代碼裏註釋寫的比較清楚,有點DirectX基礎的就能簡單看懂,
謹以此文記錄那些年寫過的代碼,和分享給那些需要的朋友o(∩_∩)o
//D3DComMacro.h
/*--------------------------------------------------------------
【頭文件】:D3DComMacro.h Create by Beyond Ray,2014年2月
(描述):公共輔助宏的定義
----------------------------------------------------------------*/
#pragma once
#ifndef HR
#define HR(hr) {if(FAILED(hr)) return E_FAIL ;} //定義HR宏,便於錯誤檢測
#endif
#ifndef SAFE_RELEASE
#define SAFE_RELEASE(p) {if(p) { (p)->Release(); p = NULL ;}} //定義一個安全釋放宏,便於COM接口的釋放
#endif
#ifndef SAFE_DELETE
#define SAFE_DELETE(p) {if(p) {delete(p); p = NULL ;}} //定義一個安全刪除宏,便於new分配內存的刪除
#endif
#ifndef SAFE_DELETE_ARRAY
#define SAFE_DELETE_ARRAY(p) {if(p) {delete [] (p); p = NULL ;}} //定義一個安全刪除宏,便於new[]分配內存的刪除
#endif
#ifndef IF
#define IF(p) {if(p != D3D_OK) return false;} //定義一個IF宏,用於返回BOOL型的檢測
#endif
//GUIClass.h
/*--------------------------------------------------------------
【頭文件】:GUIClass.h Created by Beyond Ray,2014年2月
(描述):一個封裝了控件對象的類和控件處理函數
----------------------------------------------------------------*/
#pragma once
#include"D3DComMacro.h"
#include<d3d9.h>
#include<d3dx9.h>
//定義控件類型
#define UGP_GUI_STATIC_TEXT 1
#define UGP_GUI_BUTTON 2
//定義鼠標按鍵及指針的狀態
#define GUI_LBUTTON_DOWN 1
#define GUI_LBUTTON_UP 2
#define GUI_MOUSE_OVER 3
//定義菜單頁面切換的宏
#define GUI_BKGROUND_MAIN 1
#define GUI_BKGROUND_START 2
#define GUI_BKGROUND_LOAD 3
#define GUI_BKGROUND_OPTION 4
//具體的控件類型ID
#define GUI_STATIC_TEXT 0
#define GUI_BUTTON_START 1
#define GUI_BUTTON_LOAD 2
#define GUI_BUTTON_OPTION 3
#define GUI_BUTTON_QUIT 4
#define GUI_BUTTON_BACK 5
//定義控件類型ID最大上限編號
#define GUI_TEXT_MAX 0
#define GUI_BUTTON_MAX 5
//靈活頂點格式的結構
typedef struct
{
float x, y, z, rhw; //頂點座標
float u, v; //紋理貼圖
//DWORD color;
} GUIVERTEX, * LPGUIVERTEX;
#define D3DFVF_GUI (D3DFVF_XYZRHW | D3DFVF_TEX1 )
//控件屬性結構體
struct GUICONTROL
{
int type; //控件的類型(文本、按鈕)
int controlID; //控件的具體類型ID
WORD index; //文本:對字體對象的索引,按鈕:對頂點緩存的索引
WORD x; //控件相對於窗口客戶區左上角的X位置
WORD y; //控件相對於窗口客戶區左上角的Y位置
WORD width; //控件的寬度
WORD height; //控件的高度
TCHAR * text; //文本的內容
unsigned long color; //文本的顏色
LPDIRECT3DTEXTURE9 textureUP, textureDown, textureOver; //(只相對於按鈕)表示鼠標按下,釋放,經過時的紋理貼圖
};
//【定義一個GUI對象類】
class GUIClass
{
private:
LPDIRECT3DDEVICE9 m_pd3dDevice9; //Direct3D設備對象(COM接口對象)
LPDIRECT3DTEXTURE9 m_pBackGround; //控件對象的背景貼圖(COM接口對象)
LPDIRECT3DVERTEXBUFFER9 m_pBkBuffer; //背景圖緩存對象(COM接口對象)
LPD3DXFONT * m_pFont; //指向字體對象的指針(COM接口對象數組)
LPDIRECT3DVERTEXBUFFER9 * m_pCtrlBuffer; //控件按鈕緩存對象的指針(COM接口對象數組)
GUICONTROL * m_pControl; //控件的數組對象
int m_iFontNums; //字體種類的數目
int m_iTextNums; //文本對象的數目
int m_iButtonNums; //按鈕對象的數目
int m_iControlNums; //控件對象的數目
WORD m_wBackgroundWidth; //貼圖背景的寬度
WORD m_wBackgroundHeight; //貼圖背景的高度
BOOL m_bIsBKBufferUsed; //用一個標識來判斷是否使用了背景(以緩衝區的創建爲標誌)
public:
GUIClass(LPDIRECT3DDEVICE9 pd3dDevice9, WORD Width, WORD Height); //構造函數
~GUIClass(){ CleanUp(); } //析構函數
public:
LPDIRECT3DDEVICE9 GetDevice(){ return m_pd3dDevice9; } //返回設備對象
int GetFontNums(){ return m_iFontNums; } //返回字體種類的數目
int GetTextNums(){ return m_iTextNums; } //返回文本對象的數目
int GetButtonNums(){ return m_iButtonNums; } //返回按鈕對象的數目
int GetControlNums(){ return m_iControlNums; } //返回控件對象的數目
WORD GetBackgroundWidth(){ return m_wBackgroundWidth; } //返回貼圖背景的寬度
WORD GetBackgroundHeight(){ return m_wBackgroundHeight; } //返回貼圖背景的高度
VOID SetBackgroundWidth(WORD Width){ m_wBackgroundWidth = Width; } //設置貼圖背景的寬度
VOID SetBackgroundHeight(WORD Height){ m_wBackgroundHeight = Height; } //設置貼圖背景的高度
LPDIRECT3DTEXTURE9 GetBkTexture(){ return m_pBackGround; } //返回背景紋理貼圖
LPDIRECT3DVERTEXBUFFER9 GetBkBuffer(){ return m_pBkBuffer; } //返回背景頂點緩存
BOOL IsBKBufferUsed(){ return m_bIsBKBufferUsed; } //判斷是否使用了背景(以緩衝區的創建爲標誌)
//用索引分別得到字體,按鈕頂點緩存,控件的對象
LPD3DXFONT GetFont(WORD Index)
{
if (Index >= m_iFontNums) return NULL;
