【发布时间】:2015-08-27 16:11:05
【问题描述】:
所以我试图在 Win32 中制作 Pong 的克隆,并且一切正常,但后来我在物理方面做了很多事情,当我测试它时,精灵位图甚至不再显示:/
所以,我是这样初始化渲染的:
int InitRenderer(int showCMD)
{
context = GetDC(winHandle);
if(!context)
{
return EXIT_FAILURE;
}
ShowWindow(winHandle, showCMD);
UpdateWindow(winHandle);
CreateDoubleBuffer(&globalBuffer);
ClearWindow(globalBuffer.hdcBack, globalBuffer.scrnRect);
return EXIT_SUCCESS;
}
这里是 CreateDoubleBuffer 函数:
void CreateDoubleBuffer(BUFFER *buffer)
{
buffer->hwnd = winHandle;
GetClientRect(winHandle, &(buffer->scrnRect));
buffer->hdcFront = GetDC(buffer->hwnd); //get a handle to the DC and plop it into the front buffer.
buffer->hdcBack = CreateCompatibleDC(buffer->hdcFront); //get a compatible DC for the Back buffer.
buffer->hdcBitmap = CreateCompatibleDC(buffer->hdcFront); //get a compatible DC for the bitmap.
buffer->hCompBitmap = CreateCompatibleBitmap(buffer->hdcFront, buffer->scrnRect.right, buffer->scrnRect.bottom); //Create a compatible bitmap as a dummy, and store in the front buffer.
buffer->hOldBitmap = (HBITMAP)SelectObject(buffer->hdcBack, buffer->hCompBitmap);
}
供参考的 BUFFER 结构如下所示:
struct BUFFER // This is our back buffering structure
{
HWND hwnd; // This holds the current window's handle
RECT scrnRect; // This holds the client rectangle of the window
HANDLE hCompBitmap; // This holds the compatible bitmap for the backbuffer
HANDLE hOldBitmap; // This is used for storage to free when the program quits
HANDLE hOldBitmap2; // This is used as storage to swap between selected bitmaps when using selectObject()
HDC hdcFront; // This is the front buffer (The part we see)
HDC hdcBack; // This is the back buffer (the part we draw to, then flip)
HDC hdcBitmap; // This is a temp buffer to swap the bitmap back and forth from
};
所以我有一个 Sprite 类,它只包含一个 HBITMAP 和一个文件名字符串,以及一些操作这些的函数。当我要绘制精灵时,调用这个函数:
void RenderSprite(BUFFER *buffer, HBITMAP bmp, Vec2I pos, Vec2F origin)
{
buffer->hOldBitmap2 = (HBITMAP)SelectObject(buffer->hdcBitmap, bmp); //we put the bitmap into the extra HDC to hold it there.
if(!buffer->hOldBitmap2)
{
std::cout << GetLastError() << "\n";
}
BitBlt(buffer->hdcBack, pos.GetX() + (int)origin.GetX(), pos.GetY() + (int)origin.GetY(), buffer->scrnRect.right, buffer->scrnRect.bottom, buffer->hdcBitmap, 0, 0, SRCCOPY); //blit the bitmap into the backbuffer.
SelectObject(buffer->hdcBitmap, buffer->hOldBitmap2); //put the old handle to the bitmap back where it belongs.
}
并且在这个函数的开始处 SelectObject 失败,所以 buffer->hOldBitmap2 为空。 GetLastError 返回的错误是 1400,这意味着无效的窗口句柄,所以我猜 winHandle(一个全局变量,你知道的)搞砸了。但我不明白怎么做。这是我初始化它的方式:
int Game::Start(HINSTANCE instance, int showCMD)
{
WNDCLASSEX winClass = {0};
winClass.cbSize = sizeof(winClass);
winClass.style = CS_HREDRAW | CS_VREDRAW;
winClass.lpfnWndProc = WndProc;
winClass.hInstance = instance;
winClass.hbrBackground = (HBRUSH)GetStockObject(WHITE_BRUSH);
winClass.lpszClassName = _winClassName;
winClass.hCursor = (HCURSOR)LoadImage(NULL, MAKEINTRESOURCE(OCR_CROSS), IMAGE_CURSOR, 0, 0, LR_SHARED); //using a cross for a cursor because we're hipsters here at cow_co industries.
RegisterClassEx(&winClass);
/**
* WS_EX_CLIENTEDGE gives the client a sunken edge.
**/
winHandle = CreateWindowEx(WS_EX_CLIENTEDGE, _winClassName, "Win32 Pong", WS_OVERLAPPEDWINDOW, CW_USEDEFAULT, CW_USEDEFAULT, CW_USEDEFAULT, CW_USEDEFAULT, NULL, NULL, instance, NULL);
if(!winHandle)
{
return EXIT_FAILURE;
}
//other stuff...
自从它起作用以来,我就没有改变它。
就屏幕上发生的情况而言,我只是看到一个空白的白色窗口,所以没有崩溃消息或其他任何东西,但它只是......空白。
我查看了其他问题,这些问题的解决方案似乎与注册窗口类等问题有关。我检查了我的问题,但看不出有什么问题。我已经调试过了,hOldBitmap2 是缓冲区中唯一为空的部分。其余的都很好。
如果您能提供任何帮助,我们将不胜感激。
【问题讨论】:
-
(HBITMAP)SelectObject(buffer->hdcBitmap, bmp);你的 bmp 句柄有效吗? -
是什么让您认为
SelectObject()填充GetLastError()以报告错误代码?它没有以这种方式记录。大多数 GDI 函数不使用GetLastError()。如果给定的 API 函数未记录为填充GetLastError(),请不要假设它确实如此。 -
@RemyLebeau 我认为所有 GDI 函数都使用了它。该死,所以错误甚至可能不在其中,而是在其他地方?嗯...
-
@theB:不应该,但我没想过要检查。