基于DirectX的简单UI界面制作

代码里注释写的比较清楚,有点DirectX基础的就能简单看懂,

谨以此文记录那些年写过的代码,和分享给那些需要的朋友o(∩_∩)o


//D3DComMacro.h

/*--------------------------------------------------------------
【头文件】:D3DComMacro.h    Create by Beyond Ray,2014年2月
(描述):公共辅助宏的定义
----------------------------------------------------------------*/
#pragma once

#ifndef HR
#define HR(hr) {if(FAILED(hr)) return E_FAIL ;}                //定义HR宏,便于错误检测
#endif

#ifndef SAFE_RELEASE
#define SAFE_RELEASE(p)  {if(p) { (p)->Release(); p = NULL ;}}  //定义一个安全释放宏,便于COM接口的释放
#endif

#ifndef SAFE_DELETE
#define SAFE_DELETE(p)   {if(p) {delete(p); p = NULL ;}}		//定义一个安全删除宏,便于new分配内存的删除      
#endif

#ifndef SAFE_DELETE_ARRAY
#define SAFE_DELETE_ARRAY(p) {if(p) {delete [] (p); p = NULL ;}}   //定义一个安全删除宏,便于new[]分配内存的删除
#endif

#ifndef IF
#define IF(p)	{if(p != D3D_OK) return false;}			   //定义一个IF宏,用于返回BOOL型的检测
#endif


//GUIClass.h

/*--------------------------------------------------------------
【头文件】:GUIClass.h       Created by Beyond Ray,2014年2月
(描述):一个封装了控件对象的类和控件处理函数
----------------------------------------------------------------*/

#pragma  once

#include"D3DComMacro.h"
#include<d3d9.h>
#include<d3dx9.h>

//定义控件类型
#define UGP_GUI_STATIC_TEXT	1
#define UGP_GUI_BUTTON		2

//定义鼠标按键及指针的状态
#define GUI_LBUTTON_DOWN	1
#define GUI_LBUTTON_UP		2
#define GUI_MOUSE_OVER		3

//定义菜单页面切换的宏
#define GUI_BKGROUND_MAIN	1
#define GUI_BKGROUND_START	2
#define GUI_BKGROUND_LOAD	3
#define GUI_BKGROUND_OPTION	4

//具体的控件类型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

//定义控件类型ID最大上限编号
#define GUI_TEXT_MAX		0
#define GUI_BUTTON_MAX		5

//灵活顶点格式的结构
typedef struct  
{
	float x, y, z, rhw;			//顶点座标
	
	float u, v;					//纹理贴图
	//DWORD color;
	
} GUIVERTEX, * LPGUIVERTEX;

#define D3DFVF_GUI (D3DFVF_XYZRHW | D3DFVF_TEX1 )

//控件属性结构体
struct GUICONTROL
{
	int type;					//控件的类型(文本、按钮)
	int controlID;				//控件的具体类型ID
	WORD index;					//文本:对字体对象的索引,按钮:对顶点缓存的索引			
	WORD x;						//控件相对于窗口客户区左上角的X位置
	WORD y;						//控件相对于窗口客户区左上角的Y位置		
	WORD width;					//控件的宽度
	WORD height;				//控件的高度
	TCHAR * text;				//文本的内容
	unsigned long color;		//文本的颜色
	LPDIRECT3DTEXTURE9 textureUP, textureDown, textureOver;  //(只相对于按钮)表示鼠标按下,释放,经过时的纹理贴图
};

//【定义一个GUI对象类】
class GUIClass
{
private:
	LPDIRECT3DDEVICE9		m_pd3dDevice9;		//Direct3D设备对象(COM接口对象)
	LPDIRECT3DTEXTURE9		m_pBackGround;		//控件对象的背景贴图(COM接口对象)
	LPDIRECT3DVERTEXBUFFER9 m_pBkBuffer;		//背景图缓存对象(COM接口对象)

