Update window after ScrollWindow(). WinAPI - winapi

I want to scroll my window, but when i do that, the previous image remains. How can i fix it?
My code, maybe there are some problems:
switch (LOWORD(wParam))
{
case SB_LINEDOWN:
iVScrollInc = 1;
break;
case SB_LINEUP:
iVScrollInc = -1;
break;
case SB_THUMBTRACK:
iVScrollInc = HIWORD(wParam) - iVScrollPos;
break;
default:
iVScrollInc = 0;
break;
}
iVScrollInc = max(-iVScrollPos, min(iVScrollInc, iVScrollMax - iVScrollPos));
if (iVScrollInc != 0)
{
iVScrollPos += iVScrollInc;
ScrollWindow(hWnd, 0, -cyChar * iVScrollInc, NULL, NULL);
SetScrollPos(hWnd, SB_VERT, iVScrollPos, TRUE);
UpdateWindow(hWnd);
}
EDIT (i cant paste all my code because of stackoverflow writes me that i have more code that describing of my question)
case WM_PAINT:{
PAINTSTRUCT ps;
HDC hDc = BeginPaint(hWnd, &ps);
for (int i = 0 ; i < buffer.size(); ++i)
TextOut(hDc, 20, 20 + i*cyChar, buffer[i].c_str(), buffer[i].length());
EndPaint(hWnd, &ps);
return 0;
}
// buffer - is std::vector<std::string>
// cyChar - is height of symbols

for (int i = 0 ; i < buffer.size(); ++i), it shouldn't be buffer.size().
Add int iPaintEnd = min(buffer.size(), iVscrollPos + ps.rcPaint.bottom / cyChar); Change to for (int i = 0 ; i < iPaintEnd ; ++i)
Besides, you should use std::vector<std::wstring> buffer.
Here is my code, you need refer to it.
LRESULT CALLBACK WndProc(HWND hwnd, UINT iMsg, WPARAM wParam, LPARAM lParam)
{
static int cxChar, cxCaps, cyChar, cxClient, cyClient, iMaxWidth,
iVscrollPos, iVscrollMax;
HDC hdc;
int i, y, iPaintBeg, iPaintEnd, iVscrollInc;
PAINTSTRUCT ps;
TEXTMETRIC tm;
switch (iMsg)
{
case WM_CREATE:
hdc = GetDC(hwnd);
GetTextMetrics(hdc, &tm);
cxChar = tm.tmAveCharWidth;
cxCaps = (tm.tmPitchAndFamily & 1 ? 3 : 2) * cxChar / 2;
cyChar = tm.tmHeight + tm.tmExternalLeading;
ReleaseDC(hwnd, hdc);
iMaxWidth = 40 * cxChar + 22 * cxCaps;
return 0;
case WM_SIZE:
cxClient = LOWORD(lParam);
cyClient = HIWORD(lParam);
iVscrollMax = max(0,buffer.size() + 2 - cyClient / cyChar);
iVscrollPos = min(iVscrollPos, iVscrollMax);
SetScrollRange(hwnd, SB_VERT, 0, iVscrollMax, FALSE);
SetScrollPos(hwnd, SB_VERT, iVscrollPos, TRUE);
return 0;
case WM_VSCROLL:
switch (LOWORD(wParam))
{
case SB_TOP:
iVscrollInc = -iVscrollPos;
break;
case SB_BOTTOM:
iVscrollInc = iVscrollMax - iVscrollPos;
break;
case SB_LINEUP:
iVscrollInc = -1;
break;
case SB_LINEDOWN:
iVscrollInc = 1;
break;
case SB_PAGEUP:
iVscrollInc = min(-1, -cyClient / cyChar);
break;
case SB_PAGEDOWN:
iVscrollInc = max(1, cyClient / cyChar);
break;
case SB_THUMBTRACK:
iVscrollInc = HIWORD(wParam) - iVscrollPos;
break;
default:
iVscrollInc = 0;
}
iVscrollInc = max(-iVscrollPos,
min(iVscrollInc, iVscrollMax - iVscrollPos));
if (iVscrollInc != 0)
{
iVscrollPos += iVscrollInc;
ScrollWindow(hwnd, 0, -cyChar * iVscrollInc, NULL, NULL);
SetScrollPos(hwnd, SB_VERT, iVscrollPos, TRUE);
UpdateWindow(hwnd);
}
return 0;
case WM_PAINT:
hdc = BeginPaint(hwnd, &ps);
iPaintBeg = max(0, iVscrollPos + ps.rcPaint.top / cyChar - 1);
iPaintEnd = min(buffer.size(),
iVscrollPos + ps.rcPaint.bottom / cyChar);
for (i = iPaintBeg; i < iPaintEnd; i++)
{
y = cyChar * (1 - iVscrollPos + i);
TextOut(hdc, 0, y,
buffer[i].c_str(),
buffer[i].length());
SetTextAlign(hdc, TA_LEFT | TA_TOP);
}
EndPaint(hwnd, &ps);
return 0;
case WM_DESTROY:
PostQuitMessage(0);
return 0;
}
return DefWindowProc(hwnd, iMsg, wParam, lParam);
}

Related

Win32 API SetTimer in a loop

is it possible to have a SetTimer() function inside a loop? Inside WM_TIMER I have a KillTimer() function and it prematurelly ends the loop for SetTimer(). Here's a bit of code, which should draw vertical lines every second with a 10 point incrementation in their X coordinate. Once I reach the end of the dialog box, SetTimer() should be called again but this time all new lines need to be 1 point to the right of the previous ones. This loop happens 10 times and it should make the whole width of the dialog box in random colors.
int x5 = 0 ; int y5 = 10; int y6 = 100; //DrawTimer points global variables
int n=0 //counter global variable
INT_PTR CALLBACK DrawTimer(HWND hDlg, UINT message, WPARAM wParam, LPARAM lParam)
{
UNREFERENCED_PARAMETER(lParam);
switch (message)
{
case WM_INITDIALOG:
return (INT_PTR)TRUE;
case WM_COMMAND:
if (LOWORD(wParam) == IDOK || LOWORD(wParam) == IDCANCEL)
{
EndDialog(hDlg, LOWORD(wParam));
return (INT_PTR)TRUE;
}
else if (LOWORD(wParam) == ID_START)
{
int i = 0;
while(true)
{
SetTimer(hDlg,1,1000,NULL);
x5 = 0;
i++;
x5+=i;
if(i == 10)
break;
}
}
break;
case WM_TIMER:
switch(wParam)
{
case 1:
PAINTSTRUCT ps;
HDC hdc;
hdc = BeginPaint(hDlg, &ps);
HPEN hPen;
HGDIOBJ hObj;
RECT rcClient;
int diff;
GetClientRect(hDlg, &rcClient);
diff = rcClient.right - rcClient.left;
int r = rand()%255;
int g = rand()%255;
int b = rand()%255;
hdc = GetDC(hDlg);
hPen = CreatePen(NULL,1,RGB(r,g,b));
hObj = SelectObject(hdc,hPen);
MoveToEx(hdc,x5,y5,NULL);
LineTo(hdc,x5,y6);
x5+=10;
n++;
SetDlgItemInt(hDlg,ID_COUNT,n,NULL);
if (x5 > diff)
KillTimer(hDlg,1);
EndPaint(hDlg, &ps);
}
break;
}
return (INT_PTR)FALSE;
}

How do I implement double buffering in the winapi?

I can't stop the flickering. I got the advice to add dubbel-buffering. How do I do that?
