT WinInit( HINSTANCE hInst, int nCmdShow, HWND* phWnd, HACCEL* phAccel );//窗口類設置,註冊,並創建窗口

HRESULT InitDirectDraw( HWND hWnd );

VOID FreeDirectDraw();

HRESULT ProcessNextFrame();

VOID UpdateSprite( SPRITE_STRUCT* pSprite, FLOAT fTimeDelta );

HRESULT DisplayFrame();

HRESULT RestoreSurfaces();
WinMain()
Desc: Entry point to the program. Initializes everything and calls
UpdateFrame() when idle from the message pump.

int APIENTRY WinMain( HINSTANCE hInst, HINSTANCE hPrevInst, LPSTR pCmdLine, int nCmdShow )
{
  MSG msg;
 
  HWND hWnd;
 
  HACCEL hAccel;

  ZeroMemory( &g_Sprite, sizeof(SPRITE_STRUCT) * NUM_SPRITES );//清空內存
 
  srand( GetTickCount() /*用於獲取自windows啓動以來經歷的時間長度(毫秒)*/ ); //設置隨機數隨時間變化而變化

  if( FAILED( WinInit( hInst, nCmdShow, &hWnd, &hAccel ) ) )
   return FALSE;

  if( FAILED( InitDirectDraw( hWnd ) ) )
  {
   MessageBox( hWnd, TEXT("DirectDraw init failed. ")
  
   TEXT("The sample will now exit. "), TEXT("DirectDraw Sample"),
  
   MB_ICONERROR | MB_OK );

   return FALSE;
  }

  g_dwLastTick = timeGetTime();//獲得當前系統時間

  while( TRUE )
  {

// Look for messages, if none are found then
// update the state and display it

   if( PeekMessage( &msg, NULL, 0, 0, PM_NOREMOVE ) )
   {
    if( 0 == GetMessage(&msg, NULL, 0, 0 ) )
    {

// WM_QUIT was posted, so exit

     return (int)msg.wParam;
    }

// Translate and dispatch the message

    if( 0 == TranslateAccelerator( hWnd, hAccel, &msg ) )
    {
     TranslateMessage( &msg );
     DispatchMessage( &msg );
    }
   }
   else
   {
    if( g_bActive )
    {
// Move the sprites, blt them to the back buffer, then
// flip or blt the back buffer to the primary buffer
    if( FAILED( ProcessNextFrame() ) /*設置下張頁面的子畫面的位置*/)
    {
      SAFE_DELETE( g_pDisplay );
     
      MessageBox( hWnd, TEXT("Displaying the next frame failed. ")
     
      TEXT("The sample will now exit. "), TEXT("DirectDraw Sample"),
      MB_ICONERROR | MB_OK );
     
      return FALSE;
     }
    }
    else
    {
// Make sure we go to sleep if we have nothing else to do
     WaitMessage();
// Ignore time spent inactive
     g_dwLastTick = timeGetTime();//獲得當前系統時間
    }
   }
  }
}
WinInit()
Desc: Init the window

HRESULT WinInit( HINSTANCE hInst, int nCmdShow, HWND* phWnd, HACCEL* phAccel )
{
  WNDCLASS wc;
  HWND hWnd;
  HACCEL hAccel;

// Register the Window Class 設置窗口類

  wc.lpszClassName = TEXT("FullScreenMode");

  wc.lpfnWndProc = MainWndProc;

  wc.style = CS_VREDRAW | CS_HREDRAW;

  wc.hInstance = hInst;

  wc.hIcon = LoadIcon( hInst, MAKEINTRESOURCE(IDI_MAIN) );

  wc.hCursor = LoadCursor( NULL, IDC_ARROW );

  wc.hbrBackground = (HBRUSH) (COLOR_WINDOW + 1);

  wc.lpszMenuName = NULL;

  wc.cbClsExtra = 0;

  wc.cbWndExtra = 0;

  if( RegisterClass( &wc ) == 0 /*註冊窗口類*/ )
   return E_FAIL;

// Load keyboard accelerators

  hAccel = LoadAccelerators( hInst, MAKEINTRESOURCE(IDR_MAIN_ACCEL) );

// Create and show the main window

  hWnd = CreateWindowEx( 0, TEXT("FullScreenMode"), TEXT("DirectDraw FullScreenMode Sample"),