	LPD3DXFONT			  * m_pFont;			//指向字体对象的指针(COM接口对象数组)
	LPDIRECT3DVERTEXBUFFER9 * m_pCtrlBuffer;	//控件按钮缓存对象的指针(COM接口对象数组)
	GUICONTROL			  * m_pControl;			//控件的数组对象

	int		m_iFontNums;		//字体种类的数目
	int     m_iTextNums;		//文本对象的数目
	int		m_iButtonNums;		//按钮对象的数目
	int		m_iControlNums;		//控件对象的数目

	WORD	m_wBackgroundWidth;		//贴图背景的宽度
	WORD	m_wBackgroundHeight;	//贴图背景的高度

	BOOL	m_bIsBKBufferUsed;	//用一个标识来判断是否使用了背景(以缓冲区的创建为标志)

public:
	GUIClass(LPDIRECT3DDEVICE9 pd3dDevice9, WORD Width, WORD Height);	//构造函数		
	~GUIClass(){ CleanUp(); }											//析构函数

public:
	LPDIRECT3DDEVICE9 GetDevice(){ return m_pd3dDevice9; }	//返回设备对象

	int		GetFontNums(){ return m_iFontNums; }			//返回字体种类的数目	
	int		GetTextNums(){ return m_iTextNums; }			//返回文本对象的数目
	int		GetButtonNums(){ return m_iButtonNums; }		//返回按钮对象的数目
	int		GetControlNums(){ return m_iControlNums; }		//返回控件对象的数目

	WORD	GetBackgroundWidth(){ return m_wBackgroundWidth; }		//返回贴图背景的宽度
	WORD	GetBackgroundHeight(){ return m_wBackgroundHeight; }	//返回贴图背景的高度

	VOID	SetBackgroundWidth(WORD Width){ m_wBackgroundWidth = Width; }		//设置贴图背景的宽度
	VOID	SetBackgroundHeight(WORD Height){ m_wBackgroundHeight = Height; }	//设置贴图背景的高度

	LPDIRECT3DTEXTURE9 GetBkTexture(){ return m_pBackGround; }		//返回背景纹理贴图
	LPDIRECT3DVERTEXBUFFER9 GetBkBuffer(){ return m_pBkBuffer; }	//返回背景顶点缓存

	BOOL	IsBKBufferUsed(){ return m_bIsBKBufferUsed; }			//判断是否使用了背景(以缓冲区的创建为标志)

	//用索引分别得到字体,按钮顶点缓存,控件的对象
	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);								//增加字体
	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,												//增加按钮
		TCHAR* TextureDown, TCHAR* TextureUp, TCHAR* TextureOver);
	VOID CleanUp();																				//资源的清理	
};

BOOL ProcessGUI(GUIClass * GUI, BOOL LMBDown, WORD MouseX, WORD MouseY,
	void(CALLBACK *GUIProc)(int Id, int State));	//回调函数作形参





//GUIClass.cpp

/*--------------------------------------------------------------
【Cpp文件】:GUIClass.cpp       Created by Beyond Ray,2014年2月
(描述):一个封装了控件对象的类和控件处理函数的实现
----------------------------------------------------------------*/

#include"GUIClass.h"

//-------------------------------------------【GUIClass()函数】--------------------------------------------------
// Desc:构造函数(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()函数】---------------------------------------------
// Desc:添加GUIClass对象的唯一背景图片
//---------------------------------------------------------------------------------------------------------------
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()函数】-------------------------------------------
// Desc:创建并增加字体对象
//---------------------------------------------------------------------------------------------------------------
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()函数】---------------------------------------------------
// Desc:增加文本控件
//---------------------------------------------------------------------------------------------------------------
BOOL GUIClass::AddStaticText(TCHAR * TextContent,  UINT ControlID, DWORD Color, WORD x, WORD y, WORD Index)
{
	//对形参作检测判断
	if ( ControlID > GUI_TEXT_MAX || Index >= m_iFontNums)
		return FALSE;

	//为m_pControl分配新的内存空间
	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;
	}

	//填充新数据的参数
	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;

	//新文本的复制
	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';

	//通过描述字段读取并计算宽和高
	D3DXFONT_DESC desc;
	m_pFont[Index]->GetDesc(&desc);
	m_pControl[m_iControlNums].height = desc.Height;
	m_pControl[m_iControlNums].width = desc.Width * iChars;

