📄 main.cpp
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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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