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📄 dxut.h

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};


//--------------------------------------------------------------------------------------
// Error codes
//--------------------------------------------------------------------------------------
#define DXUTERR_NODIRECT3D              MAKE_HRESULT(SEVERITY_ERROR, FACILITY_ITF, 0x0901)
#define DXUTERR_NOCOMPATIBLEDEVICES     MAKE_HRESULT(SEVERITY_ERROR, FACILITY_ITF, 0x0902)
#define DXUTERR_MEDIANOTFOUND           MAKE_HRESULT(SEVERITY_ERROR, FACILITY_ITF, 0x0903)
#define DXUTERR_NONZEROREFCOUNT         MAKE_HRESULT(SEVERITY_ERROR, FACILITY_ITF, 0x0904)
#define DXUTERR_CREATINGDEVICE          MAKE_HRESULT(SEVERITY_ERROR, FACILITY_ITF, 0x0905)
#define DXUTERR_RESETTINGDEVICE         MAKE_HRESULT(SEVERITY_ERROR, FACILITY_ITF, 0x0906)
#define DXUTERR_CREATINGDEVICEOBJECTS   MAKE_HRESULT(SEVERITY_ERROR, FACILITY_ITF, 0x0907)
#define DXUTERR_RESETTINGDEVICEOBJECTS  MAKE_HRESULT(SEVERITY_ERROR, FACILITY_ITF, 0x0908)
#define DXUTERR_DEVICEREMOVED           MAKE_HRESULT(SEVERITY_ERROR, FACILITY_ITF, 0x090A)

//--------------------------------------------------------------------------------------
// Callback registration 
//--------------------------------------------------------------------------------------

// General callbacks
typedef void    (CALLBACK *LPDXUTCALLBACKFRAMEMOVE)( double fTime, float fElapsedTime, void* pUserContext );
typedef void    (CALLBACK *LPDXUTCALLBACKKEYBOARD)( UINT nChar, bool bKeyDown, bool bAltDown, void* pUserContext );
typedef void    (CALLBACK *LPDXUTCALLBACKMOUSE)( bool bLeftButtonDown, bool bRightButtonDown, bool bMiddleButtonDown, bool bSideButton1Down, bool bSideButton2Down, int nMouseWheelDelta, int xPos, int yPos, void* pUserContext );
typedef LRESULT (CALLBACK *LPDXUTCALLBACKMSGPROC)( HWND hWnd, UINT uMsg, WPARAM wParam, LPARAM lParam, bool* pbNoFurtherProcessing, void* pUserContext );
typedef void    (CALLBACK *LPDXUTCALLBACKTIMER)( UINT idEvent, void* pUserContext );
typedef bool    (CALLBACK *LPDXUTCALLBACKMODIFYDEVICESETTINGS)( DXUTDeviceSettings* pDeviceSettings, void* pUserContext );
typedef bool    (CALLBACK *LPDXUTCALLBACKDEVICEREMOVED)( void* pUserContext );

// Direct3D 9 callbacks
typedef bool    (CALLBACK *LPDXUTCALLBACKISD3D9DEVICEACCEPTABLE)( D3DCAPS9* pCaps, D3DFORMAT AdapterFormat, D3DFORMAT BackBufferFormat, bool bWindowed, void* pUserContext );
typedef HRESULT (CALLBACK *LPDXUTCALLBACKD3D9DEVICECREATED)( IDirect3DDevice9* pd3dDevice, const D3DSURFACE_DESC* pBackBufferSurfaceDesc, void* pUserContext );
typedef HRESULT (CALLBACK *LPDXUTCALLBACKD3D9DEVICERESET)( IDirect3DDevice9* pd3dDevice, const D3DSURFACE_DESC* pBackBufferSurfaceDesc, void* pUserContext );
typedef void    (CALLBACK *LPDXUTCALLBACKD3D9FRAMERENDER)( IDirect3DDevice9* pd3dDevice, double fTime, float fElapsedTime, void* pUserContext );
typedef void    (CALLBACK *LPDXUTCALLBACKD3D9DEVICELOST)( void* pUserContext );
typedef void    (CALLBACK *LPDXUTCALLBACKD3D9DEVICEDESTROYED)( void* pUserContext );

