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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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	g_pd3dDevice->DrawPrimitive( D3DPT_TRIANGLESTRIP, 0, 2 );

	// Dereference texture
	g_pd3dDevice->SetTexture(0, NULL);
}

//--------------------------------------------------------------------------------------
//
// Function to initialize the map
//
//--------------------------------------------------------------------------------------
void vInitMap( void )
{
	int i;
	
	// Clear the map
	for( i = 0; i < g_iMapWidth * g_iMapHeight; i++ ) {
		g_iTileMap[ i ] = 1;

		// Randomly place rocks
		if( rand()%10 == 5 ) {
			g_iTileMap[ i ] = 2;
		}
	}
}

//-----------------------------------------------------------------------------
//
// Initializes the DirectInput system
//
//-----------------------------------------------------------------------------
int	iInitDirectInput(void)
{
	HRESULT	hReturn;
	
	// Do not try to create Direct Input if already created
	if( !pDI ) {
		// Create a DInput object
		if( FAILED( hReturn = DirectInput8Create( 
			g_hInstance, DIRECTINPUT_VERSION, 
			IID_IDirectInput8, (VOID**)&pDI, NULL ) ) ) {
			
			return( INPUTERROR_NODI );
		}
	}
	else {
		return( INPUTERROR_KEYBOARDEXISTS );
	}
	
	return( INPUTERROR_SUCCESS );
}

//-----------------------------------------------------------------------------
//
// Reads the keyboard data buffer for input actions
//
//-----------------------------------------------------------------------------
int iInitKeyboard(HWND hWnd)
{
	HRESULT			hReturn = 0;
	DIPROPDWORD		dipdw; 
	
	// Don't try to create the keyboard twice
	if( pKeyboard ) {
		return( INPUTERROR_KEYBOARDEXISTS );
	}
	
	// Exit out if no Direct Input interface found
	else if ( !pDI ) {
		return( INPUTERROR_NODI );
	}

	// Obtain an interface to the system keyboard device
	if( FAILED( hReturn = pDI->CreateDevice( 
		GUID_SysKeyboard, 
		&pKeyboard, 
		NULL ) ) ) {

		return( INPUTERROR_NOKEYBOARD );
	}
	
	// Create buffer to hold keyboard data
	ZeroMemory( &dipdw, sizeof( DIPROPDWORD ) );
	dipdw.diph.dwSize		= sizeof( DIPROPDWORD ); 
	dipdw.diph.dwHeaderSize = sizeof( DIPROPHEADER ); 
	dipdw.diph.dwObj		= 0; 
	dipdw.diph.dwHow		= DIPH_DEVICE; 
	dipdw.dwData			= KEYBOARD_BUFFERSIZE;
	
	// Set the size of the buffer
	if( FAILED( hReturn = pKeyboard->SetProperty( 
		DIPROP_BUFFERSIZE, 
		&dipdw.diph ) ) ) {
		
		return( INPUTERROR_NOKEYBOARD );
	}
	 
	// Set the format of the keyboard
	if( FAILED( hReturn = pKeyboard->SetDataFormat( 
		&c_dfDIKeyboard ) ) ) {
		
		return( INPUTERROR_NOKEYBOARD );
	}
	
	// Set the co-operative level to exclusive access
	if( FAILED( hReturn = pKeyboard->SetCooperativeLevel( 
		hWnd, 
		DISCL_NONEXCLUSIVE | DISCL_FOREGROUND 
		) ) ) {
		
		return( INPUTERROR_NOKEYBOARD );
	}
	
	// Acquire the keyboard device
	pKeyboard->Acquire();

	// Get the keyboard layout, this is required
	// for converting scan codes to ascii codes.
	g_Layout = GetKeyboardLayout( 0 );
	
	return( INPUTERROR_SUCCESS );
}

//-----------------------------------------------------------------------------
//
// Reads the keyboard data buffer for input actions
//
//-----------------------------------------------------------------------------
int iReadKeyboard( void )
{
	HRESULT				hr;
	DWORD				dwCurBuffer;
	DIDEVICEOBJECTDATA	didKeyboardBuffer[KEYBOARD_BUFFERSIZE];
	DWORD				dwItems = KEYBOARD_BUFFERSIZE;
	BYTE				byteASCII;

