• jQuery火箭图标返回顶部代码


    (1)创建字体:

       DirectX提供一个字体类,它为我们抽象了整个过程,从而让我们可以少关注流程(比如满载字体的位图图像)而花更多的时间在游戏的代码上。ID3DXFont接口用于创建字

    体,其指针版本已经预定义好了。

    1 LPD3DFONT font;

       我们将使用一个名为D3DXCreateFontIndirect的函数来创建字体并且为字体打印做准备。不过在这之前,我们必须先使用D3DXFONT_DESC结构来时

    只想要的字体属性。

    (2)字体描述符:

    D3DXFONT_DESC结构由以下属性组成:

    * INT Height

    * UINT Width

    * UINT Weight

    * UINT MipLevels

    * BOOL Italic

    * BYTE CharSet

    * BYTE OutputPrecision

    * BYTE Quality

    * BYTE PitchAndFamily

    * CHAR FaceName[LF_FACESIZE]

       不要被吓到,因为大多数都设为0或者是默认值。只有两个属性真正重要的:Height和FaceName。一下是一个示例,他被初始化成Arial 24点

    字体的值

    D3DXFONT_DESC desc = {
            24,              //height
            0,                 //width
            0,                 //weight
            0,                 //miplevels
            false,             //italic
            DEFAULT_CHARSET,   //charset
            OUT_TT_PRECIS,     //output precision
            CLIP_DEFAULT_PRECIS, //quality
            DEFAULT_PITCH,     //pitch and family
            "Arial"            //font name
        };

    (3)创建字体对象:

       在设置完字体描述符后,就可以使用D3DCreateFontIndirect函数来创建字体对象了。这个函数有三个参数:

    * Direct3D设备

    * D3DXFONT_DESC

    * LPD3DXFONT

    (4)可重用的MakeFont函数:

       我们来将所有的这些代码放在一个可重用的函数中,然后添加到游戏库中。这个函数需要字体名称以及自体点尺寸作为参数,它返回一个指向

    LPD3DXFONT对象的指针。

     1 LPD3DXFONT MakeFont(string name, int size)
     2 {
     3     LPD3DXFONT font = NULL;
     4     D3DXFONT_DESC desc = {
     5         size,              //height
     6         0,                 //width
     7         0,                 //weight
     8         0,                 //miplevels
     9         false,             //italic
    10         DEFAULT_CHARSET,   //charset
    11         OUT_TT_PRECIS,     //output precision
    12         CLIP_DEFAULT_PRECIS, //quality
    13         DEFAULT_PITCH,     //pitch and family
    14         ""                 //font name
    15     };
    16     strcpy(desc.FaceName, name.c_str());
    17     D3DXCreateFontIndirect(d3ddev, &desc, &font);
    18     return font;
    19 }

    (5)使用ID3DXFont打印文本:

       我们已经学习了创建字体对象的方法,但还不知道如何用它将文本打印到屏幕上。这是将要学习的内容。巍峨使用一个已有的字体来打印文本(

    这个字体先前创建并初始化过),可以使用ID3DXFont::DrawText()函数。此函数需要的属性如下:

    * LPD3DXSPRITE pSprite              精灵渲染对象

    * LPCSTR pString                    要打印的文本

    * INT count                         文本长度

    * LPRECT pRect                      指定位置和边界的矩形

    * DWORD format                      比如DT_WORDBREAK这样的格式化选项

    * D3DCOLOR color                    文本的输出颜色

    (6)使用DrawText打印:

       我们假设已经创建了名为“font”的字体对象,并且使用DrawText函数打印一些东西.当然一个好的方法是将这些代码包装成一个可重用的函数。

    如下所示:

    1 void FontPrint(LPD3DXFONT font, int x, int y, string text, D3DCOLOR color)
    2 {
    3     //figure out the text boundary
    4     RECT rect = { x, y, 0, 0 };
    5     font->DrawText(NULL, text.c_str(), text.length(), &rect, DT_CALCRECT, color);
    6     //print the text
    7     font->DrawText(spriteobj, text.c_str(), text.length(), &rect, DT_LEFT, color);
    8 }

