// PhilVaz Animation Bitmap Demo // Displays and animates a cat // 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 "CatDemo.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 CAT_SPEED 12 // x speed of Cat animation #define CAT_DELAY 5 // delay between frames // 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 cat_pos; // cat animation position (1 to 6) int cat_countdown; // countdown between frames // for cat bitmap animations HBITMAP hbmp1 = NULL; HBITMAP hbmp2 = NULL; HBITMAP hbmp3 = NULL; HBITMAP hbmp4 = NULL; HBITMAP hbmp5 = NULL; HBITMAP hbmp6 = NULL; BITMAP bmp1; BITMAP bmp2; BITMAP bmp3; BITMAP bmp4; BITMAP bmp5; BITMAP bmp6; 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 "Cat Animation 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 cat animations and set up display and struct bmp_dc = CreateCompatibleDC(game_dc); hbmp1 = (HBITMAP)LoadImage(game_instance, MAKEINTRESOURCE(BMP_CAT1), IMAGE_BITMAP, 0, 0, LR_DEFAULTCOLOR); GetObject(hbmp1, sizeof(bmp1), &bmp1); hbmp2 = (HBITMAP)LoadImage(game_instance, MAKEINTRESOURCE(BMP_CAT2), IMAGE_BITMAP, 0, 0, LR_DEFAULTCOLOR); GetObject(hbmp2, sizeof(bmp2), &bmp2); hbmp3 = (HBITMAP)LoadImage(game_instance, MAKEINTRESOURCE(BMP_CAT3), IMAGE_BITMAP, 0, 0, LR_DEFAULTCOLOR); GetObject(hbmp3, sizeof(bmp3), &bmp3); hbmp4 = (HBITMAP)LoadImage(game_instance, MAKEINTRESOURCE(BMP_CAT4), IMAGE_BITMAP, 0, 0, LR_DEFAULTCOLOR); GetObject(hbmp4, sizeof(bmp4), &bmp4); hbmp5 = (HBITMAP)LoadImage(game_instance, MAKEINTRESOURCE(BMP_CAT5), IMAGE_BITMAP, 0, 0, LR_DEFAULTCOLOR); GetObject(hbmp5, sizeof(bmp5), &bmp5); hbmp6 = (HBITMAP)LoadImage(game_instance, MAKEINTRESOURCE(BMP_CAT6), IMAGE_BITMAP, 0, 0, LR_DEFAULTCOLOR); GetObject(hbmp6, sizeof(bmp6), &bmp6); // set initial position of cat Bitmap xbmp = 1; ybmp = 1; cat_pos = 1; // start at first animation position cat_countdown = CAT_DELAY; // set countdown between frames xlimit = WINDOW_WIDTH - 58; ylimit = WINDOW_HEIGHT - 58; } // END OF GameInit /////////////////////////////////////////////////////////// // // GAME MAIN LOOP AND PROCESSING // /////////////////////////////////////////////////////////// void GameMain() { // erase the back buffer FillRect(back_dc, &back_rect, black_brush); // choose position of cat animation if (cat_pos == 1) SelectObject(bmp_dc, hbmp1); if (cat_pos == 2) SelectObject(bmp_dc, hbmp2); if (cat_pos == 3) SelectObject(bmp_dc, hbmp3); if (cat_pos == 4) SelectObject(bmp_dc, hbmp4); if (cat_pos == 5) SelectObject(bmp_dc, hbmp5); if (cat_pos == 6) SelectObject(bmp_dc, hbmp6); // display the cat to screen BitBlt(back_dc, xbmp, ybmp, 56, 56, bmp_dc, 0, 0, SRCCOPY); cat_countdown--; if (cat_countdown == 0) { cat_pos++; if (cat_pos > 6) cat_pos = 1; xbmp = xbmp + CAT_SPEED; if (xbmp > xlimit) { xbmp = 1; ybmp = ybmp + 20; if (ybmp > ylimit) ybmp = 1; } cat_countdown = CAT_DELAY; } // 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() { DeleteObject(black_pen); DeleteObject(black_brush); DeleteObject(hbmp1); DeleteObject(hbmp2); DeleteObject(hbmp3); DeleteObject(hbmp4); DeleteObject(hbmp5); DeleteObject(hbmp6); // release bmp 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 //////////////////////////////////////////