	// Dont try to read the keyboard if the interface or device is invalid
    if( !pKeyboard || !pDI ) {
        return( INPUTERROR_NOKEYBOARD );
	}

	// Read the buffered data
	hr = pKeyboard->GetDeviceData( 
		sizeof( DIDEVICEOBJECTDATA ), 
		didKeyboardBuffer, 
		&dwItems, 
		0 ); 
	
	// Keyboard may have been lost, reacquire it
	if( FAILED( hr ) ) {
		pKeyboard->Acquire();
		return( INPUTERROR_SUCCESS );
	}
	
	// Process data if there is data to read
	if ( dwItems ) {
		// Process the data
		for( dwCurBuffer = 0; dwCurBuffer < dwItems; dwCurBuffer++ ) {
			
			// Default all keys to being "up"
			for( int j = 0; j < 256; j++ ) {
				ascKeys[ j ][ dwCurBuffer ] = 0;
				diks[ j ][ dwCurBuffer ] = 0;
			}
			
			// Map scan-code to ascii code
			byteASCII = Scan2Ascii( didKeyboardBuffer[dwCurBuffer].dwOfs );
			
			// Set key to be down (depressed)
			if( didKeyboardBuffer[ dwCurBuffer ].dwData & 0x80 ) {
				ascKeys[ byteASCII ][ dwCurBuffer ] = 1;
				diks[ didKeyboardBuffer[ dwCurBuffer ].dwOfs ]
					[ dwCurBuffer ] = 1;

				// Check if SHIFT key changed
				if( didKeyboardBuffer[ dwCurBuffer ].dwOfs == DIK_LSHIFT || 
					didKeyboardBuffer[ dwCurBuffer ].dwOfs == DIK_RSHIFT ) {
					g_bShift = 1;
				}
			}
			// Set key to be up
			else {
				ascKeys[ byteASCII ][ dwCurBuffer ] = 0;
				diks[ didKeyboardBuffer[ dwCurBuffer ].dwOfs ]
					[ dwCurBuffer ] = 0;
				
				// Check if SHIFT key changed
				if( didKeyboardBuffer[ dwCurBuffer ].dwOfs == DIK_LSHIFT || 
					didKeyboardBuffer[ dwCurBuffer ].dwOfs == DIK_RSHIFT ) {
					g_bShift = 0;
				}
			}
		}
	} 
	// Return # of items read
    return ( dwItems );
}

//-----------------------------------------------------------------------------
//
// Converts scan codes to ASCII codes
//
//-----------------------------------------------------------------------------
BYTE Scan2Ascii( DWORD scancode )
{
	UINT vk;
	
	// Map the scancode to an ascii code
	vk = MapVirtualKeyEx( scancode, 1, g_Layout);

	// Map to lower-case
	vk = tolower( vk );

	// Return the ascii code
	return( vk );
}

void vCheckInput( void )
{
	//
	// KEYBOARD INPUT
	//
	
	// Read from the keyboard buffer
	int iResult = iReadKeyboard();
	
	// Check how many key presses were returned
	if( iResult ) {
		
		// Loop through result data
		for( int i = 0; i < iResult; i++ ) {

			// Exit the program if the ESC key is hit
			if( diks[ DIK_ESCAPE ][ i ] ) {
				PostQuitMessage( 0 );
			}