    (7)文本折行:

    1 RECT rect = { 60,250,350,700 };  //分别是左,上,右,下
    2         D3DCOLOR white = D3DCOLOR_XRGB(255, 255, 255);
    3         string text = "This is a long string that will be ";
    4         text += "wrapped inside a rectangle.";
    5         fontTimesNewRoman40->DrawText(spriteobj, text.c_str(), text.length(), &rect, DT_WORDBREAK, white);

    (8)总代码:

    MyDirectX.h:

      1 #pragma once
      2 //header files
      3 #define WIN32_EXTRA_LEAN
      4 #define DIRECTINPUT_VERSION 0x0800
      5 #include <windows.h>
      6 #include <d3d9.h>
      7 #include <d3dx9.h>
      8 #include <dinput.h>
      9 #include <xinput.h>
     10 #include <ctime>
     11 #include <iostream>
     12 #include <iomanip>
     13 using namespace std;
     14 
     15 //libraries
     16 #pragma comment(lib,"winmm.lib")
     17 #pragma comment(lib,"user32.lib")
     18 #pragma comment(lib,"gdi32.lib")
     19 #pragma comment(lib,"dxguid.lib")
     20 #pragma comment(lib,"d3d9.lib")
     21 #pragma comment(lib,"d3dx9.lib")
     22 #pragma comment(lib,"dinput8.lib")
     23 #pragma comment(lib,"xinput.lib")
     24 
     25 //program values
     26 extern const string APPTITLE;
     27 extern const int SCREENW;
     28 extern const int SCREENH;
     29 extern bool gameover;
     30 
     31 //macro to detect key presses
     32 #define KEY_DOWN(vk_code) ((GetAsyncKeyState(vk_code) & 0x8000) ? 1 : 0)
     33 
     34 //Direct3D objects
     35 extern LPDIRECT3D9 d3d;
     36 extern LPDIRECT3DDEVICE9 d3ddev;
     37 extern LPDIRECT3DSURFACE9 backbuffer;
     38 extern LPD3DXSPRITE spriteobj;
     39 
     40 //Direct3D functions
     41 bool Direct3D_Init(HWND hwnd, int width, int height, bool fullscreen);
     42 void Direct3D_Shutdown();
     43 LPDIRECT3DSURFACE9 LoadSurface(string filename);
     44 void DrawSurface(LPDIRECT3DSURFACE9 dest, float x, float y, LPDIRECT3DSURFACE9 source);
     45 D3DXVECTOR2 GetBitmapSize(string filename);
     46 LPDIRECT3DTEXTURE9 LoadTexture(string filename, D3DCOLOR transcolor = D3DCOLOR_XRGB(0, 0, 0));
     47 void Sprite_Draw_Frame(LPDIRECT3DTEXTURE9 texture, int destx, int desty, int framenum, int framew, int frameh, int columns);
     48 void Sprite_Animate(int &frame, int startframe, int endframe, int direction, int &starttime, int delay);
     49 void Sprite_Transform_Draw(LPDIRECT3DTEXTURE9 image, int x, int y, int width, int height, int frame = 0, int columns = 1,
     50                             float rotation = 0.0f, float scaling = 1.0f, D3DCOLOR color = D3DCOLOR_XRGB(255, 255, 255));
     51 
     52 //DirectInput objects, devices, and states
     53 extern LPDIRECTINPUT8 dinput;
     54 extern LPDIRECTINPUTDEVICE8 dimouse;
     55 extern LPDIRECTINPUTDEVICE8 dikeyboard;
     56 extern DIMOUSESTATE mouse_state;
     57 extern XINPUT_GAMEPAD controllers[4];
     58 
     59 //DirectInput functions
     60 bool DirectInput_Init(HWND);
     61 void DirectInput_Update();
     62 void DirectInput_Shutdown();
     63 bool Key_Down(int);
     64 int Mouse_Button(int);
     65 int Mouse_X();
     66 int Mouse_Y();
     67 void XInput_Vibrate(int contNum = 0, int amount = 65535);
     68 bool XInput_Controller_Found();
     69 
     70 //game functions
     71 bool Game_Init(HWND window);
     72 void Game_Run(HWND window);
     73 void Game_End();
     74 
     75 //sprite structure
     76 struct SPRITE {
     77     float x, y;
     78     int frame, columns;
     79     int width, height;
     80     float scaling, rotation;
     81     int startframe, endframe;
     82     int starttime, delay;
     83     int direction;
     84     float velx, vely;
     85     D3DCOLOR color;
     86     SPRITE()
     87     {
     88         frame = 0;
     89         columns = 1;
     90         width = height = 0;
     91         scaling = 1.0f;
     92         rotation = 0.0f;
     93         startframe = endframe = 0;
     94         direction = 1;
     95         starttime = delay = 0;
     96         velx = vely = 0.0f;
     97         color = D3DCOLOR_XRGB(255, 255, 255);
     98     }
     99 };
    100 //bouding box collision detection
    101 int  Collision(SPRITE sprite1, SPRITE sprite2);
    102 
    103 //font function
    104 LPD3DXFONT MakeFont(string name, int size);
    105 void FontPrint(LPD3DXFONT font, int x, int y, string text, D3DCOLOR color = D3DCOLOR_XRGB(255, 255, 255));