  WS_POPUP, CW_USEDEFAULT, CW_USEDEFAULT,

  CW_USEDEFAULT, CW_USEDEFAULT, NULL, NULL, hInst, NULL );

  if( hWnd == NULL )
   return E_FAIL;

  ShowWindow( hWnd, nCmdShow );

  UpdateWindow( hWnd );

  *phWnd = hWnd;

  *phAccel = hAccel;

  return S_OK;
}
InitDirectDraw()
Desc: Create the DirectDraw object, and init the surfaces

HRESULT InitDirectDraw( HWND hWnd )
{
  HRESULT hr; //接受返回值,其實是long型變量

  LPDIRECTDRAWPALETTE pDDPal = NULL; //定義程序中的調色板

  int iSprite; //定義與sprite個數有關的計數器

  g_pDisplay = new CDisplay();//動態開闢一個CDisplay類

  if( FAILED( hr = g_pDisplay->CreateFullScreenDisplay( hWnd, SCREEN_WIDTH, SCREEN_HEIGHT, SCREEN_BPP ) ) ) //設置程序爲全屏,並且g_pDisplay就爲後備緩衝區表面的句柄,即指向後備緩衝區表面的指針。
  {
   MessageBox( hWnd, TEXT("This display card does not support 1024x768x8. "),
  
   TEXT("DirectDraw Sample"), MB_ICONERROR | MB_OK );
  
   return hr;
  }

// Create and set the palette when in palettized color

  if( FAILED( hr = g_pDisplay->CreatePaletteFromBitmap( &pDDPal, MAKEINTRESOURCE( IDB_DIRECTX ) ) ) ) //顧名思義,就是從bmp圖片中獲得調色板值,並賦值在pDDPal結構指針中。
   return hr;
 
  if( FAILED( hr = g_pDisplay->SetPalette( pDDPal ) ) ) //用剛纔從IDB_DIRECTX中獲得的調色板制來設置程序調色板
   return hr;

  SAFE_RELEASE( pDDPal );//釋放指針

// Create a surface, and draw a bitmap resource on it.
// 用IDB_DIRECTX圖片創建一個表面,並用g_pLogoSurface指向這個表面
 
  if( FAILED( hr = g_pDisplay->CreateSurfaceFromBitmap( &g_pLogoSurface, MAKEINTRESOURCE( IDB_DIRECTX ), SPRITE_DIAMETER, SPRITE_DIAMETER ) ) )
   return hr;

  if( FAILED( hr = g_pDisplay->CreateSurfaceFromBitmap( &g_pBackSurface, MAKEINTRESOURCE( IDB_WINXP ), SCREEN_WIDTH, SCREEN_HEIGHT ) ) )
   return hr;

// Create a surface, and draw text to it.
//創建文本表面

  if( FAILED( hr = g_pDisplay->CreateSurfaceFromText( &g_pTextSurface, NULL, HELPTEXT, RGB(0,0,0), RGB(255, 255, 0) ) ) )
   return hr;

// Set the color key for the logo sprite to black
//設置色彩鍵碼爲黑色,0代表黑色,這樣在表面的拷貝過程中黑色像素的點將不會被拷貝

  if( FAILED( hr = g_pLogoSurface->SetColorKey( 0 ) ) )
   return hr;

  if( FAILED( hr = g_pTextSurface->SetColorKey( 0 ) ) )
   return hr;

// Init all the sprites. All of these sprites look the same,
// using the g_pDDSLogo surface.

  for( iSprite = 0; iSprite < NUM_SPRITES; iSprite++ )
  {

// Set the sprite's position and velocity
// 設置這些 sprite(小怪物)的初始座標隨機產生
 
   g_Sprite[iSprite].fPosX = (float) (rand() % SCREEN_WIDTH);
   g_Sprite[iSprite].fPosY = (float) (rand() % SCREEN_HEIGHT);

// 速度也隨機產生

   g_Sprite[iSprite].fVelX = 500.0f * rand() / RAND_MAX - 250.0f;
   g_Sprite[iSprite].fVelY = 500.0f * rand() / RAND_MAX - 250.0f;
  }
  return S_OK;
}
FreeDirectDraw()
Release all the DirectDraw objects 釋放所有指針。

