📄 dxutgui.cpp
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SAFE_DELETE( pTextureNode );
}
m_TextureCache.RemoveAll();
CUniBuffer::Uninitialize();
}
//--------------------------------------------------------------------------------------
HRESULT CDXUTDialogResourceManager::OnD3D9CreateDevice( LPDIRECT3DDEVICE9 pd3dDevice )
{
HRESULT hr = S_OK;
int i=0;
m_pd3d9Device = pd3dDevice;
for( i=0; i < m_FontCache.GetSize(); i++ )
{
hr = CreateFont9( i );
if( FAILED(hr) )
return hr;
}
for( i=0; i < m_TextureCache.GetSize(); i++ )
{
hr = CreateTexture9( i );
if( FAILED(hr) )
return hr;
}
hr = D3DXCreateSprite( pd3dDevice, &m_pSprite );
if( FAILED(hr) )
return DXUT_ERR( L"D3DXCreateSprite", hr );
return S_OK;
}
//--------------------------------------------------------------------------------------
HRESULT CDXUTDialogResourceManager::OnD3D9ResetDevice()
{
HRESULT hr = S_OK;
for( int i=0; i < m_FontCache.GetSize(); i++ )
{
DXUTFontNode* pFontNode = m_FontCache.GetAt( i );
if( pFontNode->pFont9 )
pFontNode->pFont9->OnResetDevice();
}
if( m_pSprite )
m_pSprite->OnResetDevice();
V_RETURN( m_pd3d9Device->CreateStateBlock( D3DSBT_ALL, &m_pStateBlock ) );
return S_OK;
}
//--------------------------------------------------------------------------------------
bool CDXUTDialogResourceManager::MsgProc( HWND hWnd, UINT uMsg, WPARAM wParam, LPARAM lParam )
{
return false;
}
//--------------------------------------------------------------------------------------
void CDXUTDialogResourceManager::OnD3D9LostDevice()
{
for( int i=0; i < m_FontCache.GetSize(); i++ )
{
DXUTFontNode* pFontNode = m_FontCache.GetAt( i );
if( pFontNode->pFont9 )
pFontNode->pFont9->OnLostDevice();
}
if( m_pSprite )
m_pSprite->OnLostDevice();
SAFE_RELEASE( m_pStateBlock );
}
//--------------------------------------------------------------------------------------
void CDXUTDialogResourceManager::OnD3D9DestroyDevice()
{
int i=0;
m_pd3d9Device = NULL;
// Release the resources but don't clear the cache, as these will need to be
// recreated if the device is recreated
for( i=0; i < m_FontCache.GetSize(); i++ )
{
DXUTFontNode* pFontNode = m_FontCache.GetAt( i );
SAFE_RELEASE( pFontNode->pFont9 );
}
for( i=0; i < m_TextureCache.GetSize(); i++ )
{
DXUTTextureNode* pTextureNode = m_TextureCache.GetAt( i );
SAFE_RELEASE( pTextureNode->pTexture9 );
}
SAFE_RELEASE( m_pSprite );
}
//--------------------------------------------------------------------------------------
HRESULT CDXUTDialogResourceManager::OnD3D10CreateDevice( ID3D10Device *pd3dDevice )
{
m_pd3d10Device = pd3dDevice;
HRESULT hr = S_OK;
// Create the UI effect object
V_RETURN( D3DX10CreateEffectFromMemory( g_strUIEffectFile, g_uUIEffectFileSize, NULL, NULL,
NULL, "fx_4_0", D3D10_SHADER_ENABLE_STRICTNESS, 0,
pd3dDevice, NULL, NULL, &m_pEffect10, NULL, NULL ) );
m_pTechRenderUI10 = m_pEffect10->GetTechniqueByName( "RenderUI" );
m_pTechRenderUIUntex10 = m_pEffect10->GetTechniqueByName( "RenderUIUntex" );
m_pFxTexture10 = m_pEffect10->GetVariableByName( "g_Texture" )->AsShaderResource();
// Create the font and texture objects in the cache arrays.