#include <iostream>
#include <windows.h>
#include <string>
#include <fstream>
#include <vector>
using namespace std;
namespace {
const int ID_NEW = 1;
const int ID_QUIT = 2;
const int ID_ABOUT = 3;
const int NORTH_BUTTON_ID = 4;
const int SOUTH_BUTTON_ID = 5;
const int WEST_BUTTON_ID = 6;
const int EAST_BUTTON_ID = 7;
const int ID_FINISHED_GAME = 8;
int x = 0;
int y = 0;
int xStart = 0;
int yStart = 0;
int windowHeight = 400;
int windowWidth = 500;
char level1[20][21];
int noOfMoves = 0;
}
void readLevel(string fileName, char level[20][21]) {
char character{};
ifstream file(fileName);
int i = 0;
int j = 0;
if (file.is_open()) {
while (file >> character) {
level[j][i] = character;
if (level[j][i] == 's') {
y = yStart = j;
x = xStart = i;
}
if (++i % 20 == 0) {
i = 0;
j++;
}
}
file.close();
}
}
void restart(){
x = xStart;
y = yStart;
noOfMoves = 0;
}
LRESULT CALLBACK WinProc(HWND hwnd, UINT msg, WPARAM wParam, LPARAM lParam) {
HDC hdc{ 0 };
PAINTSTRUCT ps{ 0 };
switch (msg) {
case WM_CLOSE:
PostQuitMessage(0);
return 0;
case WM_COMMAND:
switch (LOWORD(wParam)){
case ID_ABOUT:
MessageBox(hwnd, L"About this program!", L"About", MB_OK);
return 0;
case ID_NEW:
restart();
return 0;
case ID_QUIT:
if (MessageBox(0, L"Do you really want to quit?", L"Are you sure?", MB_YESNO) == IDYES) {
PostQuitMessage(0);
return 0;
}
case NORTH_BUTTON_ID:
if (level1[y - 1][x] != '1') {
y -= 1;
noOfMoves++;
}
break;
case SOUTH_BUTTON_ID:
if (level1[y + 1][x] != '1'){
y += 1;
noOfMoves++;
}
break;
case WEST_BUTTON_ID:
if (level1[y][x - 1] != '1'){
x -= 1;
noOfMoves++;
}
break;
case EAST_BUTTON_ID:
if (level1[y][x + 1] != '1') {
x += 1;
noOfMoves++;
}
break;
}
if (level1[y][x] == 'e') {
wstring moves = L"Congratulations, you finished the game with " + to_wstring(noOfMoves);
MessageBox(hwnd, moves.c_str(), L"Finished game", MB_OK);
}
case WM_PAINT: {
char wall[2] = { "W" };
char floor[2] = { 'W' };
char current[2] = { "X" };
char goal[2] = { "G" };
wstring position = L"Position = [" + to_wstring(x) + L", " + to_wstring(y) + L"]";
wstring moves = L"Move = " + to_wstring(noOfMoves);
hdc = BeginPaint(hwnd, &ps);
TextOut(hdc, 20, 200, position.c_str(), position.size());
TextOut(hdc, 20, 220, moves.c_str(), moves.size());
for (int i = 0; i < 20; i++) {
for (int j = 0; j < 20; j++) {
if (level1[j][i] == '1') {
SetTextColor(hdc, RGB(0, 0, 0));
SetBkColor(hdc, RGB(0, 0, 0));
TextOut(hdc, 14 * i + 190, 14 * j + 20, LPCTSTR(wall), strlen(wall));
}
SetBkColor(hdc, RGB(255, 255, 255));
if (level1[j][i] == '0') {
SetTextColor(hdc, RGB(255, 255, 255));
TextOut(hdc, 14 * i + 190, 14 * j + 20, LPCTSTR(floor), strlen(floor));
}
SetTextColor(hdc, RGB(0, 0, 0));
if (i == x && j == y)
TextOut(hdc, 14 * i + 190, 14 * j + 20, LPCTSTR(current), strlen(current));
if (level1[j][i] == 'e')
TextOut(hdc, 14 * i + 190, 14 * j + 20, LPCTSTR(goal), strlen(goal));
}
}
EndPaint(hwnd, &ps);
break;
}
case WM_ERASEBKGND:
return true;
}
return DefWindowProc(hwnd, msg, wParam, lParam);
}
HMENU CreateMainMenu() {
HMENU main = CreateMenu();
HMENU file = CreateMenu();
AppendMenu(file, MF_STRING, ID_NEW, L"&New");
AppendMenu(file, MF_SEPARATOR, 0, 0);
AppendMenu(file, MF_STRING, ID_QUIT, L"&Quit");
AppendMenu(main, MF_POPUP, (UINT_PTR)file, L"&File");
HMENU help = CreateMenu();
AppendMenu(help, MF_STRING, ID_ABOUT, L"&About");
AppendMenu(main, MF_POPUP, (UINT_PTR)help, L"&Help");
return main;
}
int WINAPI WinMain(HINSTANCE hInstance, HINSTANCE hPrevInstance,
LPSTR lpCmdLine, int nCmdShow) {
readLevel("level1.txt", level1);
WNDCLASS wc = { 0 };
wc.hbrBackground = NULL;
wc.lpfnWndProc = WinProc;
wc.hInstance = hInstance;
wc.lpszClassName = L"MyWindowClass";
RegisterClass(&wc);
HWND hwnd = CreateWindow(L"MyWindowClass", L"The Maze",
WS_OVERLAPPEDWINDOW, CW_USEDEFAULT, CW_USEDEFAULT,
windowWidth, windowHeight, 0, CreateMainMenu(), hInstance, 0);
HWND buttonNorth = CreateWindow(L"BUTTON", L"NORTH", WS_CHILD | WS_VISIBLE,
10, 20, 150, 40, hwnd, (HMENU)NORTH_BUTTON_ID, hInstance, 0);
HWND buttonSouth = CreateWindow(L"BUTTON", L"SOUTH", WS_CHILD | WS_VISIBLE,
10, 60, 150, 40, hwnd, (HMENU)SOUTH_BUTTON_ID, hInstance, 0);
HWND buttonEast = CreateWindow(L"BUTTON", L"EAST", WS_CHILD | WS_VISIBLE,
10, 140, 150, 40, hwnd, (HMENU)EAST_BUTTON_ID, hInstance, 0);
HWND buttonWest = CreateWindow(L"BUTTON", L"WEST", WS_CHILD | WS_VISIBLE,
10, 100, 150, 40, hwnd, (HMENU)WEST_BUTTON_ID, hInstance, 0);
UpdateWindow(hwnd);
ShowWindow(hwnd, nCmdShow);
MSG msg = { 0 };
BOOL isRunning = true;
while (isRunning) {
while (PeekMessage(&msg, 0, 0, 0, PM_REMOVE)) {
if (msg.message == WM_QUIT)
isRunning = false;
TranslateMessage(&msg);
DispatchMessage(&msg);
}
wc.hbrBackground = NULL;
InvalidateRect(hwnd, NULL, FALSE);
Sleep(10);
}
return 0;
}
As member Retired Ninja said, you make compatible device context with the original one ( hdc in your case ), and create a bitmap compatible with your original device context ( bitmap size is equal to the size of your rectangle where you paint your stuff ).
Then select this newly created bitmap into compatible device context you just created and draw everything on it.
Then you just BitBlt(...) the compatible device context into original one.
Do not forget to perform proper cleanup in order to avoid GDI leaks.
Your code should look like this:
case WM_PAINT:
{
// skipped the initialization part to preserve space
// just copy those, they are irrelevant for your problem
hdc = BeginPaint(hwnd, &ps);
// create memory DC and memory bitmap where we shall do our drawing
HDC memDC = CreateCompatibleDC( hdc );
// get window's client rectangle. We need this for bitmap creation.
RECT rcClientRectangle;
GetClientRect( hwnd, &rcClientRect );
// now we can create bitmap where we shall do our drawing
HBITMAP bmp = CreateCompatibleBitmap( hdc,
rcClientRect.right - rcClientRect.left,
rcClientRect.bottom - rcClientRect.top );
// we need to save original bitmap, and select it back when we are done,
// in order to avoid GDI leaks!
