FrameDD: C/C++ Version
In C/C++ programs, adding a WM_ACTIVATEAPP event handler is very easy. The handler updates the AppIsActive global and restores the DirectDraw surfaces with fg_ddrestore() when FrameDD becomes active:
case WM_ACTIVATEAPP:
AppIsActive = wParam;
if (AppIsActive) fg_ddrestore();
return 0;
Note how the FrameDD message loop calls Animate() only when no messages are waiting and AppIsActive is TRUE.
/****************************************************************************\
* *
* FrameDD.C *
* *
* This program shows how to set up a full screen DirectDraw application *
* for either blitting or flipping. The selection of blitting or flipping is *
* controlled by the BLIT and FLIP symbols defined below. *
* *
\****************************************************************************/
#include
#define vbWidth 640
#define vbHeight 480
// define either BLIT or FLIP, but not both, for blitting or flipping
#define BLIT
//#define FLIP
BOOL AppIsActive = FALSE;
LRESULT CALLBACK WindowProc(HWND,UINT,WPARAM,LPARAM);
void Animate(void);
int WINAPI WinMain (HINSTANCE hInstance, HINSTANCE hPrevInstance,
PSTR szCmdParam, int iCmdShow)
{
static char szAppName[] = "FGframedd";
HWND hWnd;
MSG msg;
WNDCLASSEX wndclass;
wndclass.cbSize = sizeof(wndclass);
wndclass.style = CS_HREDRAW | CS_VREDRAW | CS_OWNDC;
wndclass.lpfnWndProc = WindowProc;
wndclass.cbClsExtra = 0;
wndclass.cbWndExtra = 0;
wndclass.hInstance = hInstance;
wndclass.hIcon = LoadIcon(NULL,IDI_APPLICATION);
wndclass.hCursor = LoadCursor(NULL,IDC_ARROW);
wndclass.hbrBackground = NULL;
wndclass.lpszMenuName = NULL;
wndclass.lpszClassName = szAppName;
wndclass.hIconSm = LoadIcon(NULL,IDI_APPLICATION);
RegisterClassEx(&wndclass);
hWnd = CreateWindowEx(
WS_EX_TOPMOST, // extended window style
szAppName, // window class name
"DirectDraw Frame Animation", // window caption
WS_POPUP, // window style
0, // initial x position
0, // initial y position
vbWidth, // initial x size
vbHeight, // initial y size
NULL, // parent window handle
NULL, // window menu handle
hInstance, // program instance handle
NULL); // creation parameters
ShowWindow(hWnd,iCmdShow);
UpdateWindow(hWnd);
// The message loop processes entries placed in the message queue.
// When no message is ready and this is the active application, call
// Animate() to perform one frame of animation.
while (TRUE)
{
if (PeekMessage(&msg,NULL,0,0,PM_REMOVE))
{
if (msg.message == WM_QUIT)
break;
else
{
TranslateMessage(&msg);
DispatchMessage(&msg);
}
}
else if (AppIsActive)
Animate();
}
return msg.wParam;
}
/****************************************************************************\
* *
* WindowProc() *
* *
\****************************************************************************/
HDC hDC;
HPALETTE hPal;
int hVB;
LRESULT CALLBACK WindowProc(HWND hWnd, UINT iMsg, WPARAM wParam, LPARAM lParam)
{
switch (iMsg)
{
case WM_ACTIVATEAPP:
AppIsActive = wParam;
if (AppIsActive) fg_ddrestore();
return 0;
case WM_CREATE:
#ifdef BLIT
fg_ddsetup(vbWidth,vbHeight,8,FG_DX_BLIT);
#else
fg_ddsetup(vbWidth,vbHeight,8,FG_DX_FLIP);
#endif
hDC = GetDC(hWnd);
fg_setdc(hDC);
hPal = fg_defpal();
fg_realize(hPal);
ShowWindow(hWnd,SW_SHOWNORMAL);
// if blitting, create a virtual buffer the same size as the screen
// resolution; if flipping, use the primary surface's back buffer
fg_vbinit();
#ifdef BLIT
hVB = fg_vballoc(vbWidth,vbHeight);
#else
hVB = 0;
#endif
fg_vbopen(hVB);
fg_vbcolors();
fg_mouseini();
fg_mousevis(0);
return 0;
case WM_KEYDOWN:
switch(wParam)
{
case VK_ESCAPE:
case VK_F12:
DestroyWindow(hWnd);
break;
}
return 0;
case WM_SETFOCUS:
fg_realize(hPal);
InvalidateRect(hWnd,NULL,TRUE);
return 0;
case WM_DESTROY:
fg_mousevis(1);
fg_vbclose();
#ifdef BLIT
fg_vbfree(hVB);
#endif
fg_vbfin();
DeleteObject(hPal);
ReleaseDC(hWnd,hDC);
PostQuitMessage(0);
return 0;
}
return DefWindowProc(hWnd,iMsg,wParam,lParam);
}
/****************************************************************************\
* *
* Animate() *
* *
* Construct the next frame of animation and display it with either blitting *
* or flipping, as directed by the BLIT and FLIP symbols above. *
* *
\****************************************************************************/
void Animate(void)
{
// fill drawing surface with the next color
fg_setcolor((fg_getcolor() + 1) & 0xFF);
fg_fillpage();
// blit or flip surface to the screen
#ifdef BLIT
fg_vbpaste(0,vbWidth-1,0,vbHeight-1,0,vbHeight-1);
#else
fg_ddflip();
#endif
}
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