return m_pFont[Index];
}
LPDIRECT3DVERTEXBUFFER9 GetCtrlBuffer(WORD Index)
{
if (Index >= m_iButtonNums) return NULL;
return m_pCtrlBuffer[Index];
}
GUICONTROL* GetControl(WORD Index)
{
if (Index >= m_iControlNums) return NULL;
return &m_pControl[Index];
}
BOOL AddBackground(TCHAR * pBackgroundName); //添加背景
BOOL CreateTextFont(TCHAR * FontName, DWORD SIZE, WORD *Index); //增加字體
BOOL AddStaticText(TCHAR * TextContent, UINT ControlID, DWORD Color, WORD x, WORD y, WORD Index);//增加文本
BOOL AddButton(UINT ControlID, WORD x, WORD y, //增加按鈕
TCHAR* TextureDown, TCHAR* TextureUp, TCHAR* TextureOver);
VOID CleanUp(); //資源的清理
};
BOOL ProcessGUI(GUIClass * GUI, BOOL LMBDown, WORD MouseX, WORD MouseY,
void(CALLBACK *GUIProc)(int Id, int State)); //回調函數作形參
//GUIClass.cpp
/*--------------------------------------------------------------
【Cpp文件】:GUIClass.cpp Created by Beyond Ray,2014年2月
(描述):一個封裝了控件對象的類和控件處理函數的實現
----------------------------------------------------------------*/
#include"GUIClass.h"
//-------------------------------------------【GUIClass()函數】--------------------------------------------------
// Desc:構造函數(初始化)
//---------------------------------------------------------------------------------------------------------------
GUIClass::GUIClass(LPDIRECT3DDEVICE9 pd3dDevice9, WORD Width, WORD Height)
{
m_pd3dDevice9 = pd3dDevice9;
m_pBackGround = NULL;
m_pBkBuffer = NULL;
m_pControl = NULL;
m_pCtrlBuffer = NULL;
m_pFont = NULL;
m_iFontNums = 0;
m_iTextNums = 0;
m_iControlNums = 0;
m_iButtonNums = 0;
m_wBackgroundWidth = Width;
m_wBackgroundHeight = Height;
m_bIsBKBufferUsed = FALSE;
}
//-------------------------------------------【AddBackground()函數】---------------------------------------------
// Desc:添加GUIClass對象的唯一背景圖片
//---------------------------------------------------------------------------------------------------------------
BOOL GUIClass::AddBackground(TCHAR * pBackgroundName)
{
if (!pBackgroundName) return FALSE;
IF(D3DXCreateTextureFromFile(m_pd3dDevice9, pBackgroundName, &m_pBackGround));
IF(m_pd3dDevice9->CreateVertexBuffer(4 * sizeof(GUIVERTEX), D3DUSAGE_WRITEONLY, D3DFVF_GUI,
D3DPOOL_DEFAULT, &m_pBkBuffer, NULL));
float w = (float)m_wBackgroundWidth;
float h = (float)m_wBackgroundHeight;
GUIVERTEX Vertices[] =
{
{ 0, h, 0.0f, 1.0f, 0.0f, 1.0f },
{ 0, 0, 0.0f, 1.0f, 0.0f, 0.0f },
{ w, h, 0.0f, 1.0f, 1.0f, 1.0f },
{ w, 0, 0.0f, 1.0f, 1.0f, 0.0f }
};
VOID *pVertices = NULL;
IF(m_pBkBuffer->Lock(0, 0, &pVertices, NULL));
memcpy(pVertices, Vertices, sizeof(Vertices));
m_pBkBuffer->Unlock();
m_bIsBKBufferUsed = true;
return TRUE;
}
//--------------------------------------------【CreateTextFont()函數】-------------------------------------------
// Desc:創建並增加字體對象
//---------------------------------------------------------------------------------------------------------------
BOOL GUIClass::CreateTextFont(TCHAR * FontName, DWORD SIZE, WORD *Index)
{
if (!m_pFont)
{
m_pFont = new LPD3DXFONT[1];
if (!m_pFont) return FALSE;
}
else
{
LPD3DXFONT * pTempFont = new LPD3DXFONT[m_iFontNums + 1];
if (!pTempFont) return FALSE;
memset(pTempFont, 0, sizeof(pTempFont));
memcpy(pTempFont, m_pFont, sizeof(m_pFont));
SAFE_DELETE_ARRAY(m_pFont);
m_pFont = pTempFont;
}
IF(D3DXCreateFont(m_pd3dDevice9, SIZE, 0, 1000, 0, false,
DEFAULT_CHARSET, OUT_DEFAULT_PRECIS, DEFAULT_QUALITY, 0, FontName, &m_pFont[m_iFontNums]));
*Index = m_iFontNums;
m_iFontNums++;
return TRUE;
}
//-------------------------------------------【AddText()函數】---------------------------------------------------
// Desc:增加文本控件
//---------------------------------------------------------------------------------------------------------------
BOOL GUIClass::AddStaticText(TCHAR * TextContent, UINT ControlID, DWORD Color, WORD x, WORD y, WORD Index)
