//-------------------------------------------------------------------------------------- // File: chap14_control_dx9.cpp // // Copyright (c) Microsoft Corporation. All rights reserved. //-------------------------------------------------------------------------------------- #include "DXUT.h" #include "SDKmisc.h" #include "DXUTgui.h" #include "DXUTsettingsdlg.h" #include "resource.h" #define IDC_TOGGLE_FULLSCREEN 1 #define IDC_TOGGLE_REF 2 #define IDC_CHANGE_DEVICE 3 #define IDC_COMBO 4 #define IDC_CHECK_BOX_1 5 #define IDC_CHECK_BOX_2 6 #define IDC_RADIO_1 7 #define IDC_RADIO_2 8 #define IDC_RADIO_3 9 #define IDC_BUTTON_1 10 #define IDC_BUTTON_2 11 #define IDC_RADIO_4 12 #define IDC_RADIO_5 13 #define IDC_SLIDER 14 #define IDC_EDIT 15 #define IDC_RADIO_GROUP_1 1 #define IDC_RADIO_GROUP_2 2 #define release_com(p) do{ if(p) {(p)->Release();(p) = NULL;}} while(0) // Global variable ID3DXFont* g_font; ID3DXSprite* g_text_sprite; bool g_show_help = true; /*知识点1:定义控件对象 --------------------------------------------- 来自<<DXUT框架剖析(14)>> --------------------------------------------- 控件是用户接口的重要组成部分,为了便于用户操作,为程序界面添加各种控件是非常好的方法。DXUT框架为在Direct3D程序中添加各种控件提供了支持。 为了便于加载控件和处理各控件的消息,通常先在窗口中加载对话框,然后在对话框中添加响应的控件,由对话框来管理控件。为了统一管理各个对话框, 还需要定义对话框资源管理器类CDXUTDialogResourceManager的一个对象 */ CDXUTDialogResourceManager g_dlg_resource_manager; CD3DSettingsDlg g_settings_dlg; CDXUTDialog g_button_dlg; CDXUTDialog g_control_dlg; //-------------------------------------------------------------------------------------- // Rejects any D3D9 devices that aren't acceptable to the app by returning false //-------------------------------------------------------------------------------------- bool CALLBACK IsD3D9DeviceAcceptable( D3DCAPS9* pCaps, D3DFORMAT AdapterFormat, D3DFORMAT BackBufferFormat, bool bWindowed, void* pUserContext ) { // Typically want to skip back buffer formats that don't support alpha blending IDirect3D9* pD3D = DXUTGetD3D9Object(); if( FAILED( pD3D->CheckDeviceFormat( pCaps->AdapterOrdinal, pCaps->DeviceType, AdapterFormat, D3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING, D3DRTYPE_TEXTURE, BackBufferFormat ) ) ) return false; return true; } //-------------------------------------------------------------------------------------- // Before a device is created, modify the device settings as needed //-------------------------------------------------------------------------------------- bool CALLBACK ModifyDeviceSettings( DXUTDeviceSettings* pDeviceSettings, void* pUserContext ) { // If video card does not support hardware vertex processing, then uses software vertex processing. if((DXUTGetD3D9DeviceCaps()->DevCaps & D3DDEVCAPS_HWTRANSFORMANDLIGHT) == 0) pDeviceSettings->d3d9.BehaviorFlags = D3DCREATE_SOFTWARE_VERTEXPROCESSING; static bool is_first_time = true; if(is_first_time) { //if using reference device, then pop a warning message box. if(pDeviceSettings->d3d9.DeviceType == D3DDEVTYPE_REF) DXUTDisplaySwitchingToREFWarning(pDeviceSettings->ver); } return true; } //-------------------------------------------------------------------------------------- // Create any D3D9 resources that will live through a device reset (D3DPOOL_MANAGED) // and aren't tied to the back buffer size //-------------------------------------------------------------------------------------- HRESULT CALLBACK OnD3D9CreateDevice( IDirect3DDevice9* pd3dDevice, const D3DSURFACE_DESC* pBackBufferSurfaceDesc, void* pUserContext ) { HRESULT hr; V_RETURN(g_dlg_resource_manager.OnD3D9CreateDevice(pd3dDevice)); V_RETURN(g_settings_dlg.OnD3D9CreateDevice(pd3dDevice)); D3DXCreateFont(pd3dDevice, 18, 0, FW_BOLD, 1, FALSE, DEFAULT_CHARSET, OUT_DEFAULT_PRECIS, DEFAULT_QUALITY, DEFAULT_PITCH | FF_DONTCARE, L"Arial", &g_font); return