一、MyDirectX.h
#pragma once
//header files
#define WIN32_EXTRA_LEAN
#define DIRECTINPUT_VERSION 0x0800
#include
#include
#include
#include
#include
#include
#include
#include
#include
using namespace std;
//libraries
#pragma comment(lib,"winmm.lib")
#pragma comment(lib,"user32.lib")
#pragma comment(lib,"gdi32.lib")
#pragma comment(lib,"dxguid.lib")
#pragma comment(lib,"d3d9.lib")
#pragma comment(lib,"d3dx9.lib")
#pragma comment(lib,"dinput8.lib")
#pragma comment(lib,"xinput.lib")
//program values
extern const string APPTITLE;
extern const int SCREENW;
extern const int SCREENH;
extern bool gameover;
//Direct3D objects
extern LPDIRECT3D9 d3d;
extern LPDIRECT3DDEVICE9 d3ddev;
extern LPDIRECT3DSURFACE9 backbuffer;
extern LPD3DXSPRITE spriteobj; //纹理
extern LPD3DXFONT font; //文字
extern LPDIRECTINPUT8 dinput;
extern LPDIRECTINPUTDEVICE8 dimouse;
extern LPDIRECTINPUTDEVICE8 dikeyboard;
//extern ID3DXFont* g_pFont = NULL;
extern DIMOUSESTATE mouse_state;
extern XINPUT_GAMEPAD controllers[4];
//Direct3D functions
bool Direct3D_Init(HWND hwnd, int width, int height, bool fullscreen);
void Direct3D_Shutdown();
LPDIRECT3DSURFACE9 LoadSurface(string filename);
LPD3DXFONT MakeFont(string name, int size); //设置字体
void DrawSurface(LPDIRECT3DSURFACE9 dest, float x, float y, LPDIRECT3DSURFACE9 source);
//DirectInput objects, devices, and states
//DirectInput functions
bool DirectInput_Init(HWND);
void DirectInput_Update();
void DirectInput_Shutdown();
int Key_Down(int);
int Mouse_Button(int);
int Mouse_X();
int Mouse_Y();
void XInput_Vibrate(int contNum = 0, int amount = 65535);
bool XInput_Controller_Found();
//game functions
bool Game_Init(HWND window);
void Game_Run(HWND window);
void MouseUpdate();
void KeyBoardUpdate();
void XInputUpdate();
void Game_End();
LPDIRECT3DTEXTURE9 LoadTexture(string filename, D3DCOLOR transcolor = D3DCOLOR_XRGB(0, 0, 0));
D3DXVECTOR2 GetBitmapSize(string filename);
void FontPrint(LPD3DXFONT font, int x, int y, string text, D3DCOLOR color = D3DCOLOR_XRGB(255, 255, 255));
void Sprite_Draw_Fram(LPDIRECT3DTEXTURE9 texture, int destx, int desty, int framenum, int framew, int frameh, int columns);
void Sprite_Animate(int &frame, int startframe, int endframe, int direction, int &starttime, int delay);
二、MyDirectX.cpp
#include "MyDirectX.h"
#include
using namespace std;
//Direct3D variables
LPDIRECT3D9 d3d = NULL;
LPDIRECT3DDEVICE9 d3ddev = NULL;
LPDIRECT3DSURFACE9 backbuffer = NULL;
//DirectInput variables
LPDIRECTINPUT8 dinput = NULL;
LPDIRECTINPUTDEVICE8 dimouse = NULL;
LPDIRECTINPUTDEVICE8 dikeyboard = NULL;
DIMOUSESTATE mouse_state;
char keys[256];
XINPUT_GAMEPAD controllers[4];
/**
** Direct3D initialization
**/
bool Direct3D_Init(HWND window, int width, int height, bool fullscreen)
{
//initialize Direct3D
d3d = Direct3DCreate9(D3D_SDK_VERSION);
if (!d3d) return false;
//set Direct3D presentation parameters
D3DPRESENT_PARAMETERS d3dpp;
ZeroMemory(&d3dpp, sizeof(d3dpp));
d3dpp.Windowed = (!fullscreen);
