COM

All
COM objects are inherited from a common base class.
class IUnkown
// abstract base class
{ public:
// get ptr to
interface
virtual HRESULT __stdcall QueryInterface(<parms>) =0;
// inc object
count
virtual ULONG __stdcall AddRef()=0;
// dec count
& release obj resources
virtual ULONG __stdcall Release()=0;
}
//
__stdcall forces parm onto
the stack in right to left order
IUnknown: baseclass w/vitual functions that get set to match your hardware at
init.
IDirectDraw: represents the video card, sets video mode, interfaces to other modules
IDirectDrawSurface: represents video
memory/drawing surface, but surfaces can also be created in main memory
IDirectDrawPallette: represents color palette
associated with each drawing surface
IDirectDrawClipper: represents a DD clipper (a
set of rectangles that DD can draw into), manages the clipping areas
HRESULT
DirectDrawCreateEx(<video id>,<ptr>,<NULL>);
returns DD_OK if it works, videoID = NULL selects curr driver
ptr = address of DD obj
LPDIRECTDRAW7
lpdd;
if
(DirectDrawCreateEx(NULL, (void **)&lpdd, NULL) != DD_OK)
// ERROR
now lpdd->function(<parms>); calls DD functions
after you are done with the object you must de-allocate
lpdd->Release();
SET COPERATION LEVEL
W/WINDOWS
HRESULT
SetCooperativeLevel(<hWnd>, <flags>);
flags:
|
DDSCL_ALLOWMODEX |
mode
x (320X220 or 320X240) must be used w/full & exclusive |
|
DDSCL_ALLOWREBOOT |
allow
ctr/alt/del in fullscreen |
|
DDSCL_EXCLUSIVE |
exclusive
access, must be used w/fullscreen |
|
DDSCL_FULLSCREEN |
DD
does whole screen w/o windows |
|
DDSCL_NORMAL |
act
as a normal window |
|
DDSCL_NOWINDOWSCHANGES |
DD
can’t minimize or restore app on activation |
To do a fullscreen
application:
lpdd->SetCooperativeLevel(hWnd, DDSCL_ALLOEMODEX | DDSCL_FULLSCREEN | DDSCLEXCLUSIVE | DDSCL_ALLOWREBOOT);
SETTING VIDEO MODE
lpdd->SetDisplayMode(<width>,<height>,<bits>,0,0);
bits is bits per pixel
if (lpdd->SetDisplayMode(640,480,8)!=DD_OK)
// ERROR
you can change video mode any time in a pgm, but avoid it
DDSurfaces
DD refers to displayable memory as surfaces.
· The Primary Surface is directly mapped to the video memory on the card (VRAM).
· Surfaces can be any size but the primary must be same as the resolution in use.
· Can create in RAM or VRAM
· All surfaces have the same depth & color properties as the primary.
Typical windows program has
· Primary surface
· Secondary surface – backBuffer for animation
· Offscreen surfaces – hold bitmaps or sprites for fast display
Complete Example:
// Creates a DirectDraw object and changes display
//
INCLUDES
#define
WINDOWS_LEAN_AND_MEAN
#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 320 // size of window
#define
WINDOW_HEIGHT 200
//
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)
//
PROTOTYPES
int GameInit(void
*parms=NULL);
int GameShutdown(void
*parms=NULL);
int GameMain(void
*parms=NULL);
//
GLOBALS
HWND mainWindowHandle = NULL; // save the window handle
HINSTANCE
mainInstance = NULL; // save the instance
char
buffer[80]; // used to
print text
LPDIRECTDRAW lpdd;
// pointer to direct draw object
//
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 = GetStockObject(BLACK_BRUSH);
winclass.lpszMenuName = NULL;
winclass.lpszClassName = WINDOW_CLASS_NAME;
// register the window class
if (!RegisterClass(&winclass))
return(0);
// create the window
if (!(hwnd = CreateWindow(WINDOW_CLASS_NAME,
"WinX Game Console",
WS_OVERLAPPEDWINDOW | WS_VISIBLE, 0,0, WINDOW_WIDTH,
WINDOW_HEIGHT, NULL, NULL, hinstance, NULL)))
return(0);
// save the window handle and instance in a
global
mainWindowHandle
= hwnd;
mainInstance = hinstance;
// perform all game console specific
initialization
GameInit();
// 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
GameMain();
} // end while
// shutdown game and release all resources
GameShutdown();
// return to Windows like this
return(msg.wParam);
} //
end WinMain
// WINX GAME PROGRAMMING CONSOLE
FUNCTIONS
int GameInit(void
*parms)
{ //
this function is where you do all the initialization
// for your game
// create object and test for error
if (DirectDrawCreate(NULL,&lpdd,NULL)!=DD_OK)
return(0);
// set cooperation level to windowed mode
normal
if ((lpdd->SetCooperativeLevel(mainWindowHandle,
DDSCL_ALLOWMODEX | DDSCL_FULLSCREEN |
DDSCL_EXCLUSIVE | DDSCL_ALLOWREBOOT))!=DD_OK)
return(0);
// set the display mode
if ((lpdd->SetDisplayMode(640,480,8))!=DD_OK)
return(0);
// return success
return(1);
} //
end GameInit
int GameShutdown(void
*parms)
{ //
this function is where you shutdown your game and
// release all resources that you allocated
// release the directdraw
object
if (lpdd!=NULL)
lpdd->Release();
// return success
return(1);
} //
end GameShutdown
int GameMain(void
*parms)
{ //
check of user is trying to exit
if (KEY_DOWN(VK_ESCAPE)
|| KEY_DOWN(VK_SPACE))
PostMessage(mainWindowHandle,
WM_DESTROY,0,0);
// return success
return(1);
} //
end GameMain