HBITMAP oldBmp = (HBITMAP)SelectObject( memDC, bmp );
// now you draw your stuff in memory dc;
// just substitute hdc with memDC in your drawing code,
// like I did below:
TextOut( memDC, //...
TextOut( memDC, //...
for (int i = 0; i < 20; i++)
{
for (int j = 0; j < 20; j++)
{
if (level1[j][i] == '1')
{
SetTextColor( memDC, //...
SetBkColor( memDC, //...
TextOut( memDC, //...
}
SetBkColor( memDC, //...
if (level1[j][i] == '0')
{
SetTextColor( memDC, //...
TextOut( memDC, //...
}
SetTextColor( memDC, //...
if (i == x && j == y)
TextOut( memDC, //...
if (level1[j][i] == 'e')
TextOut( memDC, //...
}
}
// OK, everything is drawn into memory DC,
// now is the time to draw that final result into our target DC
BitBlt( hdc, 0, 0, rcClientRect.right - rcClientRect.left,
rcClientRect.bottom - rcClientRect.top, memDC, 0, 0, SRCCOPY );
// all done, now we need to cleanup
SelectObject( memDC, oldBmp ); // select back original bitmap
DeleteObject( bmp ); // delete bitmap since it is no longer required
DeleteDC( memDC ); // delete memory DC since it is no longer required
EndPaint(hwnd, &ps);
break;
}

WM_PAINT after some redraws it freaks out

I am trying out the win32 api so I decided to try to draw a checkers board on a windows, just for testing
it happens that I can draw the checkers board and I tried to implement some interactivity on it. To do it so, I am storing the mouse click on a static and using it on the WM_PAINT to draw a red border around the clicked house.
the problem is that after a few clicks the windows freaks out, screen gets all white without the brushes fill and I can find the window title, it a complete mess.
This is the code I have
#include <windows.h>
#include "WindowsX.h"
#include "stdafx.h"
#include <vector>
#include <stdlib.h>
//const char g_szClassName[] = "myWindowClass";
POINT p;
void TabuleiroCasas(std::vector<RECT>* rc, RECT rcClient)
{
for(int i = 0; i < 8; i++)
{
for(int j = 0; j < 8; j++)
{
int width = (rcClient.right-200 - rcClient.left) / 8;
int height = (rcClient.bottom - rcClient.top) / 8;
RECT r;
r.left = width*j;
r.top = rcClient.bottom - (height * i);
r.right = width*(j+1);
r.bottom = rcClient.bottom - height * (i+1);
rc->push_back(r);
}
}
}
// Step 4: the Window Procedure
LRESULT CALLBACK WndProc(HWND hwnd, UINT msg, WPARAM wParam, LPARAM lParam)
{
HPEN hPen = CreatePen(PS_SOLID, 1, RGB(255,255,255));
HPEN hPenSel = CreatePen(PS_SOLID, 3, RGB(255,0,0));
HBRUSH hBrushgrey =CreateSolidBrush(RGB(200,200,200));
HBRUSH hBrushblack =CreateSolidBrush(RGB(255,255,255));
HBRUSH hBrushwhite = CreateSolidBrush(RGB(0,0,0));
PAINTSTRUCT Ps;
std::vector<RECT> casas;
int xPos;
int yPos;
switch(msg)
{
case WM_LBUTTONDOWN:
GetCursorPos(&p);
InvalidateRect(hwnd, NULL, true);
break;
case WM_PAINT:
try
{
RECT rcClient;
GetClientRect(hwnd, &rcClient);
HDC hdc;
//DESENHA TABULEIRO
hdc = BeginPaint(hwnd, &Ps);
SelectObject(hdc, hBrushgrey);
Rectangle(hdc, rcClient.left, rcClient.top, rcClient.right, rcClient.bottom);
Rectangle(hdc, rcClient.left, rcClient.top, rcClient.right-200, rcClient.bottom);
TabuleiroCasas(&casas, rcClient);
for(int i = 0; i < casas.size(); i++)
{
if ( ((i + (i / 8)) % 2) == 1)
{
SelectObject(hdc, hBrushwhite);
Rectangle(hdc, casas[i].left ,casas[i].bottom, casas[i].right, casas[i].top);
}
else
{
SelectObject(hdc, hBrushblack);
Rectangle(hdc, casas[i].left ,casas[i].bottom, casas[i].right, casas[i].top);
}
}
for(int i = 0; i < casas.size(); i++)
{
if((p.x > casas[i].left) && (p.x < casas[i].right) && (p.y < casas[i].top) && (p.y > casas[i].bottom))
{
SelectObject(hdc, hPenSel);
Rectangle(hdc, casas[i].left ,casas[i].bottom, casas[i].right, casas[i].top);
}
}
EndPaint(hwnd, &Ps);
}
catch(int e)
{
}
break;
case WM_SIZE:
//InvalidateRect(hwnd, NULL, false);
break;
case WM_CLOSE:
DestroyWindow(hwnd);
break;
case WM_DESTROY:
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;
//Step 1: Registering the Window Class
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 = L"Damas";
wc.hIconSm = LoadIcon(NULL, IDI_APPLICATION);
if(!RegisterClassEx(&wc))
{
MessageBox(NULL, L"Window Registration Failed!", L"Error!",
MB_ICONEXCLAMATION | MB_OK);
return 0;
}
// Step 2: Creating the Window
hwnd = CreateWindowEx(
3,
L"Damas",
L"The title of my window",
WS_OVERLAPPEDWINDOW,
CW_USEDEFAULT, CW_USEDEFAULT, 800, 600,
NULL, NULL, hInstance, NULL);
if(hwnd == NULL)
{
MessageBox(NULL, L"Window Creation Failed!", L"Error!",
MB_ICONEXCLAMATION | MB_OK);
return 0;
}
ShowWindow(hwnd, nCmdShow);
UpdateWindow(hwnd);
// Step 3: The Message Loop
while(GetMessage(&Msg, NULL, 0, 0) > 0)
{
TranslateMessage(&Msg);
DispatchMessage(&Msg);
}
return Msg.wParam;
}
The problem can be found right at the top of your window procedure. You are creating a bunch of GDI objects every time your WndProc is called:
LRESULT CALLBACK WndProc(HWND hwnd, UINT msg, WPARAM wParam, LPARAM lParam)
{
HPEN hPen = CreatePen(PS_SOLID, 1, RGB(255,255,255));
HPEN hPenSel = CreatePen(PS_SOLID, 3, RGB(255,0,0));
HBRUSH hBrushgrey =CreateSolidBrush(RGB(200,200,200));
HBRUSH hBrushblack =CreateSolidBrush(RGB(255,255,255));
HBRUSH hBrushwhite = CreateSolidBrush(RGB(0,0,0));
.....
}
You don't ever return these to the system and so eventually you exhaust available GDI resources. Create those objects once only at application initialization time.
That call to DeleteDC looks very suspicious to me. You certainly do not need it. Remove it.
Another problem that you have is the code to retrieve the mouse position. You never use GetCursorPos for that since the mouse may have moved since the message was posted. You can get it from lParam. Like this:
p.x = GET_X_LPARAM(lParam);
p.y = GET_Y_LPARAM(lParam);
You'll need to include the Windowsx header properly. It's done like this:
#include <WindowsX.h>
Note the difference from your code in the question.

How can I reinitialize my code

Hi I am currently working on a project where we are creating a UDP server to communicate with a KUKA robot. We are able to establish the connection with the robot and exchange the data back and forth but when an event occurs such as the robot faulting out due to motor over torque. So to detect this fault we have added a timeout to the code so that the main dialog box will close and reopen so that all the variables will be reinitialized and we can set the connection to reestablish.