d3dpp.SwapEffect = D3DSWAPEFFECT_COPY;
d3dpp.BackBufferFormat = D3DFMT_X8R8G8B8;
d3dpp.BackBufferCount = 1;
d3dpp.BackBufferWidth = width;
d3dpp.BackBufferHeight = height;
d3dpp.hDeviceWindow = window;
//create Direct3D device
d3d->CreateDevice(D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, window,
D3DCREATE_SOFTWARE_VERTEXPROCESSING, &d3dpp, &d3ddev);
if (!d3ddev) return false;
//get a pointer to the back buffer surface
d3ddev->GetBackBuffer(0, 0, D3DBACKBUFFER_TYPE_MONO, &backbuffer);
D3DXCreateSprite(d3ddev, &spriteobj); //纹理
return true;
}
/**
** Direct3D shutdown
**/
void Direct3D_Shutdown()
{
if (spriteobj)spriteobj->Release();
if (d3ddev) d3ddev->Release();
if (d3d) d3d->Release();
}
/**
** Draws a surface to the screen using StretchRect
**/
void DrawSurface(LPDIRECT3DSURFACE9 dest, float x, float y, LPDIRECT3DSURFACE9 source)
{
//get width/height from source surface
D3DSURFACE_DESC desc;
source->GetDesc(&desc);
//create rects for drawing
RECT source_rect = { 0, 0, (long)desc.Width, (long)desc.Height };
RECT dest_rect = { (long)x, (long)y, (long)x + desc.Width, (long)y + desc.Height };
//draw the source surface onto the dest
d3ddev->StretchRect(source, &source_rect, dest, &dest_rect, D3DTEXF_NONE);
}
/**
** Loads a bitmap file into a surface
**/
LPDIRECT3DSURFACE9 LoadSurface(string filename)
{
LPDIRECT3DSURFACE9 image = NULL;
//get width and height from bitmap file
D3DXIMAGE_INFO info;
HRESULT result = D3DXGetImageInfoFromFile(filename.c_str(), &info);
if (result != D3D_OK)
return NULL;
//create surface
result = d3ddev->CreateOffscreenPlainSurface(
info.Width, //width of the surface
info.Height, //height of the surface
D3DFMT_X8R8G8B8, //surface format
D3DPOOL_DEFAULT, //memory pool to use
&image, //pointer to the surface
NULL); //reserved (always NULL)
if (result != D3D_OK) return NULL;
//load surface from file into newly created surface
result = D3DXLoadSurfaceFromFile(
image, //destination surface
NULL, //destination palette
NULL, //destination rectangle
filename.c_str(), //source filename
NULL, //source rectangle
D3DX_DEFAULT, //controls how image is filtered
D3DCOLOR_XRGB(0, 0, 0), //for transparency (0 for none)
NULL); //source image info (usually NULL)
//make sure file was loaded okay
if (result != D3D_OK) return NULL;
return image;
}
LPDIRECT3DTEXTURE9 LoadTexture(string filename, D3DCOLOR transcolor) {
LPDIRECT3DTEXTURE9 texture = NULL;
D3DXIMAGE_INFO info;
HRESULT result = D3DXGetImageInfoFromFile(filename.c_str(), &info);
if (result != D3D_OK) return NULL;
result = D3DXCreateTextureFromFileEx(d3ddev, filename.c_str(), info.Width, info.Height, 1, D3DPOOL_DEFAULT, D3DFMT_UNKNOWN, D3DPOOL_DEFAULT, D3DX_DEFAULT, D3DX_DEFAULT, transcolor, &info, NULL, &texture);
if (result != D3D_OK) return NULL;
return texture;
}
D3DXVECTOR2 GetBitmapSize(string filename) {
D3DXIMAGE_INFO info;
D3DXVECTOR2 size = D3DXVECTOR2(0.0f, 0.0f);
HRESULT result = D3DXGetImageInfoFromFile(filename.c_str(), &info);
