// PhilVaz Bitmap Demo // Displays a Bitmap to screen PacMan mouth // Full Screen GDI demo // August 28, 2003 // INCLUDES /////////////////////////////////////////////// #define WIN32_LEAN_AND_MEAN #include // include all the windows headers #include // include useful macros #include // for rand functions #include #include #include "BMPDemo.h" // DEFINES //////////////////////////////////////////////// // defines for windows #define WINDOW_CLASS_NAME "WINCLASS1" #define WINDOW_WIDTH 800 // size of game window #define WINDOW_HEIGHT 600 #define GAME_SPEED 30 // speed of game (increase to go slower) #define PAC_SPEED 3 // speed of Pacman graphic // MACROS ///////////////////////////////////////////////// #define KEYDOWN(vk_code) ((GetAsyncKeyState(vk_code) & 0x8000) ? 1 : 0) #define KEYUP(vk_code) ((GetAsyncKeyState(vk_code) & 0x8000) ? 0 : 1) // GLOBALS //////////////////////////////////////////////// HWND game_window = NULL; // global game window handle HINSTANCE game_instance = NULL; // global game instance handle HDC game_dc = NULL; // global device context (for GDI) handle // for back (double) buffering HDC back_dc = NULL; HBITMAP back_bmp = NULL; HBITMAP old_bmp = NULL; RECT back_rect = {0, 0, WINDOW_WIDTH, WINDOW_HEIGHT}; DEVMODE game_screen; // global for full screen mode // global pen and brush HPEN black_pen = CreatePen(PS_SOLID, 1, RGB(0,0,0)); HBRUSH black_brush = CreateSolidBrush(RGB(0,0,0)); int xbmp, ybmp; // BMP x and y position int xlimit, ylimit; // BMP limits for x and y int mouth_pos; // mouth position 0 to 5 int pac_dir; // pac direction 0=right, 6=down, 12=left, 18=up // for bitmap file HBITMAP hbmp[24]; BITMAP bmp[24]; HDC bmp_dc = NULL; // FUNCTIONS //////////////////////////////////////////////////////////// void GameInit(); void GameMain(); void GameQuit(); // WINPROC ///////////////////////////////////////////////////////////// LRESULT CALLBACK WinProc(HWND hwnd, UINT msg, WPARAM wparam, LPARAM lparam) { // this is the main message handler of the system HDC hdc; // handle to a device context PAINTSTRUCT ps; // used in WM_PAINT switch(msg) // what is the message { case WM_CREATE: { // do initialization stuff here return(0); // return success } break; case WM_PAINT: { hdc = BeginPaint(hwnd, &ps); // validate the window EndPaint(hwnd, &ps); return(0); // return success } break; case WM_DESTROY: { PostQuitMessage(0); // kill the application, sends a WM_QUIT message return(0); // return success } break; default:break; } // end switch // process default messages 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 // first fill in the window class structure winclass.cbSize = sizeof(WNDCLASSEX); winclass.style = CS_DBLCLKS | CS_OWNDC | CS_HREDRAW | CS_VREDRAW; winclass.lpfnWndProc = WinProc; winclass.cbClsExtra = 0; winclass.cbWndExtra = 0; winclass.hInstance = hinstance; winclass.hIcon = LoadIcon(NULL, IDI_APPLICATION); winclass.hIconSm = LoadIcon(NULL, IDI_APPLICATION); winclass.hCursor = LoadCursor(NULL, IDC_ARROW); winclass.hbrBackground = (HBRUSH)GetStockObject(BLACK_BRUSH); winclass.lpszMenuName = NULL; winclass.lpszClassName = WINDOW_CLASS_NAME; // save the game instance handle game_instance = hinstance; // register the window class if (!RegisterClassEx(&winclass)) return(0); // create the window if (!