D
Hallo
Ich habe eine einfache Frage zu Direct Draw, die mir Google aber nicht beantworten will ; (
Ich weiß zwar wie man Bilder lädt und Draw selber initialisiert, aber was mache ich, wenn ich die Auflösung im Fullscreenmodus ändern will, wenn ich schon die Auflösung eingerichtet habe?
Hier ist mein Code bisher :
// PROG9_1.CPP - Creates a DirectDraw object, changes display
// and creates a primary surface, notice the change in
// the window creation flags this time
// INCLUDES ///////////////////////////////////////////////
#define WIN32_LEAN_AND_MEAN
#define INITGUID
#include <windows.h> // include important windows stuff
#include <windowsx.h>
#include <mmsystem.h>
#include <iostream.h> // include important C/C++ stuff
#include <conio.h>
#include <stdlib.h>
#include <malloc.h>
#include <memory.h>
#include <string.h>
#include <stdarg.h>
#include <stdio.h>
#include <math.h>
#include <io.h>
#include <fcntl.h>
#include <ddraw.h> // directX includes
// DEFINES ////////////////////////////////////////////////
// defines for windows
#define WINDOW_CLASS_NAME "WINXCLASS" // class name
#define WINDOW_WIDTH 800 // size of window
#define WINDOW_HEIGHT 600
#define SCREEN_WIDTH 800 // size of screen
#define SCREEN_HEIGHT 600
#define SCREEN_BPP 16 // bits per pixel
// MACROS /////////////////////////////////////////////////
// these read the keyboard asynchronously
#define KEY_DOWN(vk_code) ((GetAsyncKeyState(vk_code) & 0x8000) ? 1 : 0)
#define KEY_UP(vk_code) ((GetAsyncKeyState(vk_code) & 0x8000) ? 0 : 1)
// TYPES //////////////////////////////////////////////////
typedef unsigned short USHORT;
typedef unsigned short WORD;
typedef unsigned char UCHAR;
typedef unsigned char BYTE;
// PROTOTYPES /////////////////////////////////////////////
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[80]; // used to print text
LPDIRECTDRAW7 lpdd = NULL; // dd object
LPDIRECTDRAWSURFACE7 lpddsprimary = NULL; // dd primary surface
LPDIRECTDRAWSURFACE7 lpddsback = NULL; // dd back surface
LPDIRECTDRAWPALETTE lpddpal = NULL; // a pointer to the created dd palette
DDSURFACEDESC2 ddsd; // a direct draw surface description struct
DDSCAPS2 ddscaps; // a direct draw surface capabilities struct
HRESULT ddrval; // result back from dd calls
short index ; // this will say what displaymode will be next by pressing F7
// 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)
{
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 use of WS_POPUP
if (!(hwnd = CreateWindow(WINDOW_CLASS_NAME, // class
"WinX Game Console", // title
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;
// perform all game console specific initialization
Game_Init();
// 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();
// return to Windows like this
return(msg.wParam);
} // end WinMain
int Video_Mode (short &numIndex)
{
if (numIndex > 4)
numIndex = 1;
else
if (numIndex == 0)
numIndex = 1;
//numIndex sets the video mode
switch (numIndex)
{
case 1 :
if (lpdd->SetDisplayMode(800,600,16,0,0)!=DD_OK)
return(0);
break;
case 2 : if (lpdd->SetDisplayMode(800,600,32,0,0)!=DD_OK)
return(0);
break;
case 3 :
if (lpdd->SetDisplayMode(1200,720,16,0,0)!=DD_OK)
return(0);
break;
case 4 : if (lpdd->SetDisplayMode(1200,720,32,0,0)!=DD_OK)
return(0);
break;
default : numIndex = 1;
}
numIndex += 1; //Optionwahl eine Zahl weiter
}// end Video_Mode
// WINX GAME PROGRAMMING CONSOLE FUNCTIONS ////////////////
int Game_Init(void *parms)
{
// this function is where you do all the initialization
// for your game
// create object and test for error
if (DirectDrawCreateEx(NULL, (void **)&lpdd, IID_IDirectDraw7, NULL)!=DD_OK)
return(0);
// set cooperation level to windowed mode normal
if (lpdd->SetCooperativeLevel(main_window_handle,
DDSCL_ALLOWMODEX | DDSCL_FULLSCREEN |
DDSCL_EXCLUSIVE | DDSCL_ALLOWREBOOT)!=DD_OK)
return(0);
// set the display mode
if (lpdd->SetDisplayMode(SCREEN_WIDTH,SCREEN_HEIGHT,SCREEN_BPP,0,0)!=DD_OK)
return(0);
// Create the primary surface
memset(&ddsd,0,sizeof(ddsd));
ddsd.dwSize = sizeof(ddsd);
ddsd.dwFlags = DDSD_CAPS;
ddsd.ddsCaps.dwCaps = DDSCAPS_PRIMARYSURFACE;
if (lpdd->CreateSurface(&ddsd,&lpddsprimary,NULL)!=DD_OK)
return(0);
// 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
// first release the primary surface
if (lpddsprimary!=NULL)
lpddsprimary->Release();
// release the directdraw object
if (lpdd!=NULL)
lpdd->Release();
// 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!
// check of user is trying to exit
if (KEY_DOWN(VK_ESCAPE) || KEY_DOWN(VK_SPACE))
PostMessage(main_window_handle, WM_DESTROY,0,0);
if (KEY_DOWN(VK_F7))
Video_Mode(index);
// return success
return(1);
} // end Game_Main
///////////////////////////////////////////////////////////
Dieser Code stammt aus dem Buch "Game Programming für Dummies"
Ich dachte mir ich erstelle mir eine eine Funktion, die den Befehl SetDisplayMode so ausführt das man zwischen mehreren Auflösungen wechseln kann.
Es funktioniert aber nicht.
Das einzige was es machen kann ist kurz aufzuflimmern ; (
Ich hoffe ihr wisst da mehr : D