			//
			// SCROLL AROUND THE MAP
			//

			// Up
			if( diks[ DIK_UP ][ i ] ) {
				g_iYPos--;
			}
			
			// Down
			if( diks[ DIK_DOWN ][ i ] ) {
				g_iYPos++;
			}
			
			// Left
			if( diks[ DIK_LEFT ][ i ] ) {
				g_iXPos--;
			}
			
			// Right
			if( diks[ DIK_RIGHT ][ i ] ) {
				g_iXPos++;
			}

			// Make sure in bounds
			if( g_iYPos < 0 ) 
				g_iYPos = 0;
			else if ( g_iYPos >= (g_iMapHeight-g_iTilesHigh) ) 
				g_iYPos = (g_iMapHeight-g_iTilesHigh);
			if( g_iXPos < 0 ) 
				g_iXPos = 0;
			else if ( g_iXPos >= (g_iMapWidth-g_iTilesWide) ) 
				g_iXPos = (g_iMapWidth-g_iTilesWide);
		}
	}
}


void vCreateToolbar(HWND hwnd, HINSTANCE hinst)
{
	WNDCLASSEX	wcToolBar;

	// Set up and register toolbar window class
	wcToolBar.cbSize		= sizeof(wcToolBar);
	wcToolBar.style			= CS_HREDRAW | CS_VREDRAW;
	wcToolBar.lpfnWndProc	= fnMessageProcessor;
	wcToolBar.cbClsExtra	= 0;
	wcToolBar.cbWndExtra	= 0;
	wcToolBar.hInstance		= hinst;
	wcToolBar.hIcon			= LoadIcon( NULL, IDI_APPLICATION );
	wcToolBar.hCursor		= LoadCursor( NULL, IDC_ARROW );
	wcToolBar.hbrBackground	= (HBRUSH) GetStockObject (COLOR_BACKGROUND);
	wcToolBar.lpszMenuName	= NULL;
	wcToolBar.lpszClassName	= "ToolBar";	// Registered Class Name
	wcToolBar.hIconSm		= LoadIcon( NULL, IDI_APPLICATION );
    RegisterClassEx(&wcToolBar);
    
	// Create toolbar window
	hWndToolBar = CreateWindowEx ( 
		WS_EX_LEFT|WS_EX_TOPMOST|WS_EX_TOOLWINDOW,
		"ToolBar", "ToolBar",
		WS_BORDER | WS_VISIBLE | WS_CAPTION | WS_MINIMIZEBOX,	
		g_iWindowWidth-100, g_iYOffset, 100, g_iWindowHeight-20, hwnd, NULL, hinst, NULL);

	// Previous Tile Button
	hBUTTON_PREVTILE = CreateWindow(
		"BUTTON", "<",
		WS_CHILD | WS_VISIBLE | BS_PUSHBUTTON,
		10, 405, 20, 20, hWndToolBar, (HMENU)ID_BUTTON_PREVTILE, hinst, NULL);

	// Next Tile Button
	hBUTTON_NEXTTILE = CreateWindow(
		"BUTTON", ">",
		WS_CHILD | WS_VISIBLE | BS_PUSHBUTTON,
		65, 405, 20, 20, hWndToolBar, (HMENU)ID_BUTTON_NEXTTILE, hinst, NULL);

	// Activate edit area
	SetActiveWindow( g_hWnd );

	// Render toolbar tileset
	vRenderTileSet();
}

void vPreviousTile( void )
{
	if( g_iCurTileSet > 0 )
		g_iCurTileSet--;

	vRenderTileSet();
	SetActiveWindow( g_hWnd );
}

void vNextTile( void )
{
	if( g_iCurTileSet < g_iMaxTileSet )
		g_iCurTileSet++;

	vRenderTileSet();
	SetActiveWindow( g_hWnd );
}

void vRenderTileSet(void)
{	
	RECT	rectDest;
	RECT	rectSrc;
	int		iX;
	int		iY;
	int		iTile;

	// Turn on ambient lighting 
	g_pd3dDevice->SetRenderState( D3DRS_AMBIENT, 0x00606060 );
	
	// Clear the backbuffer and the zbuffer
	g_pd3dDevice->Clear( 0, NULL, D3DCLEAR_TARGET, D3DCOLOR_XRGB(0,0,0), 1.0f, 0 );
	
	// Begin Rendering
	g_pd3dDevice->BeginScene();