Heres the server code:
#include "stdafx.h"
#include "HapticRobot.h"
#include "CMaths.h"
using namespace chai3d;
#include <winsock.h>
using namespace std;
#pragma comment(lib, "Ws2.lib")
#include <fstream>
#include <string>
#include <sstream>
DWORD WINAPI DoGravity(LPVOID lpParameter);
#define REFRESH_INTERVAL 0 // sec
const int kBufferSize = 1024;
int nTempHold;
extern HapticDevice hd;
extern HWND g_hWndHapticBox;
extern bool bRobotInMotion, bRobotConnectInit, bRobotConnected;
extern Handles hc;
bool err;
std::string stSend, stSendXML, stLine;
std::string stRobotStatus , stAppend;
TCHAR *chRobotStatus;
//variables for timeout
fd_set fds;
int n;
struct timeval tv;
//// Prototypes ////////////////////////////////////////////////////////
SOCKET SetUpListener(const char* pcAddress, int nPort);
bool EchoIncomingPackets(SOCKET sd);
//// DoWinsock /////////////////////////////////////////////////////////
// The module's driver function -- we just call other functions and
// interpret their results.
int DoWinsock(const char* pcAddress, int nPort)
{
int nRetval = 0;
ifstream inFile("HardDisk/ExternalData.xml");
if (inFile.is_open())
{
while ( inFile.good() )
{
getline ( inFile, stLine);
stSendXML.append(stLine);
}
inFile.close();
}
SendDlgItemMessage(g_hWndHapticBox, IDC_LIST_Server, LB_INSERTSTRING, 0, (LPARAM)L"Establishing the listener...");
SOCKET ListeningSocket = SetUpListener(pcAddress, htons(nPort));
SendDlgItemMessage(g_hWndHapticBox, IDC_LIST_Server, LB_INSERTSTRING, 0, (LPARAM)L"Waiting for connections...");
bRobotConnectInit = true;
SetDlgItemText(g_hWndHapticBox, IDC_STATIC_RobotStatus, _T("Waiting for robot"));
while (1)
{
EchoIncomingPackets(ListeningSocket);
bRobotConnected = false;
bRobotConnectInit = true;
SendDlgItemMessage(g_hWndHapticBox, IDC_LIST_Server, LB_INSERTSTRING, 0, (LPARAM)L"Acceptor restarting...");
}
}
//// SetUpListener /////////////////////////////////////////////////////
// Sets up a listener on the given interface and port, returning the
// listening socket if successful; if not, returns INVALID_SOCKET.
SOCKET SetUpListener(const char* pcAddress, int nPort)
{
u_long nInterfaceAddr = inet_addr(pcAddress);
if (nInterfaceAddr != INADDR_NONE)
{
SOCKET sd = socket(AF_INET, SOCK_DGRAM, 0);
sockaddr_in sinInterface;
sinInterface.sin_family = AF_INET;
sinInterface.sin_addr.s_addr = nInterfaceAddr;
sinInterface.sin_port = nPort;
if (bind(sd, (sockaddr*)&sinInterface,
sizeof(sockaddr_in)) != SOCKET_ERROR)
{
return sd;
}
}
return INVALID_SOCKET;
}
//// EchoIncomingPackets ///////////////////////////////////////////////
// Bounces any incoming packets back to the client. We return false
// on errors, or true if the client closed the socket normally.
bool EchoIncomingPackets(SOCKET sd)
{
// Read data from client
std::string stReceive;
std::string stIPOC;
std::wstring stTime;
int nStartPos, nEndPos;
char acReadBuffer[kBufferSize], acWriteBuffer[512];
int nReadBytes;
struct sockaddr_in clientAddr;
int sockAddrSize = sizeof(struct sockaddr_in);
//declarations for the low pass filter
int CURRENT_VALUE = 2;
double T = .004, w_co, OMEGA_co, f_co;
hd.bFirstRunRobot = true;
do
{
//This will be to timeout the socket connection
FD_ZERO(&fds);
FD_SET(sd, &fds);
tv.tv_sec = 5;
tv.tv_usec = 0;
n = select (sd, &fds, NULL, NULL, &tv );
if (n == 0)
{
PostMessage(g_hWndHapticBox,WM_CLOSE, 0, 0);
Sleep(5000);
PostMessage(g_hWndHapticBox, WM_INITDIALOG, 0, 0);
Sleep(1000);
//printf("Timeout..\n");
//HapticBox(HWND, UINT, WPARAM, LPARAM);
//return 0;
}
else if (n == -1)
{
printf("Error..\n");
return 1;
}
// end timeout
nReadBytes = recvfrom(sd, acReadBuffer, sizeof(acReadBuffer), 0, (struct sockaddr*)&clientAddr, &sockAddrSize);
//nReadBytes = recvfrom(sd, acReadBuffer, sizeof(acReadBuffer), MSG_PEEK, (struct sockaddr*)&clientAddr, &sockAddrSize);
//if (nReadBytes == SOCKET_ERROR)
//{
// SetDlgItemText(g_hWndHapticBox, IDC_STATIC_RobotStatus, _T("ERROR"));
//}
if (nReadBytes < 0 || nReadBytes == 0)
{
SetDlgItemText(g_hWndHapticBox, IDC_STATIC_RobotStatus, _T("ERROR 1"));
return true;
}
if (nReadBytes > 0)
{
if (bRobotConnectInit)
{
bRobotConnectInit = false;
bRobotConnected = true;
SetDlgItemText(g_hWndHapticBox, IDC_STATIC_RobotStatus, _T("Connected to Robot"));
}
}
stSend = stSendXML;
stReceive = acReadBuffer;
nStartPos = stReceive.find ("<IPOC>") + 6;
nEndPos = stReceive.find ("</IPOC>");
stIPOC = stReceive.substr (nStartPos, nEndPos - nStartPos);
nStartPos = stSend.find ("<IPOC>") + 6;
nEndPos = stSend.find ("</IPOC>");
stSend.replace(nStartPos, nEndPos - nStartPos, stIPOC);
//Raw sensor data
nStartPos = stReceive.find ("RFx=") + 5;
nEndPos = stReceive.find ("RFy=") - 2;
hd.stRFx = stReceive.substr (nStartPos, nEndPos - nStartPos);
hd.szRFx = hd.stRFx.c_str();
hd.RFx = strtod(hd.szRFx, NULL);
hd.RFx = hd.RFx * 0.22;
nStartPos = stReceive.find ("RFy=") + 5;
nEndPos = stReceive.find ("RFz=") - 2;
hd.stRFy = stReceive.substr (nStartPos, nEndPos - nStartPos);
hd.szRFy = hd.stRFy.c_str();
hd.RFy = strtod(hd.szRFy, NULL);
hd.RFy = hd.RFy * 0.22;
**//...more XML stuff...//**
//data the is to be sent to the robot
if (hd.FirstTimePosition)
{
hd.RobotXStartPosition = hd.RobotXPosition;
hd.RobotYStartPosition = hd.RobotYPosition;
hd.RobotZStartPosition = hd.RobotZPosition;
hd.FirstTimePosition = false;
}
if(hd.LinearScale == 4)
{
f_co = 0.5;
}
else if (hd.LinearScale == 3)
{
f_co = 0.5;
}
else if (hd.LinearScale == 2)
{
f_co = 1;
}
else if (hd.LinearScale == 1)
{
f_co = 2;
}
else if (hd.LinearScale == 0.5)
{
f_co = 2;
}
else
{
f_co = 0.5;
}
if (hd.Fz < hd.MaxForcePos)
{
hd.ForceLimitPosZ = false;