{
//對形參作檢測判斷
if ( ControlID > GUI_TEXT_MAX || Index >= m_iFontNums)
return FALSE;
//爲m_pControl分配新的內存空間
if (!m_pControl)
{
m_pControl = new GUICONTROL[1];
if (!m_pControl) return FALSE;
}
else
{
GUICONTROL * pTempCtrl = new GUICONTROL[m_iControlNums + 1];
if (!pTempCtrl) return FALSE;
memset(pTempCtrl, 0, (m_iControlNums + 1) * sizeof(GUICONTROL));
memcpy(pTempCtrl, m_pControl, m_iControlNums * sizeof(GUICONTROL));
SAFE_DELETE_ARRAY(m_pControl);
m_pControl = pTempCtrl;
}
//填充新數據的參數
m_pControl[m_iControlNums].type = UGP_GUI_STATIC_TEXT;
m_pControl[m_iControlNums].controlID = ControlID;
m_pControl[m_iControlNums].x = x;
m_pControl[m_iControlNums].y = y;
m_pControl[m_iControlNums].index = Index;
m_pControl[m_iControlNums].color = Color;
//新文本的複製
int iChars = lstrlen(TextContent);
m_pControl[m_iControlNums].text = new TCHAR[iChars + 1];
if (!m_pControl[m_iControlNums].text) return FALSE;
lstrcpy(m_pControl[m_iControlNums].text, TextContent);
m_pControl[m_iControlNums].text[iChars] = '\0';
//通過描述字段讀取並計算寬和高
D3DXFONT_DESC desc;
m_pFont[Index]->GetDesc(&desc);
m_pControl[m_iControlNums].height = desc.Height;
m_pControl[m_iControlNums].width = desc.Width * iChars;
//控件數量和文本數量的增加
m_iControlNums++;
m_iTextNums++;
return TRUE;
}
//-------------------------------------------【AddButton()函數】----------------------------------------------
// Desc:增加按鈕控件
//------------------------------------------------------------------------------------------------------------
BOOL GUIClass::AddButton(UINT ControlID, WORD x, WORD y, TCHAR* TextureDown, TCHAR* TextureUp, TCHAR* TextureOver)
{
//對形參作檢測判斷
if (ControlID <= GUI_TEXT_MAX || ControlID > GUI_BUTTON_MAX)
return FALSE;
//爲m_pControl分配新的內存空間
if (!m_pControl)
{
m_pControl = new GUICONTROL[1];
if (!m_pControl) return FALSE;
}
else
{
GUICONTROL * pTempCtrl = new GUICONTROL[m_iControlNums + 1];
if (!pTempCtrl) return FALSE;
memset(pTempCtrl, 0, (m_iControlNums + 1) * sizeof(GUICONTROL));
memcpy(pTempCtrl, m_pControl, m_iControlNums * sizeof(GUICONTROL));
SAFE_DELETE_ARRAY(m_pControl);
m_pControl = pTempCtrl;
}
//填充新數據的參數
m_pControl[m_iControlNums].type = UGP_GUI_BUTTON;
m_pControl[m_iControlNums].controlID = ControlID;
IF(D3DXCreateTextureFromFile(m_pd3dDevice9, TextureDown, &m_pControl[m_iControlNums].textureDown));
IF(D3DXCreateTextureFromFile(m_pd3dDevice9, TextureUp, &m_pControl[m_iControlNums].textureUP));
IF(D3DXCreateTextureFromFile(m_pd3dDevice9, TextureOver, &m_pControl[m_iControlNums].textureOver));
D3DSURFACE_DESC desc;
m_pControl[m_iControlNums].textureDown->GetLevelDesc(0, &desc);
m_pControl[m_iControlNums].x = x;
m_pControl[m_iControlNums].y = y;
m_pControl[m_iControlNums].height = desc.Height;
m_pControl[m_iControlNums].width = desc.Width;
//爲m_pCtrlBuffer分配新的內存
if (!m_pCtrlBuffer)
{
m_pCtrlBuffer = new LPDIRECT3DVERTEXBUFFER9[1];
if (!m_pCtrlBuffer) return FALSE;
}
else
{
LPDIRECT3DVERTEXBUFFER9 * pTempCtrlBuffer = new LPDIRECT3DVERTEXBUFFER9[m_iButtonNums + 1];
if (!pTempCtrlBuffer) return FALSE;
memcpy(pTempCtrlBuffer, m_pCtrlBuffer, m_iButtonNums * sizeof(LPDIRECT3DVERTEXBUFFER9));//指針的賦值
SAFE_DELETE_ARRAY(m_pCtrlBuffer);
m_pCtrlBuffer = pTempCtrlBuffer;
}
//創建頂點緩衝區
IF(m_pd3dDevice9->CreateVertexBuffer(4 * sizeof(GUIVERTEX), 0, D3DFVF_GUI, D3DPOOL_MANAGED,
&m_pCtrlBuffer[m_iButtonNums], NULL));
GUIVERTEX Vertics[] =
{
{ x, y + desc.Height, 0, 1.0f, 0.0f, 1.0f },
{ x, y, 0, 1.0f, 0.0f, 0.0f },
{ x + desc.Width, y + desc.Height, 0, 1.0f, 1.0f, 1.0f },
{ x + desc.Width, y, 0, 1.0f, 1.0f, 0.0f }
};
VOID *pVertices = NULL;
IF(m_pCtrlBuffer[m_iButtonNums]->Lock(0, 0, (void **)&pVertices, NULL));
memcpy(pVertices, Vertics, sizeof(Vertics));
m_pCtrlBuffer[m_iButtonNums]->Unlock();
m_pControl[m_iControlNums].index = m_iButtonNums;
//增加控件和按鈕的數目
