Thursday, March 12, 2009

Chapter 5 GUI


Here we learned how to Make text appear on screen. It was a fun program as we replaced the text with something else. The code we used to make this screen on the left is below.

/*
Demo Name: Direct3D Text
Author: Allen Sherrod
Chapter: Ch 5
*/

#include
#include
#define WINDOW_CLASS "UGPDX"
#define WINDOW_NAME "D3D Text Demo"
#define WINDOW_WIDTH 640
#define WINDOW_HEIGHT 480
// Function Prototypes...
bool InitializeD3D(HWND hWnd, bool fullscreen);
bool InitializeObjects();
void RenderScene();
void Shutdown();

// Direct3D object and device.
LPDIRECT3D9 g_D3D = NULL;
LPDIRECT3DDEVICE9 g_D3DDevice = NULL;
// DirectX font object.
LPD3DXFONT g_Font = NULL;
// RECT used to position the font.
RECT g_FontPosition = {0, 0, 0, 0};

LRESULT WINAPI MsgProc(HWND hWnd, UINT msg, WPARAM wp, LPARAM lp)
{
switch(msg)
{
case WM_DESTROY:
PostQuitMessage(0);
return 0;
break;
case WM_KEYUP:
if(wp == VK_ESCAPE) PostQuitMessage(0);
break;
}
return DefWindowProc(hWnd, msg, wp, lp);
}

int WINAPI WinMain(HINSTANCE h, HINSTANCE ph, LPSTR cmd, int show)
{
// Register the window class
WNDCLASSEX wc = { sizeof(WNDCLASSEX), CS_CLASSDC, MsgProc,
0L, 0L, GetModuleHandle(NULL), NULL, NULL,
NULL, NULL, WINDOW_CLASS, NULL };
RegisterClassEx(&wc);
// Create the application's window
HWND hWnd = CreateWindow(WINDOW_CLASS, WINDOW_NAME,
WS_OVERLAPPEDWINDOW, 100, 100, WINDOW_WIDTH,
WINDOW_HEIGHT, GetDesktopWindow(), NULL,
wc.hInstance, NULL);
// Initialize Direct3D
if(InitializeD3D(hWnd, false))
{
// Show the window
ShowWindow(hWnd, SW_SHOWDEFAULT);
UpdateWindow(hWnd);
// Enter the message loop
MSG msg;
ZeroMemory(&msg, sizeof(msg));
while(msg.message != WM_QUIT)
{
if(PeekMessage(&msg, NULL, 0U, 0U, PM_REMOVE))
{
TranslateMessage(&msg);
DispatchMessage(&msg);
}
else
RenderScene();
}
}
// Release any and all resources.
Shutdown();
// Unregister our window.
UnregisterClass(WINDOW_CLASS, wc.hInstance);
return 0;
}

bool InitializeD3D(HWND hWnd, bool fullscreen)
{
D3DDISPLAYMODE displayMode;
// Create the D3D object.
g_D3D = Direct3DCreate9(D3D_SDK_VERSION);
if(g_D3D == NULL) return false;
// Get the desktop display mode.
if(FAILED(g_D3D->GetAdapterDisplayMode(D3DADAPTER_DEFAULT,
&displayMode))) return false;
// Set up the structure used to create the D3DDevice
D3DPRESENT_PARAMETERS d3dpp;
ZeroMemory(&d3dpp, sizeof(d3dpp));
if(fullscreen)
{
d3dpp.Windowed = FALSE;
d3dpp.BackBufferWidth = WINDOW_WIDTH;
d3dpp.BackBufferHeight = WINDOW_HEIGHT;
}
else
d3dpp.Windowed = TRUE;
d3dpp.SwapEffect = D3DSWAPEFFECT_DISCARD;
d3dpp.BackBufferFormat = displayMode.Format;
// Create the D3DDevice
if(FAILED(g_D3D->CreateDevice(D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, hWnd,
D3DCREATE_HARDWARE_VERTEXPROCESSING
D3DCREATE_PUREDEVICE, &d3dpp, &g_D3DDevice)))
{
return false;
}
// Initialize any objects we will be displaying.
if(!InitializeObjects()) return false;
return true;
}

bool InitializeObjects()
{
// Create the font.
if(FAILED(D3DXCreateFont(g_D3DDevice, 18, 0, 0, 1, 0,
DEFAULT_CHARSET, OUT_DEFAULT_PRECIS, DEFAULT_QUALITY,
DEFAULT_PITCH FF_DONTCARE, "Arial",
&g_Font))) return false;
// Here we are setting the position of the font.
g_FontPosition.top = 0;
g_FontPosition.left = 0;
g_FontPosition.right = WINDOW_WIDTH;
g_FontPosition.bottom = WINDOW_HEIGHT;
return true;
}

void RenderScene()
{
// Clear the backbuffer.
g_D3DDevice->Clear(0, NULL, D3DCLEAR_TARGET,
D3DCOLOR_XRGB(0,0,0), 1.0f, 0);
// Begin the scene. Start rendering.
g_D3DDevice->BeginScene();
// Set next position and draw text.
g_FontPosition.top = 150;
g_Font->DrawText(NULL, "Ultimate Game Programming!",
-1, &g_FontPosition, DT_CENTER,
D3DCOLOR_XRGB(255,255,255));
// Set next position and draw text.
g_FontPosition.top = 180;
g_Font->DrawText(NULL, "Demo on displaying text.",
-1, &g_FontPosition, DT_CENTER,
D3DCOLOR_XRGB(255,255,255));
// Set next position and draw text.
g_FontPosition.top = 210;
g_Font->DrawText(NULL, "Chapter 5 - TEXT.",
-1, &g_FontPosition, DT_CENTER,
D3DCOLOR_XRGB(255,255,255));
// Set next position and draw text.
g_FontPosition.top = 240;
g_Font->DrawText(NULL, "Next up - GUIs.",
-1, &g_FontPosition, DT_CENTER,
D3DCOLOR_XRGB(255,255,255));
// Set next position and draw text.
g_FontPosition.top = 270;
g_Font->DrawText(NULL, "Bye!",
-1, &g_FontPosition, DT_CENTER,
D3DCOLOR_XRGB(255,255,255));
// End the scene. Stop rendering.
g_D3DDevice->EndScene();
// Display the scene.
g_D3DDevice->Present(NULL, NULL, NULL, NULL);
}

void Shutdown()
{
if(g_D3DDevice != NULL) g_D3DDevice->Release();
if(g_D3D != NULL) g_D3D->Release();
if(g_Font) g_Font->Release();
g_D3DDevice = NULL;
g_D3D = NULL;
g_Font = NULL;
}

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