}
if (hd.Fz > hd.MaxForceNeg)
{
hd.ForceLimitNegZ = false;
}
if (hd.Fz > hd.MaxForcePos || hd.ForceLimitPosZ)
{
if (!hd.ForceLimitPosZ)
{
hd.CurrentZtoRobotPosition = hd.ZtoRobot;
}
if (hd.CurrentZtoRobotPosition >= hd.ZtoRobot)
{
hd.NewZtoRobot = hd.PreviousZtoRobot;
hd.ForceLimitPosZ = true;
}
else
{
hd.ForceLimitPosZ = false;
}
}
if (hd.ForceLimitPosZ)
{
hd.ForceZtoRobot = hd.NewZtoRobot;
}
else
{
hd.ForceZtoRobot = hd.ZtoRobot;
}
w_co = f_co * C_TWO_PI;
OMEGA_co = (2/T) * cTanRad((w_co * T) / 2);
hd.raw_x[CURRENT_VALUE] = hd.XtoRobot;
hd.raw_y[CURRENT_VALUE] = hd.YtoRobot;
hd.raw_z[CURRENT_VALUE] = hd.ForceZtoRobot;
hd.filtered_x[CURRENT_VALUE] = (pow(((OMEGA_co) / ((2 / T) + OMEGA_co)), 2)) *
((hd.raw_x[CURRENT_VALUE]) + (2 * hd.raw_x[CURRENT_VALUE - 1] + hd.raw_x[CURRENT_VALUE - 2]))
- (((2 * (OMEGA_co - (2 / T))) / ((2 / T) + OMEGA_co)) * hd.filtered_x[CURRENT_VALUE - 1])
- ((pow(((OMEGA_co - (2 / T)) / ((2 / T) + OMEGA_co)),2)) * hd.filtered_x[CURRENT_VALUE - 2]);
**//more digital filter stuff//**
hd.raw_x[CURRENT_VALUE - 2] = hd.raw_x[CURRENT_VALUE - 1];
hd.raw_y[CURRENT_VALUE - 2] = hd.raw_y[CURRENT_VALUE - 1];
hd.raw_z[CURRENT_VALUE - 2] = hd.raw_z[CURRENT_VALUE - 1];
hd.raw_x[CURRENT_VALUE - 1] = hd.raw_x[CURRENT_VALUE];
hd.raw_y[CURRENT_VALUE - 1] = hd.raw_y[CURRENT_VALUE];
hd.raw_z[CURRENT_VALUE - 1] = hd.raw_z[CURRENT_VALUE];
hd.filtered_x[CURRENT_VALUE - 2] = hd.filtered_x[CURRENT_VALUE - 1];
hd.filtered_y[CURRENT_VALUE - 2] = hd.filtered_y[CURRENT_VALUE - 1];
hd.filtered_z[CURRENT_VALUE - 2] = hd.filtered_z[CURRENT_VALUE - 1];
hd.filtered_x[CURRENT_VALUE - 1] = hd.filtered_x[CURRENT_VALUE];
hd.filtered_y[CURRENT_VALUE - 1] = hd.filtered_y[CURRENT_VALUE];
hd.filtered_z[CURRENT_VALUE - 1] = hd.filtered_z[CURRENT_VALUE];
hd.stXtoRobot = dtostr(hd.filtered_x[CURRENT_VALUE]);
nStartPos = stSend.find ("X=") + 3;
stSend.replace(nStartPos, 6, hd.stXtoRobot);
hd.stYtoRobot = dtostr(hd.filtered_y[CURRENT_VALUE]);
nStartPos = stSend.find ("Y=") + 3;
stSend.replace(nStartPos, 6, hd.stYtoRobot);
hd.stZtoRobot = dtostr(hd.filtered_z[CURRENT_VALUE]);
nStartPos = stSend.find ("Z=") + 3;
stSend.replace(nStartPos, 6, hd.stZtoRobot);
if (hd.ForceLimitPosZ)
{
hd.PreviousZtoRobot = hd.NewZtoRobot;
}
else
{
hd.PreviousZtoRobot = hd.ZtoRobot;
}
strcpy( static_cast<char*>( &acWriteBuffer[0] ), stSend.c_str() );
if (nReadBytes > 0)
{
int nSentBytes = 0;
int SendLength = strlen(acWriteBuffer);
while (nSentBytes < SendLength)
{
int nTemp = sendto(sd, acWriteBuffer, SendLength, 0, (const sockaddr*)&clientAddr, sockAddrSize);
nTempHold = nTemp;
if (nTemp > 0)
{
nSentBytes += nTemp;
}
else if (nTemp == SOCKET_ERROR)
{
return false;
}
else
{
// Client closed connection before we could reply to
// all the data it sent, so bomb out early.
SendDlgItemMessage(g_hWndHapticBox, IDC_LIST_Server, LB_INSERTSTRING, 0, (LPARAM)L"Peer unexpectedly dropped connection!");
return true;
}
}
}
else if (nReadBytes == SOCKET_ERROR)
{
return false;
}
hd.bFirstRunRobot = false;
}while (nReadBytes != 0);
SendDlgItemMessage(g_hWndHapticBox, IDC_LIST_Server, LB_INSERTSTRING, 0, (LPARAM)L"Connection closed by peer.");
bRobotConnected = false;
bRobotConnectInit = true;
SetDlgItemText(g_hWndHapticBox, IDC_STATIC_RobotStatus, _T("Waiting for robot"));
SetDlgItemText(g_hWndHapticBox, IDC_STATIC_RobotInMotion, _T("Robot not in motion"));
return true;
//}
}
And here is the code for the GUI:
// HapticRobot.cpp : Defines the entry point for the application.
//
#include "stdafx.h"
#include "HapticRobot.h"
#include <sstream>
#include <string>
using namespace std;
#define MAX_LOADSTRING 100
// Global Variables:
HINSTANCE g_hInst; // current instance
HWND g_hWndCommandBar; // command bar handle
HWND g_hWndHapticBox; // haptic dialog handle
bool bRobotInMotion, bRobotConnectInit, bRobotConnected;
extern HapticDevice hd;
HDC hdc;
Handles hc;
DWORD WINAPI DoGravity(LPVOID lpParameter);
DWORD WINAPI DoConnectRobot(LPVOID lpParameter);
// Forward declarations of functions included in this code module:
ATOM MyRegisterClass(HINSTANCE, LPTSTR);
BOOL InitInstance(HINSTANCE, int);
LRESULT CALLBACK WndProc(HWND, UINT, WPARAM, LPARAM);
INT_PTR CALLBACK About(HWND, UINT, WPARAM, LPARAM);
INT_PTR CALLBACK HapticBox(HWND, UINT, WPARAM, LPARAM);
int WINAPI WinMain(HINSTANCE hInstance,
HINSTANCE hPrevInstance,
LPTSTR lpCmdLine,
int nCmdShow)
{
MSG msg;
// Perform application initialization:
if (!InitInstance(hInstance, nCmdShow))
{
return FALSE;
}
HACCEL hAccelTable;
hAccelTable = LoadAccelerators(hInstance, MAKEINTRESOURCE(IDC_HAPTICROBOT));
DialogBox(hInstance, (LPCTSTR)IDD_HAPTIC, NULL, HapticBox);
// Main message loop:
while (GetMessage(&msg, NULL, 0, 0))
{
if (!TranslateAccelerator(msg.hwnd, hAccelTable, &msg))
{
TranslateMessage(&msg);
DispatchMessage(&msg);
}
}
return (int) msg.wParam;
}
//
// FUNCTION: MyRegisterClass()
//
// PURPOSE: Registers the window class.
//
// COMMENTS:
//
ATOM MyRegisterClass(HINSTANCE hInstance, LPTSTR szWindowClass)
{
WNDCLASS wc;
wc.style = CS_HREDRAW | CS_VREDRAW;
wc.lpfnWndProc = WndProc;
wc.cbClsExtra = 0;
wc.cbWndExtra = 0;
wc.hInstance = hInstance;
wc.hIcon = LoadIcon(hInstance, MAKEINTRESOURCE(IDI_HAPTICROBOT));
wc.hCursor = 0;
wc.hbrBackground = (HBRUSH) GetStockObject(WHITE_BRUSH);
wc.lpszMenuName = 0;
wc.lpszClassName = szWindowClass;
return RegisterClass(&wc);
}
//FUNCTION: InitInstance(HINSTANCE, int)
//PURPOSE: Saves instance handle and creates main window
//COMMENTS:
// In this function, we save the instance handle in a global variable and
// create and display the main program window.