m_iButtonNums++;
m_iControlNums++;
return TRUE;
}
//-------------------------------------------【CleanUp()函數】---------------------------------------------------
// Desc:資源的清理
//---------------------------------------------------------------------------------------------------------------
VOID GUIClass::CleanUp()
{
if (m_bIsBKBufferUsed)
{
SAFE_RELEASE(m_pBackGround);
SAFE_RELEASE(m_pBkBuffer);
}
for (int i = 0; i < m_iFontNums; i++)
SAFE_RELEASE(m_pFont[i]);
SAFE_DELETE_ARRAY(m_pFont);
for (int i = 0; i < m_iButtonNums; i++)
{
SAFE_RELEASE(m_pCtrlBuffer[i]);
}
SAFE_DELETE_ARRAY(m_pCtrlBuffer);
for (int i = 0; i < m_iControlNums; i++)
{
SAFE_RELEASE(m_pControl[i].textureDown);
SAFE_RELEASE(m_pControl[i].textureUP);
SAFE_RELEASE(m_pControl[i].textureOver);
SAFE_DELETE_ARRAY(m_pControl[i].text);
}
SAFE_DELETE_ARRAY(m_pControl);
}
//----------------------------------------【ProcessGUI()函數】---------------------------------------------
// Desc:進行GUI的渲染
//---------------------------------------------------------------------------------------------------------
BOOL ProcessGUI(GUIClass * GUI, BOOL LMBDown, WORD MouseX, WORD MouseY, void(CALLBACK *GUIProc)(int Id, int State))
{
if (!GUI) return FALSE;
LPDIRECT3DDEVICE9 pd3dDevice9 = GUI->GetDevice();
if (!pd3dDevice9) return FALSE;
if (!(GUI->IsBKBufferUsed() && GUI->GetBkBuffer() && GUI->GetBkTexture()))
return FALSE;
//渲染GUI背景
//pd3dDevice9->SetRenderState(D3DRS_LIGHTING, false);
pd3dDevice9->SetTexture(0, GUI->GetBkTexture());
pd3dDevice9->SetStreamSource(0, GUI->GetBkBuffer(), 0, sizeof(GUIVERTEX));
pd3dDevice9->SetFVF(D3DFVF_GUI);
pd3dDevice9->DrawPrimitive(D3DPT_TRIANGLESTRIP, 0, 2);
//用來顯示文本的對象
LPD3DXFONT pFont = NULL;
RECT rect = { 0, 0, GUI->GetBackgroundWidth(), GUI->GetBackgroundHeight() };
// 創建一個頂點緩存對象用於按鈕的渲染
LPDIRECT3DVERTEXBUFFER9 pVertexBuffer = NULL;
int iState = GUI_LBUTTON_UP;
//渲染控件
GUICONTROL *pGUIControl = NULL;
for (WORD i = 0; i < GUI->GetControlNums(); i++)
{
iState = GUI_LBUTTON_UP;
pGUIControl = GUI->GetControl(i);
if (!pGUIControl) continue;
switch (pGUIControl->type)
{
case UGP_GUI_STATIC_TEXT:
pFont = GUI->GetFont(pGUIControl->index);
if (!pFont) continue;
//設置起始位置並輸出文本
rect.left = pGUIControl->x;
rect.top = pGUIControl->y;
pFont->DrawText(NULL, pGUIControl->text, -1, &rect, DT_LEFT | DT_SINGLELINE, pGUIControl->color);
break;
case UGP_GUI_BUTTON:
pVertexBuffer = GUI->GetCtrlBuffer(pGUIControl->index);
if (!pVertexBuffer) continue;
//開啓Alpha混合
pd3dDevice9->SetRenderState(D3DRS_ALPHABLENDENABLE, true);
pd3dDevice9->SetRenderState(D3DRS_SRCBLEND, D3DBLEND_SRCALPHA);
pd3dDevice9->SetRenderState(D3DRS_DESTBLEND, D3DBLEND_INVSRCALPHA);
if (MouseX >= pGUIControl->x && MouseX <= (pGUIControl->x + pGUIControl->width) &&
MouseY >= pGUIControl->y && MouseY <= (pGUIControl->y + pGUIControl->height))
{
if (LMBDown)
iState = GUI_LBUTTON_DOWN;
else
iState = GUI_MOUSE_OVER;
}
//開始渲染按鈕
if (iState == GUI_LBUTTON_DOWN) pd3dDevice9->SetTexture(0, pGUIControl->textureDown);
if (iState == GUI_LBUTTON_UP) pd3dDevice9->SetTexture(0, pGUIControl->textureUP);
if (iState == GUI_MOUSE_OVER) pd3dDevice9->SetTexture(0, pGUIControl->textureOver);
pd3dDevice9->SetStreamSource(0, pVertexBuffer, 0, sizeof(GUIVERTEX));
pd3dDevice9->SetFVF(D3DFVF_GUI);
pd3dDevice9->DrawPrimitive(D3DPT_TRIANGLESTRIP, 0, 2);
//關閉Alpha混合
pd3dDevice9->SetRenderState(D3DRS_ALPHABLENDENABLE, false);
}
if (GUIProc) GUIProc(pGUIControl->controlID, iState);
}
return TRUE;
}
//main.cpp
/*----------------------------------------------------------------
【Cpp文件】:main.cpp Create by Beyond Ray,2014年2月
(描述):簡單的GUI界面實現
------------------------------------------------------------------*/
//【頭文件】
#include"D3DComMacro.h"
#include"GUIClass.h"
#include <d3d9.h>
#include <d3dx9.h>
#include <tchar.h>