S_OK; } //-------------------------------------------------------------------------------------- // Create any D3D9 resources that won't live through a device reset (D3DPOOL_DEFAULT) // or that are tied to the back buffer size //-------------------------------------------------------------------------------------- HRESULT CALLBACK OnD3D9ResetDevice( IDirect3DDevice9* pd3dDevice, const D3DSURFACE_DESC* pBackBufferSurfaceDesc, void* pUserContext ) { HRESULT hr; V_RETURN(g_dlg_resource_manager.OnD3D9ResetDevice()); V_RETURN(g_settings_dlg.OnD3D9ResetDevice()); V_RETURN(g_font->OnResetDevice()); V_RETURN(D3DXCreateSprite(pd3dDevice, &g_text_sprite)); //设置对话框位置和大小的代码如下所示: // set dialog position and size g_button_dlg.SetLocation(pBackBufferSurfaceDesc->Width - 170, 0); g_button_dlg.SetSize(170, 170); g_control_dlg.SetLocation(pBackBufferSurfaceDesc->Width - 170, pBackBufferSurfaceDesc->Height - 350); g_control_dlg.SetSize(170, 300); // setup view matrix D3DXMATRIX mat_view; D3DXVECTOR3 eye(0.0f, 0.0f, -5.0f); D3DXVECTOR3 at(0.0f, 0.0f, 0.0f); D3DXVECTOR3 up(0.0f, 1.0f, 0.0f); D3DXMatrixLookAtLH(&mat_view, &eye, &at, &up); pd3dDevice->SetTransform(D3DTS_VIEW, &mat_view); // set projection matrix D3DXMATRIX mat_proj; float aspect = (float)pBackBufferSurfaceDesc->Width / pBackBufferSurfaceDesc->Height; D3DXMatrixPerspectiveFovLH(&mat_proj, D3DX_PI/4, aspect, 1.0f, 100.0f); pd3dDevice->SetTransform(D3DTS_PROJECTION, &mat_proj); return S_OK; } //-------------------------------------------------------------------------------------- // Handle updates to the scene. This is called regardless of which D3D API is used //-------------------------------------------------------------------------------------- void CALLBACK OnFrameMove( double fTime, float fElapsedTime, void* pUserContext ) { } void RenderText() { CDXUTTextHelper text_helper(g_font, g_text_sprite, 20); text_helper.Begin(); //show frame and device states text_helper.SetInsertionPos(5, 5); text_helper.SetForegroundColor(D3DXCOLOR(1.0f, 0.475f, 0.0f, 1.0f)); text_helper.DrawTextLine(DXUTGetFrameStats(true)); text_helper.DrawTextLine(DXUTGetDeviceStats()); // show other simple information text_helper.SetForegroundColor( D3DXCOLOR(1.0f, 1.0f, 1.0f, 1.0f)); text_helper.DrawTextLine(L"Put whatever misc status here"); //show helper information const D3DSURFACE_DESC* surface_desc = DXUTGetD3D9BackBufferSurfaceDesc(); if(g_show_help) { text_helper.SetInsertionPos(10, surface_desc->Height - 15 * 6); text_helper.SetForegroundColor( D3DXCOLOR(1.0f, 0.475f, 0.0f, 1.0f)); text_helper.DrawTextLine(L"Controls(F1 to hide):"); text_helper.SetInsertionPos(40, surface_desc->Height - 15 * 5); text_helper.DrawTextLine(L"Quit: ESC"); } else { text_helper.SetInsertionPos(10, surface_desc->Height - 15 * 4); text_helper.SetForegroundColor( D3DXCOLOR(1.0f, 1.0f, 1.0f, 1.0f)); text_helper.DrawTextLine(L"Press F1 for help"); } text_helper.End(); } //-------------------------------------------------------------------------------------- // Render the scene using the D3D9 device //-------------------------------------------------------------------------------------- void CALLBACK OnD3D9FrameRender( IDirect3DDevice9* pd3dDevice, double fTime, float fElapsedTime, void* pUserContext ) { HRESULT hr; /*知识点3:渲染控件 --------------------------------------------- 来自<<DXUT框架剖析(14)>> --------------------------------------------- 在主程序的OnFrameRender()回调函数中,调用各个对话框的OnRender()函数对各个对话框进行渲染,代码如下: */ if(g_settings_dlg.IsActive()) { g_settings_dlg.OnRender(fElapsedTime); return ; } // Clear the render target and the zbuffer V( pd3dDevice->Clear( 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, D3DCOLOR_ARGB( 0, 45, 50, 170 ), 1.0f, 0 ) ); // Render the scene