if (result == D3D_OK) {
size = D3DXVECTOR2((float)info.Width, (float)info.Height);
}
else {
size = D3DXVECTOR2((float)info.Width, (float)info.Height);
}
return size;
}
/**
** DirectInput initialization
**/
bool DirectInput_Init(HWND hwnd) {
//initialize DirectInput object
HRESULT result = DirectInput8Create(
GetModuleHandle(NULL),
DIRECTINPUT_VERSION,
IID_IDirectInput8,
(void**)&dinput,
NULL);
//initialize the keyboard
dinput->CreateDevice(GUID_SysKeyboard, &dikeyboard, NULL); //创建设备
dikeyboard->SetDataFormat(&c_dfDIKeyboard); //格式
dikeyboard->SetCooperativeLevel(hwnd, DISCL_NONEXCLUSIVE | DISCL_FOREGROUND); //协作级别
dikeyboard->Acquire();
//initialize the mouse
dinput->CreateDevice(GUID_SysMouse, &dimouse, NULL);
dimouse->SetDataFormat(&c_dfDIMouse);
dimouse->SetCooperativeLevel(hwnd, DISCL_NONEXCLUSIVE | DISCL_FOREGROUND);
dimouse->Acquire();
d3ddev->ShowCursor(false);
return true;
}
/**
** DirectInput update
**/
void DirectInput_Update()
{
//update mouse
dimouse->GetDeviceState(sizeof(mouse_state), (LPVOID)&mouse_state);
//update keyboard
dikeyboard->GetDeviceState(sizeof(keys), (LPVOID)&keys);
//update controllers
for (int i = 0; i< 4; i++)
{
ZeroMemory(&controllers[i], sizeof(XINPUT_GAMEPAD));
//get the state of the controller
XINPUT_STATE state;
DWORD result = XInputGetState(i, &state);
//store state in global controllers array
if (result == 0) controllers[i] = state.Gamepad;
}
}
/**
** Return mouse x movement
**/
int Mouse_X()
{
return mouse_state.lX;
}
/**
** Return mouse y movement
**/
int Mouse_Y()
{
return mouse_state.lY;
}
/**
** Return mouse button state
**/
int Mouse_Button(int button)
{
return mouse_state.rgbButtons[button] & 0x80;
}
/**
** Return key press state
**/
int Key_Down(int key)
{
return (keys[key] & 0x80);
}
/**
** DirectInput shutdown
**/
void DirectInput_Shutdown()
{
if (dikeyboard)
{
dikeyboard->Unacquire();
dikeyboard->Release();
dikeyboard = NULL;
}
if (dimouse)
{
dimouse->Unacquire();
dimouse->Release();
dimouse = NULL;
}
}
/**
** Returns true if controller is plugged in
**/
bool XInput_Controller_Found()
{
XINPUT_CAPABILITIES caps;
ZeroMemory(&caps, sizeof(XINPUT_CAPABILITIES));
XInputGetCapabilities(0, XINPUT_FLAG_GAMEPAD, &caps);
if (caps.Type != 0) return false;
return true;
}
/**
** Vibrates the controller
**/
void XInput_Vibrate(int contNum, int amount)
{
XINPUT_VIBRATION vibration;
ZeroMemory(&vibration, sizeof(XINPUT_VIBRATION));
vibration.wLeftMotorSpeed = amount;
vibration.wRightMotorSpeed = amount;
XInputSetState(contNum, &vibration);
}
void Sprite_Draw_Fram(LPDIRECT3DTEXTURE9 texture, int destx, int desty, int framenum, int framew, int frameh, int columns) {
D3DXVECTOR3 position((float)destx, (float)desty, 0);
D3DCOLOR white = D3DCOLOR_XRGB(255, 255, 255);
RECT rect;
rect.left = ((framenum % columns)) * framew;
rect.top = ((framenum / columns)) * frameh;
rect.right = rect.left + framew;
rect.bottom = rect.top + frameh;
spriteobj->Draw(texture, &rect, NULL, &position, white);
}
