ruch bitmapy klawiatura

0

Mam dwa programiki:

#include <windows.h>
#include "resource.h"

const char g_szClassName[] = "myWindowClass";
const int ID_TIMER = 1;

const int BALL_MOVE_DELTA = 2;

typedef struct _BALLINFO 
{
	int width;
	int height;
	int x;
	int y;

	int dx;
	int dy;
}BALLINFO;

BALLINFO g_ballInfo;
HBITMAP g_hbmBall = NULL;
HBITMAP g_hbmMask = NULL;

HBITMAP CreateBitmapMask(HBITMAP hbmColour, COLORREF crTransparent)
{
	HDC hdcMem, hdcMem2;
	HBITMAP hbmMask;
	BITMAP bm;

	GetObject(hbmColour, sizeof(BITMAP), &bm);
	hbmMask = CreateBitmap(bm.bmWidth, bm.bmHeight, 1, 1, NULL);

	hdcMem = CreateCompatibleDC(0);
	hdcMem2 = CreateCompatibleDC(0);

	SelectObject(hdcMem, hbmColour);
	SelectObject(hdcMem2, hbmMask);

	SetBkColor(hdcMem, crTransparent);

	BitBlt(hdcMem2, 0, 0, bm.bmWidth, bm.bmHeight, hdcMem, 0, 0, SRCCOPY);

	BitBlt(hdcMem, 0, 0, bm.bmWidth, bm.bmHeight, hdcMem2, 0, 0, SRCINVERT);

	DeleteDC(hdcMem);
	DeleteDC(hdcMem2);

	return hbmMask;
}

void DrawBall(HDC hdc, RECT* prc)
{
	HDC hdcBuffer = CreateCompatibleDC(hdc);
	HBITMAP hbmBuffer = CreateCompatibleBitmap(hdc, prc->right, prc->bottom);
	HBITMAP hbmOldBuffer = SelectObject(hdcBuffer, hbmBuffer);

	HDC hdcMem = CreateCompatibleDC(hdc);
	HBITMAP hbmOld = SelectObject(hdcMem, g_hbmMask);

	FillRect(hdcBuffer, prc, GetStockObject(WHITE_BRUSH));

	BitBlt(hdcBuffer, g_ballInfo.x, g_ballInfo.y, g_ballInfo.width, g_ballInfo.height, hdcMem, 0, 0, SRCAND);

	SelectObject(hdcMem, g_hbmBall);
	BitBlt(hdcBuffer, g_ballInfo.x, g_ballInfo.y, g_ballInfo.width, g_ballInfo.height, hdcMem, 0, 0, SRCPAINT);

	BitBlt(hdc, 0, 0, prc->right, prc->bottom, hdcBuffer, 0, 0, SRCCOPY);

	SelectObject(hdcMem, hbmOld);
	DeleteDC(hdcMem);

	SelectObject(hdcBuffer, hbmOldBuffer);
	DeleteDC(hdcBuffer);
	DeleteObject(hbmBuffer);
}

void UpdateBall(RECT* prc)
{
	g_ballInfo.x += g_ballInfo.dx;
	g_ballInfo.y += g_ballInfo.dy;

	if(g_ballInfo.x < 0)
	{
		g_ballInfo.x = 0;
		g_ballInfo.dx = BALL_MOVE_DELTA;
	}
	else if(g_ballInfo.x + g_ballInfo.width > prc->right)
	{
		g_ballInfo.x = prc->right - g_ballInfo.width;
		g_ballInfo.dx = -BALL_MOVE_DELTA;
	}

	if(g_ballInfo.y < 0)
	{
		g_ballInfo.y = 0;
		g_ballInfo.dy = BALL_MOVE_DELTA;
	}
	else if(g_ballInfo.y + g_ballInfo.height > prc->bottom)
	{
		g_ballInfo.y = prc->bottom - g_ballInfo.height;
		g_ballInfo.dy = -BALL_MOVE_DELTA;
	}
}

LRESULT CALLBACK WndProc(HWND hwnd, UINT msg, WPARAM wParam, LPARAM lParam)
{
	switch(msg)
	{
		case WM_CREATE:
		{
			UINT ret;
			BITMAP bm;

			g_hbmBall = LoadBitmap(GetModuleHandle(NULL), MAKEINTRESOURCE(IDB_BALL));
			if(g_hbmBall == NULL)
				MessageBox(hwnd, "Could not load IDB_BALL!", "Error", MB_OK | MB_ICONEXCLAMATION);

			g_hbmMask = CreateBitmapMask(g_hbmBall, RGB(0, 0, 0));
			if(g_hbmMask == NULL)
				MessageBox(hwnd, "Could not create mask!", "Error", MB_OK | MB_ICONEXCLAMATION);