    MyDirectX.cpp:

      1 #include "MyDirectX.h"
      2 #include <iostream>
      3 using namespace std;
      4 
      5 //Direct3D variables
      6 LPDIRECT3D9 d3d = NULL;
      7 LPDIRECT3DDEVICE9 d3ddev = NULL;
      8 LPDIRECT3DSURFACE9 backbuffer = NULL;
      9 LPD3DXSPRITE spriteobj;
     10 
     11 //DirectInput variables
     12 LPDIRECTINPUT8 dinput = NULL;
     13 LPDIRECTINPUTDEVICE8 dimouse = NULL;
     14 LPDIRECTINPUTDEVICE8 dikeyboard = NULL;
     15 DIMOUSESTATE mouse_state;
     16 char keys[256];
     17 XINPUT_GAMEPAD controllers[4];
     18 
     19 
     20 bool Direct3D_Init(HWND window, int width, int height, bool fullscreen)
     21 {
     22     //initialize Direct3D
     23     d3d = Direct3DCreate9(D3D_SDK_VERSION);
     24     if (!d3d) return false;
     25 
     26     //set Direct3D presentation parameters
     27     D3DPRESENT_PARAMETERS d3dpp;
     28     ZeroMemory(&d3dpp, sizeof(d3dpp));
     29     d3dpp.hDeviceWindow = window;
     30     d3dpp.Windowed = (!fullscreen);
     31     d3dpp.SwapEffect = D3DSWAPEFFECT_DISCARD;
     32     d3dpp.EnableAutoDepthStencil = 1;
     33     d3dpp.AutoDepthStencilFormat = D3DFMT_D24S8;
     34     d3dpp.Flags = D3DPRESENTFLAG_DISCARD_DEPTHSTENCIL;
     35     d3dpp.PresentationInterval = D3DPRESENT_INTERVAL_IMMEDIATE;
     36     d3dpp.BackBufferFormat = D3DFMT_X8R8G8B8;
     37     d3dpp.BackBufferCount = 1;
     38     d3dpp.BackBufferWidth = width;
     39     d3dpp.BackBufferHeight = height;
     40 
     41     //create Direct3D device
     42     d3d->CreateDevice(D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, window,
     43         D3DCREATE_SOFTWARE_VERTEXPROCESSING, &d3dpp, &d3ddev);
     44     if (!d3ddev) return false;
     45 
     46 
     47     //get a pointer to the back buffer surface
     48     d3ddev->GetBackBuffer(0, 0, D3DBACKBUFFER_TYPE_MONO, &backbuffer);
     49 
     50     //create sprite object
     51     D3DXCreateSprite(d3ddev, &spriteobj);
     52 
     53     return 1;
     54 }
     55 
     56 void Direct3D_Shutdown()
     57 {
     58     if (spriteobj) spriteobj->Release();
     59 
     60     if (d3ddev) d3ddev->Release();
     61     if (d3d) d3d->Release();
     62 }
     63 
     64 void DrawSurface(LPDIRECT3DSURFACE9 dest, float x, float y, LPDIRECT3DSURFACE9 source)
     65 {
     66     //get width/height from source surface
     67     D3DSURFACE_DESC desc;
     68     source->GetDesc(&desc);
     69 
     70     //create rects for drawing
     71     RECT source_rect = { 0, 0, (long)desc.Width, (long)desc.Height };
     72     RECT dest_rect = { (long)x, (long)y, (long)x + desc.Width, (long)y + desc.Height };
     73 
     74     //draw the source surface onto the dest
     75     d3ddev->StretchRect(source, &source_rect, dest, &dest_rect, D3DTEXF_NONE);
     76 
     77 }
     78 
     79 LPDIRECT3DSURFACE9 LoadSurface(string filename)
     80 {
     81     LPDIRECT3DSURFACE9 image = NULL;
     82 
     83     //get width and height from bitmap file
     84     D3DXIMAGE_INFO info;
     85     HRESULT result = D3DXGetImageInfoFromFile(filename.c_str(), &info);
     86     if (result != D3D_OK)
     87         return NULL;
     88 
     89     //create surface
     90     result = d3ddev->CreateOffscreenPlainSurface(
     91         info.Width,         //width of the surface
     92         info.Height,        //height of the surface
     93         D3DFMT_X8R8G8B8,    //surface format
     94         D3DPOOL_DEFAULT,    //memory pool to use
