📄 main.cpp
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vDrawInterfaceObject( 192, 64, 256.0f, 256.0f, 9 );
}
// End the scene
g_pd3dDevice->EndScene();
// Present the backbuffer contents to the display
g_pd3dDevice->Present( NULL, NULL, NULL, NULL );
}
//--------------------------------------------------------------------------------------
//
// Function to initialize the global interface object vertex buffer
//
// Uses the following global variables:
//
// g_pd3dDevice The Direct3D Device
// g_pVBInterface The Vertex buffer for the interface objects
// CUSTOMVERTEX The Vertex structure
// D3DFVF_CUSTOMVERTEX The Vertex format
// g_pTexture The Texture array to hold textures
//
//--------------------------------------------------------------------------------------
void vInitInterfaceObjects( void )
{
CUSTOMVERTEX *pVertices;
// Create the interface object buffer
if( FAILED( g_pd3dDevice->CreateVertexBuffer( 4*sizeof(CUSTOMVERTEX),
0, D3DFVF_CUSTOMVERTEX,
D3DPOOL_DEFAULT, &g_pVBInterface, NULL ) ) )
{
return;
}
// Lock the buffer for editing
if( FAILED( g_pVBInterface->Lock( 0, 0, (void**)&pVertices, 0 ) ) )
return;
//
// Create a quad made up of 3 vertices (triangle strips)
//
// 1 3
// X--------X
// |x |
// | x |
// | x |
// | x |
// | x |
// | x |
// | x |
// | x|
// X--------X
// 0 2
//
pVertices[0].position = D3DXVECTOR3( 0.0f, 0.0f, 0.0f );
pVertices[0].tu = 0.0f;
pVertices[0].tv = 1.0f;
pVertices[0].tu2 = 0.0f;
pVertices[0].tv2 = 1.0f;
pVertices[0].vecNorm = D3DXVECTOR3(0.0f,0.0f,1.0f);
pVertices[1].position = D3DXVECTOR3( 0.0f, 1.0f, 0.0f );
pVertices[1].tu = 0.0f;
pVertices[1].tv = 0.0f;
pVertices[1].tu2 = 0.0f;
pVertices[1].tv2 = 0.0f;
pVertices[1].vecNorm = D3DXVECTOR3(0.0f,0.0f,1.0f);
pVertices[2].position = D3DXVECTOR3( 1.0f, 0.0f, 0.0f );
pVertices[2].tu = 1.0f;
pVertices[2].tv = 1.0f;
pVertices[2].tu2 = 1.0f;
pVertices[2].tv2 = 1.0f;
pVertices[2].vecNorm = D3DXVECTOR3(0.0f,0.0f,1.0f);
pVertices[3].position = D3DXVECTOR3( 1.0f, 1.0f, 0.0f );
pVertices[3].tu = 1.0f;
pVertices[3].tv = 0.0f;
pVertices[3].tu2 = 1.0f;
pVertices[3].tv2 = 0.0f;
pVertices[3].vecNorm = D3DXVECTOR3(0.0f,0.0f,1.0f);
// Done editing, unlock the buffer
g_pVBInterface->Unlock();
//---------------------------------------------
// LOAD TEXTURES
//---------------------------------------------
// Load the texture for the interface
if( FAILED( D3DXCreateTextureFromFile( g_pd3dDevice, "ba_interfacewindow_0.tga", &g_pTexture[ 0 ] ) ) ) {
return;
}
if( FAILED( D3DXCreateTextureFromFile( g_pd3dDevice, "ba_interfacewindow_1.tga", &g_pTexture[ 1 ] ) ) ) {
return;
}
if( FAILED( D3DXCreateTextureFromFile( g_pd3dDevice, "ba_interfacewindow_2.tga", &g_pTexture[ 2 ] ) ) ) {
return;
}
if( FAILED( D3DXCreateTextureFromFile( g_pd3dDevice, "ba_interfacewindow_3.tga", &g_pTexture[ 3 ] ) ) ) {
return;
}
if( FAILED( D3DXCreateTextureFromFile( g_pd3dDevice, "ba_interfacewindow_4.tga", &g_pTexture[ 4 ] ) ) ) {
return;
}
if( FAILED( D3DXCreateTextureFromFile( g_pd3dDevice, "ba_interfacewindow_5.tga", &g_pTexture[ 5 ] ) ) ) {