BOOL InitInstance(HINSTANCE hInstance, int nCmdShow)
{
HWND hWnd;
TCHAR szTitle[MAX_LOADSTRING]; // title bar text
TCHAR szWindowClass[MAX_LOADSTRING]; // main window class name
g_hInst = hInstance; // Store instance handle in our global variable
LoadString(hInstance, IDS_APP_TITLE, szTitle, MAX_LOADSTRING);
LoadString(hInstance, IDC_HAPTICROBOT, szWindowClass, MAX_LOADSTRING);
if (!MyRegisterClass(hInstance, szWindowClass))
{
return FALSE;
}
hWnd = CreateWindow(szWindowClass, szTitle, WS_VISIBLE,
CW_USEDEFAULT, CW_USEDEFAULT, CW_USEDEFAULT, CW_USEDEFAULT, NULL, NULL, hInstance, NULL);
if (!hWnd)
{
return FALSE;
}
ShowWindow(hWnd, nCmdShow);
UpdateWindow(hWnd);
if (g_hWndCommandBar)
{
CommandBar_Show(g_hWndCommandBar, TRUE);
}
return TRUE;
}
//
// FUNCTION: WndProc(HWND, UINT, WPARAM, LPARAM)
//
// PURPOSE: Processes messages for the main window.
//
// WM_COMMAND - process the application menu
// WM_PAINT - Paint the main window
// WM_DESTROY - post a quit message and return
//
//
LRESULT CALLBACK WndProc(HWND hWnd, UINT message, WPARAM wParam, LPARAM lParam)
{
int wmId, wmEvent;
PAINTSTRUCT ps;
HDC hdc;
switch (message)
{
case WM_COMMAND:
wmId = LOWORD(wParam);
wmEvent = HIWORD(wParam);
// Parse the menu selections:
switch (wmId)
{
case IDM_HELP_ABOUT:
DialogBox(g_hInst, (LPCTSTR)IDD_ABOUTBOX, hWnd, About);
break;
case IDM_FILE_EXIT:
dhdClose ();
DestroyWindow(hWnd);
break;
default:
return DefWindowProc(hWnd, message, wParam, lParam);
}
break;
case WM_CREATE:
g_hWndCommandBar = CommandBar_Create(g_hInst, hWnd, 1);
CommandBar_InsertMenubar(g_hWndCommandBar, g_hInst, IDR_MENU, 0);
CommandBar_AddAdornments(g_hWndCommandBar, 0, 0);
break;
case WM_PAINT:
hdc = BeginPaint(hWnd, &ps);
// TODO: Add any drawing code here...
EndPaint(hWnd, &ps);
break;
case WM_DESTROY:
dhdClose ();
CommandBar_Destroy(g_hWndCommandBar);
PostQuitMessage(0);
break;
default:
return DefWindowProc(hWnd, message, wParam, lParam);
}
return 0;
}
// Message handler for about box.
INT_PTR CALLBACK About(HWND hDlg, UINT message, WPARAM wParam, LPARAM lParam)
{
switch (message)
{
case WM_INITDIALOG:
RECT rectChild, rectParent;
int DlgWidth, DlgHeight; // dialog width and height in pixel units
int NewPosX, NewPosY;
// trying to center the About dialog
if (GetWindowRect(hDlg, &rectChild))
{
GetClientRect(GetParent(hDlg), &rectParent);
DlgWidth = rectChild.right - rectChild.left;
DlgHeight = rectChild.bottom - rectChild.top ;
NewPosX = (rectParent.right - rectParent.left - DlgWidth) / 2;
NewPosY = (rectParent.bottom - rectParent.top - DlgHeight) / 2;
// if the About box is larger than the physical screen
if (NewPosX < 0) NewPosX = 0;
if (NewPosY < 0) NewPosY = 0;
SetWindowPos(hDlg, 0, NewPosX, NewPosY,
0, 0, SWP_NOZORDER | SWP_NOSIZE);
}
return (INT_PTR)TRUE;
case WM_COMMAND:
if ((LOWORD(wParam) == IDOK) || (LOWORD(wParam) == IDCANCEL))
{
EndDialog(hDlg, LOWORD(wParam));
return TRUE;
}
break;
case WM_CLOSE:
EndDialog(hDlg, message);
return TRUE;
}
return (INT_PTR)FALSE;
}
// Message handler for haptic box.
BOOL CALLBACK HapticBox(HWND hDlg, UINT message, WPARAM wParam, LPARAM lParam)
{
switch (message)
{
case WM_INITDIALOG:
SetWindowPos(hDlg, 0, 130, 200,
0, 0, SWP_NOZORDER | SWP_NOSIZE);
hd.Done = 1;
bRobotInMotion = false;
bRobotConnectInit = false;
g_hWndHapticBox = hDlg;
hd.HapticScaleX = 100;
hd.HapticScaleY = 100;
hd.HapticScaleZ = 100;
hd.MaxForcePos = 160;
hd.MaxForceNeg = -160;
hd.EnableForces = true;
hd.ForceLimitPosX = false;
hd.ForceLimitPosY = false;
hd.ForceLimitPosZ = false;
hd.ForceLimitNegX = false;
hd.ForceLimitNegY = false;
hd.ForceLimitNegZ = false;
hd.filtered_x[0,1,2] = 0; //low pass output for x
hd.filtered_y[0,1,2] = 0; //low pass output for y
hd.filtered_z[0,1,2] = 0; //low pass output for z
hd.raw_x[0,1,2] = 0; //raw haptic data for low pass x
hd.raw_y[0,1,2] = 0; //raw haptic data for low pass y
hd.raw_z[0,1,2] = 0; //raw haptic data for low pass z
hc.Xmm = GetDlgItem(g_hWndHapticBox, IDC_STATIC_X);
hc.Ymm = GetDlgItem(g_hWndHapticBox, IDC_STATIC_Y);
hc.Zmm = GetDlgItem(g_hWndHapticBox, IDC_STATIC_Z);
hc.XtoRobot = GetDlgItem(g_hWndHapticBox, IDC_STATIC_XtoRobot);
hc.YtoRobot = GetDlgItem(g_hWndHapticBox, IDC_STATIC_YtoRobot);
hc.ZtoRobot = GetDlgItem(g_hWndHapticBox, IDC_STATIC_ZtoRobot);
hc.Fx = GetDlgItem(g_hWndHapticBox, IDC_STATIC_Fx);
hc.Fy = GetDlgItem(g_hWndHapticBox, IDC_STATIC_Fy);
hc.Fz = GetDlgItem(g_hWndHapticBox, IDC_STATIC_Fz);
hc.rHz = GetDlgItem(g_hWndHapticBox, IDC_STATIC_Rate);
hc.HapticStatus = GetDlgItem(g_hWndHapticBox, IDC_STATIC_HapticStatus);
hc.RobotInMotion = GetDlgItem(g_hWndHapticBox, IDC_STATIC_RobotInMotion);
hc.RobotStatus = GetDlgItem(g_hWndHapticBox, IDC_STATIC_RobotStatus);
///////////////////////////////////////////////////////////////////////////////////////
hd.HapticConnected = false;
if (hd.HapticConnected == false)
{
DWORD nThreadID;
CreateThread(0, 0, DoConnectRobot, 0, 0, &nThreadID);
Sleep(100);
CreateThread(0, 0, DoGravity, 0, 0, &nThreadID);
hd.HapticConnected = true;
}
return (INT_PTR)TRUE;
case WM_CTLCOLORSTATIC:
if(IDC_STATIC_HapticStatus == ::GetDlgCtrlID((HWND)lParam))
{
hdc = (HDC)wParam;
if (hd.Done == 1)
{
SetBkColor(hdc, RGB(255,0,0)); //red
return (BOOL)::CreateSolidBrush(RGB(255,0,0)); //red
}
else
{
SetBkColor(hdc, RGB(0,255,0)); //green
return (BOOL)::CreateSolidBrush(RGB(0,255,0)); //green
}
}
if(IDC_STATIC_RobotStatus == ::GetDlgCtrlID((HWND)lParam))
{
hdc = (HDC)wParam;
if (bRobotConnectInit)
{
SetBkColor(hdc, RGB(250, 255, 5)); //yellow
return (BOOL)::CreateSolidBrush(RGB(250, 255, 5));
}
else if (bRobotConnected)
{
SetBkColor(hdc, RGB(0,255,0)); //green
return (BOOL)::CreateSolidBrush(RGB(0,255,0));
}
else
{
SetBkColor(hdc, RGB(255,0,0)); //red
return (BOOL)::CreateSolidBrush(RGB(255,0,0));
}
}
if(IDC_STATIC_RobotInMotion == ::GetDlgCtrlID((HWND)lParam))
{
hdc = (HDC)wParam;
if (bRobotInMotion)
{
SetBkColor(hdc, RGB(0,255,0)); //green
return (BOOL)::CreateSolidBrush(RGB(0,255,0));
}
else
{
SetBkColor(hdc, RGB(255,0,0)); //red
return (BOOL)::CreateSolidBrush(RGB(255,0,0));
}
}
break;
case WM_CLOSE:
hd.Done = 1;
EndDialog(hDlg, message);
return TRUE;
}
return (INT_PTR)FALSE;
}
There is more code associated with the solution that if it is need I can attach. My thougt was thought to just call the WM_INITDIALOG case so that basically it would be the same as closing the program out and re opening it. Any suggestions would be appericated.
