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📄 main.cpp

📁 <B>很多DirectX 9.0游戏编程源码例子</B>
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//-----------------------------------------------------------------------------
// Name: D3D_MouseZones
//
// Description: Example code showing how to implement simple menu navigation
//				in a game.
//
// File Function: Main body of the function (main.cpp)
//
// Code: 
//		Copyright (c) 2002 LostLogic Corporation. All rights reserved.
//
// Libraries Required:
//		d3d9.lib dxguid.lib d3dx9dt.lib d3dxof.lib comctl32.lib	winmm.lib
//
// Local Files Required:
//		main.cpp
//		main.h
//		MouseZoneClass.h
//		MouseZoneClass.cpp
//
// DX Files: 
//		Copyright (c) 1997-2001 Microsoft Corporation. All rights reserved.
//-----------------------------------------------------------------------------
#include "main.h"

//--------------------------------------------------------------------------------------
//
// Main windows function, ie main()
//
//--------------------------------------------------------------------------------------
int WINAPI WinMain (HINSTANCE hInstance, HINSTANCE hPrevInstance, PSTR szCmdLine, int iCmdShow)
{
	HWND		hWnd;
	MSG			msg;
	WNDCLASSEX	wndclass;
	RECT		rcWindowClient;
	DWORD		dwInputTimer = 0;
	
    // Set up window class
	wndclass.cbSize			= sizeof(wndclass);
	wndclass.style			= CS_HREDRAW | CS_VREDRAW;
	wndclass.lpfnWndProc	= fnMessageProcessor;
	wndclass.cbClsExtra		= 0;
	wndclass.cbWndExtra		= 0;
	wndclass.hInstance		= hInstance;
	wndclass.hIcon			= LoadIcon( NULL, IDI_APPLICATION );
	wndclass.hCursor		= LoadCursor( NULL, IDC_ARROW );
	wndclass.hbrBackground	= (HBRUSH) GetStockObject (WHITE_BRUSH);
	wndclass.lpszMenuName	= NULL;
	wndclass.lpszClassName	= "Mouse Zone Demo";	// Registered Class Name
	wndclass.hIconSm		= LoadIcon( NULL, IDI_APPLICATION );

	// Register the window class
	if( RegisterClassEx( &wndclass ) == NULL ) 
	{
		// The program failed, exit
		exit(1);
	}

	// Create the window
	hWnd = CreateWindowEx(	WS_EX_OVERLAPPEDWINDOW,
							"Mouse Zone Demo",				// Class Name
							"D3D_MouseZones",				// Name Displayed on Title Bar
							WS_OVERLAPPEDWINDOW,
							0,
							0,
							g_iWindowWidth,
							g_iWindowHeight,
							NULL,
							NULL,
							hInstance,
							NULL );

	// Store window handle globally for access later
	g_hWnd = hWnd;
	
	// Display the window
	ShowWindow( hWnd, iCmdShow );
	
	// Figure out the client work area
	GetClientRect( hWnd, &rcWindowClient );

	// Calculate the rendering offsets based on the client size
	g_iXOffset = (g_iWindowWidth-(rcWindowClient.right-rcWindowClient.left));
	g_iYOffset = (g_iWindowHeight-(rcWindowClient.bottom-rcWindowClient.top));

	// Resize the window to be truely the resolution desired
	SetWindowPos( 
				hWnd, 
				NULL, 
				0,								// X-Pos
				0,								// Y-Pos
				g_iWindowWidth + g_iXOffset,	// Width
				g_iWindowHeight + g_iYOffset,	// Height
				NULL);

	// Clear out message structure
	ZeroMemory( &msg, sizeof(msg) );
    
	// Initialize Direct3D
	if( SUCCEEDED( InitD3D( hWnd ) ) ) {
		
		// Initialize the virtual buffer for the display quad
		vInitInterfaceObjects();
		
		// Initialize mouse zones
		vSetupMouseZones( 0 );
		