(hwnd = CreateWindowEx(NULL, // extended style WINDOW_CLASS_NAME, // class "BMP Demo", // title WS_POPUP | WS_VISIBLE, // use POPUP for full screen 0,0, // initial game window x,y WINDOW_WIDTH, // initial game width WINDOW_HEIGHT, // initial game height NULL, // handle to parent NULL, // handle to menu hinstance, // instance of this application NULL))) // extra creation parms return(0); // save the game window handle game_window = hwnd; GameInit(); // game initialization function called here // enter main event loop using PeekMessage() to retrieve messages while(TRUE) { // get initial tick count to keep game speed constant DWORD start_tick = GetTickCount(); // is there 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 WinProc DispatchMessage(&msg); } // end if GameMain(); // game main processing function called here // check for key and send quit game if (KEYDOWN(VK_ESCAPE)) SendMessage (hwnd, WM_CLOSE, 0, 0); // wait until we hit correct game speed frame rate while ((GetTickCount() - start_tick) < GAME_SPEED); } // end while GameQuit(); // game quit function and clean up before exit called here return(msg.wParam); // return to Windows } // end WinMain // BEGIN GAME CODE //////////////////////////////////////// /////////////////////////////////////////////////////////// // // GAME INITIALIZATION // /////////////////////////////////////////////////////////// void GameInit() { // temporary change to full screen mode ZeroMemory(&game_screen, sizeof(game_screen)); // clear out size of DEVMODE struct game_screen.dmSize = sizeof(game_screen); game_screen.dmPelsWidth = WINDOW_WIDTH; game_screen.dmPelsHeight = WINDOW_HEIGHT; game_screen.dmBitsPerPel = 16; game_screen.dmFields = DM_PELSWIDTH | DM_PELSHEIGHT | DM_BITSPERPEL; ChangeDisplaySettings(&game_screen, CDS_FULLSCREEN); game_dc = GetDC(game_window); // get the GDI device context // for back (double) buffering back_dc = CreateCompatibleDC(game_dc); back_bmp = CreateCompatibleBitmap(game_dc, WINDOW_WIDTH, WINDOW_HEIGHT); old_bmp = (HBITMAP)SelectObject(back_dc, back_bmp); // load the BMP file and set up display and struct bmp_dc = CreateCompatibleDC(game_dc); hbmp[0] = (HBITMAP)LoadImage(game_instance, MAKEINTRESOURCE(BMP_PAC0), IMAGE_BITMAP, 0, 0, LR_DEFAULTCOLOR); GetObject(hbmp[0], sizeof(bmp[0]), &bmp[0]); hbmp[1] = (HBITMAP)LoadImage(game_instance, MAKEINTRESOURCE(BMP_PAC1), IMAGE_BITMAP, 0, 0, LR_DEFAULTCOLOR); GetObject(hbmp[1], sizeof(bmp[1]), &bmp[1]); hbmp[2] = (HBITMAP)LoadImage(game_instance, MAKEINTRESOURCE(BMP_PAC2), IMAGE_BITMAP, 0, 0, LR_DEFAULTCOLOR); GetObject(hbmp[2], sizeof(bmp[2]), &bmp[2]); hbmp[3] = (HBITMAP)LoadImage(game_instance, MAKEINTRESOURCE(BMP_PAC3), IMAGE_BITMAP, 0, 0, LR_DEFAULTCOLOR); GetObject(hbmp[3], sizeof(bmp[3]), &bmp[3]); hbmp[4] = (HBITMAP)LoadImage(game_instance, MAKEINTRESOURCE(BMP_PAC4), IMAGE_BITMAP, 0, 0, LR_DEFAULTCOLOR); GetObject(hbmp[4], sizeof(bmp[4]), &bmp[4]); hbmp[5] = (HBITMAP)LoadImage(game_instance, MAKEINTRESOURCE(BMP_PAC5), IMAGE_BITMAP, 0, 0, LR_DEFAULTCOLOR); GetObject(hbmp[5], sizeof(bmp[5]), &bmp[5]); hbmp[6] = (HBITMAP)LoadImage(game_instance, MAKEINTRESOURCE(BMP_PAC6), IMAGE_BITMAP, 0, 0, LR_DEFAULTCOLOR); GetObject(hbmp[6], sizeof(bmp[6]), &bmp[6]); hbmp[7] = (HBITMAP)LoadImage(game_instance, MAKEINTRESOURCE(BMP_PAC7), IMAGE_BITMAP, 0, 0, LR_DEFAULTCOLOR); GetObject(hbmp[7], sizeof(bmp[7]), &bmp[7]); hbmp[8] = (HBITMAP)LoadImage(game_instance, MAKEINTRESOURCE(BMP_PAC8), IMAGE_BITMAP, 0, 0, LR_DEFAULTCOLOR); GetObject(hbmp[8], sizeof(bmp[8]), &bmp[8]); hbmp[9] = (HBITMAP)LoadImage(game_instance, MAKEINTRESOURCE(BMP_PAC9), IMAGE_BITMAP, 0, 0, LR_DEFAULTCOLOR); GetObject(hbmp[9], sizeof(bmp[9]), &bmp[9]); hbmp[10] = (HBITMAP)LoadImage(game_instance, MAKEINTRESOURCE(BMP_PAC10), IMAGE_BITMAP, 0, 0, LR_DEFAULTCOLOR); GetObject(hbmp[10], sizeof(bmp[10]), &bmp[10]); hbmp[11] = (HBITMAP)LoadImage(game_instance, MAKEINTRESOURCE(BMP_PAC11), IMAGE_BITMAP, 0, 0, LR_DEFAULTCOLOR); GetObject(hbmp[11], sizeof(bmp[11]), &bmp[11]); hbmp[12] = (HBITMAP)LoadImage(game_instance, MAKEINTRESOURCE(BMP_PAC12), IMAGE_BITMAP, 0, 