//page 120
#include <Windows.h>
#include <windef.h>
#include <winuser.h>
#include <d3d9.h>
#include <d3dx9.h>
#include <stdio.h>
#include <stdlib.h>
#include <time.h>
//#pragma comment (lib,"d3d9.lib") //library's link
//#pragma comment (lib,"d3dx9.lib")
//#pragma comment (lib,"dxguid.lib")
//#pragma comment (lib,"winmm.lib") //システム時刻取得に必要 | マルチメディアライブラリ(Windows Multimedia Library)
//#pragma comment (lib,"dinput8.lib")
#define APPTITLE "CreateSurface"
#define KEY_DOWN(vk_code)((GetAsyncKeyState(vk_code)&0x8000)?1:0)
#define KEY_UP(vk_code)((GetAsyncKeyState(vk_code)&0x8000)?1:0)
#define SCREEN_WIDTH 640
#define SCREEN_HEIGHT 480
//function prototypes
LRESULT WINAPI WinProc(HWND, UINT, WPARAM, LPARAM);
ATOM MyRegisterClass(HINSTANCE);
int GameInit(HWND);
void GameRun(HWND);
void GameEnd(HWND);
//Direct3D Objects
LPDIRECT3D9 d3d = NULL;
LPDIRECT3DDEVICE9 d3ddev = NULL;
LPDIRECT3DSURFACE9 surface = NULL;
LPDIRECT3DSURFACE9 backbuffer = NULL;
LRESULT WINAPI WinProc(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam)
{
switch (msg)
{
case WM_QUIT:
GameEnd(hWnd);
PostQuitMessage(0);
return 0;
}
return DefWindowProc(hWnd, msg, wParam, lParam);
}
//helper function to set up windows properties
ATOM MyRegisterClass(HINSTANCE hInstance)
{
// create struucture
WNDCLASSEX wc;
wc.cbSize = sizeof(WNDCLASSEX);
//fill the structure with information
wc.style = CS_HREDRAW | CS_VREDRAW;
wc.lpfnWndProc = (WNDPROC)WinProc;
wc.cbClsExtra = 0;
wc.cbWndExtra = 0;
wc.hInstance = hInstance;
wc.hIcon = NULL;
wc.hCursor = LoadCursor(NULL, IDC_ARROW);
wc.hbrBackground = (HBRUSH)GetStockObject(WHITE_BRUSH);
wc.lpszMenuName = NULL;
wc.lpszClassName = APPTITLE;
wc.hIconSm = NULL;
//set up the window with the class info
return RegisterClassEx(&wc);
}
//Entry point for a windows program
int WINAPI WinMain(HINSTANCE hInstance,
HINSTANCE hPrevInstance,
LPSTR lpCmdLine,
int nCmdShow)
{
MSG msg;
MyRegisterClass(hInstance);
HWND hWnd;
hWnd = CreateWindow(
APPTITLE,
APPTITLE,
WS_EX_TOPMOST | WS_VISIBLE | WS_POPUP,
CW_USEDEFAULT,
CW_USEDEFAULT,
SCREEN_WIDTH, SCREEN_HEIGHT,
NULL, NULL,
hInstance,
NULL
);
if (!hWnd)
{
return FALSE;
}
ShowWindow(hWnd, nCmdShow);
UpdateWindow(hWnd);
if (!GameInit(hWnd))
{
return 0;
}
//Main Message loop
int done = 0;
while (!done)
{
if (PeekMessage(&msg, NULL, 0, 0, PM_REMOVE))
{
if (msg.message == WM_QUIT)
{
done = 1;
}
TranslateMessage(&msg);
DispatchMessage(&msg);
}
else
{
GameRun(hWnd);
}
}
return msg.wParam;
}
int GameInit(HWND hwnd)
{
HRESULT result;
//initialize Direct3D
d3d = Direct3DCreate9(D3D_SDK_VERSION);
if (d3d == NULL)
{
MessageBox(hwnd, "Error initializing Direct3D", "Error", MB_OK);
return 0;
}
//set Direct3D presentation parameters
D3DPRESENT_PARAMETERS d3dpp;
ZeroMemory(&d3dpp, sizeof(d3dpp));
d3dpp.Windowed = TRUE;
d3dpp.SwapEffect = D3DSWAPEFFECT_DISCARD;
d3dpp.BackBufferFormat = D3DFMT_X8R8G8B8;
d3dpp.BackBufferCount = 1;
d3dpp.BackBufferWidth = SCREEN_WIDTH;
d3dpp.BackBufferHeight = SCREEN_HEIGHT;
d3dpp.hDeviceWindow = hwnd;
//create Direct3D device
d3d->CreateDevice( D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, hwnd, D3DCREATE_SOFTWARE_VERTEXPROCESSING, &d3dpp, &d3ddev);
if (d3ddev = NULL)
{
MessageBox(hwnd, "Error creating Direct3D device", "Error", MB_OK);
return 0;
}
//set random number seed
srand(time(NULL));
//Clear the backbuffer to black
d3ddev->Clear(0, NULL, D3DCLEAR_TARGET, D3DCOLOR_XRGB(0, 0, 0), 1.0f, 0);
//Create pointer to back buffer
d3ddev->GetBackBuffer(0, 0, D3DBACKBUFFER_TYPE_MONO, &backbuffer);
//create surface
result = d3ddev->CreateOffscreenPlainSurface(
100, 100,
D3DFMT_X8R8G8B8,
D3DPOOL_DEFAULT,
&surface,
NULL);
if (result!=D3D_OK)
{
return 1;
}
//load surface from file
result = D3DXLoadSurfaceFromFile(
surface,
NULL, NULL,
"char.jpg",
NULL,
D3DX_DEFAULT,
0, NULL);
//make sure file was loaded fine
if (result != D3D_OK)
{
return 1;
}
//draw surface to back buffer
d3ddev->StretchRect(surface, NULL, backbuffer, NULL, D3DTEXF_NONE);
//return okay
return 1;
}
void GameRun(HWND hwnd)
{
RECT rect;
int r, g, b;
if (d3ddev == NULL)
{
return;
}
if (d3ddev->BeginScene())
{
//Create pointer to the back buffer
d3ddev->GetBackBuffer(0, 0, D3DBACKBUFFER_TYPE_MONO, &backbuffer);
//draw surface to the back buffer
d3ddev->StretchRect(surface, NULL, backbuffer, NULL, D3DTEXF_NONE);
//stop rendering
d3ddev->EndScene();
}
d3ddev->Present(NULL, NULL, NULL, NULL);
//check for escape key to exit program
if (KEY_DOWN(VK_ESCAPE))
{
PostMessage(hwnd, WM_DESTROY, 0, 0);
}
}
void GameEnd(HWND hwnd)
{
//free the surface
surface->Release();
if (d3ddev != NULL)
{
d3ddev->Release();
}
if (d3d != NULL)
{
d3d->Release();
}
}
So this is the code. I'm following a book and I checked If I made any mistakes. The picture shows what the error is. Can someone help?
Also, what is the default location for a file/bitmap/jpg in my case?