		// Enter the message loop
		while( msg.message!=WM_QUIT ) {
			if( PeekMessage( &msg, NULL, 0U, 0U, PM_REMOVE ) ) {
				TranslateMessage( &msg );
				DispatchMessage( &msg );
			}
			else {
				// Check if it is ok to process mouse clicks
				if( timeGetTime() > dwInputTimer ) {
					// Check for input
					vCheckInput();
					dwInputTimer = timeGetTime()+50;
				}
				
				// Check if the program should exit
				if( g_iCurrentScreen == 3 ) {
					break;
				}
				
				// Render the scene
				vRender();
			}
		}
	}
	// Clean up everything and exit the app
    vCleanup();
    UnregisterClass( "Title Demo Example", wndclass.hInstance );
    return 0;
}

//--------------------------------------------------------------------------------------
//
// Windows message processor
//
//--------------------------------------------------------------------------------------
LRESULT WINAPI fnMessageProcessor( HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam )
{
    switch( msg )
    {
		case WM_LBUTTONDOWN:
			g_bLeftButton = 1;
			break;
		case WM_LBUTTONUP:
			g_bLeftButton = 0;
			break;
		case WM_RBUTTONDOWN:
			g_bRightButton = 1;
			break;
		case WM_RBUTTONUP:
			g_bRightButton = 0;
			break;    
		case WM_DESTROY:
            PostQuitMessage( 0 );
            return 0;
		default:
			break;
    }
    return DefWindowProc( hWnd, msg, wParam, lParam );
}

//--------------------------------------------------------------------------------------
//
// Function to initialize Direct 3D
//
//--------------------------------------------------------------------------------------
HRESULT InitD3D( HWND hWnd )
{
	D3DPRESENT_PARAMETERS	d3dpp;
	D3DXMATRIX				matproj, matview;
	D3DDISPLAYMODE			d3ddm;

    // Create the D3D object
    if( NULL == ( g_pD3D = Direct3DCreate9( D3D_SDK_VERSION ) ) )
        return E_FAIL;
	
	// Get the current desktop display mode, so we can set up a back
	// buffer of the same format
    if( FAILED( g_pD3D->GetAdapterDisplayMode( D3DADAPTER_DEFAULT, &d3ddm ) ) )
        return E_FAIL;
	
    // Setup the back buffer and swap format
	ZeroMemory( &d3dpp, sizeof(d3dpp) );
	d3dpp.Windowed					= TRUE;
	d3dpp.SwapEffect				= D3DSWAPEFFECT_DISCARD;
	d3dpp.BackBufferFormat			= d3ddm.Format;
	d3dpp.EnableAutoDepthStencil	= FALSE;

    // Create the D3DDevice
    if( FAILED( g_pD3D->CreateDevice( D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, hWnd,
                                      D3DCREATE_HARDWARE_VERTEXPROCESSING,
                                      &d3dpp, &g_pd3dDevice ) ) )
    {
        return E_FAIL;
    }
	
	//---------------------------------------------
	//     Setup 2D View and Rendering States
	//---------------------------------------------
	D3DXMatrixIdentity( &matview );
	g_pd3dDevice->SetTransform( D3DTS_VIEW, &matview );
	
	// Setup orthographic rendering, ie 2D in 3D
	D3DXMatrixOrthoLH( &matproj, (float)g_iWindowWidth, (float)g_iWindowHeight, 0, 1 );
	// Setup the projection matrix
	g_pd3dDevice->SetTransform( D3DTS_PROJECTION, &matproj );
	// Turn off culling
	g_pd3dDevice->SetRenderState( D3DRS_CULLMODE, D3DCULL_NONE );
	// Turn off lighting
	g_pd3dDevice->SetRenderState( D3DRS_LIGHTING, FALSE );
	// Turn off z-buffer
	g_pd3dDevice->SetRenderState( D3DRS_ZENABLE, FALSE );
	g_pd3dDevice->SetRenderState( D3DRS_ZWRITEENABLE, FALSE );

    return S_OK;
}

//--------------------------------------------------------------------------------------
//
// Function to cleanup allocated objects
//
//--------------------------------------------------------------------------------------
void vCleanup( void )
{
	// Cleanup mouse zones
	MZones.vFreeZones();
	