Callign WM_INITDIALOG definitely won't do what you think it will. Don't send random Windows messages unless you understand them exactly.
My suggestion, given your design, would be to have your program launch another instance of itself and have the old instance exit. Look into CreateProcess on MSDN for the details on how to launch another process. I think that this will be the most maintainable and easy-to-code solution given what you already have.
I would suggest making repeated calls to DialogBox like this:
do
{
DialogBox(hInstance, (LPCTSTR)IDD_HAPTIC, NULL, HapticBox);
} while (ReOpenDialog);
Where ReOpenDialog is a global you set according to the success of your operation (or, to avoid a global, you could use the dialog return result from DialogBox via EndDialog).
Also, you don't need a message loop because DialogBox calls have their own one inside, thus creating a blocking call (which is why my above loop will work, in fact!).

DirectX Texture Warping

I am writing a WIN32 DirectX 9 program in which I load a few textures (a person and a background) and display them on the screen. However, they become warped (stretched), not being a one-to-one representation of what I drew in Paint. I tried different window sizes and different screen resolutions, but it still doesn't work.
I can force a very close imitation of the original thing by calling D3DXMatrixTransformation2D before drawing the sprite. However, that doesn't fix the problem. My program relies on me knowing exactly where the person is in relevence to the background (in reality, the background moves and the person stays in the middle of the screen).
Is there something simple I am missing or is it that I just can't do that for some reason? I can give code if it more than a simple fix, but I hope not. For the record, I recieve no errors or warnings; it's just a visual and movement-tracking issue. Thank you.
EDIT: Here's some code:
//start of program
int WINAPI WinMain(HINSTANCE hInstance, HINSTANCE hPrevInstance, LPSTR lpCmdLine, int nCmdShow)
{
//Define and register the Windows Class ***Function
createWindowClass(hInstance);
//Create the window (still not shown)
HWND hWnd = CreateWindow("Sample Window Class", "Person With Ship", WS_OVERLAPPEDWINDOW,
CW_USEDEFAULT, CW_USEDEFAULT, 800, 600, NULL, NULL, hInstance, NULL);
//Define and create the DirectX9 object ***Function
HRESULT hr = createDirectX(hWnd);
D3DXCreateSprite(d3dDevice, &sprite);
D3DXCreateTextureFromFile(d3dDevice, "landingPad2.png", &texture);
D3DXCreateTextureFromFile(d3dDevice, "person.png", &person);
//D3DXCreateTextureFromFile(d3dDevice, "secondRoom.png", &secondRoom);
//Set up text
LPD3DXFONT mFont;
D3DXCreateFont(d3dDevice, 20, 0, FW_BOLD, 0, FALSE, DEFAULT_CHARSET, OUT_DEFAULT_PRECIS,
DEFAULT_QUALITY, DEFAULT_PITCH | FF_DONTCARE, TEXT("Arial"), &mFont );
//Finally show window
ShowWindow(hWnd, nCmdShow);
UpdateWindow(hWnd);
//setup keyboard
RAWINPUTDEVICE Rid[1]; // array of structs for input devices
Rid[0].usUsagePage = 1; // use 1 for most inputs
Rid[0].usUsage = 6; //2-mouse, 4-joystick, 6-keyboard
Rid[0].dwFlags = 0; //use 0
Rid[0].hwndTarget=NULL; //use NULL
RegisterRawInputDevices(Rid,1,sizeof(RAWINPUTDEVICE)); // registers all of the input devices
//MAIN LOOP!!
MSG msg;
ZeroMemory(&msg, sizeof(msg));
while (msg.message!=WM_QUIT)
{
while(PeekMessage(&msg, NULL, 0U, 0U, PM_REMOVE))
{
TranslateMessage(&msg);
DispatchMessage(&msg);
}
updateGraphics(hr, mFont);
updatePosition();
}
mFont->Release();
texture->Release();
return msg.wParam;
}
void createWindowClass(HINSTANCE hInstance)
{
const LPCSTR CLASS_NAME = "Sample Window Class";
//create windows object
WNDCLASSEX wcex;
wcex.cbSize = sizeof(WNDCLASSEX);
wcex.style= CS_HREDRAW | CS_VREDRAW;
wcex.lpfnWndProc= (WNDPROC)WndProc;
wcex.cbClsExtra= 0;
wcex.cbWndExtra= 0;
wcex.hInstance= hInstance;
wcex.hIcon= 0;
wcex.hCursor= LoadCursor(NULL, IDC_ARROW);
wcex.hbrBackground= (HBRUSH)(COLOR_WINDOW+1);
wcex.lpszMenuName= 0;
wcex.lpszClassName= CLASS_NAME;
wcex.hIconSm= 0;
//register windows class
RegisterClassEx(&wcex);
}
HRESULT createDirectX(HWND hWnd)
{
//create directx object
d3dObject = Direct3DCreate9(D3D_SDK_VERSION);
if (d3dObject==NULL)
{
exit(1);
}
//Present Parameters struct
D3DPRESENT_PARAMETERS presParams;
//Sets everything to 0
ZeroMemory(&presParams, sizeof(presParams));
presParams.Windowed = TRUE;
presParams.SwapEffect = D3DSWAPEFFECT_DISCARD;
presParams.BackBufferFormat = D3DFMT_UNKNOWN;
presParams.PresentationInterval = D3DPRESENT_INTERVAL_ONE;
//DIRECT3D Stuff (not used currently)
//presParams.EnableAutoDepthStencil = TRUE;
//presParams.AutoDepthStencilFormat = D3DFMT_D16;
//d3dDevice->SetRenderState(D3DRS_ZENABLE, D3DZB_TRUE);
//D3DXMatrixIdentity( &worldMatrix );
HRESULT hr = d3dObject->CreateDevice(D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL,hWnd, D3DCREATE_HARDWARE_VERTEXPROCESSING, &presParams, &d3dDevice);
return hr;
}
LRESULT CALLBACK WndProc(HWND hWnd, UINT message, WPARAM wParam, LPARAM lParam)
{
switch (message)
{
case WM_INPUT:
{
UINT bufferSize;
GetRawInputData((HRAWINPUT)lParam, RID_INPUT, NULL, &bufferSize, sizeof (RAWINPUTHEADER));
// Create a buffer of the correct size
BYTE *buffer=new BYTE[bufferSize];
// Call the function again, this time with the buffer to get the data
GetRawInputData((HRAWINPUT)lParam, RID_INPUT, (LPVOID)buffer, &bufferSize, sizeof (RAWINPUTHEADER));
PRAWINPUT raw = (RAWINPUT*) buffer;