	//控件数量和文本数量的增加
	m_iControlNums++;
	m_iTextNums++;
	return TRUE;
}

//-------------------------------------------【AddButton()函数】----------------------------------------------
// Desc:增加按钮控件
//------------------------------------------------------------------------------------------------------------
BOOL GUIClass::AddButton(UINT ControlID, WORD x, WORD y, TCHAR* TextureDown, TCHAR* TextureUp, TCHAR* TextureOver)
{
	//对形参作检测判断
	if (ControlID <= GUI_TEXT_MAX || ControlID > GUI_BUTTON_MAX)
		return FALSE;

	//为m_pControl分配新的内存空间
	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;
	}

	//填充新数据的参数
	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;

	//为m_pCtrlBuffer分配新的内存
	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));//指针的赋值
		SAFE_DELETE_ARRAY(m_pCtrlBuffer);
		m_pCtrlBuffer = pTempCtrlBuffer;
	}

	//创建顶点缓冲区
	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;

	//增加控件和按钮的数目
	m_iButtonNums++;
	m_iControlNums++;
	return TRUE;
}

//-------------------------------------------【CleanUp()函数】---------------------------------------------------
// Desc:资源的清理
//---------------------------------------------------------------------------------------------------------------
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()函数】---------------------------------------------
// Desc:进行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);


	//用来显示文本的对象
	LPD3DXFONT pFont = NULL;
	RECT rect = { 0, 0, GUI->GetBackgroundWidth(), GUI->GetBackgroundHeight() };

	// 创建一个顶点缓存对象用于按钮的渲染
	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;

			//设置起始位置并输出文本
			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;

			//开启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;
			}
			//开始渲染按钮
			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);

			//关闭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):简单的GUI界面实现
------------------------------------------------------------------*/

//【头文件】
#include"D3DComMacro.h"
#include"GUIClass.h"
#include <d3d9.h>
#include <d3dx9.h>
#include <tchar.h>

//【库文件】
#pragma comment (lib, "winmm.lib")                                     //为调用 PlaySound 函数
#pragma comment (lib, "d3d9.lib")								       //Direct3D9相关库文件	
#pragma comment (lib, "d3dx9.lib")									   //ID3DX相关库文件
#pragma comment (lib, "dxguid.lib")									   //GUID相关识别
#pragma comment (lib, "dinput8.lib")								   //DirectInput相关库文件

//【宏定义】
#define WINDOW_TITLE	L"致我们永不熄灭的游戏梦想----【Beyond我爱杨】"      //窗口标题

//【全局变量声明】
TCHAR		lpClassName[] = TEXT("GDIDemo");						   //声明类名
HINSTANCE   g_hInst = NULL;											   //实例句柄
LPDIRECT3DDEVICE9	g_pd3dDevice9 = NULL;							   //Direct3D设备对象(COM接口对象)

LPD3DXFONT	g_pFont =  NULL;										   //字体对象(COM接口对象)

wchar_t		g_str[50];												   //用于输出的字符串数组
int			g_cxClient = 1280;										   //窗口客户区的宽度
int			g_cyClient = 775;										   //窗口客户区的高度

//-----------------------------------【GUI相关的全局变量声明】---------------------------------------
int			g_cxMouse = 0;											   //鼠标指针X位置
int			g_cyMouse = 0;											   //鼠标指针Y位置
BOOL		g_bLMBDown = false;										   //判断鼠标左键是否按下的标志

GUIClass	* g_pGUIMain = NULL;
GUIClass	* g_pGUIStart = NULL;
GUIClass	* g_pGUILoad = NULL;
GUIClass	* g_pGUIOption = NULL;									   //4个GUI类的对象

int			g_currentGUI = GUI_BKGROUND_MAIN;						   //默认的GUI标识
WORD		g_GUIMainFont = -1; 									   //GUI字体对象的索引
//--------------------------------------------------------------------------------------------------