     95         &image,             //pointer to the surface
     96         NULL);              //reserved (always NULL)
     97 
     98     if (result != D3D_OK) return NULL;
     99 
    100     //load surface from file into newly created surface
    101     result = D3DXLoadSurfaceFromFile(
    102         image,                  //destination surface
    103         NULL,                   //destination palette
    104         NULL,                   //destination rectangle
    105         filename.c_str(),       //source filename
    106         NULL,                   //source rectangle
    107         D3DX_DEFAULT,           //controls how image is filtered
    108         D3DCOLOR_XRGB(0, 0, 0),   //for transparency (0 for none)
    109         NULL);                  //source image info (usually NULL)
    110 
    111                                 //make sure file was loaded okay
    112     if (result != D3D_OK) return NULL;
    113 
    114     return image;
    115 }
    116 
    117 
    118 D3DXVECTOR2 GetBitmapSize(string filename)
    119 {
    120     D3DXIMAGE_INFO info;
    121     D3DXVECTOR2 size = D3DXVECTOR2(0.0f, 0.0f);
    122 
    123     HRESULT result = D3DXGetImageInfoFromFile(filename.c_str(), &info);
    124 
    125     if (result == D3D_OK)
    126         size = D3DXVECTOR2((float)info.Width, (float)info.Height);
    127     else
    128         size = D3DXVECTOR2((float)info.Width, (float)info.Height);
    129 
    130     return size;
    131 }
    132 
    133 LPDIRECT3DTEXTURE9 LoadTexture(std::string filename, D3DCOLOR transcolor)
    134 {
    135     LPDIRECT3DTEXTURE9 texture = NULL;
    136 
    137     //get width and height from bitmap file
    138     D3DXIMAGE_INFO info;
    139     HRESULT result = D3DXGetImageInfoFromFile(filename.c_str(), &info);
    140     if (result != D3D_OK) return NULL;
    141 
    142     //create the new texture by loading a bitmap image file
    143     D3DXCreateTextureFromFileEx(
    144         d3ddev,                //Direct3D device object
    145         filename.c_str(),      //bitmap filename
    146         info.Width,            //bitmap image width
    147         info.Height,           //bitmap image height
    148         1,                     //mip-map levels (1 for no chain)
    149         D3DPOOL_DEFAULT,       //the type of surface (standard)
    150         D3DFMT_UNKNOWN,        //surface format (default)
    151         D3DPOOL_DEFAULT,       //memory class for the texture
    152         D3DX_DEFAULT,          //image filter
    153         D3DX_DEFAULT,          //mip filter
    154         transcolor,            //color key for transparency
    155         &info,                 //bitmap file info (from loaded file)
    156         NULL,                  //color palette
    157         &texture);            //destination texture
    158 
    159                               //make sure the bitmap textre was loaded correctly
    160     if (result != D3D_OK) return NULL;
    161 
    162     return texture;
    163 }
    164 
    165 
    166 bool DirectInput_Init(HWND hwnd)
    167 {
    168     //initialize DirectInput object
    169     DirectInput8Create(
    170         GetModuleHandle(NULL),
    171         DIRECTINPUT_VERSION,
    172         IID_IDirectInput8,
    173         (void**)&dinput,
    174         NULL);
    175 
    176     //initialize the keyboard
    177     dinput->CreateDevice(GUID_SysKeyboard, &dikeyboard, NULL);