// Direct3D 10 callbacks
typedef bool    (CALLBACK *LPDXUTCALLBACKISD3D10DEVICEACCEPTABLE)( UINT Adapter, UINT Output, D3D10_DRIVER_TYPE DeviceType, DXGI_FORMAT BackBufferFormat, bool bWindowed, void* pUserContext );
typedef HRESULT (CALLBACK *LPDXUTCALLBACKD3D10DEVICECREATED)( ID3D10Device* pd3dDevice, const DXGI_SURFACE_DESC* pBackBufferSurfaceDesc, void* pUserContext );
typedef HRESULT (CALLBACK *LPDXUTCALLBACKD3D10SWAPCHAINRESIZED)( ID3D10Device* pd3dDevice, IDXGISwapChain *pSwapChain, const DXGI_SURFACE_DESC* pBackBufferSurfaceDesc, void* pUserContext );
typedef void    (CALLBACK *LPDXUTCALLBACKD3D10FRAMERENDER)( ID3D10Device* pd3dDevice, double fTime, float fElapsedTime, void* pUserContext );
typedef void    (CALLBACK *LPDXUTCALLBACKD3D10SWAPCHAINRELEASING)( void* pUserContext );
typedef void    (CALLBACK *LPDXUTCALLBACKD3D10DEVICEDESTROYED)( void* pUserContext );

// General callbacks
void WINAPI DXUTSetCallbackFrameMove( LPDXUTCALLBACKFRAMEMOVE pCallback, void* pUserContext = NULL );
void WINAPI DXUTSetCallbackKeyboard( LPDXUTCALLBACKKEYBOARD pCallback, void* pUserContext = NULL );
void WINAPI DXUTSetCallbackMouse( LPDXUTCALLBACKMOUSE pCallback, bool bIncludeMouseMove = false, void* pUserContext = NULL );
void WINAPI DXUTSetCallbackMsgProc( LPDXUTCALLBACKMSGPROC pCallback, void* pUserContext = NULL );
void WINAPI DXUTSetCallbackDeviceChanging( LPDXUTCALLBACKMODIFYDEVICESETTINGS pCallback, void* pUserContext = NULL );
void WINAPI DXUTSetCallbackDeviceRemoved( LPDXUTCALLBACKDEVICEREMOVED pCallback, void* pUserContext = NULL );

// Direct3D 9 callbacks
void WINAPI DXUTSetCallbackD3D9DeviceAcceptable( LPDXUTCALLBACKISD3D9DEVICEACCEPTABLE pCallback, void* pUserContext = NULL );
void WINAPI DXUTSetCallbackD3D9DeviceCreated( LPDXUTCALLBACKD3D9DEVICECREATED pCallback, void* pUserContext = NULL );
void WINAPI DXUTSetCallbackD3D9DeviceReset( LPDXUTCALLBACKD3D9DEVICERESET pCallback, void* pUserContext = NULL );
void WINAPI DXUTSetCallbackD3D9FrameRender( LPDXUTCALLBACKD3D9FRAMERENDER pCallback, void* pUserContext = NULL );
void WINAPI DXUTSetCallbackD3D9DeviceLost( LPDXUTCALLBACKD3D9DEVICELOST pCallback, void* pUserContext = NULL );
void WINAPI DXUTSetCallbackD3D9DeviceDestroyed( LPDXUTCALLBACKD3D9DEVICEDESTROYED pCallback, void* pUserContext = NULL );

// Direct3D 10 callbacks
void WINAPI DXUTSetCallbackD3D10DeviceAcceptable( LPDXUTCALLBACKISD3D10DEVICEACCEPTABLE pCallback, void* pUserContext = NULL );
void WINAPI DXUTSetCallbackD3D10DeviceCreated( LPDXUTCALLBACKD3D10DEVICECREATED pCallback, void* pUserContext = NULL );
void WINAPI DXUTSetCallbackD3D10SwapChainResized( LPDXUTCALLBACKD3D10SWAPCHAINRESIZED pCallback, void* pUserContext = NULL );
void WINAPI DXUTSetCallbackD3D10FrameRender( LPDXUTCALLBACKD3D10FRAMERENDER pCallback, void* pUserContext = NULL );
void WINAPI DXUTSetCallbackD3D10SwapChainReleasing( LPDXUTCALLBACKD3D10SWAPCHAINRELEASING pCallback, void* pUserContext = NULL );
void WINAPI DXUTSetCallbackD3D10DeviceDestroyed( LPDXUTCALLBACKD3D10DEVICEDESTROYED pCallback, void* pUserContext = NULL );