//【全局函数声明】
LRESULT	CALLBACK WndProc(HWND, UINT, WPARAM, LPARAM);				   //窗口过程函数
HRESULT Direct3D_Init(HWND hwnd);									   //在该函数中进行Direct3D初始化
HRESULT Object_Init(HWND hwnd);										   //在该函数中进行绘制物体资源的初始化
VOID  Direct3D_Render(HWND hwnd);						               //在该函数中进行Direct3D的渲染
VOID  Direct3D_CleanUp();											   //在该函数中进行COM资源及其他资源的清理
VOID  HelpText_Render(HWND);										   //在该函数中渲染帮助文本
VOID  CALLBACK GUICallBack(int Id, int State);						   //GUI回调函数
VOID  Light_Set(LPDIRECT3DDEVICE9, int);							   //在该函数中进行光源的设置
VOID  ClipClient(HWND hwnd);										   //该函数将限制鼠标在客户区中
float GetFPS();														   //得到每秒的帧率(Frame Per Second)	

//----------------------------------------【WinMain主函数】-------------------------------------------
//  描述:Windows程序的入口函数,程序从这里开始
//----------------------------------------------------------------------------------------------------
int WINAPI WinMain(HINSTANCE hInstance, HINSTANCE hPrevInstance, LPSTR lpCmdLine, int nCmdShow)
{
	WNDCLASSEX wndclass;
	HWND	   hwnd;
	MSG		   msg = { 0 };

	g_hInst = hInstance;
	//【设计窗口类】

	wndclass.cbSize = sizeof (WNDCLASSEX);								//结构大小
	wndclass.style = CS_HREDRAW | CS_VREDRAW;							//窗口风格样式
	wndclass.lpfnWndProc = WndProc;										//设置窗口过程地址
	wndclass.cbClsExtra = 0;											//额外的窗口类内存空间
	wndclass.cbWndExtra = 0;											//额外的窗口内存空间
	wndclass.hInstance = hInstance;										//窗口的实例句柄
	wndclass.hIcon = (HICON)::LoadImage(NULL, L"pictures/icon.ico", IMAGE_ICON, 0, 0, LR_DEFAULTSIZE | LR_LOADFROMFILE);
	//加载图标
	wndclass.hCursor = LoadCursor(NULL, IDC_ARROW);						//加载鼠标指针
	wndclass.hbrBackground = (HBRUSH)GetStockObject(BLACK_BRUSH);		//加载窗口背景
	wndclass.lpszMenuName = NULL;										//窗口菜单名称
	wndclass.lpszClassName = lpClassName;								//窗口类名称
	wndclass.hIconSm = 0;												//任务栏中的小图标

	//【注册窗口类】

	if (!RegisterClassEx(&wndclass))
	{
		MessageBox(NULL, TEXT("窗口类注册失败"), lpClassName, MB_OK | MB_ICONEXCLAMATION);
		return -1;
	}

	//【创建窗口】

	hwnd = CreateWindow(lpClassName, WINDOW_TITLE,
		WS_OVERLAPPEDWINDOW,
		CW_USEDEFAULT, CW_USEDEFAULT, g_cxClient, g_cyClient,
		NULL, NULL, hInstance, NULL);                                  //父窗口句柄,菜单句柄,实例句柄,额外字段


	if (S_OK != Direct3D_Init(hwnd))
	{
		MessageBox(hwnd, _T("Direct3D初始化资源失败!!"), _T("我爱杨的消息窗口"), MB_OK);
		return E_FAIL;
	}

	//【移动,显示和更新窗口】

	MoveWindow(hwnd, 0, 0, g_cxClient, g_cyClient, TRUE);
	ShowWindow(hwnd, nCmdShow);
	UpdateWindow(hwnd);

	//播放背景音乐
	PlaySound(_T("GUI/天下贰 - 太古铜门.wav"), NULL, SND_ASYNC | SND_FILENAME);