			GetObject(g_hbmBall, sizeof(bm), &bm);

			ZeroMemory(&g_ballInfo, sizeof(g_ballInfo));
			g_ballInfo.width = bm.bmWidth;
			g_ballInfo.height = bm.bmHeight;

			g_ballInfo.dx = BALL_MOVE_DELTA;
			g_ballInfo.dy = BALL_MOVE_DELTA;

			ret = SetTimer(hwnd, ID_TIMER, 50, NULL);
			if(ret == 0)
				MessageBox(hwnd, "Could not SetTimer()!", "Error", MB_OK | MB_ICONEXCLAMATION);
		}
		break;
		case WM_CLOSE:
			DestroyWindow(hwnd);
		break;
		case WM_PAINT:
		{
			RECT rcClient;
			PAINTSTRUCT ps;
			HDC hdc = BeginPaint(hwnd, &ps);

			GetClientRect(hwnd, &rcClient);
			DrawBall(hdc, &rcClient);

			EndPaint(hwnd, &ps);
		}
		break;
		case WM_TIMER:
		{
			RECT rcClient;
			HDC hdc = GetDC(hwnd);

			GetClientRect(hwnd, &rcClient);

			UpdateBall(&rcClient);
			DrawBall(hdc, &rcClient);

			ReleaseDC(hwnd, hdc);
		}
		break;
		case WM_DESTROY:
			KillTimer(hwnd, ID_TIMER);

			DeleteObject(g_hbmBall);
			DeleteObject(g_hbmMask);

			PostQuitMessage(0);
		break;
		default:
			return DefWindowProc(hwnd, msg, wParam, lParam);
	}
	return 0;
}

int WINAPI WinMain(HINSTANCE hInstance, HINSTANCE hPrevInstance,
	LPSTR lpCmdLine, int nCmdShow)
{
	WNDCLASSEX wc;
	HWND hwnd;
	MSG Msg;

	wc.cbSize		 = sizeof(WNDCLASSEX);
	wc.style		 = 0;
	wc.lpfnWndProc	 = WndProc;
	wc.cbClsExtra	 = 0;
	wc.cbWndExtra	 = 0;
	wc.hInstance	 = hInstance;
	wc.hIcon		 = LoadIcon(NULL, IDI_APPLICATION);
	wc.hCursor		 = LoadCursor(NULL, IDC_ARROW);
	wc.hbrBackground = (HBRUSH)(COLOR_WINDOW+1);
	wc.lpszMenuName  = NULL;
	wc.lpszClassName = g_szClassName;
	wc.hIconSm		 = LoadIcon(NULL, IDI_APPLICATION);

	if(!RegisterClassEx(&wc))
	{
		MessageBox(NULL, "Window Registration Failed!", "Error!",
			MB_ICONEXCLAMATION | MB_OK);
		return 0;
	}

	hwnd = CreateWindowEx(
		WS_EX_CLIENTEDGE,
		g_szClassName,
		"An Animation Program",
		WS_OVERLAPPEDWINDOW,
		CW_USEDEFAULT, CW_USEDEFAULT, 320, 240,
		NULL, NULL, hInstance, NULL);

	if(hwnd == NULL)
	{
		MessageBox(NULL, "Window Creation Failed!", "Error!",
			MB_ICONEXCLAMATION | MB_OK);
		return 0;
	}

	ShowWindow(hwnd, nCmdShow);
	UpdateWindow(hwnd);

	while(GetMessage(&Msg, NULL, 0, 0) > 0)
	{
		TranslateMessage(&Msg);
		DispatchMessage(&Msg);
	}
	return Msg.wParam;
}

oraz

#include < windows.h > 
static TCHAR nazwa[]=TEXT("Klawiatura");
HFONT font1;
HBRUSH brusz;
RECT rect={0,0,400,300};
BYTE klawisze[256];

