📄 main.h
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//-----------------------------------------------------------------------------
// Name: D3DFrame_TitleScreen
//
// Description: Example code showing how to create a simple application
// that starts out by displaying a title screen.
//
// File Function: Header file containing header information (main.h)
//
// Code:
// Copyright (c) 2002 LostLogic Corporation. All rights reserved.
//
// Libraries Required:
// d3d9.lib dxguid.lib d3dx9dt.lib d3dxof.lib comctl32.lib winmm.lib
//
// DX Files Required:
// d3dapp.cpp
// d3denumeration.cpp
// d3dfont.cpp
// d3dsettings.cpp
// d3dutil.cpp
// dxutil.cpp
//
// Local Files Required:
// resourcedata.rc
// main.cpp
// main.h
//
// Original D3D Application Shell Code:
// Copyright (c) 1997-2001 Microsoft Corporation. All rights reserved.
//-----------------------------------------------------------------------------
#define STRICT
#include <windows.h>
#include <commctrl.h>
#include <commdlg.h>
#include <math.h>
#include <tchar.h>
#include <stdio.h>
#include <D3DX9.h>
#include "DXUtil.h"
#include "D3DEnumeration.h"
#include "D3DSettings.h"
#include "D3DApp.h"
#include "D3DFont.h"
#include "D3DUtil.h"
//-----------------------------------------------------------------------------
// Desc: Application class. The base class (CD3DApplication) provides the
// generic functionality needed in all Direct3D samples. CD3DFramework
// adds functionality specific to this sample program.
//-----------------------------------------------------------------------------
class CD3DFramework : public CD3DApplication
{
// Font to display FPS and video info
CD3DFont* m_pStatsFont;
// Buffer to hold textures
LPDIRECT3DTEXTURE9 m_pTexture[ 32 ];
// Window dimensions
short m_shWindowWidth;
short m_shWindowHeight;
// Sprite Device
LPD3DXSPRITE pd3dxSprite;
protected:
HRESULT OneTimeSceneInit();
HRESULT InitDeviceObjects();
HRESULT RestoreDeviceObjects();
HRESULT InvalidateDeviceObjects();
HRESULT DeleteDeviceObjects();
HRESULT Render();
HRESULT FinalCleanup();
HRESULT CreateD3DXTextMesh( LPD3DXMESH* ppMesh, TCHAR* pstrFont, DWORD dwSize );
// Display sprite on-screen
HRESULT BltSprite( RECT *pDestRect, LPDIRECT3DTEXTURE9 pSrcTexture, RECT *pSrcRect );
public:
LRESULT MsgProc( HWND hWnd, UINT uMsg, WPARAM wParam, LPARAM lParam );
CD3DFramework();
};
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