return;
}
if( FAILED( D3DXCreateTextureFromFile( g_pd3dDevice, "ba_logo.tga", &g_pTexture[ 6 ] ) ) ) {
return;
}
if( FAILED( D3DXCreateTextureFromFile( g_pd3dDevice, "ba_mainmenu.tga", &g_pTexture[ 7 ] ) ) ) {
return;
}
if( FAILED( D3DXCreateTextureFromFile( g_pd3dDevice, "ba_exitscreen.tga", &g_pTexture[ 8 ] ) ) ) {
return;
}
if( FAILED( D3DXCreateTextureFromFile( g_pd3dDevice, "ba_optionsmenu.tga", &g_pTexture[ 9 ] ) ) ) {
return;
}
};
//--------------------------------------------------------------------------------------
//
// Function to draw a 3D object in 2D space
//
// iXPos = x-position in screen-space of the top-left corner of the object
// iYPos = y-position in screen-space of the top-left corner of the object
// fXSize = Width of the object in screen-space (pixels)
// fYSize = Height of the object in screen-space (pixels)
// iTexture = Index into the texture array of object to draw
//
//--------------------------------------------------------------------------------------
void vDrawInterfaceObject( int iXPos, int iYPos, float fXSize, float fYSize, int iTexture )
{
D3DXMATRIX matWorld, matRotation, matTranslation, matScale;
float fXPos, fYPos;
// Set default position,scale,rotation
D3DXMatrixIdentity( &matTranslation );
// Scale the sprite
D3DXMatrixScaling( &matScale, fXSize, fYSize, 1.0f );
D3DXMatrixMultiply( &matTranslation, &matTranslation, &matScale );
// Rotate the sprite
D3DXMatrixRotationZ( &matRotation, 0.0f );
D3DXMatrixMultiply( &matWorld, &matTranslation, &matRotation );
// Calculate the position in screen-space
fXPos = (float)(-(g_iWindowWidth/2)+iXPos);
fYPos = (float)(-(g_iWindowHeight/2)-iYPos+fYSize-g_iYOffset);
// Move the sprite
matWorld._41 = fXPos; // X
matWorld._42 = fYPos; // Y
// Set matrix
g_pd3dDevice->SetTransform( D3DTS_WORLD, &matWorld );
g_pd3dDevice->SetTexture( 0, g_pTexture[ iTexture ] );
g_pd3dDevice->SetStreamSource( 0, g_pVBInterface, 0, sizeof( CUSTOMVERTEX ) );
g_pd3dDevice->SetFVF( D3DFVF_CUSTOMVERTEX );
g_pd3dDevice->DrawPrimitive( D3DPT_TRIANGLESTRIP, 0, 2 );
// Dereference texture
g_pd3dDevice->SetTexture(0, NULL);
}
//--------------------------------------------------------------------------------------
//
// Function to process mouse input
//
//--------------------------------------------------------------------------------------
void vCheckInput( void )
{
bool bRet;
char szZoneHit[ 64 ];
POINT Point;
RECT rcWindowRect;
int iMouseX;
int iMouseY;
// Check the window offsets
GetWindowRect( g_hWnd, &rcWindowRect );
// Update the mouse position
GetCursorPos( &Point );
// Calculate real mouse coordinates
iMouseX = Point.x-g_iXOffset-rcWindowRect.left;
iMouseY = Point.y-g_iYOffset-rcWindowRect.top;
// Check for mouse hits
bRet = MZones.bCheckZones( (short)iMouseX, (short)iMouseY, szZoneHit, g_bLeftButton, g_bRightButton );
if( bRet ) {
//
// TITLE SCREEN LOGIC
//
if( g_iCurrentScreen == 0 ) {
// Go to the main menu
if( !stricmp( szZoneHit, "TITLE_SCREEN" ) ) {
// Set menu to main menu
g_iCurrentScreen = 1;
// Setup the mouse zones