0, LR_DEFAULTCOLOR); GetObject(hbmp[12], sizeof(bmp[12]), &bmp[12]); hbmp[13] = (HBITMAP)LoadImage(game_instance, MAKEINTRESOURCE(BMP_PAC13), IMAGE_BITMAP, 0, 0, LR_DEFAULTCOLOR); GetObject(hbmp[13], sizeof(bmp[13]), &bmp[13]); hbmp[14] = (HBITMAP)LoadImage(game_instance, MAKEINTRESOURCE(BMP_PAC14), IMAGE_BITMAP, 0, 0, LR_DEFAULTCOLOR); GetObject(hbmp[14], sizeof(bmp[14]), &bmp[14]); hbmp[15] = (HBITMAP)LoadImage(game_instance, MAKEINTRESOURCE(BMP_PAC15), IMAGE_BITMAP, 0, 0, LR_DEFAULTCOLOR); GetObject(hbmp[15], sizeof(bmp[15]), &bmp[15]); hbmp[16] = (HBITMAP)LoadImage(game_instance, MAKEINTRESOURCE(BMP_PAC16), IMAGE_BITMAP, 0, 0, LR_DEFAULTCOLOR); GetObject(hbmp[16], sizeof(bmp[16]), &bmp[16]); hbmp[17] = (HBITMAP)LoadImage(game_instance, MAKEINTRESOURCE(BMP_PAC17), IMAGE_BITMAP, 0, 0, LR_DEFAULTCOLOR); GetObject(hbmp[17], sizeof(bmp[17]), &bmp[17]); hbmp[18] = (HBITMAP)LoadImage(game_instance, MAKEINTRESOURCE(BMP_PAC18), IMAGE_BITMAP, 0, 0, LR_DEFAULTCOLOR); GetObject(hbmp[18], sizeof(bmp[18]), &bmp[18]); hbmp[19] = (HBITMAP)LoadImage(game_instance, MAKEINTRESOURCE(BMP_PAC19), IMAGE_BITMAP, 0, 0, LR_DEFAULTCOLOR); GetObject(hbmp[19], sizeof(bmp[19]), &bmp[19]); hbmp[20] = (HBITMAP)LoadImage(game_instance, MAKEINTRESOURCE(BMP_PAC20), IMAGE_BITMAP, 0, 0, LR_DEFAULTCOLOR); GetObject(hbmp[20], sizeof(bmp[20]), &bmp[20]); hbmp[21] = (HBITMAP)LoadImage(game_instance, MAKEINTRESOURCE(BMP_PAC21), IMAGE_BITMAP, 0, 0, LR_DEFAULTCOLOR); GetObject(hbmp[21], sizeof(bmp[21]), &bmp[21]); hbmp[22] = (HBITMAP)LoadImage(game_instance, MAKEINTRESOURCE(BMP_PAC22), IMAGE_BITMAP, 0, 0, LR_DEFAULTCOLOR); GetObject(hbmp[22], sizeof(bmp[22]), &bmp[22]); hbmp[23] = (HBITMAP)LoadImage(game_instance, MAKEINTRESOURCE(BMP_PAC23), IMAGE_BITMAP, 0, 0, LR_DEFAULTCOLOR); GetObject(hbmp[23], sizeof(bmp[23]), &bmp[23]); // set initial position of Bitmap file top-left xbmp = 1; ybmp = 1; // set initial mouth (closed) and direction (point right) mouth_pos = 0; pac_dir = 0; xlimit = WINDOW_WIDTH - 31; ylimit = WINDOW_HEIGHT - 31; } // END OF GameInit /////////////////////////////////////////////////////////// // // GAME MAIN LOOP AND PROCESSING // /////////////////////////////////////////////////////////// void GameMain() { // erase the back buffer FillRect(back_dc, &back_rect, black_brush); // allow movement with arrow keys if (KEYDOWN(VK_RIGHT)) { pac_dir = 0; xbmp = xbmp + PAC_SPEED; if (xbmp > xlimit) xbmp = xlimit; } else if (KEYDOWN(VK_LEFT)) { pac_dir = 12; xbmp = xbmp - PAC_SPEED; if (xbmp < 1) xbmp = 1; } else if (KEYDOWN(VK_DOWN)) { pac_dir = 6; ybmp = ybmp + PAC_SPEED; if (ybmp > ylimit) ybmp = ylimit; } else if (KEYDOWN(VK_UP)) { pac_dir = 18; ybmp = ybmp - PAC_SPEED; if (ybmp < 1) ybmp = 1; } mouth_pos++; if (mouth_pos > 5) mouth_pos = 0; // display BMP to back buffer SelectObject(bmp_dc, hbmp[pac_dir + mouth_pos]); BitBlt(back_dc, xbmp, ybmp, 30, 30, bmp_dc, 0, 0, SRCCOPY); // copy back buffer to front buffer BitBlt(game_dc, 0, 0, WINDOW_WIDTH, WINDOW_HEIGHT, back_dc, 0, 0, SRCCOPY); } // END OF GameMain /////////////////////////////////////////////////////////// // // GAME QUIT AND CLEAN UP // /////////////////////////////////////////////////////////// void GameQuit() { int i; DeleteObject(black_pen); DeleteObject(black_brush); // release bmps and dc for (i=0; i<24; i++) DeleteObject(hbmp[i]); DeleteDC(bmp_dc); // release the back buffer SelectObject(back_dc, old_bmp); DeleteObject(back_bmp); DeleteDC(back_dc); // release the device context (for GDI) from the game window ReleaseDC(game_window, game_dc); // return to original display settings ChangeDisplaySettings(NULL,NULL); } // END OF GameQuit // END GAME CODE //////////////////////////////////////////