    178     dikeyboard->SetDataFormat(&c_dfDIKeyboard);
    179     dikeyboard->SetCooperativeLevel(hwnd, DISCL_NONEXCLUSIVE | DISCL_FOREGROUND);
    180     dikeyboard->Acquire();
    181 
    182     //initialize the mouse
    183     dinput->CreateDevice(GUID_SysMouse, &dimouse, NULL);
    184     dimouse->SetDataFormat(&c_dfDIMouse);
    185     dimouse->SetCooperativeLevel(hwnd, DISCL_NONEXCLUSIVE | DISCL_FOREGROUND);
    186     dimouse->Acquire();
    187     d3ddev->ShowCursor(false);
    188 
    189     return true;
    190 }
    191 
    192 void DirectInput_Update()
    193 {
    194     //update mouse
    195     dimouse->Poll();
    196     if (!SUCCEEDED(dimouse->GetDeviceState(sizeof(DIMOUSESTATE), &mouse_state)))
    197     {
    198         //mouse device lose, try to re-acquire
    199         dimouse->Acquire();
    200     }
    201 
    202     //update keyboard
    203     dikeyboard->Poll();
    204     if (!SUCCEEDED(dikeyboard->GetDeviceState(256, (LPVOID)&keys)))
    205     {
    206         //keyboard device lost, try to re-acquire
    207         dikeyboard->Acquire();
    208     }
    209 
    210     //update controllers
    211     for (int i = 0; i< 4; i++)
    212     {
    213         ZeroMemory(&controllers[i], sizeof(XINPUT_STATE));
    214 
    215         //get the state of the controller
    216         XINPUT_STATE state;
    217         DWORD result = XInputGetState(i, &state);
    218 
    219         //store state in global controllers array
    220         if (result == 0) controllers[i] = state.Gamepad;
    221     }
    222 }
    223 
    224 
    225 int Mouse_X()
    226 {
    227     return mouse_state.lX;
    228 }
    229 
    230 int Mouse_Y()
    231 {
    232     return mouse_state.lY;
    233 }
    234 
    235 int Mouse_Button(int button)
    236 {
    237     return mouse_state.rgbButtons[button] & 0x80;
    238 }
    239 
    240 bool Key_Down(int key)
    241 {
    242     return (bool)(keys[key] & 0x80);
    243 }
    244 
    245 
    246 void DirectInput_Shutdown()
    247 {
    248     if (dikeyboard)
    249     {
    250         dikeyboard->Unacquire();
    251         dikeyboard->Release();
    252         dikeyboard = NULL;
    253     }
    254     if (dimouse)
    255     {
    256         dimouse->Unacquire();
    257         dimouse->Release();
    258         dimouse = NULL;
    259     }
    260 }
    261 
    262 bool XInput_Controller_Found()
    263 {
    264     XINPUT_CAPABILITIES caps;
    265     ZeroMemory(&caps, sizeof(XINPUT_CAPABILITIES));
    266     XInputGetCapabilities(0, XINPUT_FLAG_GAMEPAD, &caps);
    267     if (caps.Type != 0) return false;
    268 
    269     return true;
    270 }
    271 
    272 void XInput_Vibrate(int contNum, int amount)
    273 {
    274     XINPUT_VIBRATION vibration;
    275     ZeroMemory(&vibration, sizeof(XINPUT_VIBRATION));
    276     vibration.wLeftMotorSpeed = amount;
    277     vibration.wRightMotorSpeed = amount;
    278     XInputSetState(contNum, &vibration);
    279 }
    280 void Sprite_Draw_Frame(LPDIRECT3DTEXTURE9 texture, int destx, int desty, int framenum, int framew, int frameh, int columns)
    281 {
    282     D3DXVECTOR3 position((float)destx, (float)desty, 0);
    283     D3DCOLOR white = D3DCOLOR_XRGB(255, 255, 255);
    284 
    285     RECT rect;
    286     rect.left = (framenum % columns) * framew;
    287     rect.top = (framenum / columns) * frameh;
    288     rect.right = rect.left + framew;
    289     rect.bottom = rect.top + frameh;