//--------------------------------------------------------------------------------------
// Initialization
//--------------------------------------------------------------------------------------
HRESULT WINAPI DXUTInit( bool bParseCommandLine = true, bool bShowMsgBoxOnError = true, WCHAR* strExtraCommandLineParams = NULL, bool bThreadSafeDXUT = false );

// Choose either DXUTCreateWindow or DXUTSetWindow.  If using DXUTSetWindow, consider using DXUTStaticWndProc
HRESULT WINAPI DXUTCreateWindow( const WCHAR* strWindowTitle = L"Direct3D Window", 
                          HINSTANCE hInstance = NULL, HICON hIcon = NULL, HMENU hMenu = NULL,
                          int x = CW_USEDEFAULT, int y = CW_USEDEFAULT );
HRESULT WINAPI DXUTSetWindow( HWND hWndFocus, HWND hWndDeviceFullScreen, HWND hWndDeviceWindowed, bool bHandleMessages = true );
LRESULT CALLBACK DXUTStaticWndProc( HWND hWnd, UINT uMsg, WPARAM wParam, LPARAM lParam );

// Choose either DXUTCreateDevice or DXUTSetD3D*Device or DXUTCreateD3DDeviceFromSettings
HRESULT WINAPI DXUTCreateDevice( bool bWindowed = true, int nSuggestedWidth = 0, int nSuggestedHeight = 0 );
HRESULT WINAPI DXUTCreateDeviceFromSettings( DXUTDeviceSettings* pDeviceSettings, bool bPreserveInput = false, bool bClipWindowToSingleAdapter = true );
HRESULT WINAPI DXUTSetD3D9Device( IDirect3DDevice9* pd3dDevice );
HRESULT WINAPI DXUTSetD3D10Device( ID3D10Device* pd3dDevice, IDXGISwapChain* pSwapChain );

// Choose either DXUTMainLoop or implement your own main loop 
HRESULT WINAPI DXUTMainLoop( HACCEL hAccel = NULL );

// If not using DXUTMainLoop consider using DXUTRender3DEnvironment
void WINAPI DXUTRender3DEnvironment(); 


//--------------------------------------------------------------------------------------
// Common Tasks 
//--------------------------------------------------------------------------------------
HRESULT WINAPI DXUTToggleFullScreen();
HRESULT WINAPI DXUTToggleREF();
void    WINAPI DXUTPause( bool bPauseTime, bool bPauseRendering );
void    WINAPI DXUTSetConstantFrameTime( bool bConstantFrameTime, float fTimePerFrame = 0.0333f );
void    WINAPI DXUTSetCursorSettings( bool bShowCursorWhenFullScreen = false, bool bClipCursorWhenFullScreen = false );
void    WINAPI DXUTSetD3DVersionSupport( bool bAppCanUseD3D9 = true, bool bAppCanUseD3D10 = true );
void    WINAPI DXUTSetHotkeyHandling( bool bAltEnterToToggleFullscreen = true, bool bEscapeToQuit = true, bool bPauseToToggleTimePause = true );
void    WINAPI DXUTSetMultimonSettings( bool bAutoChangeAdapter = true );
void    WINAPI DXUTSetShortcutKeySettings( bool bAllowWhenFullscreen = false, bool bAllowWhenWindowed = true ); // Controls the Windows key, and accessibility shortcut keys
void    WINAPI DXUTSetWindowSettings( bool bCallDefWindowProc = true );
HRESULT WINAPI DXUTSetTimer( LPDXUTCALLBACKTIMER pCallbackTimer, float fTimeoutInSecs = 1.0f, UINT* pnIDEvent = NULL, void* pCallbackUserContext = NULL );
HRESULT WINAPI DXUTKillTimer( UINT nIDEvent );
void    WINAPI DXUTResetFrameworkState();
void    WINAPI DXUTShutdown( int nExitCode = 0 );


//--------------------------------------------------------------------------------------
// State Retrieval  
//--------------------------------------------------------------------------------------