	// Set alpha blending states
	// This is used to provide transparency/translucency
	g_pd3dDevice->SetRenderState( D3DRS_ALPHABLENDENABLE,   TRUE );
	g_pd3dDevice->SetRenderState( D3DRS_SRCBLEND,			D3DBLEND_SRCALPHA );
	g_pd3dDevice->SetRenderState( D3DRS_DESTBLEND,			D3DBLEND_INVSRCALPHA );

	// Display active tiles
	for( iY = 0; iY < 7; iY++ ) {
		for( iX = 0; iX < 3; iX++ ) {
			// Calculate tile to render
			iTile = (g_iCurTileSet*21)+(iX+(iY*3));

			// Render if valid tile
			if( iTile < g_iTotalTiles ) {
				vDrawInterfaceObject(	
					iX*g_iTileSize, 
					iY*g_iTileSize, 
					(float)g_iTileSize, 
					(float)g_iTileSize, 
					iTile );
			}

			// Draw overlay to show which
			// tile is selected
			if( iTile == g_iCurTile ) {
				vDrawInterfaceObject(	
					iX*g_iTileSize, 
					iY*g_iTileSize, 
					(float)g_iTileSize, 
					(float)g_iTileSize, 
					18 );
			}
		}
	}

	// Display a red box around the 
	// current tile selected
	vDrawInterfaceObject(	
		32, 
		32*7, 
		(float)g_iTileSize, 
		(float)g_iTileSize, 
		g_iCurTile );
	
	// Stop Rendering
	g_pd3dDevice->EndScene();
	
	//
	// Output the scene
	//

	// Source rectangle
	rectSrc.top = 0;		
	rectSrc.bottom = g_iTileSize*8;
	rectSrc.left = 0;
	rectSrc.right = g_iTileSize*3;
	
	// Destination rectangle
	rectDest.top = 0;
	rectDest.bottom = (g_iTileSize*8);
	rectDest.left = 0;
	rectDest.right = (g_iTileSize*3);

	// Present the results
	g_pd3dDevice->Present( &rectSrc, &rectDest, hWndToolBar, NULL );
}

void vCheckMouse( void )
{
	RECT		rcWindow;
	POINT		Point;
	int			iMouseX;
	int			iMouseY;
	int			iTileX;
	int			iTileY;

	// Get mouse coordinates
	GetCursorPos( &Point );
	iMouseX = Point.x;
	iMouseY = Point.y;
	
	// Figure out the toolbar work area
	GetWindowRect( hWndToolBar, &rcWindow );

	// Check if mouse within tool-bar window
	if( iMouseX > rcWindow.left &&
		iMouseX < rcWindow.right && 
		iMouseY > rcWindow.top &&
		iMouseY < rcWindow.bottom ) 
	{
		// Adjust mouse coords to be local to toolbar
		iMouseX -= rcWindow.right;
		iMouseY -= rcWindow.top;

		// Figure out tile coordinates
		iTileX = iMouseX/g_iTileSize;
		iTileY = iMouseY/g_iTileSize;

		// Figure out picked tile
		g_iCurTile = (g_iCurTileSet*21)+(iTileX+(iTileY*3))-1;

		// Make sure tile is valid
		if( g_iCurTile < 0 || g_iCurTile >= g_iTotalTiles ) {
			g_iCurTile = 0;		
		}

		vRenderTileSet();
	}

	// Check if mouse within edit window
	else {
		GetWindowRect( g_hWnd, &rcWindow );

		if( iMouseX > rcWindow.left &&
			iMouseX < rcWindow.right && 
			iMouseY > rcWindow.top &&
			iMouseY < rcWindow.bottom ) 
		{
			// Adjust mouse coords to be local to edit window
			iMouseX -= rcWindow.left+g_iXOffset;
			iMouseY -= rcWindow.top+g_iYOffset;

			// Figure out tile coordinates
			iTileX = iMouseX/g_iTileSize;
			iTileY = iMouseY/g_iTileSize;

			g_iTileMap[ iTileX+g_iXPos+
						( (iTileY + g_iYPos) 
						* g_iMapWidth ) ] = g_iCurTile;
		}
	}
}

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