int i=0;
for( i=0; i < m_FontCache.GetSize(); i++ )
{
hr = CreateFont10( i );
if( FAILED(hr) )
return hr;
}
for( i=0; i < m_TextureCache.GetSize(); i++ )
{
hr = CreateTexture10( i );
if( FAILED(hr) )
return hr;
}
// Create input layout
const D3D10_INPUT_ELEMENT_DESC layout[] =
{
{ "POSITION", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 0, D3D10_INPUT_PER_VERTEX_DATA, 0 },
{ "COLOR", 0, DXGI_FORMAT_R32G32B32A32_FLOAT, 0, 12, D3D10_INPUT_PER_VERTEX_DATA, 0 },
{ "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, 28, D3D10_INPUT_PER_VERTEX_DATA, 0 },
};
D3D10_PASS_DESC PassDesc;
V_RETURN( m_pTechRenderUI10->GetPassByIndex( 0 )->GetDesc( &PassDesc ) );
V_RETURN( pd3dDevice->CreateInputLayout( layout, 3, PassDesc.pIAInputSignature, PassDesc.IAInputSignatureSize, &m_pInputLayout10 ) );
// Create a vertex buffer quad for rendering later
D3D10_BUFFER_DESC BufDesc;
BufDesc.ByteWidth = sizeof( DXUT_SCREEN_VERTEX_10 ) * 4;
BufDesc.Usage = D3D10_USAGE_DYNAMIC;
BufDesc.BindFlags = D3D10_BIND_VERTEX_BUFFER;
BufDesc.CPUAccessFlags = D3D10_CPU_ACCESS_WRITE;
BufDesc.MiscFlags = 0;
V_RETURN( pd3dDevice->CreateBuffer( &BufDesc, NULL, &m_pVBScreenQuad10 ) );
return S_OK;
}
//--------------------------------------------------------------------------------------
HRESULT CDXUTDialogResourceManager::OnD3D10ResizedSwapChain( ID3D10Device *pd3dDevice, const DXGI_SURFACE_DESC* pBackBufferSurfaceDesc )
{
HRESULT hr = S_OK;
m_nBackBufferWidth = pBackBufferSurfaceDesc->Width;
m_nBackBufferHeight = pBackBufferSurfaceDesc->Height;
hr = D3DX10CreateSprite( pd3dDevice, DXUT_MAX_GUI_SPRITES, &m_pSprite10 );
if( FAILED(hr) )
return DXUT_ERR( L"D3DX10CreateSprite", hr );
D3D10_STATE_BLOCK_MASK StateBlockMask;
DXUT_Dynamic_D3D10StateBlockMaskEnableAll( &StateBlockMask );
DXUT_Dynamic_D3D10StateBlockMaskDisableCapture( &StateBlockMask, D3D10_DST_OM_RENDER_TARGETS, 0, 1 );
V_RETURN( DXUT_Dynamic_D3D10CreateStateBlock( pd3dDevice, &StateBlockMask, &m_pStateBlock10 ) );
return hr;
}
//--------------------------------------------------------------------------------------
void CDXUTDialogResourceManager::OnD3D10ReleasingSwapChain()
{
SAFE_RELEASE( m_pSprite10 );
SAFE_RELEASE( m_pStateBlock10 );
}
//--------------------------------------------------------------------------------------
void CDXUTDialogResourceManager::OnD3D10DestroyDevice()
{
int i;
m_pd3d10Device = NULL;
// Release the resources but don't clear the cache, as these will need to be
// recreated if the device is recreated
for( i=0; i < m_FontCache.GetSize(); i++ )
{
DXUTFontNode* pFontNode = m_FontCache.GetAt( i );
SAFE_RELEASE( pFontNode->pFont10 );
}
for( i=0; i < m_TextureCache.GetSize(); i++ )
{
DXUTTextureNode* pTextureNode = m_TextureCache.GetAt( i );
SAFE_RELEASE( pTextureNode->pTexResView );
SAFE_RELEASE( pTextureNode->pTexture10 );
}
SAFE_RELEASE( m_pVBScreenQuad10 );
SAFE_RELEASE( m_pStateBlock10 );
SAFE_RELEASE( m_pSprite10 );
SAFE_RELEASE( m_pInputLayout10 );
SAFE_RELEASE( m_pEffect10 );
}
//--------------------------------------------------------------------------------------
bool CDXUTDialogResourceManager::RegisterDialog( CDXUTDialog *pDialog )
{
// Check that the dialog isn't already registered.