//【庫文件】
#pragma comment (lib, "winmm.lib") //爲調用 PlaySound 函數
#pragma comment (lib, "d3d9.lib") //Direct3D9相關庫文件
#pragma comment (lib, "d3dx9.lib") //ID3DX相關庫文件
#pragma comment (lib, "dxguid.lib") //GUID相關識別
#pragma comment (lib, "dinput8.lib") //DirectInput相關庫文件
//【宏定義】
#define WINDOW_TITLE L"致我們永不熄滅的遊戲夢想----【Beyond我愛楊】" //窗口標題
//【全局變量聲明】
TCHAR lpClassName[] = TEXT("GDIDemo"); //聲明類名
HINSTANCE g_hInst = NULL; //實例句柄
LPDIRECT3DDEVICE9 g_pd3dDevice9 = NULL; //Direct3D設備對象(COM接口對象)
LPD3DXFONT g_pFont = NULL; //字體對象(COM接口對象)
wchar_t g_str[50]; //用於輸出的字符串數組
int g_cxClient = 1280; //窗口客戶區的寬度
int g_cyClient = 775; //窗口客戶區的高度
//-----------------------------------【GUI相關的全局變量聲明】---------------------------------------
int g_cxMouse = 0; //鼠標指針X位置
int g_cyMouse = 0; //鼠標指針Y位置
BOOL g_bLMBDown = false; //判斷鼠標左鍵是否按下的標誌
GUIClass * g_pGUIMain = NULL;
GUIClass * g_pGUIStart = NULL;
GUIClass * g_pGUILoad = NULL;
GUIClass * g_pGUIOption = NULL; //4個GUI類的對象
int g_currentGUI = GUI_BKGROUND_MAIN; //默認的GUI標識
WORD g_GUIMainFont = -1; //GUI字體對象的索引
//--------------------------------------------------------------------------------------------------
//【全局函數聲明】
LRESULT CALLBACK WndProc(HWND, UINT, WPARAM, LPARAM); //窗口過程函數
HRESULT Direct3D_Init(HWND hwnd); //在該函數中進行Direct3D初始化
HRESULT Object_Init(HWND hwnd); //在該函數中進行繪製物體資源的初始化
VOID Direct3D_Render(HWND hwnd); //在該函數中進行Direct3D的渲染
VOID Direct3D_CleanUp(); //在該函數中進行COM資源及其他資源的清理
VOID HelpText_Render(HWND); //在該函數中渲染幫助文本
VOID CALLBACK GUICallBack(int Id, int State); //GUI回調函數
VOID Light_Set(LPDIRECT3DDEVICE9, int); //在該函數中進行光源的設置
VOID ClipClient(HWND hwnd); //該函數將限制鼠標在客戶區中
float GetFPS(); //得到每秒的幀率(Frame Per Second)
//----------------------------------------【WinMain主函數】-------------------------------------------
// 描述:Windows程序的入口函數,程序從這裏開始
//----------------------------------------------------------------------------------------------------
int WINAPI WinMain(HINSTANCE hInstance, HINSTANCE hPrevInstance, LPSTR lpCmdLine, int nCmdShow)
{
WNDCLASSEX wndclass;
HWND hwnd;
MSG msg = { 0 };
g_hInst = hInstance;
//【設計窗口類】
wndclass.cbSize = sizeof (WNDCLASSEX); //結構大小
wndclass.style = CS_HREDRAW | CS_VREDRAW; //窗口風格樣式
wndclass.lpfnWndProc = WndProc; //設置窗口過程地址
wndclass.cbClsExtra = 0; //額外的窗口類內存空間
wndclass.cbWndExtra = 0; //額外的窗口內存空間
wndclass.hInstance = hInstance; //窗口的實例句柄
wndclass.hIcon = (HICON)::LoadImage(NULL, L"pictures/icon.ico", IMAGE_ICON, 0, 0, LR_DEFAULTSIZE | LR_LOADFROMFILE);
//加載圖標
wndclass.hCursor = LoadCursor(NULL, IDC_ARROW); //加載鼠標指針
wndclass.hbrBackground = (HBRUSH)GetStockObject(BLACK_BRUSH); //加載窗口背景
wndclass.lpszMenuName = NULL; //窗口菜單名稱
wndclass.lpszClassName = lpClassName; //窗口類名稱
wndclass.hIconSm = 0; //任務欄中的小圖標
//【註冊窗口類】
if (!RegisterClassEx(&wndclass))
{
MessageBox(NULL, TEXT("窗口類註冊失敗"), lpClassName, MB_OK | MB_ICONEXCLAMATION);
return -1;
}
//【創建窗口】
hwnd = CreateWindow(lpClassName, WINDOW_TITLE,
WS_OVERLAPPEDWINDOW,
CW_USEDEFAULT, CW_USEDEFAULT, g_cxClient, g_cyClient,
NULL, NULL, hInstance, NULL); //父窗口句柄,菜單句柄,實例句柄,額外字段
if (S_OK != Direct3D_Init(hwnd))
{
MessageBox(hwnd, _T("Direct3D初始化資源失敗!!"), _T("我愛楊的消息窗口"), MB_OK);
return E_FAIL;
}
//【移動,顯示和更新窗口】
MoveWindow(hwnd, 0, 0, g_cxClient, g_cyClient, TRUE);
ShowWindow(hwnd, nCmdShow);
UpdateWindow(hwnd);
//播放背景音樂
PlaySound(_T("GUI/天下貳 - 太古銅門.wav"), NULL, SND_ASYNC | SND_FILENAME);
//進入遊戲消息循環
static FLOAT fCurrentTime = (float)timeGetTime();
static FLOAT fLastTime = (float)timeGetTime();
static FLOAT fElapsedTime = 0.0f;
while (msg.message != WM_QUIT)
{
fLastTime = fCurrentTime;
fCurrentTime = (float)timeGetTime();
fElapsedTime = (fCurrentTime - fLastTime) / 1000.0f;
if (PeekMessage(&msg, 0, 0, 0, PM_REMOVE))
{
TranslateMessage(&msg);
DispatchMessage(&msg);
}
else
{
Direct3D_Render(hwnd);