	//进入游戏消息循环

	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);
		}
	}

	//注销窗口类
	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:在该函数中进行Direct3D初始化
//----------------------------------------------------------------------------------------------------------
HRESULT Direct3D_Init(HWND hwnd)
{
	//--------------------------------------------------------------------------------------
	// 【创接口】:创建Direct3D接口对象, 以便用该Direct3D对象创建Direct3D设备对象
	//--------------------------------------------------------------------------------------
	LPDIRECT3D9		pD3D9;										//创建Direct3D接口对象
	if (FAILED(pD3D9 = Direct3DCreate9(D3D_SDK_VERSION)))	    //初始化Direct3D接口对象,并与DirectX_SDK版本协商,
		return E_FAIL;											//以便包含的头文件与DirectX Runtime匹配

	//--------------------------------------------------------------------------------------
	// 【取信息】:获取硬件设备信息
	//--------------------------------------------------------------------------------------
	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;				//支持硬件顶点运算方式
	else
		vp = D3DCREATE_SOFTWARE_VERTEXPROCESSING;				//支持软件顶点运算方式

	//--------------------------------------------------------------------------------------
	// 【填内容】:填充D3DPRESENT_PARAMETERS结构体
	//--------------------------------------------------------------------------------------

	D3DPRESENT_PARAMETERS	d3dpp;
	ZeroMemory(&d3dpp, sizeof(d3dpp));
	d3dpp.BackBufferWidth = g_cxClient;							//后台缓冲区宽度
	d3dpp.BackBufferHeight = g_cyClient;						//后台缓冲区高度
	d3dpp.BackBufferFormat = D3DFMT_A8R8G8B8;					//后台缓冲区保存像素格式
	d3dpp.BackBufferCount = 2;									//后台缓冲区数量
	d3dpp.MultiSampleType = D3DMULTISAMPLE_NONE;				//多重采样的类型
	d3dpp.MultiSampleQuality = 0;								//多重采样的格式
	d3dpp.SwapEffect = D3DSWAPEFFECT_DISCARD;					//指定如何将后台缓冲区内容复制到前台的缓存中
	d3dpp.hDeviceWindow = hwnd;									//当前与设备关联的窗口,被激活的窗口
	d3dpp.Windowed = true;										//对激活窗口表示是否使用窗口模式
	d3dpp.EnableAutoDepthStencil = true;						//自动管理深度缓存,模版缓存
	d3dpp.AutoDepthStencilFormat = D3DFMT_D24S8;				//深度缓存,模版缓存格式,(这里为24位深度,8位模版)
	d3dpp.Flags = 0;											//附加属性
	d3dpp.FullScreen_RefreshRateInHz = 0;						//全屏模式时的屏幕刷新率
	d3dpp.PresentationInterval = D3DPRESENT_INTERVAL_IMMEDIATE; //后台缓冲区和前台缓冲区的最大交换频率


	//--------------------------------------------------------------------------------------
	// 【创设备】:创建Direct3D设备接口
	//--------------------------------------------------------------------------------------

	if (FAILED(pD3D9->CreateDevice(D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, hwnd, vp, &d3dpp, &g_pd3dDevice9)))
	{
		SAFE_RELEASE(pD3D9);
		return E_FAIL;
	}
	SAFE_RELEASE(pD3D9);		//Direct3D接口对象使命完成,我们将其释放掉


	if (S_OK != Object_Init(hwnd))
		return E_FAIL;

	return S_OK;
}
//--------------------------------------------【Object_Init】------------------------------------------------
//  描述:在该函数中进行绘制物体资源的初始化
//-----------------------------------------------------------------------------------------------------------
HRESULT Object_Init(HWND hwnd)
{
	
	//创建字体
	HR(D3DXCreateFont(g_pd3dDevice9, 36, 0, 0, 0, FALSE, DEFAULT_CHARSET,     //创建微软雅黑字体
		OUT_DEFAULT_PRECIS, DEFAULT_QUALITY, 0, _T("Clambria"), &g_pFont));
	
	srand(GetTickCount());	//用操作系统启动到现在的时间来初始化随机种子

//----------------------------------------【GUI相关资源的添加】----------------------------------------------
	//GUI对象的初始化
	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字体对象
	g_pGUIMain->CreateTextFont(_T("微软雅黑"), 36, &g_GUIMainFont);

	//添加背景图片
	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;