// Direct3D 9
IDirect3D9*              WINAPI DXUTGetD3D9Object(); // Does not addref unlike typical Get* APIs
IDirect3DDevice9*        WINAPI DXUTGetD3D9Device(); // Does not addref unlike typical Get* APIs
D3DPRESENT_PARAMETERS    WINAPI DXUTGetD3D9PresentParameters();
const D3DSURFACE_DESC*   WINAPI DXUTGetD3D9BackBufferSurfaceDesc();
const D3DCAPS9*          WINAPI DXUTGetD3D9DeviceCaps();
HRESULT                  WINAPI DXUTGetD3D9DeviceCaps( DXUTDeviceSettings* pDeviceSettings, D3DCAPS9* pCaps );
bool                     WINAPI DXUTDoesAppSupportD3D9();
bool                     WINAPI DXUTIsAppRenderingWithD3D9();

// Direct3D 10
bool                     WINAPI DXUTIsD3D10Available(); // If D3D10 APIs are availible
IDXGIFactory*            WINAPI DXUTGetDXGIFactory(); // Does not addref unlike typical Get* APIs
ID3D10Device*            WINAPI DXUTGetD3D10Device(); // Does not addref unlike typical Get* APIs
IDXGISwapChain*          WINAPI DXUTGetDXGISwapChain(); // Does not addref unlike typical Get* APIs
ID3D10RenderTargetView*  WINAPI DXUTGetD3D10RenderTargetView(); // Does not addref unlike typical Get* APIs
ID3D10DepthStencilView*  WINAPI DXUTGetD3D10DepthStencilView(); // Does not addref unlike typical Get* APIs
const DXGI_SURFACE_DESC* WINAPI DXUTGetDXGIBackBufferSurfaceDesc();
bool                     WINAPI DXUTDoesAppSupportD3D10();
bool                     WINAPI DXUTIsAppRenderingWithD3D10();

// General
DXUTDeviceSettings WINAPI DXUTGetDeviceSettings(); 
HINSTANCE WINAPI DXUTGetHINSTANCE();
HWND      WINAPI DXUTGetHWND();
HWND      WINAPI DXUTGetHWNDFocus();
HWND      WINAPI DXUTGetHWNDDeviceFullScreen();
HWND      WINAPI DXUTGetHWNDDeviceWindowed();
RECT      WINAPI DXUTGetWindowClientRect();
RECT      WINAPI DXUTGetWindowClientRectAtModeChange(); // Useful for returning to windowed mode with the same resolution as before toggle to full screen mode
RECT      WINAPI DXUTGetFullsceenClientRectAtModeChange(); // Useful for returning to full screen mode with the same resolution as before toggle to windowed mode
double    WINAPI DXUTGetTime();
float     WINAPI DXUTGetElapsedTime();
bool      WINAPI DXUTIsWindowed();
float     WINAPI DXUTGetFPS();
LPCWSTR   WINAPI DXUTGetWindowTitle();
LPCWSTR   WINAPI DXUTGetFrameStats( bool bIncludeFPS = false );
LPCWSTR   WINAPI DXUTGetDeviceStats();
LPCWSTR   WINAPI DXUTGetD3D10CounterStats();
bool      WINAPI DXUTIsVsyncEnabled();
bool      WINAPI DXUTIsRenderingPaused();
bool      WINAPI DXUTIsTimePaused();
bool      WINAPI DXUTIsActive();
int       WINAPI DXUTGetExitCode();
bool      WINAPI DXUTGetShowMsgBoxOnError();
bool      WINAPI DXUTGetAutomation();  // Returns true if -automation parameter is used to launch the app
bool      WINAPI DXUTIsKeyDown( BYTE vKey ); // Pass a virtual-key code, ex. VK_F1, 'A', VK_RETURN, VK_LSHIFT, etc
bool      WINAPI DXUTIsMouseButtonDown( BYTE vButton ); // Pass a virtual-key code: VK_LBUTTON, VK_RBUTTON, VK_MBUTTON, VK_XBUTTON1, VK_XBUTTON2
HRESULT   WINAPI DXUTCreateState(); // Optional method to create DXUT's memory.  If its not called by the application it will be automatically called when needed
void      WINAPI DXUTDestroyState(); // Optional method to destroy DXUT's memory.  If its not called by the application it will be automatically called after the application exits WinMain 


//--------------------------------------------------------------------------------------
// DXUT core layer includes
//--------------------------------------------------------------------------------------
#include "DXUTmisc.h"
#include "DXUTenum.h"


#endif




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