Directx+CEGUI把界面集成到游戏中,支持全屏方式(c++)

代码
#include 
#include 

CApiHook hookDx8;
NewD3Device8
*  lpDevice = 0 ;
CGame game;


LRESULT CALLBACK FilterWndProc(HWND hWnd, UINT message, WPARAM wParam, LPARAM lParam);
IDirect3D8
*  WINAPI Direct3DCreate8_Mine(UINT SDKVersion);



void  OnDllLoad( void )
{


game.Init (); 
game.ClientSocketInit();

game.HookOpenResFunc (
0 );

hookDx8.HookApi (
" d3d8.dll " , " Direct3DCreate8 " ,Direct3DCreate8_Mine); 

}


IDirect3D8
*  WINAPI Direct3DCreate8_Mine(UINT SDKVersion)
{

static   int  nTimes = 0 ;

IDirect3D8 
* d3d8temp = NULL;
IDirect3D8
*  (WINAPI *  Direct3DCreate8Ptr)(UINT SDKVersion) = NULL;
hookDx8.GetOrgAddr (
& Direct3DCreate8Ptr);

d3d8temp
= Direct3DCreate8Ptr (SDKVersion); 


while (( ++ nTimes) > 1 )
{
if (nTimes == 2 )
{
TCHAR szGamePath[
256 ] = { 0 };
GetGamePath (szGamePath,
sizeof (szGamePath));
TCHAR szSettingFile[
256 ] = { 0 };
wsprintf(szSettingFile,TEXT(
" %s\\userdata\\systemsettings.ini " ),szGamePath);

if (::GetPrivateProfileInt (TEXT( " Video " ),TEXT( " FullScreen " ), 0 ,szSettingFile)) break ;

}
NewIDirect3D8
*  d3d8 = new  NewIDirect3D8(d3d8temp);

d3d8temp
= (IDirect3D8 * )d3d8;

hookDx8.UnHook ();


break ;
}
return  d3d8temp;
}


HRESULT NewIDirect3D8::CreateDevice(UINT Adapter,D3DDEVTYPE DeviceType,HWND hFocusWindow,
DWORD BehaviorFlags,D3DPRESENT_PARAMETERS
*  pPresentationParameters,
IDirect3DDevice8
**  ppReturnedDeviceInterface)
{

HRESULT hr
= 0 ;
hGameWnd
= hFocusWindow;
game.hGWnd
= hFocusWindow;


lpD3D
-> CreateDevice(Adapter,DeviceType,hFocusWindow,BehaviorFlags,pPresentationParameters, & lpD3DD8bak); 



lpDevice
= new  NewD3Device8(lpD3DD8bak);

/////////////////////////// //Init Data //////////////////////// /
if (game.OrgWndProc == 0 )
{
game.OrgWndProc
= ::GetWindowLong (game.hGWnd ,GWL_WNDPROC );
if (game.OrgWndProc)
{
::SetWindowLong (game.hGWnd ,GWL_WNDPROC ,(LONG)
& FilterWndProc);



game.HookOpenResFunc (
1 );

}

///////////////////////////////////////////////////////////////

* ppReturnedDeviceInterface  =  (IDirect3DDevice8 * )lpDevice ; // 替换 

return  hr;

}




LRESULT CALLBACK FilterWndProc(HWND hWnd, UINT message, WPARAM wParam, LPARAM lParam)
{

if (game.CEGUIWndProc (hWnd,message,wParam,lParam))
return  ::CallWindowProc ((WNDPROC)game.OrgWndProc,hWnd,message,wParam,lParam);
else
return   1 ;

}


HRESULT NewD3Device8::EndScene(
void )
{
game.MyGuiRender (); 
return  dxDevice -> EndScene();
}

 

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