VOID FreeDirectDraw()
{
  SAFE_DELETE( g_pBackSurface );
  SAFE_DELETE( g_pLogoSurface );
  SAFE_DELETE( g_pTextSurface );
  SAFE_DELETE( g_pDisplay );
}
MainWndProc()
Desc: The main window procedure

LRESULT CALLBACK MainWndProc( HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam )
{
  switch (msg)
  {
   case WM_COMMAND:
   switch( LOWORD(wParam) )
   {
    case IDM_EXIT:

// Received key/menu command to exit app
 
    PostMessage( hWnd, WM_CLOSE, 0, 0 );
 
    return 0L;
   }
   break; // Continue with default processing

   case WM_SETCURSOR:

// Hide the cursor in fullscreen
 
   SetCursor( NULL );

   return TRUE;

   case WM_SIZE:

// Check to see if we are losing our window...

   if( SIZE_MAXHIDE==wParam || SIZE_MINIMIZED==wParam )
    g_bActive = FALSE;
   else
    g_bActive = TRUE;
  
   if( g_pDisplay )
    g_pDisplay->UpdateBounds();

   break;

   case WM_EXITMENULOOP:

// Ignore time spent in menu

   g_dwLastTick = timeGetTime();

   break;

   case WM_EXITSIZEMOVE:

// Ignore time spent resizing

   g_dwLastTick = timeGetTime();

   break;

   case WM_MOVE:

   if( g_pDisplay )
    g_pDisplay->UpdateBounds();

   break;

   case WM_SYSCOMMAND:

// Prevent moving/sizing and power loss in fullscreen mode

   switch( wParam )
   {
    case SC_MOVE:

    case SC_SIZE:

    case SC_MAXIMIZE:

    case SC_MONITORPOWER:

    return TRUE;
   }

   break;

   case WM_DESTROY:

// Cleanup and close the app

   FreeDirectDraw();

   PostQuitMessage( 0 );

   return 0L;
  }
 
  return DefWindowProc(hWnd, msg, wParam, lParam);
}
ProcessNextFrame()
Desc: Move the sprites, blt them to the back buffer, then
flips the back buffer to the primary buffer

HRESULT ProcessNextFrame()
{
  HRESULT hr;

// Figure how much time has passed since the last time

  DWORD dwCurrTick = timeGetTime(); //get current time 獲得當前時間
  DWORD dwTickDiff = dwCurrTick - g_dwLastTick; //the difference between current-time (dwCurrTick) and last time (g_dwLastTick)

//計算當前時間 (dwCurrTick) 與最後一次時間 (g_dwLastTick) 的差值
// Don't update if no time has passed

  if( dwTickDiff == 0 ) //如果時間差值爲0,即時間沒有變化,則不更新屏幕,而返回
   return S_OK;

//如果程序運行到這裏,而沒有在前面返回,則說明時間有變化,則下面將要更新屏幕

  g_dwLastTick = dwCurrTick; //使最後時間=當前時間

// Move the sprites according to how much time has passed
//根據時間的變化來移動子畫面,即移動sprites

  for( int iSprite = 0; iSprite < NUM_SPRITES; iSprite++ )
   UpdateSprite( &g_Sprite[ iSprite ], dwTickDiff / 1000.0f );

// Display the sprites on the screen

  if( FAILED( hr = DisplayFrame() ) )
  {
   if( hr != DDERR_SURFACELOST )
    return hr;

// The surfaces were lost so restore them

   RestoreSurfaces();
  }

  return S_OK;
}
UpdateSprite()
Desc: Move the sprite around and make it bounce based on how much time has passed ,此函數屬於動畫的關鍵算法,就是控制spirte如何移動

VOID UpdateSprite( SPRITE_STRUCT* pSprite, FLOAT fTimeDelta )
{

// Update the sprite position

  pSprite->fPosX += pSprite->fVelX * fTimeDelta;
  pSprite->fPosY += pSprite->fVelY * fTimeDelta;