void Sprite_Animate(int &frame, int startframe, int endframe, int direction, int &starttime, int delay) {
if ((int)GetTickCount() > starttime + delay) {
starttime = GetTickCount();
frame += direction;
if (frame > endframe)frame = startframe;
if (frame < startframe)frame = endframe;
}
}
#include "MyDirectX.h"
using namespace std;
bool gameover = false;
/**
** Windows event handler
**/
LRESULT WINAPI WinProc(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam)
{
switch (msg)
{
case WM_DESTROY:
gameover = true;
PostQuitMessage(0);
return 0;
}
return DefWindowProc(hWnd, msg, wParam, lParam);
}
/**
** Windows entry point
**/
int WINAPI WinMain(HINSTANCE hInstance, HINSTANCE hPrevInstance, LPSTR lpCmdLine, int nCmdShow)
{
//initialize window settings
WNDCLASSEX wc;
wc.cbSize = sizeof(WNDCLASSEX);
wc.style = CS_HREDRAW | CS_VREDRAW;
wc.lpfnWndProc = (WNDPROC)WinProc;
wc.cbClsExtra = 0;
wc.cbWndExtra = 0;
wc.hInstance = hInstance;
wc.hIcon = NULL;
wc.hCursor = LoadCursor(NULL, IDC_ARROW);
wc.hbrBackground = (HBRUSH)GetStockObject(WHITE_BRUSH);
wc.lpszMenuName = NULL;
wc.lpszClassName = APPTITLE.c_str();
wc.hIconSm = NULL;
RegisterClassEx(&wc);
//create a new window
HWND window = CreateWindow(APPTITLE.c_str(), APPTITLE.c_str(),
WS_OVERLAPPEDWINDOW, CW_USEDEFAULT, CW_USEDEFAULT,
SCREENW, SCREENH, NULL, NULL, hInstance, NULL);
if (window == 0) return 0;
//display the window
ShowWindow(window, nCmdShow);
UpdateWindow(window);
//initialize the game
if (!Game_Init(window)) return 0;
// main message loop
MSG message;
while (!gameover)
{
if (PeekMessage(&message, NULL, 0, 0, PM_REMOVE))
{
TranslateMessage(&message);
DispatchMessage(&message);
}
//process game loop
Game_Run(window);
}
//shutdown
Game_End();
return message.wParam;
}
四、MyGame.cpp
#include "MyDirectX.h"
using namespace std;
const string APPTITLE = "Animate Sprite Demo";
const int SCREENW = 800;
const int SCREENH = 600;
LPDIRECT3DTEXTURE9 explosion = NULL;
LPD3DXSPRITE spriteobj = NULL; //定义为null
int frame = 0;
int starttime = 0;
bool Game_Init(HWND window) {
if (!Direct3D_Init(window, SCREENW, SCREENH, false)) {
MessageBox(0, "Error initializing Driect3D", "ERROR", 0);
return false;
}
if (!DirectInput_Init(window)) {
MessageBox(0, "Error initializing DriectInput", "ERROR", 0);
}
explosion = LoadTexture("F:/5.png");
if (!explosion)return false;
}
void Game_Run(HWND window) {
if (!d3ddev)return;
DirectInput_Update();
d3ddev->Clear(0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, D3DCOLOR_XRGB(0, 0, 100), 1.0f, 0);
if (d3ddev->BeginScene()) {
spriteobj->Begin(D3DXSPRITE_ALPHABLEND);
Sprite_Animate(frame, 0, 29, 1, starttime, 30);
Sprite_Draw_Fram(explosion, 20, 200, frame, 42, 42, 4);
spriteobj->End();
d3ddev->EndScene();
d3ddev->Present(NULL, NULL, NULL, NULL);
}
if (Key_Down(VK_ESCAPE))gameover = true;
if (controllers[0].wButtons & XINPUT_GAMEPAD_BACK) {
gameover = true;
}
}
void Game_End() {
explosion->Release();
DirectInput_Shutdown();
Direct3D_Shutdown();
}