    290 
    291     spriteobj->Draw(texture, &rect, NULL, &position, white);
    292 }
    293 
    294 void Sprite_Animate(int &frame, int startframe, int endframe, int direction, int &starttime, int delay)
    295 {
    296     if ((int)GetTickCount() > starttime + delay)
    297     {
    298         starttime = GetTickCount();
    299 
    300         frame += direction;
    301         if (frame > endframe) frame = startframe;
    302         if (frame < startframe) frame = endframe;
    303     }
    304 }
    305 void Sprite_Transform_Draw(LPDIRECT3DTEXTURE9 image, int x, int y, int width, int height, int frame, int columns, float rotation, float scaling, D3DCOLOR color)
    306 {
    307     //create a scale vector
    308     D3DXVECTOR2 scale(scaling, scaling);
    309     //create a translate vector
    310     D3DXVECTOR2 trans(x, y);
    311     //set center by dividing width and height by two
    312     D3DXVECTOR2 center((float)(width * scaling) / 2, (float)(height * scaling) / 2);
    313     //create 2D transformation matrix
    314     D3DXMATRIX mat;
    315     D3DXMatrixTransformation2D(&mat, NULL, 0, &scale, &center, rotation, &trans);
    316 
    317     //tell sprite object to use the transform
    318     spriteobj->SetTransform(&mat);
    319     //calculate frame location in source image
    320     int fx = (frame % columns) * width;
    321     int fy = (frame / columns) * height;
    322     RECT srcRect = { fx, fy, fx + width, fy + height };
    323     //draw the sprite frame
    324     spriteobj->Draw(image, &srcRect, NULL, NULL, color);
    325 }
    326 
    327 //bouding box collision detection
    328 int  Collision(SPRITE sprite1, SPRITE sprite2)
    329 {
    330     RECT rect1;
    331     rect1.left = (long)sprite1.x;
    332     rect1.top = (long)sprite1.y;
    333     rect1.right = (long)sprite1.x + sprite1.width + sprite1.scaling;
    334     rect1.bottom = (long)sprite1.y + sprite1.height + sprite1.scaling;
    335 
    336     RECT rect2;
    337     rect2.left = (long)sprite2.x;
    338     rect2.top = (long)sprite2.y;
    339     rect2.right = (long)sprite2.x + sprite2.width + sprite2.scaling;
    340     rect2.bottom = (long)sprite2.y + sprite2.height + sprite2.scaling;
    341 
    342     RECT dest;  //ignored
    343     return IntersectRect(&dest, &rect1, &rect2);
    344 }
    345 LPD3DXFONT MakeFont(string name, int size)
    346 {
    347     LPD3DXFONT font = NULL;
    348     D3DXFONT_DESC desc = {
    349         size,              //height
    350         0,                 //width
    351         0,                 //weight
    352         0,                 //miplevels
    353         false,             //italic
    354         DEFAULT_CHARSET,   //charset
    355         OUT_TT_PRECIS,     //output precision
    356         CLIP_DEFAULT_PRECIS, //quality
    357         DEFAULT_PITCH,     //pitch and family
    358         ""                 //font name
    359     };
    360     strcpy(desc.FaceName, name.c_str());
    361     D3DXCreateFontIndirect(d3ddev, &desc, &font);
    362     return font;
    363 }
    364 void FontPrint(LPD3DXFONT font, int x, int y, string text, D3DCOLOR color)
    365 {
    366     //figure out the text boundary
    367     RECT rect = { x, y, 0, 0 };
    368     font->DrawText(NULL, text.c_str(), text.length(), &rect, DT_CALCRECT, color);
    369     //print the text
    370     font->DrawText(spriteobj, text.c_str(), text.length(), &rect, DT_LEFT, color);
    371 }

