DDraw and Bitmaps
This code sample is named DDEx2. It demonstrates how to initialize DirectDraw, create a DirectDraw surface, load a bitmap file, and copy it to the DirectDraw surface. It creates a "back surface," and uses Page Flipping and Back Buffering to alternately display the contents of the front and back surfaces. Other techniques demonstrated include Color Fills, and how to use GDI functions on a DirectDraw surface.
Feature Area
Relevant APIs
- BITMAP structure
- CreatePalette (GDI) function
- DDSURFACEDESC structure
- DirectDrawCreate function
- GetObject function
- GetPixel function
- IDirectDraw::CreateSurface function
- IDirectDraw::SetCooperativeLevel function
- IDirectDrawPalette function
- IDirectDrawPalette interface
- IDirectDrawSurface::EnumAttachedSurfaces function
- IDirectDrawSurface::GetSurfaceDesc function
- IDirectDrawSurface::SetColorKey function
- IDirectDrawSurface5 interface
- Lock function
- SetPixel function
Usage
To run the code sample
Navigate to the solution file (*.sln), and double-click it. By default, the solution file is copied to the following folder:
C:\Program Files\Windows CE Tools\wce500\Windows Mobile 5.0 Pocket PC SDK\Samples\CPP\Win32\Directx\Ddraw\Ddex2\``DDex2.sln
Microsoft Visual Studio 2005 launches and loads the solution.
Build the solution (Ctrl+Shift+B).
Deploy the solution (F5).
To use the application
- DDEx2 requires no user input.
- Press the ACTION button to quit the program.
Remarks
The DDEx2 sample is an extension of DDEx1 that adds a bitmap.
It is assumed that the display driver supports hardware flipping. If it does not, then the application will exit during the initialization phase.
Requirements
Pocket PC SDK: Windows Mobile 5.0 Pocket PC SDK.
Smartphone SDK: Windows Mobile 5.0 Smartphone SDK.
Development Environment: Visual Studio 2005.
ActiveSync: Version 4.0.
See Also
Code Samples | DDraw and Animation | DDraw and Audio | DDraw Initialization | DDraw Off-Screen Surfaces
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