}
}
//註銷窗口類
UnregisterClass(lpClassName, wndclass.hInstance);
return 0;
}
LRESULT CALLBACK WndProc(HWND hwnd, UINT message, WPARAM wParam, LPARAM lParam)
{
switch (message)
{
case WM_SIZE:
g_cxClient = LOWORD(lParam);
g_cyClient = HIWORD(lParam);
if (g_cxClient == 0 || g_cyClient == 0)
return 0;
ClipClient(hwnd);
return 0;
case WM_MOUSEMOVE:
g_cxMouse = LOWORD(lParam) + GetSystemMetrics(SM_CXBORDER);
g_cyMouse = HIWORD(lParam) + GetSystemMetrics(SM_CYCAPTION);
return 0;
case WM_LBUTTONDOWN:
g_bLMBDown = TRUE;
return 0;
case WM_LBUTTONUP:
g_bLMBDown = FALSE;
return 0;
case WM_KEYDOWN:
if (wParam == VK_ESCAPE)
DestroyWindow(hwnd);
return 0;
case WM_PAINT:
Direct3D_Render(hwnd);
ValidateRect(hwnd, NULL);
return 0;
case WM_DESTROY:
Direct3D_CleanUp();
PostQuitMessage(0);
return 0;
default:
return DefWindowProc(hwnd, message, wParam, lParam);
}
}
//--------------------------------------------【Direct3D_Init】---------------------------------------------
// 描述:在該函數中進行Direct3D初始化
//----------------------------------------------------------------------------------------------------------
HRESULT Direct3D_Init(HWND hwnd)
{
//--------------------------------------------------------------------------------------
// 【創接口】:創建Direct3D接口對象, 以便用該Direct3D對象創建Direct3D設備對象
//--------------------------------------------------------------------------------------
LPDIRECT3D9 pD3D9; //創建Direct3D接口對象
if (FAILED(pD3D9 = Direct3DCreate9(D3D_SDK_VERSION))) //初始化Direct3D接口對象,並與DirectX_SDK版本協商,
return E_FAIL; //以便包含的頭文件與DirectX Runtime匹配
//--------------------------------------------------------------------------------------
// 【取信息】:獲取硬件設備信息
//--------------------------------------------------------------------------------------
D3DCAPS9 caps; int vp = 0;
if (FAILED(pD3D9->GetDeviceCaps(D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, &caps)))
{
return E_FAIL;
}
if (caps.DevCaps & D3DDEVCAPS_HWTRANSFORMANDLIGHT)
vp = D3DCREATE_HARDWARE_VERTEXPROCESSING; //支持硬件頂點運算方式
else
vp = D3DCREATE_SOFTWARE_VERTEXPROCESSING; //支持軟件頂點運算方式
//--------------------------------------------------------------------------------------
// 【填內容】:填充D3DPRESENT_PARAMETERS結構體
//--------------------------------------------------------------------------------------
D3DPRESENT_PARAMETERS d3dpp;
ZeroMemory(&d3dpp, sizeof(d3dpp));
d3dpp.BackBufferWidth = g_cxClient; //後臺緩衝區寬度
d3dpp.BackBufferHeight = g_cyClient; //後臺緩衝區高度
d3dpp.BackBufferFormat = D3DFMT_A8R8G8B8; //後臺緩衝區保存像素格式
d3dpp.BackBufferCount = 2; //後臺緩衝區數量
d3dpp.MultiSampleType = D3DMULTISAMPLE_NONE; //多重採樣的類型
d3dpp.MultiSampleQuality = 0; //多重採樣的格式
d3dpp.SwapEffect = D3DSWAPEFFECT_DISCARD; //指定如何將後臺緩衝區內容複製到前臺的緩存中
d3dpp.hDeviceWindow = hwnd; //當前與設備關聯的窗口,被激活的窗口
d3dpp.Windowed = true; //對激活窗口表示是否使用窗口模式
d3dpp.EnableAutoDepthStencil = true; //自動管理深度緩存,模版緩存
d3dpp.AutoDepthStencilFormat = D3DFMT_D24S8; //深度緩存,模版緩存格式,(這裏爲24位深度,8位模版)
d3dpp.Flags = 0; //附加屬性
d3dpp.FullScreen_RefreshRateInHz = 0; //全屏模式時的屏幕刷新率
d3dpp.PresentationInterval = D3DPRESENT_INTERVAL_IMMEDIATE; //後臺緩衝區和前臺緩衝區的最大交換頻率
//--------------------------------------------------------------------------------------
// 【創設備】:創建Direct3D設備接口
//--------------------------------------------------------------------------------------
if (FAILED(pD3D9->CreateDevice(D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, hwnd, vp, &d3dpp, &g_pd3dDevice9)))
{
SAFE_RELEASE(pD3D9);
return E_FAIL;
}
SAFE_RELEASE(pD3D9); //Direct3D接口對象使命完成,我們將其釋放掉
if (S_OK != Object_Init(hwnd))
return E_FAIL;
return S_OK;
}
//--------------------------------------------【Object_Init】------------------------------------------------
// 描述:在該函數中進行繪製物體資源的初始化
//-----------------------------------------------------------------------------------------------------------