for( int i = 0; i < m_Dialogs.GetSize(); ++i )
if( m_Dialogs.GetAt( i ) == pDialog )
return true;
// Add to the list.
if( FAILED( m_Dialogs.Add( pDialog ) ) )
return false;
// Set up next and prev pointers.
if( m_Dialogs.GetSize() > 1 )
m_Dialogs[m_Dialogs.GetSize() - 2]->SetNextDialog( pDialog );
m_Dialogs[m_Dialogs.GetSize() - 1]->SetNextDialog( m_Dialogs[0] );
return true;
}
//--------------------------------------------------------------------------------------
void CDXUTDialogResourceManager::UnregisterDialog( CDXUTDialog *pDialog )
{
// Search for the dialog in the list.
for( int i = 0; i < m_Dialogs.GetSize(); ++i )
if( m_Dialogs.GetAt( i ) == pDialog )
{
m_Dialogs.Remove( i );
if( m_Dialogs.GetSize() > 0 )
{
int l, r;
if( 0 == i )
l = m_Dialogs.GetSize() - 1;
else
l = i - 1;
if( m_Dialogs.GetSize() == i )
r = 0;
else
r = i;
m_Dialogs[l]->SetNextDialog( m_Dialogs[r] );
}
return;
}
}
//--------------------------------------------------------------------------------------
void CDXUTDialogResourceManager::EnableKeyboardInputForAllDialogs()
{
// Enable keyboard input for all registered dialogs
for( int i = 0; i < m_Dialogs.GetSize(); ++i )
m_Dialogs[i]->EnableKeyboardInput( true );
}
//--------------------------------------------------------------------------------------
void CDXUTDialog::Refresh()
{
if( s_pControlFocus )
s_pControlFocus->OnFocusOut();
if( m_pControlMouseOver )
m_pControlMouseOver->OnMouseLeave();
s_pControlFocus = NULL;
s_pControlPressed = NULL;
m_pControlMouseOver = NULL;
for( int i=0; i < m_Controls.GetSize(); i++ )
{
CDXUTControl* pControl = m_Controls.GetAt(i);
pControl->Refresh();
}
if( m_bKeyboardInput )
FocusDefaultControl();
}
//--------------------------------------------------------------------------------------
HRESULT CDXUTDialog::OnRender( float fElapsedTime )
{
if( m_pManager->GetD3D9Device() )
return OnRender9( fElapsedTime );
else
return OnRender10( fElapsedTime );
}
//--------------------------------------------------------------------------------------
HRESULT CDXUTDialog::OnRender9( float fElapsedTime )
{
// If this assert triggers, you need to call CDXUTDialogResourceManager::On*Device() from inside
// the application's device callbacks. See the SDK samples for an example of how to do this.
assert( m_pManager->GetD3D9Device() && m_pManager->m_pStateBlock && L"To fix hook up CDXUTDialogResourceManager to device callbacks. See comments for details" );
// See if the dialog needs to be refreshed
if( m_fTimeLastRefresh < s_fTimeRefresh )
{
m_fTimeLastRefresh = DXUTGetTime();
Refresh();
}
// For invisible dialog, out now.
