>>>>> 会者不难!如何在DirectDraw全屏模式下面怎么弹出标准对话框??

silver 2001-09-09 11:52:51
因为需要在DirectDraw全屏模式下面输入中文,因此需要弹出带有
编辑框的标准对话框,在切换(Flip)图面的架构下面怎么实现?
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Kevin_qing 2001-09-10
//-----------------------------------------------------------------------------
// File: FullScreenDialog.cpp
//
// Desc: This sample demonstrates how to bring up a dialog box, or any other
// type of window while running in DirectDraw full-screen exclusive mode.
//
// Copyright (c) 1999-2000 Microsoft Corporation. All rights reserved.
//-----------------------------------------------------------------------------
#define STRICT
#include <windows.h>
#include <basetsd.h>
#include <ddraw.h>
#include <mmsystem.h>
#include "resource.h"
#include "ddutil.h"




//-----------------------------------------------------------------------------
// Defines, constants, and global variables
//-----------------------------------------------------------------------------
#define SAFE_DELETE(p) { if(p) { delete (p); (p)=NULL; } }
#define SAFE_RELEASE(p) { if(p) { (p)->Release(); (p)=NULL; } }

#define SCREEN_WIDTH 640
#define SCREEN_HEIGHT 480
#define SCREEN_BPP 16

#define SPRITE_DIAMETER 48
#define NUM_SPRITES 25

#define HELPTEXT TEXT("Press Escape to quit. Press F1 to bring up the dialog.")

struct SPRITE_STRUCT
{
FLOAT fPosX;
FLOAT fPosY;
FLOAT fVelX;
FLOAT fVelY;
};

CDisplay* g_pDisplay = NULL;
CSurface* g_pLogoSurface = NULL;
CSurface* g_pTextSurface = NULL;
BOOL g_bActive = FALSE;
DWORD g_dwLastTick;
SPRITE_STRUCT g_Sprite[NUM_SPRITES];
HWND g_hWndDlg = NULL;




//-----------------------------------------------------------------------------
// Function-prototypes
//-----------------------------------------------------------------------------
LRESULT CALLBACK MainWndProc( HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam );
INT_PTR CALLBACK SampleDlgProc( HWND hDlg, UINT msg, WPARAM wParam, LPARAM lParam );

HRESULT WinInit( HINSTANCE hInst, int nCmdShow, HWND* phWnd, HACCEL* phAccel );
HRESULT InitDirectDraw( HWND hWnd );
VOID FreeDirectDraw();
HRESULT ProcessNextFrame();
VOID UpdateSprite( SPRITE_STRUCT* pSprite, FLOAT fTimeDelta );
HRESULT DisplayFrame();
HRESULT RestoreSurfaces();




//-----------------------------------------------------------------------------
// Name: 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 );
srand( GetTickCount() );

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;
}

// Show the dialog immediately
g_hWndDlg = CreateDialog( hInst, MAKEINTRESOURCE(IDD_DIALOG_SAMPLE),
hWnd, (DLGPROC) SampleDlgProc );
ShowWindow( g_hWndDlg, SW_SHOWNORMAL );

g_dwLastTick = timeGetTime();

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 the dialog is showing,
// translate messages for it since it's a modeless dialog.
if( g_hWndDlg == NULL || !IsDialogMessage( g_hWndDlg, &msg ) )
{
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() ) )
{
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();
}
}
}
}




//-----------------------------------------------------------------------------
// Name: 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
wc.lpszClassName = TEXT("FullScreenDialog");
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 )
return E_FAIL;

// Load keyboard accelerators
hAccel = LoadAccelerators( hInst, MAKEINTRESOURCE(IDR_MAIN_ACCEL) );

// Create and show the main window
hWnd = CreateWindowEx( 0, TEXT("FullScreenDialog"), TEXT("DirectDraw FullScreenDialog 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;
}