vSetupMouseZones( 1 );
}
// Go to the exit splash screen
else if( !stricmp( szZoneHit, "EXIT_BUTTON" ) ) {
// Set current screen to exit screen
g_iCurrentScreen = 2;
// Setup the mouse zones
vSetupMouseZones( 2 );
}
}
//
// MAIN MENU LOGIC
//
else if( g_iCurrentScreen == 1 ) {
// Go to the title screen
if( !stricmp( szZoneHit, "EXIT_BUTTON" ) ) {
// Set current screen to exit screen
g_iCurrentScreen = 2;
// Setup the mouse zones
vSetupMouseZones( 2 );
}
else if( !stricmp( szZoneHit, "MAINMENU_NEWGAME" ) ) {
// Add new game logic here
}
else if( !stricmp( szZoneHit, "MAINMENU_LOADGAME" ) ) {
// Add load game logic here
}
else if( !stricmp( szZoneHit, "MAINMENU_SAVEGAME" ) ) {
// Add save game logic here
}
else if( !stricmp( szZoneHit, "MAINMENU_OPTIONS" ) ) {
// Set current screen to options menu
g_iCurrentScreen = 7;
// Setup the mouse zones
vSetupMouseZones( 7 );
}
}
//
// EXIT SCREEN LOGIC
//
else if( g_iCurrentScreen == 2 ) {
// Exit the program if the user clicks anything
if( !stricmp( szZoneHit, "EXIT_SCREEN" ) ) {
// Flag WinMain() to exit program
g_iCurrentScreen = 3;
}
}
//
// OPTIONS MENU LOGIC
//
else if( g_iCurrentScreen == 7 ) {
// Go to the title screen
if( !stricmp( szZoneHit, "EXIT_BUTTON" ) ) {
// Set current screen to exit screen
g_iCurrentScreen = 2;
// Setup the mouse zones
vSetupMouseZones( 2 );
}
// Go back to main menu
else if( !stricmp( szZoneHit, "OPTIONS_BACK" ) ) {
// Set current screen to main menu
g_iCurrentScreen = 1;
// Setup the mouse zones
vSetupMouseZones( 1 );
}
}
}
}
//--------------------------------------------------------------------------------------
//
// Function to setup mouse zones for the various screens and menus
// in the program.
//
//--------------------------------------------------------------------------------------
void vSetupMouseZones( int iMenu )
{
// Title screen
if( iMenu == 0 ) {
MZones.vFreeZones();
MZones.vInitialize( 2 );
MZones.iAddZone( "TITLE_SCREEN", 0, 0, 640, 480, 2 ); // Left or right activated
MZones.iAddZone( "EXIT_BUTTON", 587, 0, 53, 24, 0 ); // Left activated
}
// Main menu
else if( iMenu == 1 ) {
MZones.vFreeZones();
MZones.vInitialize( 5 );
MZones.iAddZone( "EXIT_BUTTON", 587, 0, 53, 24, 0 );
MZones.iAddZone( "MAINMENU_NEWGAME", 192, 64, 256, 64, 0 );
MZones.iAddZone( "MAINMENU_LOADGAME", 192, 128, 256, 64, 0 );
MZones.iAddZone( "MAINMENU_SAVEGAME", 192, 192, 256, 64, 0 );
MZones.iAddZone( "MAINMENU_OPTIONS", 192, 256, 256, 64, 0 );
}
// Exit splash screen
else if( iMenu == 2 ) {
MZones.vFreeZones();
MZones.vInitialize( 1 );
MZones.iAddZone( "EXIT_SCREEN", 0, 0, 640, 480, 2 );
}
// Options menu
else if( iMenu == 7 ) {
MZones.vFreeZones();
MZones.vInitialize( 5 );
MZones.iAddZone( "EXIT_BUTTON", 587, 0, 53, 24, 0 );
MZones.iAddZone( "OPTIONS_AUDIO", 192, 64, 256, 64, 0 );
MZones.iAddZone( "OPTIONS_VIDEO", 192, 128, 256, 64, 0 );
MZones.iAddZone( "OPTIONS_DIFF", 192, 192, 256, 64, 0 );
MZones.iAddZone( "OPTIONS_BACK", 192, 256, 256, 64, 0 );
}
}
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