// Clip the position, and bounce if it hits the edge

  if( pSprite->fPosX < 0.0f )
  {
   pSprite->fPosX = 0;
   pSprite->fVelX = -pSprite->fVelX;
  }
 
  if( pSprite->fPosX >= SCREEN_WIDTH - SPRITE_DIAMETER )
  {
   pSprite->fPosX = SCREEN_WIDTH - 1 - SPRITE_DIAMETER;
   pSprite->fVelX = -pSprite->fVelX;
  }
 
  if( pSprite->fPosY < 0 )
  {
   pSprite->fPosY = 0;
   pSprite->fVelY = -pSprite->fVelY;
  }

  if( pSprite->fPosY > SCREEN_HEIGHT - SPRITE_DIAMETER )
  {
   pSprite->fPosY = SCREEN_HEIGHT - 1 - SPRITE_DIAMETER;
   pSprite->fVelY = -pSprite->fVelY;
  }
}
DisplayFrame()
Desc: Blts a the sprites to the back buffer, then flips the back buffer onto the primary buffer.

HRESULT DisplayFrame()
{
  HRESULT hr;

// Fill the back buffer with black, ignoring errors until the flip

  g_pDisplay->Clear( 0 ); //清空後備緩衝區表面

// Blt the help text on the backbuffer, ignoring errors until the flip
//將g_pBackSurface所指向的圖片拷貝到後備緩衝區表面

  g_pDisplay->Blt( 0, 0, g_pBackSurface, NULL );

//將g_pTextSurface所指向的文本拷貝到後備緩衝區表面

  g_pDisplay->Blt( 10, 10, g_pTextSurface, NULL );

// Blt all the sprites onto the back buffer using color keying,
// ignoring errors until the flip. Note that all of these sprites
// use the same DirectDraw surface.
//將所有的spirits拷貝到後備緩衝區表面,這裏要注意拷貝順序,後拷貝上的畫面會壓蓋在先拷貝的畫面上

  for( int iSprite = 0; iSprite < NUM_SPRITES; iSprite++ )
  {
   g_pDisplay->Blt( (DWORD)g_Sprite[iSprite].fPosX,(DWORD)g_Sprite[iSprite].fPosY,g_pLogoSurface, NULL );
  }

// We are in fullscreen mode, so perform a flip and return
// any errors like DDERR_SURFACELOST
//最關鍵的地方在這裏,請看下面的語句,只要我們一執行翻頁操作,就可以將改動了的圖像了顯示在屏幕上了

  if( FAILED( hr = g_pDisplay->Present() /*翻頁操作*/) )
   return hr;

  return S_OK;
}
RestoreSurfaces()
Desc: Restore all the surfaces, and redraw the sprite surfaces.

HRESULT RestoreSurfaces()
{
  HRESULT hr;

  LPDIRECTDRAWPALETTE pDDPal = NULL;

  if( FAILED( hr = g_pDisplay->GetDirectDraw()->RestoreAllSurfaces() ) )
   return hr;

// No need to re-create the surface, just re-draw it.

  if( FAILED( hr = g_pTextSurface->DrawText( NULL, HELPTEXT, 0, 0, RGB(0,0,0), RGB(255, 255, 0) ) ) )
   return hr;

// We need to release and re-load, and set the palette again to
// redraw the bitmap on the surface. Otherwise, GDI will not
// draw the bitmap on the surface with the right palette

  if( FAILED( hr = g_pDisplay->CreatePaletteFromBitmap( &pDDPal, MAKEINTRESOURCE( IDB_DIRECTX ) ) ) )
   return hr;

  if( FAILED( hr = g_pDisplay->SetPalette( pDDPal ) ) )
   return hr;

  SAFE_RELEASE( pDDPal );

// No need to re-create the surface, just re-draw it.

  if( FAILED( hr = g_pLogoSurface->DrawBitmap( MAKEINTRESOURCE( IDB_DIRECTX ),SPRITE_DIAMETER, SPRITE_DIAMETER ) ) )
   return hr;
  return S_OK;
}
好了,我們的程序分析就到這了,我想您現在應該大概瞭解了DirectDraw程序的大概流程了吧,就是先創建DDraw對象,然後進行相關的設置,然後繪製後備緩衝區頁,然後執行翻頁操作,這樣循環,就會產生很好的動畫效果了,其實用DirectDraw編程很簡單,說白了其實就是:幾個表面之間拷來拷去。只不過這其間可是大有文章可作的喲!
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