游戏编程入门之测试字体输出

(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 
  6 #include 
  7 #include 
  8 #include 
  9 #include 
 10 #include 
 11 #include 
 12 #include 
 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 
  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, ¢er, 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:

游戏编程入门之测试字体输出_第1张图片

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