//-----------------------------------------------------------------------------
// Name: InitDirectDraw()
// Desc: Create the DirectDraw object, and init the surfaces
//-----------------------------------------------------------------------------
HRESULT InitDirectDraw( HWND hWnd )
{
HRESULT hr;
int iSprite;

g_pDisplay = new CDisplay();
if( FAILED( hr = g_pDisplay->CreateFullScreenDisplay( hWnd, SCREEN_WIDTH,
SCREEN_HEIGHT, SCREEN_BPP ) ) )
{
MessageBox( hWnd, TEXT("This display card does not support 640x480x8. "),
TEXT("DirectDraw Sample"), MB_ICONERROR | MB_OK );
return hr;
}

// Check if the device supports DDCAPS2_CANRENDERWINDOWED.
// If it does, then it supports GDI writing directly to the primary surface
// Otherwise, to do GDI displaying on these cards, you you must create a
// bitmap of the GDI window and BitBlt the bitmap to the backbuffer
// then flip as normal. However, this sample does not show this.
DDCAPS ddcaps;
ZeroMemory( &ddcaps, sizeof(ddcaps) );
ddcaps.dwSize = sizeof(ddcaps);
g_pDisplay->GetDirectDraw()->GetCaps( &ddcaps, NULL );
if( (ddcaps.dwCaps2 & DDCAPS2_CANRENDERWINDOWED) == 0 )
{
MessageBox( hWnd, TEXT("This display card can not render GDI."),
TEXT("DirectDraw Sample"), MB_ICONERROR | MB_OK );
return E_FAIL;
}

// Create a clipper so DirectDraw will not blt over the GDI dialog
if( FAILED( hr = g_pDisplay->InitClipper() ) )
return hr;

// Create a surface, and draw text to it.
if( FAILED( hr = g_pDisplay->CreateSurfaceFromText( &g_pTextSurface, NULL, HELPTEXT,
RGB(0,0,0), RGB(255, 255, 0) ) ) )
return hr;

// Create a surface, and draw a bitmap resource on it.
if( FAILED( hr = g_pDisplay->CreateSurfaceFromBitmap( &g_pLogoSurface, MAKEINTRESOURCE( IDB_DIRECTX ),
SPRITE_DIAMETER, SPRITE_DIAMETER ) ) )
return hr;

// Set the color key for the logo sprite to black
if( FAILED( hr = g_pLogoSurface->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
g_Sprite[iSprite].fPosX = (float) (rand() % SCREEN_WIDTH);
g_Sprite[iSprite].fPosY = (float) (rand() % SCREEN_HEIGHT);

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;
}




//-----------------------------------------------------------------------------
// Name: FreeDirectDraw()
// Desc: Release all the DirectDraw objects
//-----------------------------------------------------------------------------
VOID FreeDirectDraw()
{
SAFE_DELETE( g_pLogoSurface );
SAFE_DELETE( g_pTextSurface );
SAFE_DELETE( g_pDisplay );
}





//-----------------------------------------------------------------------------
// Name: 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;

case IDM_SHOW_DIALOG:
{
HINSTANCE hInst;
#ifdef _WIN64
hInst = (HINSTANCE) GetWindowLongPtr( hWnd, GWLP_HINSTANCE );
#else
hInst = (HINSTANCE) GetWindowLong( hWnd, GWL_HINSTANCE );
#endif
g_hWndDlg = CreateDialog( hInst, MAKEINTRESOURCE(IDD_DIALOG_SAMPLE),
hWnd, (DLGPROC) SampleDlgProc );
ShowWindow( g_hWndDlg, SW_SHOWNORMAL );
}
break;
}
break; // Continue with default processing

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;
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_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);
}




//-----------------------------------------------------------------------------
// Name: SampleDlgProc()
// Desc: A simple dialog that has some standard controls, so you can see that
// they update properly.
//-----------------------------------------------------------------------------
INT_PTR CALLBACK SampleDlgProc( HWND hDlg, UINT msg, WPARAM wParam, LPARAM lParam )
{
static TCHAR* pszCombo[] = {"One","Two","Three","Four","Five","Six"};

switch (msg)
{
case WM_INITDIALOG:
{
for( int i = 0; i < 6; i++ )
SendDlgItemMessage( hDlg, IDC_COMBO1, CB_ADDSTRING,
0, (LPARAM) pszCombo[i] );