    MyGame.cpp:

     1 #include "MyDirectX.h"
     2 
     3 const string APPTITLE = "Font Demo";
     4 const int SCREENW = 1024;
     5 const int SCREENH = 768;
     6 //declare some font objects
     7 LPD3DXFONT fontArial124 = NULL;
     8 LPD3DXFONT fontGaramond36 = NULL;
     9 LPD3DXFONT fontTimesNewRoman40 = NULL;
    10 
    11 bool Game_Init(HWND window)
    12 {
    13     //initialize Direct3D
    14     if (!Direct3D_Init(window, SCREENW, SCREENH, false))
    15     {
    16         MessageBox(0, "Error initializing Direct3D", "ERROR", 0);
    17         return false;
    18     }
    19 
    20     //initialize DirectInput
    21     if (!DirectInput_Init(window))
    22     {
    23         MessageBox(0, "Error initializing DirectInput", "ERROR", 0);
    24         return false;
    25     }
    26     //create some fonts
    27     fontArial124 = MakeFont("Arial", 24);
    28     fontGaramond36 = MakeFont("Garamond", 36);
    29     fontTimesNewRoman40 = MakeFont("Times New Roman", 40);
    30     return true;
    31 }
    32 
    33 void Game_Run(HWND window)
    34 {
    35     //make sure the Direct3D device is valid
    36     if (!d3ddev) return;
    37 
    38     //update input devices
    39     DirectInput_Update();
    40 
    41     //clear the scene
    42     d3ddev->Clear(0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, D3DCOLOR_XRGB(0, 0, 100), 1.0f, 0);
    43 
    44     //start rendering
    45     if (d3ddev->BeginScene())
    46     {
    47         //begin sprite rendering
    48         spriteobj->Begin(D3DXSPRITE_ALPHABLEND);
    49         //demonstrate font output
    50         FontPrint(fontArial124, 60, 50, "This is the Arial 24 font printed with ID3DXFont");
    51         FontPrint(fontGaramond36, 60, 100, "The text can be printed in any color like this magenta!", D3DCOLOR_XRGB(255, 0, 255));
    52         FontPrint(fontTimesNewRoman40, 60, 150, "Or how about bright green instead?", D3DCOLOR_XRGB(0, 255, 0));
    53 
    54         //demonstrate text wrapping inside a rectangular region
    55         RECT rect = { 60,250,350,700 };
    56         D3DCOLOR white = D3DCOLOR_XRGB(255, 255, 255);
    57         string text = "This is a long string that will be ";
    58         text += "wrapped inside a rectangle.";
    59         fontTimesNewRoman40->DrawText(spriteobj, text.c_str(), text.length(), &rect, DT_WORDBREAK, white);
    60 
    61         //stop sprite rendering
    62         spriteobj->End();
    63         //stop rendering
    64         d3ddev->EndScene();
    65         d3ddev->Present(NULL, NULL, NULL, NULL);
    66     }
    67 
    68     //Escape key ends program
    69     if (KEY_DOWN(VK_ESCAPE)) gameover = true;
    70 
    71     //controller Back button also ends
    72     if (controllers[0].wButtons & XINPUT_GAMEPAD_BACK)
    73         gameover = true;
    74 }
    75 
    76 void Game_End()
    77 {
    78     //free memory and shut down
    79     if (fontArial124) fontArial124->Release();
    80     if (fontGaramond36) fontGaramond36->Release();
    81     if (fontTimesNewRoman40) fontTimesNewRoman40->Release();
    82 
    83     DirectInput_Shutdown();
    84     Direct3D_Shutdown();
    85 }