LRESULT CALLBACK ProcOkna(HWND uchwyt,UINT komunikat,WPARAM wParam,LPARAM lParam)
{
  switch (komunikat)
  {
        case WM_CHAR:
        {
        HDC kontekst=GetDC(uchwyt);
        //czyścimy okno zamalowyjąc je kolorem czarnym
        FillRect(kontekst,&rect,brusz);
        //ustawiamy naszego fonta
        SelectObject(kontekst,font1);
        SetBkMode(kontekst, TRANSPARENT);
        SetTextColor(kontekst,0x00ff00ff);
        //piszemy 1 literę
        char znak=(char)wParam;
        TextOut(kontekst,30,00,&znak,1);
        ReleaseDC(uchwyt,kontekst);
        }
        break;

        case WM_DESTROY:
        PostQuitMessage(0);
        break;

        case WM_KEYDOWN:
            switch (wParam)
            {
            case VK_ESCAPE:
            PostQuitMessage(0);
            break;
            }
        break;

default:
return (DefWindowProc(uchwyt,komunikat,wParam,lParam));
}
return(0L);
}

int WINAPI WinMain(HINSTANCE hInstance,HINSTANCE hPrevInstance,LPSTR lpCmdLine,int nCmdShow) 
{ 
WNDCLASS klasaokna;
HWND uchwyt;

klasaokna.style=CS_HREDRAW | CS_VREDRAW;
klasaokna.lpfnWndProc=ProcOkna;
klasaokna.cbClsExtra = 0;
klasaokna.cbWndExtra = 0;
klasaokna.hInstance = hInstance;
klasaokna.hIcon = NULL;
klasaokna.hCursor = LoadCursor(NULL, IDC_ARROW);
klasaokna.hbrBackground = (HBRUSH)GetStockObject(BLACK_BRUSH);
klasaokna.lpszMenuName = NULL;
klasaokna.lpszClassName = nazwa;

if(RegisterClass(&klasaokna)==0) return FALSE;

uchwyt=CreateWindow(nazwa,nazwa,WS_OVERLAPPEDWINDOW,
        100, 100, 400, 300,NULL, NULL, hInstance, NULL);

if(uchwyt==NULL) return FALSE;

font1=CreateFont(150,150,0,0,FW_NORMAL,FALSE,FALSE,FALSE,DEFAULT_CHARSET,
    OUT_TT_ONLY_PRECIS,CLIP_DEFAULT_PRECIS,ANTIALIASED_QUALITY,
    DEFAULT_PITCH,"verdana"); 
brusz=CreateSolidBrush(0x00000000);

ShowWindow(uchwyt,SW_SHOW);
UpdateWindow(uchwyt);

MSG komunikat;
while(GetMessage(&komunikat, NULL, 0, 0))
{
TranslateMessage(&komunikat);
DispatchMessage(&komunikat);
}
DeleteObject(brusz);
DeleteObject(font1);
return komunikat.wParam;
} 

Prosze o pomoc: Jak polaczyc te dwa programiki tak, zeby mozna bylo sterowac ta bitmapa za pomoca klawiatury (gora, dol, lewo, prawo)?

1

W sumie co do keyboarda i winapi, to dobre rozwiazanie bylo w tutorialkach na NeHe..
mianowicie robisz sobie tablice booli [256], i jesli klawisz jest nacisniety, to odpowiednia pozycja w tablicy jest TRUE, a jesli nie, to FALSE

bool keys[256]; // ofc jesli piszesz w c to to moze byc tablica chodzby charow

a potem w procce obslugujacej wiadomosci przychodzace do okna:

case WM_KEYDOWN: keys[wParam] = TRUE; return 0;
case WM_KEYUP: keys[wParam] = FALSE; return 0;

potem wystarczy ze wstawisz w glownej petli (ktora nota bene bym przerobil na PeekMessage) albo do WM_TIMER pare ifow typu

if( keys[VK_UP] )  g_ballInfo.y--; /* ew delte zmien or sth, z tym sie trza pobawic zeby ladnie chodzilo */

etc...
chyba powinienes sobie poradzic...

0

EEEEEEhhhh...
Ale jak tego uzyc? Ja sie pytam o proste rzeczy a ty mi odpowiadasz jak dla co najmniej zaawansowanego. Prosilbym o czesc kodu (pelnego, nie kawalkami), albo nawet calego. Mam w planie jakas prosta gierke (nie wiem jaka) w WINApi i nie wiem jak zaczac ;-)

1

Hmm.. sorx jesli cie zniechece or sth, ale jesli nie rozumiesz tego co napisalem, to daj sobie spokoj z prosta gierka i zajmij sie podstawami...

Gritz.. Gyn

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