getInput(raw);
break;
}
case WM_COMMAND:
{
int wmId = LOWORD(wParam);
int wmEvent = HIWORD(wParam);
// Parse the menu selections:
switch (wmId)
{
case IDM_EXIT:
DestroyWindow(hWnd);
break;
}
break;
}
case WM_DESTROY:
PostQuitMessage(0);
break;
default:
return DefWindowProc(hWnd, message, wParam, lParam);
}
return 0;
}
void getInput(PRAWINPUT raw)
{
if (raw->header.dwType== RIM_TYPEKEYBOARD)
{
USHORT keyCode = raw->data.keyboard.VKey;
switch(keyCode)
{
case VK_LEFT:
keyUp=raw->data.keyboard.Flags & RI_KEY_BREAK;
if (keyUp == false)
counterTrue = true;
else
counterTrue = false;
break;
case VK_RIGHT:
keyUp=raw->data.keyboard.Flags & RI_KEY_BREAK;
if (keyUp == false)
clockwiseTrue = true;
else
clockwiseTrue = false;
break;
case VK_UP:
keyUp=raw->data.keyboard.Flags & RI_KEY_BREAK;
if (keyUp == false)
upTrue = true;
else
upTrue = false;
break;
case VK_DOWN:
keyUp=raw->data.keyboard.Flags & RI_KEY_BREAK;
if (keyUp == false)
downTrue = true;
else
downTrue = false;
break;
default:
break;
}
if (keyCode == 'A')
{
keyUp=raw->data.keyboard.Flags & RI_KEY_BREAK;
if (keyUp == false)
leftTrue = true;
else
leftTrue = false;
}
if (keyCode == 'D')
{
keyUp=raw->data.keyboard.Flags & RI_KEY_BREAK;
if (keyUp == false)
rightTrue = true;
else
rightTrue = false;
}
if (keyCode == 'W')
{
keyUp=raw->data.keyboard.Flags & RI_KEY_BREAK;
if (keyUp == false)
upTrue = true;
else
upTrue = false;
}
if (keyCode == 'S')
{
keyUp=raw->data.keyboard.Flags & RI_KEY_BREAK;
if (keyUp == false)
downTrue = true;
else
downTrue = false;
}
}
}
void updateGraphics(HRESULT hr, LPD3DXFONT mFont)
{
hr = d3dDevice->Clear(0, NULL, D3DCLEAR_TARGET| D3DCLEAR_ZBUFFER, D3DCOLOR_XRGB(0,0,0), 1.0f, 0);
hr = d3dDevice->BeginScene();
sprite->Begin(D3DXSPRITE_ALPHABLEND);
// Texture being used is 64 by 64:
D3DXVECTOR2 spriteCentre=D3DXVECTOR2(rotationCenter.x, rotationCenter.y);
// Screen position of the sprite
D3DXVECTOR2 trans=D3DXVECTOR2(pos.x, pos.y);
// Build our matrix to rotate, scale and position our sprite
D3DXMATRIX mat;
D3DXVECTOR2 scaling(0.5798f, 0.784f);
// out, scaling centre, scaling rotation, scaling, rotation centre, rotation, translation
D3DXMatrixTransformation2D(&mat,NULL, NULL, &scaling,&spriteCentre,rotation,NULL/*&trans*/);
// Tell the sprite about the matrix
sprite->SetTransform(&mat);
sprite->Draw(texture, NULL, &rotationCenter, &pos, 0xFFFFFFFF);
scaling.x = 0.53;
scaling.y = 0.57f;
D3DXMatrixTransformation2D(&mat,NULL,0.0, &scaling,&spriteCentre, 0,NULL/*&trans*/);
sprite->SetTransform(&mat);
sprite->Draw(person, NULL, NULL, &personPos, 0xFFFFFFFF);
sprite->End();
DisplaySomeText(mFont);
d3dDevice->EndScene();
d3dDevice->Present(NULL, NULL, NULL, NULL);
}
void updatePosition()
{
if (clockwiseTrue == true)
{
rotation -= (float)0.03;
}
else if (counterTrue == true)
{
rotation += (float)0.03;
}
if (rotation >(PI))
{
rotation -= (float)(2*PI);
}
if (rotation <= -(PI))
{
rotation += (float)(2*PI);
}
if (upTrue == true)
{
pos.y += (3*cos(rotation));
pos.x += (3*sin(rotation));
}
else if (downTrue == true)
{
pos.y -= (3*cos(rotation));
pos.x -= (3*sin(rotation));
}
if (leftTrue == true)
{
pos.x += (3*cos(rotation));
pos.y -= (3*sin(rotation));
}
else if (rightTrue == true)
{
pos.x -= (3*cos(rotation));
pos.y += (3*sin(rotation));
}
//collision detection
if (rotation >=0 && rotation < (PI/2))
{
if (pos.y - (30*cos(rotation)) - (30*sin(rotation)) < -138 && pos.x < 350 && pos.x > -550)
{
pos.y = -142 + (30*cos(rotation)) + (30*sin(rotation));
}
}
if (rotation < 0 && rotation > -(PI/2))
{
if (pos.y - (51*cos(rotation)) + (14*sin(rotation)) < -142 && pos.x < 350 && pos.x > -550)
{
pos.y = -142 + (51*cos(rotation)) - (14*sin(rotation));
}
}
if (rotation < -(PI/2) && rotation > -(PI))
{
if (pos.y + (51*cos(rotation)) + (14*sin(rotation)) < -142 && pos.x < 350 && pos.x > -550)
{
pos.y = -142 - (51*cos(rotation)) - (14*sin(rotation));
}
}
if (rotation > (PI/2) && rotation <= (PI))
{
if (pos.y + (51*cos(rotation)) - (14*sin(rotation)) < -142 && pos.x < 350 && pos.x > -550)
{
pos.y = -142 - (51*cos(rotation)) + (14*sin(rotation));
}
}
}
void DisplaySomeText(LPD3DXFONT mFont)
{
// Create a colour for the text - in this case blue
D3DCOLOR fontColor = D3DCOLOR_ARGB(255,0,0,255);
// Create a rectangle to indicate where on the screen it should be drawn
RECT rct;
rct.left=200;
rct.right=780;
rct.top=10;
rct.bottom=rct.top+20;
TCHAR cX[30] = "x";
TCHAR cY[30] = "y";
TCHAR cR[30] = "r";
TCHAR cQ[30] = "q";
size_t cchDest = 30;
LPCTSTR pszFormat = TEXT("%f");
HRESULT har = StringCchPrintf(cX, cchDest, pszFormat, pos.x);
HRESULT her = StringCchPrintf(cY, cchDest, pszFormat, pos.y);
HRESULT hir = StringCchPrintf(cR, cchDest, pszFormat, rotation);
HRESULT hur = StringCchPrintf(cQ, cchDest, pszFormat, (pos.y - (43*cos(rotation))));
mFont->DrawText(NULL, cX, -1, &rct, 0, fontColor);
rct.left += 100;
mFont->DrawText(NULL, cY, -1, &rct, 0, fontColor);
rct.left += 100;
mFont->DrawText(NULL, cR, -1, &rct, 0, fontColor);
rct.left += 100;
mFont->DrawText(NULL, cQ, -1, &rct, 0, fontColor);
}
So, finally: the issue was due to the texture dimensions not being powers of two :) This behaviour is quite usual, but it is still hardware-dependent: in theory there may exist some videocards which handle arbitrary texture sizes the same way as power-of-two-sized ones. To know that they do we'd have to check their capabilities via IDirect3DDevice9::GetDeviceCaps.

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