if( SUCCEEDED( pd3dDevice->BeginScene() ) ) { RenderText(); V(g_button_dlg.OnRender(fElapsedTime)); V(g_control_dlg.OnRender(fElapsedTime)); V( pd3dDevice->EndScene() ); } } //-------------------------------------------------------------------------------------- // Handle messages to the application //-------------------------------------------------------------------------------------- LRESULT CALLBACK MsgProc( HWND hWnd, UINT uMsg, WPARAM wParam, LPARAM lParam, bool* pbNoFurtherProcessing, void* pUserContext ) { /*知识点4:处理控件消息 --------------------------------------------- 来自<<DXUT框架剖析(14)>> --------------------------------------------- 当在应用程序的窗口中单击鼠标或触发其他事件时,先由对话框资源管理器对象g_dlg_resource_manager处理全局消息以更新GUI,然后进入各个对话框的 消息处理函数: */ *pbNoFurtherProcessing = g_dlg_resource_manager.MsgProc(hWnd, uMsg, wParam, lParam); if(*pbNoFurtherProcessing) return 0; if(g_settings_dlg.IsActive()) { g_settings_dlg.MsgProc(hWnd, uMsg, wParam, lParam); return 0; } *pbNoFurtherProcessing = g_button_dlg.MsgProc(hWnd, uMsg, wParam, lParam); if(*pbNoFurtherProcessing) return 0;; *pbNoFurtherProcessing = g_control_dlg.MsgProc(hWnd, uMsg, wParam, lParam); if(*pbNoFurtherProcessing) return 0; return 0; } /*知识点6:释放对话框 --------------------------------------------- 来自<<DXUT框架剖析(14)>> --------------------------------------------- 在程序退出前需要释放各个对话框所占用的资源: */ //-------------------------------------------------------------------------------------- // Release D3D9 resources created in the OnD3D9ResetDevice callback //-------------------------------------------------------------------------------------- void CALLBACK OnD3D9LostDevice( void* pUserContext ) { g_dlg_resource_manager.OnD3D9LostDevice(); g_settings_dlg.OnD3D9LostDevice(); g_font->OnLostDevice(); release_com(g_text_sprite); } //-------------------------------------------------------------------------------------- // Release D3D9 resources created in the OnD3D9CreateDevice callback //-------------------------------------------------------------------------------------- void CALLBACK OnD3D9DestroyDevice( void* pUserContext ) { g_dlg_resource_manager.OnD3D9DestroyDevice(); g_settings_dlg.OnD3D9DestroyDevice(); release_com(g_font); } void CALLBACK OnKeyboardProc(UINT character, bool is_key_down, bool is_alt_down, void* user_context) { if(is_key_down) { switch(character) { case VK_F1: g_show_help = !g_show_help; break; } } } //-------------------------------------------------------------------------------------- // Handle events for controls //-------------------------------------------------------------------------------------- void CALLBACK OnGUIEvent(UINT event, int control_id, CDXUTControl* control, void* user_context) { /*知识点5:处理控件事件 --------------------------------------------- 来自<<DXUT框架剖析(14)>> --------------------------------------------- 当触发控件事件后,会先处理控件消息,再处理控件事件 */ switch(control_id) { case IDC_TOGGLE_FULLSCREEN: DXUTToggleFullScreen(); break; case IDC_TOGGLE_REF: DXUTToggleREF(); break; case IDC_CHANGE_DEVICE: g_settings_dlg.SetActive(true); break; } } //-------------------------------------------------------------------------------------- // Initialize dialogs //-------------------------------------------------------------------------------------- void InitDialogs() { g_settings_dlg.Init(&g_dlg_resource_manager); g_button_dlg.Init(&g_dlg_resource_manager); g_control_dlg.Init(&g_dlg_resource_manager); /*知识点2:初始化控件对象 --------------------------------------------- 来自<<DXUT框架剖析(14)>> --------------------------------------------- 在程序开始时,调用各个对话框的Init函数和对话框资源管理对象进行初始化: 需要注意的是,对话框类CD3DSettingsDlg是Direct3D封装好的一个专门用于Direct3D渲染设备设置的对话框类,其中的控件已经都加载好了,同时各个控件 将如何响应用户的输入Direct3D也已经实现了。在此只需对它的对象实例g_settings_dlg进行相应的初始化,并在程序退出前释放对应的资源即可。 g_button_dlg和g_control_dlg是两个标准的DXUT对话框,它们中没有任何控件,可以把它们看作两个装载控件的容器。其初始化包括三项内容:设置对话框 控件事件处理回调函数、添加控件、设置对话框位置和大小。 */ //设置对话框控件事件处理回调函数、添加控件的代码如下所示(注意:对话框位置和大小需要在OnD3D9ResetDevice函数里设置): g_button_dlg.SetCallback(OnGUIEvent); int x = 35, y = 10, width = 125, height = 22; g_button_dlg.AddButton(IDC_TOGGLE_FULLSCREEN, L"Toggle full screen", x, y, width, height); g_button_dlg.AddButton(IDC_TOGGLE_REF, L"Toggle REF(F3)", x, y += 24, width, height, VK_F3); g_button_dlg.AddButton(IDC_CHANGE_DEVICE, L"Change device(F2)", x, y += 24, width, height, VK_F2); g_control_dlg.SetCallback(OnGUIEvent); y = 10; g_control_dlg.AddComboBox(IDC_COMBO, x, y += 24, width, height); g_control_dlg.GetComboBox(IDC_COMBO)->AddItem(L"Text1", NULL); g_control_dlg.GetComboBox(IDC_COMBO)->AddItem(L"Text2", NULL); g_control_dlg.GetComboBox(IDC_COMBO)->AddItem(L"Text3", NULL); g_control_dlg.GetComboBox(IDC_COMBO)->AddItem(L"Text4", NULL); g_control_dlg.AddCheckBox(IDC_CHECK_BOX_1, L"CheckBox1", x, y += 24, width, height); g_control_dlg.AddCheckBox(IDC_CHECK_BOX_2, L"CheckBox2", x, y += 24, width, height); g_control_dlg.AddRadioButton(IDC_RADIO_1, IDC_RADIO_GROUP_1, L"Radio1G1", x, y += 24, width, height); g_control_dlg.AddRadioButton(IDC_RADIO_2, IDC_RADIO_GROUP_1, L"Radio2G1", x, y += 24, width, height); g_control_dlg.AddRadioButton(IDC_RADIO_3, IDC_RADIO_GROUP_1, L"Radio3G1", x, y += 24, width, height); g_control_dlg.GetRadioButton(IDC_RADIO_3)->SetChecked(true); g_control_dlg.AddButton(IDC_BUTTON_1, L"Button1", x, y += 24, width, height); g_control_dlg.AddButton(IDC_BUTTON_2, L"Button2", x, y += 24, width, height); g_control_dlg.AddRadioButton(IDC_RADIO_4, IDC_RADIO_GROUP_2, L"Radio1G2", x, y += 24, width, height); g_control_dlg.AddRadioButton(IDC_RADIO_5, IDC_RADIO_GROUP_2, L"Radio2G2", x, y += 24, width, height); g_control_dlg.GetRadioButton(IDC_RADIO_5)->SetChecked(true); g_control_dlg.AddSlider(IDC_SLIDER, 50, y += 24, 100, height); g_control_dlg.GetSlider(IDC_SLIDER)->SetRange(0, 100); g_control_dlg.GetSlider(IDC_SLIDER)->SetValue(50); g_control_dlg.AddEditBox(IDC_EDIT, L"Test", x, y += 24, width, 32); } //-------------------------------------------------------------------------------------- // Initialize everything and go into a render loop //-------------------------------------------------------------------------------------- INT WINAPI wWinMain( HINSTANCE, HINSTANCE, LPWSTR, int ) { // Enable run-time memory check for debug builds. #if defined(DEBUG) | defined(_DEBUG) _CrtSetDbgFlag( _CRTDBG_ALLOC_MEM_DF | _CRTDBG_LEAK_CHECK_DF ); #endif // Set the callback functions DXUTSetCallbackD3D9DeviceAcceptable( IsD3D9DeviceAcceptable ); DXUTSetCallbackD3D9DeviceCreated( OnD3D9CreateDevice ); DXUTSetCallbackD3D9DeviceReset( OnD3D9ResetDevice ); DXUTSetCallbackD3D9FrameRender( OnD3D9FrameRender ); DXUTSetCallbackD3D9DeviceLost( OnD3D9LostDevice ); DXUTSetCallbackD3D9DeviceDestroyed( OnD3D9DestroyDevice ); DXUTSetCallbackDeviceChanging( ModifyDeviceSettings ); DXUTSetCallbackMsgProc( MsgProc ); DXUTSetCallbackFrameMove( OnFrameMove ); // TODO: Perform any application-level initialization here InitDialogs(); // Initialize DXUT and create the desired Win32 window and Direct3D device for the application DXUTInit( true, true ); // Parse the command line and show msgboxes DXUTSetHotkeyHandling( true, true, true ); // handle the default hotkeys DXUTSetCursorSettings( true, true ); // Show the cursor and clip it when in full screen DXUTCreateWindow( L"chap14_control_dx9" ); DXUTCreateDevice( true, 640, 480 ); // Start the render loop DXUTMainLoop(); // TODO: Perform any application-level cleanup here return DXUTGetExitCode(); }
运行结果如下:
右上角那三个按键就是我们定义的
CDXUTDialog g_button_dlg;
右下角的那些控件就是我们定义的
CDXUTDialog g_control_dlg;
点击Change Device按钮或按F2
我们可以看到:
这个对话框就是DXUT为我们实现好了的
CD3DSettingsDlg g_settings_dlg;
好了,经过这三步,你基本上DXUT毕业了.最后我会给个例子演示他们的使用.