	// Free the vertex buffer
    if( g_pVBInterface != NULL )        
        g_pVBInterface->Release();

	// Free the 3D device
    if( g_pd3dDevice != NULL ) 
        g_pd3dDevice->Release();

	// Free Direct 3D
    if( g_pD3D != NULL )       
        g_pD3D->Release();
}

//--------------------------------------------------------------------------------------
//
// Function to draw the 3D scene
//
//--------------------------------------------------------------------------------------
void vRender( void )
{
	// Clear the backbuffer to a blue color
	g_pd3dDevice->Clear( 0, NULL, D3DCLEAR_TARGET, D3DCOLOR_XRGB(0,0,0), 1.0f, 0 );

	// Begin the scene
	g_pd3dDevice->BeginScene();

	//
	// TITLE SCREEN
	//
	if( g_iCurrentScreen == 0 ) {
		// Draw the title screen
		vDrawInterfaceObject( 0, 0, 256.0f, 256.0f, 0 );
		vDrawInterfaceObject( 256, 0, 256.0f, 256.0f, 1 );
		vDrawInterfaceObject( 512, 0, 256.0f, 256.0f, 2 );

		vDrawInterfaceObject( 0, 256, 256.0f, 256.0f, 3 );
		vDrawInterfaceObject( 256, 256, 256.0f, 256.0f, 4 );
		vDrawInterfaceObject( 512, 256, 256.0f, 256.0f, 5 );

		// Logo
		vDrawInterfaceObject( 192, 64, 256.0f, 256.0f, 6 );
	}
	//
	// MAIN MENU
	//
	else if( g_iCurrentScreen == 1 ) {
		// Draw the main menu
		vDrawInterfaceObject( 0, 0, 256.0f, 256.0f, 0 );
		vDrawInterfaceObject( 256, 0, 256.0f, 256.0f, 1 );
		vDrawInterfaceObject( 512, 0, 256.0f, 256.0f, 2 );
		vDrawInterfaceObject( 0, 256, 256.0f, 256.0f, 3 );
		vDrawInterfaceObject( 256, 256, 256.0f, 256.0f, 4 );
		vDrawInterfaceObject( 512, 256, 256.0f, 256.0f, 5 );
		// Menu
		vDrawInterfaceObject( 192, 64, 256.0f, 256.0f, 7 );
	}
	//
	// EXIT SCREEN
	//
	else if( g_iCurrentScreen == 2 ) {
		// Draw the exit screen
		vDrawInterfaceObject( 0, 0, 256.0f, 256.0f, 0 );
		vDrawInterfaceObject( 256, 0, 256.0f, 256.0f, 1 );
		vDrawInterfaceObject( 512, 0, 256.0f, 256.0f, 2 );
		vDrawInterfaceObject( 0, 256, 256.0f, 256.0f, 3 );
		vDrawInterfaceObject( 256, 256, 256.0f, 256.0f, 4 );
		vDrawInterfaceObject( 512, 256, 256.0f, 256.0f, 5 );
		// Purchase graphic
		vDrawInterfaceObject( 192, 64, 256.0f, 256.0f, 8 );
	}
	//
	// OPTIONS SCREEN
	//
	else if( g_iCurrentScreen == 7 ) {
		// Draw the options menu
		vDrawInterfaceObject( 0, 0, 256.0f, 256.0f, 0 );
		vDrawInterfaceObject( 256, 0, 256.0f, 256.0f, 1 );
		vDrawInterfaceObject( 512, 0, 256.0f, 256.0f, 2 );
		vDrawInterfaceObject( 0, 256, 256.0f, 256.0f, 3 );
		vDrawInterfaceObject( 256, 256, 256.0f, 256.0f, 4 );
		vDrawInterfaceObject( 512, 256, 256.0f, 256.0f, 5 );
		// Options

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