if( !m_bVisible ||
( m_bMinimized && !m_bCaption ) )
return S_OK;
IDirect3DDevice9* pd3dDevice = m_pManager->GetD3D9Device();
// Set up a state block here and restore it when finished drawing all the controls
m_pManager->m_pStateBlock->Capture();
pd3dDevice->SetRenderState( D3DRS_ALPHABLENDENABLE, TRUE );
pd3dDevice->SetRenderState( D3DRS_SRCBLEND, D3DBLEND_SRCALPHA );
pd3dDevice->SetRenderState( D3DRS_DESTBLEND, D3DBLEND_INVSRCALPHA );
pd3dDevice->SetRenderState( D3DRS_ALPHATESTENABLE, FALSE );
pd3dDevice->SetRenderState( D3DRS_SEPARATEALPHABLENDENABLE, FALSE );
pd3dDevice->SetRenderState( D3DRS_BLENDOP, D3DBLENDOP_ADD );
pd3dDevice->SetRenderState( D3DRS_COLORWRITEENABLE, D3DCOLORWRITEENABLE_ALPHA|D3DCOLORWRITEENABLE_BLUE|D3DCOLORWRITEENABLE_GREEN|D3DCOLORWRITEENABLE_RED );
pd3dDevice->SetRenderState( D3DRS_SHADEMODE, D3DSHADE_GOURAUD );
pd3dDevice->SetRenderState( D3DRS_FOGENABLE, FALSE );
pd3dDevice->SetRenderState( D3DRS_ZWRITEENABLE, FALSE );
pd3dDevice->SetRenderState( D3DRS_FILLMODE, D3DFILL_SOLID );
pd3dDevice->SetRenderState( D3DRS_CULLMODE, D3DCULL_CCW );
pd3dDevice->SetTextureStageState( 0, D3DTSS_COLOROP, D3DTOP_SELECTARG2 );
pd3dDevice->SetTextureStageState( 0, D3DTSS_COLORARG2, D3DTA_DIFFUSE );
pd3dDevice->SetTextureStageState( 0, D3DTSS_ALPHAOP, D3DTOP_SELECTARG1 );
pd3dDevice->SetTextureStageState( 0, D3DTSS_ALPHAARG1, D3DTA_DIFFUSE );
pd3dDevice->SetTextureStageState( 0, D3DTSS_RESULTARG, D3DTA_CURRENT );
pd3dDevice->SetTextureStageState( 1, D3DTSS_COLOROP, D3DTOP_DISABLE );
pd3dDevice->SetTextureStageState( 1, D3DTSS_ALPHAOP, D3DTOP_DISABLE );
BOOL bBackgroundIsVisible = ( m_colorTopLeft | m_colorTopRight | m_colorBottomRight | m_colorBottomLeft ) & 0xff000000;
if( !m_bMinimized && bBackgroundIsVisible )
{
DXUT_SCREEN_VERTEX_UNTEX vertices[4] =
{
(float)m_x, (float)m_y, 0.5f, 1.0f, m_colorTopLeft,
(float)m_x + m_width, (float)m_y, 0.5f, 1.0f, m_colorTopRight,
(float)m_x + m_width, (float)m_y + m_height, 0.5f, 1.0f, m_colorBottomRight,
(float)m_x, (float)m_y + m_height, 0.5f, 1.0f, m_colorBottomLeft,
};
pd3dDevice->SetVertexShader( NULL );
pd3dDevice->SetPixelShader( NULL );
pd3dDevice->SetRenderState( D3DRS_ZENABLE, FALSE );
pd3dDevice->SetFVF( DXUT_SCREEN_VERTEX_UNTEX::FVF );
pd3dDevice->DrawPrimitiveUP( D3DPT_TRIANGLEFAN, 2, vertices, sizeof(DXUT_SCREEN_VERTEX_UNTEX) );
}
pd3dDevice->SetTextureStageState( 0, D3DTSS_COLOROP, D3DTOP_MODULATE );
pd3dDevice->SetTextureStageState( 0, D3DTSS_COLORARG1, D3DTA_TEXTURE );
pd3dDevice->SetTextureStageState( 0, D3DTSS_COLORARG2, D3DTA_DIFFUSE );
pd3dDevice->SetTextureStageState( 0, D3DTSS_ALPHAOP, D3DTOP_MODULATE );
pd3dDevice->SetTextureStageState( 0, D3DTSS_ALPHAARG1, D3DTA_TEXTURE );
pd3dDevice->SetTextureStageState( 0, D3DTSS_ALPHAARG2, D3DTA_DIFFUSE );
pd3dDevice->SetSamplerState( 0, D3DSAMP_MINFILTER, D3DTEXF_LINEAR );
DXUTTextureNode* pTextureNode = GetTexture( 0 );
pd3dDevice->SetTexture( 0, pTextureNode->pTexture9 );
m_pManager->m_pSprite->Begin( D3DXSPRITE_DONOTSAVESTATE );
// Render the caption if it's enabled.
if( m_bCaption )
{
// DrawSprite will offset the rect down by
// m_nCaptionHeight, so adjust the rect higher
// here to negate the effect.
RECT rc = { 0, -m_nCaptionHeight, m_width, 0 };
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