    MyWindows.cpp:

     1 #include "MyDirectX.h"
     2 using namespace std;
     3 bool gameover = false;
     4 
     5 
     6 LRESULT WINAPI WinProc(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam)
     7 {
     8     switch (msg)
     9     {
    10     case WM_DESTROY:
    11         gameover = true;
    12         PostQuitMessage(0);
    13         return 0;
    14     }
    15     return DefWindowProc(hWnd, msg, wParam, lParam);
    16 }
    17 
    18 
    19 int WINAPI WinMain(HINSTANCE hInstance, HINSTANCE hPrevInstance, LPSTR lpCmdLine, int nCmdShow)
    20 {
    21     //initialize window settings
    22     WNDCLASSEX wc;
    23     wc.cbSize = sizeof(WNDCLASSEX);
    24     wc.style = CS_HREDRAW | CS_VREDRAW;
    25     wc.lpfnWndProc = (WNDPROC)WinProc;
    26     wc.cbClsExtra = 0;
    27     wc.cbWndExtra = 0;
    28     wc.hInstance = hInstance;
    29     wc.hIcon = NULL;
    30     wc.hCursor = LoadCursor(NULL, IDC_ARROW);
    31     wc.hbrBackground = (HBRUSH)GetStockObject(WHITE_BRUSH);
    32     wc.lpszMenuName = NULL;
    33     wc.lpszClassName = APPTITLE.c_str();
    34     wc.hIconSm = NULL;
    35     RegisterClassEx(&wc);
    36 
    37     //create a new window
    38     HWND window = CreateWindow(APPTITLE.c_str(), APPTITLE.c_str(),
    39         WS_OVERLAPPEDWINDOW, CW_USEDEFAULT, CW_USEDEFAULT,
    40         SCREENW, SCREENH, NULL, NULL, hInstance, NULL);
    41     if (window == 0) return 0;
    42 
    43     //display the window
    44     ShowWindow(window, nCmdShow);
    45     UpdateWindow(window);
    46 
    47     //initialize the game
    48     if (!Game_Init(window)) return 0;
    49 
    50     // main message loop
    51     MSG message;
    52     while (!gameover)
    53     {
    54         if (PeekMessage(&message, NULL, 0, 0, PM_REMOVE))
    55         {
    56             TranslateMessage(&message);
    57             DispatchMessage(&message);
    58         }
    59 
    60         //process game loop 
    61         Game_Run(window);
    62     }
    63 
    64     //shutdown
    65     Game_End();
    66     return message.wParam;
    67 }

     显示结果:

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  • 原文地址:https://www.cnblogs.com/Trojan00/p/9568789.html
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