HRESULT Object_Init(HWND hwnd)
{
//創建字體
HR(D3DXCreateFont(g_pd3dDevice9, 36, 0, 0, 0, FALSE, DEFAULT_CHARSET, //創建微軟雅黑字體
OUT_DEFAULT_PRECIS, DEFAULT_QUALITY, 0, _T("Clambria"), &g_pFont));
srand(GetTickCount()); //用操作系統啓動到現在的時間來初始化隨機種子
//----------------------------------------【GUI相關資源的添加】----------------------------------------------
//GUI對象的初始化
g_pGUIMain = new GUIClass(g_pd3dDevice9, g_cxClient, g_cyClient);
g_pGUIStart = new GUIClass(g_pd3dDevice9, g_cxClient, g_cyClient);
g_pGUILoad = new GUIClass(g_pd3dDevice9, g_cxClient, g_cyClient);
g_pGUIOption = new GUIClass(g_pd3dDevice9, g_cxClient, g_cyClient);
//添加GUI字體對象
g_pGUIMain->CreateTextFont(_T("微軟雅黑"), 36, &g_GUIMainFont);
//添加背景圖片
if (!g_pGUIMain->AddBackground(TEXT("GUI/main.jpg"))) return E_FAIL;
if (!g_pGUIStart->AddBackground(TEXT("GUI/startgame.jpg"))) return E_FAIL;
if (!g_pGUILoad->AddBackground(TEXT("GUI/loadgame.jpg"))) return E_FAIL;
if (!g_pGUIOption->AddBackground(TEXT("GUI/option.jpg"))) return E_FAIL;
//---------------------------------【主菜單main頁面相關的頁面佈局代碼】---------------------------------
// 添加靜態文本到頁面中
if (!g_pGUIMain->AddStaticText(TEXT("Version 我愛楊V2.0傾情製造版"), GUI_STATIC_TEXT,
D3DCOLOR_RGBA(255, 255, 255, 210), 850, 720, g_GUIMainFont)) return false;
// 添加4個按鈕,分別是開始遊戲,載入進度,選項和退出遊戲,每個按鈕對應3幅圖
if (!g_pGUIMain->AddButton(GUI_BUTTON_START, 585, 340, TEXT("GUI\\startDown.png"),
TEXT("GUI\\StartUp.png"), TEXT("GUI\\startOver.png"))) return false;
if (!g_pGUIMain->AddButton(GUI_BUTTON_LOAD, 585, 385, TEXT("GUI\\loadDown.png"),
TEXT("GUI\\loadUp.png"),TEXT("GUI\\loadOver.png"))) return false;
if (!g_pGUIMain->AddButton(GUI_BUTTON_OPTION, 585, 430, L"GUI\\optionsDown.png",
L"GUI\\optionsUp.png", L"GUI\\optionsOver.png")) return false;
if (!g_pGUIMain->AddButton(GUI_BUTTON_QUIT, 585, 475, L"GUI\\quitDown.png",
L"GUI\\quitUp.png", L"GUI\\quitOver.png")) return false;
//------------------------【開始新遊戲start頁面相關的頁面佈局代碼】------------------------
// 添加按鈕到頁面中
if (!g_pGUIStart->AddButton(GUI_BUTTON_BACK, 750, 400, L"GUI/backDown.png", L"GUI/backUp.png",
L"GUI/backOver.png")) return false;
if (!g_pGUIStart->AddButton(GUI_BUTTON_BACK, 300, 200, L"GUI/飛行模式down.png", L"GUI/飛行模式up.png",
L"GUI/飛行模式over.png")) return false;
//------------------------【載入遊戲load頁面相關的頁面佈局代碼】------------------------
// 添加按鈕到頁面中
if (!g_pGUILoad->AddButton(GUI_BUTTON_BACK, 750, 400, L"GUI/backDown.png", L"GUI/backUp.png",
L"GUI/backOver.png")) return false;
//------------------------【遊戲設置option頁面相關的頁面佈局代碼】------------------------
// 添加按鈕到頁面中
if (!g_pGUIOption->AddButton(GUI_BUTTON_BACK, 750, 400, L"GUI/backDown.png", L"GUI/backUp.png",
L"GUI/backOver.png")) return false;
return S_OK;
}
//--------------------------------------------【Direct3D_Render】--------------------------------------------
// 描述:在該函數中進行Direct3D的渲染
//-----------------------------------------------------------------------------------------------------------
VOID Direct3D_Render(HWND hwnd)
{
//----------------------------------------------------------------------------------
//【清屏操作】
//----------------------------------------------------------------------------------
g_pd3dDevice9->Clear(0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER | D3DCLEAR_STENCIL, D3DCOLOR_XRGB(0, 100, 200), 1.0f, 0);
//----------------------------------------------------------------------------------
//【開始場景】
//----------------------------------------------------------------------------------
g_pd3dDevice9->BeginScene();
//----------------------------------------------------------------------------------
//【正式繪製】
//----------------------------------------------------------------------------------
switch (g_currentGUI)
{
case GUI_BKGROUND_MAIN:
ProcessGUI(g_pGUIMain, g_bLMBDown, g_cxMouse, g_cyMouse, GUICallBack);