	//---------------------------------【主菜单main页面相关的页面布局代码】---------------------------------
	// 添加静态文本到页面中
	if (!g_pGUIMain->AddStaticText(TEXT("Version 我爱杨V2.0倾情制造版"), GUI_STATIC_TEXT,
		D3DCOLOR_RGBA(255, 255, 255, 210), 850, 720, g_GUIMainFont)) return false;

	// 添加4个按钮,分别是开始游戏,载入进度,选项和退出游戏,每个按钮对应3幅图
	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;


	//------------------------【开始新游戏start页面相关的页面布局代码】------------------------
	// 添加按钮到页面中

	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/飞行模式down.png", L"GUI/飞行模式up.png",
		L"GUI/飞行模式over.png")) return false;

	//------------------------【载入游戏load页面相关的页面布局代码】------------------------
	// 添加按钮到页面中
	if (!g_pGUILoad->AddButton(GUI_BUTTON_BACK, 750, 400, L"GUI/backDown.png", L"GUI/backUp.png",
		L"GUI/backOver.png")) return false;


	//------------------------【游戏设置option页面相关的页面布局代码】------------------------
	// 添加按钮到页面中
	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:在该函数中进行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);

	//----------------------------------------------------------------------------------
	//【开始场景】
	//----------------------------------------------------------------------------------
	g_pd3dDevice9->BeginScene();

	//----------------------------------------------------------------------------------
	//【正式绘制】
	//----------------------------------------------------------------------------------
	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;
	}

	//渲染帮助文本:
	HelpText_Render(hwnd);

	//----------------------------------------------------------------------------------
	//【结束场景】
	//----------------------------------------------------------------------------------
	g_pd3dDevice9->EndScene();

	//----------------------------------------------------------------------------------
	//【翻转与显示】
	//----------------------------------------------------------------------------------
	g_pd3dDevice9->Present(NULL, NULL, NULL, NULL);
	//源矩形区域,目标矩形区域,当前绘制的窗口,最小更新区域

}

//--------------------------------------------【Game_CleanUp】------------------------------------------------
//  描述:在该函数中进行COM资源及其他资源的清理
//------------------------------------------------------------------------------------------------------------
VOID Direct3D_CleanUp()
{
	SAFE_RELEASE(g_pd3dDevice9);			//释放Direct3D设备接口
	SAFE_RELEASE(g_pFont);					//释放字体接口对象
}

//----------------------------------------【HelpText_Render()函数】-------------------------------------------
// Desc:帮助文本信息的输出
//------------------------------------------------------------------------------------------------------------
VOID HelpText_Render(HWND hwnd)
{
	RECT rect;
	GetClientRect(hwnd, &rect);

	//在窗口右上角输出帧率
	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()函数】----------------------------------------
// Desc:GUI回调函数(更改GUI对象标识和鼠标状态)
//------------------------------------------------------------------------------------------------------------
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()函数】-----------------------------------------
// Desc:该函数将限制鼠标在客户区中
//------------------------------------------------------------------------------------------------------------
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()函数】-----------------------------------------------
//  描述:计算每秒画面刷新的帧数
//-----------------------------------------------------------------------------------------------------------
float GetFPS()
{
	static float fps = 0;					//每秒的帧率
	static int	 iframeCount = 0;			//图形绘制的帧数
	static DWORD dwlastTime = 0;			//上次获取的时间
	static DWORD dwcurrentTime;				//当前获取的时间

	iframeCount++;

	dwcurrentTime = timeGetTime();

	if (dwcurrentTime - dwlastTime >= 1000.0f)
	{
		fps = (float)iframeCount * 1000.0f / (dwcurrentTime - dwlastTime);
		dwlastTime = dwcurrentTime;
		iframeCount = 0;
	}

	return fps;
}


此项目总共4个文件,一个定义了宏的头文件,一个主体GUIClass类的.h文件以及一个Cpp文件,最后是一个包含了框架和运行过程的main.cpp


下面是GUI界面截图:

主界面:


start game:


load game:


options:


最后给个资源链接的传送门:点击打开链接
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