Loading Bitmap Files into DirectDraw
this post only for begginner.....
creating a new directdraw surface is very easy, and this function will create a surface of any size. this can also be used as a general-purpose surface creation function, and if you were writing an engine class you'd probably put it in there somewhere.
void CreateSurface(LPDIRECTDRAWSURFACE7 *lpSource, int xs, int ys) { DDSURFACEDESC2 ddsd; ZeroMemory(&ddsd, sizeof(ddsd)); ddsd.dwSize = sizeof(ddsd); ddsd.dwFlags = DDSD_CAPS | DDSD_WIDTH | DDSD_HEIGHT; ddsd.ddsCaps.dwCaps = DDSCAPS_OFFSCREENPLAIN; ddsd.dwWidth = xs; ddsd.dwHeight = ys; lpdd->CreateSurface(&ddsd, lpSource, NULL); }
All this code does is create a DDSURFACEDESC2 structure that describes the dimensions of the surface, and tells DirectDraw that it's an off-screen surface. Then, the call to directdraw (in this case, directdraw is the lpdd pointer) just creates the surface. Bitmap Loading To load .bmp files we will use the standard Windows graphics library (GDI). This is best because if we're in a mode with a palette then Windows will automatically re-map the bitmap colours to the nearest in the palette. Here is the code that blits a loaded bitmap to a surface?
void DrawHBitmap(IDirectDrawSurface7 *lpSurface, HBITMAP hBitmap, int x, int y, int width, int height) { HDC hdcImage; HDC hdc; BITMAP bm; if (lpSurface == NULL || hBitmap == NULL) return; lpSurface->Restore(); hdcImage = CreateCompatibleDC(NULL); SelectObject(hdcImage, hBitmap); GetObject(hBitmap, sizeof(bm), &bm); width = width == 0 ? bm.bmWidth : width; height = height == 0 ? bm.bmHeight : height; lpSurface->GetDC(&hdc); BitBlt(hdc, x, y, width, height, hdcImage, 0, 0, SRCCOPY); lpSurface->ReleaseDC(hdc); DeleteDC(hdcImage); } and here is the code that loads, blits, then unloads the bitmap:
void CreateBitmapSurface(LPDIRECTDRAWSURFACE7 lpSurface, char *fname, int xs, int ys) { HBITMAP hBitmap; CreateSurface(&lpSurface, xs, ys); hBitmap = LoadImage(NULL, fname, IMAGE_BITMAP, 0, 0, LR_LOADFROMFILE); DrawHBitmap(lpSurface, hBitmap, 0, 0, xs, ys); DeleteObject(hBitmap); } Quick Example And to round it all up, here's some example code that loads the file "test.bmp" (width = 128, height = 128) into the lpddsTest surface, and then releases it again:
void Example(void) { /* * Declare the surface object */ LPDIRECTDRAWSURFACE7 lpddsTest; /* * Load the bitmap file into it */ CreateBitmapSurface(lpddsTest, 搕est.bmp? 128, 128); /* * The lpddsTest surface now contains the 搕est.bmp?file */ /* * Release the surface */ lpddsTest->Release(); }
creating a new directdraw surface is very easy, and this function will create a surface of any size. this can also be used as a general-purpose surface creation function, and if you were writing an engine class you'd probably put it in there somewhere.
![](/Images/OutliningIndicators/ExpandedBlockStart.gif)
All this code does is create a DDSURFACEDESC2 structure that describes the dimensions of the surface, and tells DirectDraw that it's an off-screen surface. Then, the call to directdraw (in this case, directdraw is the lpdd pointer) just creates the surface. Bitmap Loading To load .bmp files we will use the standard Windows graphics library (GDI). This is best because if we're in a mode with a palette then Windows will automatically re-map the bitmap colours to the nearest in the palette. Here is the code that blits a loaded bitmap to a surface?
![](/Images/OutliningIndicators/ExpandedBlockStart.gif)
![](/Images/OutliningIndicators/ExpandedBlockStart.gif)
![](/Images/OutliningIndicators/ExpandedBlockStart.gif)
posted on 2004-07-23 12:49 LeighSword 阅读(338) 评论(0) 编辑 收藏 举报