SendDlgItemMessage( hDlg, IDC_COMBO1, CB_SETCURSEL, 0, 0 );
CheckDlgButton( hDlg, IDC_RADIO1, BST_CHECKED );
}
return TRUE;

case WM_COMMAND:
switch( LOWORD(wParam) )
{
case IDCANCEL:
case IDOK:
EndDialog( hDlg, TRUE );
return TRUE;
}
break;

case WM_MOVE:
// The window is moving around, so re-draw the backbuffer
DisplayFrame();
break;

case WM_DESTROY:
g_hWndDlg = NULL;
break;
}

return FALSE;
}




//-----------------------------------------------------------------------------
// Name: 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();
DWORD dwTickDiff = dwCurrTick - g_dwLastTick;

// Don't update if no time has passed
if( dwTickDiff == 0 )
return S_OK;

g_dwLastTick = dwCurrTick;

// Move the sprites according to how much time has passed
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;
}




//-----------------------------------------------------------------------------
// Name: UpdateSprite()
// Desc: Move the sprite around and make it bounce based on how much time
// has passed
//-----------------------------------------------------------------------------
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;
}
}




//-----------------------------------------------------------------------------
// Name: 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 );

// Blt the help text on the backbuffer, ignoring errors until the flip
g_pDisplay->Blt( 10, 10, g_pTextSurface, NULL );

// Blt all the sprites onto the back buffer using color keying,
// ignoring errors until the last call. Note that all of these sprites
// use the same DirectDraw surface.
for( int iSprite = 0; iSprite < NUM_SPRITES; iSprite++ )
{
g_pDisplay->Blt( (DWORD)g_Sprite[iSprite].fPosX,
(DWORD)g_Sprite[iSprite].fPosY,
g_pLogoSurface, NULL );
}

// Updating the primary buffer with a blt
LPDIRECTDRAWSURFACE7 pddsFrontBuffer = g_pDisplay->GetFrontBuffer();
LPDIRECTDRAWSURFACE7 pddsBackBuffer = g_pDisplay->GetBackBuffer();

if( FAILED( hr = pddsFrontBuffer->Blt( NULL, pddsBackBuffer, NULL,
DDBLT_WAIT, NULL ) ) )
return hr;

return S_OK;
}




//-----------------------------------------------------------------------------
// Name: RestoreSurfaces()
// Desc: Restore all the surfaces, and redraw the sprite surfaces.
//-----------------------------------------------------------------------------
HRESULT RestoreSurfaces()
{
HRESULT hr;

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;

// 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;
}



回复
gddsky 2001-09-09
不会吧,在DD全屏模式下,这种对话框是不能出现的。
回复
silver 2001-09-09

在MSDN里面找到了一篇文章 Displaying a Window in Full-Screen Mode

里面提到了一个叫做FSWindow的例子,但是翻遍了MSDN光盘和MSDN Online

都没有找到这个例子,谁有这个例子请给我发一个到fu-xu@163.com。高分

相送!!
回复
Colorstone0823 2001-09-09
up
回复
silver 2001-09-09

Kevin_qing(Kevin):

请到http://www.csdn.net/expert/TopicView.asp?id=278904回复一下,那里还有300分相送
回复
silver 2001-09-09

Kevin_qing(Kevin): 如何“把对话框做为一个surface copy....”,哪里有这样的例子?
回复
silver 2001-09-09

Kevin_qing(Kevin): 谢谢!dx(除了DX8)前面的版本有这样的例子吗?请指点
回复
sttony 2001-09-09
DX8的SDK中有一个DirectDraw全屏模式下弹出对话框的例子
回复
Kevin_qing 2001-09-09
fliptoGDISurface();
然后显示对话框就可以了
但是再对话框显示的时候不能flip

或者你可以参考dx里面的例子,把对话框做为一个surface copy倒back surface
回复
tlovexyj 2001-09-09
可以的.
一般情况下dialog显示出来了,只是你的ddraw占用了ram,看不到而已.
你只要切换到系统的GUI即可.

很久没写dx的程序了,记得不太清楚了.
介绍个网站你看看:
http://popup2.tok2.com/home/imagic/cindex.html
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