break;
case GUI_BKGROUND_START:
ProcessGUI(g_pGUIStart, g_bLMBDown, g_cxMouse, g_cyMouse, GUICallBack);
break;
case GUI_BKGROUND_LOAD:
ProcessGUI(g_pGUILoad, g_bLMBDown, g_cxMouse, g_cyMouse, GUICallBack);
break;
case GUI_BKGROUND_OPTION:
ProcessGUI(g_pGUIOption, g_bLMBDown, g_cxMouse, g_cyMouse, GUICallBack);
break;
}
//渲染幫助文本:
HelpText_Render(hwnd);
//----------------------------------------------------------------------------------
//【結束場景】
//----------------------------------------------------------------------------------
g_pd3dDevice9->EndScene();
//----------------------------------------------------------------------------------
//【翻轉與顯示】
//----------------------------------------------------------------------------------
g_pd3dDevice9->Present(NULL, NULL, NULL, NULL);
//源矩形區域,目標矩形區域,當前繪製的窗口,最小更新區域
}
//--------------------------------------------【Game_CleanUp】------------------------------------------------
// 描述:在該函數中進行COM資源及其他資源的清理
//------------------------------------------------------------------------------------------------------------
VOID Direct3D_CleanUp()
{
SAFE_RELEASE(g_pd3dDevice9); //釋放Direct3D設備接口
SAFE_RELEASE(g_pFont); //釋放字體接口對象
}
//----------------------------------------【HelpText_Render()函數】-------------------------------------------
// Desc:幫助文本信息的輸出
//------------------------------------------------------------------------------------------------------------
VOID HelpText_Render(HWND hwnd)
{
RECT rect;
GetClientRect(hwnd, &rect);
//在窗口右上角輸出幀率
int icharCount = swprintf_s(g_str, 20, _T("FPS:%0.3f"), GetFPS());
g_pFont->DrawText(NULL, g_str, icharCount, &rect, DT_RIGHT | DT_TOP, D3DCOLOR_XRGB(255, 10, 10));
}
//-----------------------------------------------【GUICallBack()函數】----------------------------------------
// Desc:GUI回調函數(更改GUI對象標識和鼠標狀態)
//------------------------------------------------------------------------------------------------------------
VOID CALLBACK GUICallBack(int Id, int State)
{
switch (Id)
{
case GUI_BUTTON_BACK:
if (State == GUI_LBUTTON_DOWN)
g_currentGUI = GUI_BKGROUND_MAIN;
break;
case GUI_BUTTON_START:
if (State == GUI_LBUTTON_DOWN)
g_currentGUI = GUI_BKGROUND_START;
break;
case GUI_BUTTON_LOAD:
if (State == GUI_LBUTTON_DOWN)
g_currentGUI = GUI_BKGROUND_LOAD;
break;
case GUI_BUTTON_OPTION:
if (State == GUI_LBUTTON_DOWN)
g_currentGUI = GUI_BKGROUND_OPTION;
break;
case GUI_BUTTON_QUIT:
if (State == GUI_LBUTTON_DOWN)
PostQuitMessage(0);
break;
}
}
//-----------------------------------------------【ClipClient()函數】-----------------------------------------
// Desc:該函數將限制鼠標在客戶區中
//------------------------------------------------------------------------------------------------------------
VOID ClipClient(HWND hwnd)
{
POINT lt, rb;
RECT rect;
GetClientRect(hwnd, &rect);
lt.x = rect.left;
lt.y = rect.top;
rb.x = rect.right;
rb.y = rect.bottom;
ClientToScreen(hwnd, <);
ClientToScreen(hwnd, &rb);
rect.left = lt.x;
rect.top = lt.y;
rect.right = rb.x;
rect.bottom = rb.y;
ClipCursor(&rect);
//ShowCursor(false);
}
//--------------------------------------------【GetFPS()函數】-----------------------------------------------
// 描述:計算每秒畫面刷新的幀數
//-----------------------------------------------------------------------------------------------------------
float GetFPS()
{
static float fps = 0; //每秒的幀率
static int iframeCount = 0; //圖形繪製的幀數
static DWORD dwlastTime = 0; //上次獲取的時間
static DWORD dwcurrentTime; //當前獲取的時間
iframeCount++;
dwcurrentTime = timeGetTime();
if (dwcurrentTime - dwlastTime >= 1000.0f)
{
fps = (float)iframeCount * 1000.0f / (dwcurrentTime - dwlastTime);
dwlastTime = dwcurrentTime;
iframeCount = 0;
}
return fps;
}
此項目總共4個文件,一個定義了宏的頭文件,一個主體GUIClass類的.h文件以及一個Cpp文件,最後是一個包含了框架和運行過程的main.cpp
下面是GUI界面截圖:
主界面:
start game:
load game:
options: