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📄 dxutgui.cpp

📁 声音和图片的加载功能,不过运行起来有点卡
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        DrawSprite9( &m_CapElement, &rc );
        rc.left += 5; // Make a left margin
        WCHAR wszOutput[256];
        StringCchCopy( wszOutput, 256, m_wszCaption );
        if( m_bMinimized )
            StringCchCat( wszOutput, 256, L" (Minimized)" );
        DrawText9( wszOutput, &m_CapElement, &rc, true );
    }

    // If the dialog is minimized, skip rendering
    // its controls.
    if( !m_bMinimized )
    {
        for( int i=0; i < m_Controls.GetSize(); i++ )
        {
            CDXUTControl* pControl = m_Controls.GetAt(i);   

            // Focused control is drawn last
            if( pControl == s_pControlFocus )
                continue;

            pControl->Render( fElapsedTime );
        }

        if( s_pControlFocus != NULL && s_pControlFocus->m_pDialog == this )
            s_pControlFocus->Render( fElapsedTime );
    }

    m_pManager->m_pSprite->End();

    m_pManager->m_pStateBlock->Apply();

    return S_OK;
}


//--------------------------------------------------------------------------------------
HRESULT CDXUTDialog::OnRender10( 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->GetD3D10Device() && 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;

    ID3D10Device* pd3dDevice = m_pManager->GetD3D10Device();

    // Set up a state block here and restore it when finished drawing all the controls
    m_pManager->m_pStateBlock10->Capture();

    BOOL bBackgroundIsVisible = ( m_colorTopLeft | m_colorTopRight | m_colorBottomRight | m_colorBottomLeft ) & 0xff000000;
    if( !m_bMinimized && bBackgroundIsVisible )
    {
        // Convert the draw rectangle from screen coordinates to clip space coordinates.
        float Left, Right, Top, Bottom;
        Left = m_x * 2.0f / m_pManager->m_nBackBufferWidth - 1.0f;
        Right = ( m_x + m_width ) * 2.0f / m_pManager->m_nBackBufferWidth - 1.0f;
        Top = 1.0f - m_y * 2.0f / m_pManager->m_nBackBufferHeight;
        Bottom = 1.0f - ( m_y + m_height ) * 2.0f / m_pManager->m_nBackBufferHeight;

        DXUT_SCREEN_VERTEX_10 vertices[4] =
        {
            Left,  Top,    0.5f, D3DCOLOR_TO_D3DCOLORVALUE( m_colorTopLeft ), 0.0f, 0.0f,
            Right, Top,    0.5f, D3DCOLOR_TO_D3DCOLORVALUE( m_colorTopRight ), 1.0f, 0.0f,
            Left,  Bottom, 0.5f, D3DCOLOR_TO_D3DCOLORVALUE( m_colorBottomLeft ), 0.0f, 1.0f,
            Right, Bottom, 0.5f, D3DCOLOR_TO_D3DCOLORVALUE( m_colorBottomRight ), 1.0f, 1.0f,
        };

        DXUT_SCREEN_VERTEX_10 *pVB;
        if( SUCCEEDED( m_pManager->m_pVBScreenQuad10->Map( D3D10_MAP_WRITE_DISCARD, 0, (LPVOID*)&pVB ) ) )
        {
            CopyMemory( pVB, vertices, sizeof( vertices ) );
            m_pManager->m_pVBScreenQuad10->Unmap();
        }

        // Set the quad VB as current
        UINT stride = sizeof( DXUT_SCREEN_VERTEX_10 );
        UINT offset = 0;
        pd3dDevice->IASetVertexBuffers( 0, 1, &m_pManager->m_pVBScreenQuad10, &stride, &offset );
        pd3dDevice->IASetInputLayout( m_pManager->m_pInputLayout10 );
        pd3dDevice->IASetPrimitiveTopology( D3D10_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP );

        // Draw dialog background
        D3D10_TECHNIQUE_DESC techDesc;
        m_pManager->m_pTechRenderUIUntex10->GetDesc( &techDesc );
        for( UINT p = 0; p < techDesc.Passes; ++p )
        {
            m_pManager->m_pTechRenderUIUntex10->GetPassByIndex( p )->Apply(0);
            pd3dDevice->Draw( 4, 0 );
        }
    }

    DXUTTextureNode* pTextureNode = GetTexture( 0 );
    m_pManager->m_pFxTexture10->SetResource( pTextureNode->pTexResView );

    // Sort depth back to front
    m_pManager->m_pSprite10->Begin( 0 );

    m_pManager->m_pTechRenderUI10->GetPassByIndex( 0 )->Apply(0);

    // 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 };
        DrawSprite10( &m_CapElement, &rc, 0.99f );
        rc.left += 5; // Make a left margin
        WCHAR wszOutput[256];
        StringCchCopy( wszOutput, 256, m_wszCaption );
        if( m_bMinimized )
            StringCchCat( wszOutput, 256, L" (Minimized)" );
        DrawText10( wszOutput, &m_CapElement, &rc, true );
    }

    // If the dialog is minimized, skip rendering
    // its controls.
    if( !m_bMinimized )
    {
        for( int i=0; i < m_Controls.GetSize(); i++ )
        {
            CDXUTControl* pControl = m_Controls.GetAt(i);   

            // Focused control is drawn last
            if( pControl == s_pControlFocus )
                continue;

            pControl->Render( fElapsedTime );
        }

        if( s_pControlFocus != NULL && s_pControlFocus->m_pDialog == this )
            s_pControlFocus->Render( fElapsedTime );
    }

    m_pManager->m_pSprite10->End();

    m_pManager->m_pStateBlock10->Apply();
    // Restore depth stencil state
    m_pManager->m_pEffect10->GetTechniqueByName("RestoreState")->GetPassByIndex( 0 )->Apply(0);

    return S_OK;
}

//--------------------------------------------------------------------------------------
VOID CDXUTDialog::SendEvent( UINT nEvent, bool bTriggeredByUser, CDXUTControl* pControl )
{
    // If no callback has been registered there's nowhere to send the event to
    if( m_pCallbackEvent == NULL )
        return;

    // Discard events triggered programatically if these types of events haven't been
    // enabled
    if( !bTriggeredByUser && !m_bNonUserEvents )
        return;

    m_pCallbackEvent( nEvent, pControl->GetID(), pControl, m_pCallbackEventUserContext );
}


//--------------------------------------------------------------------------------------
int CDXUTDialogResourceManager::AddFont( LPCWSTR strFaceName, LONG height, LONG weight )
{
    // See if this font already exists
    for( int i=0; i < m_FontCache.GetSize(); i++ )
    {
        DXUTFontNode* pFontNode = m_FontCache.GetAt(i);
        size_t nLen = 0;
        StringCchLength( strFaceName, MAX_PATH, &nLen );        
        if( 0 == _wcsnicmp( pFontNode->strFace, strFaceName, nLen ) &&
            pFontNode->nHeight == height &&
            pFontNode->nWeight == weight )
        {
            return i;
        }
    }

    // Add a new font and try to create it
    DXUTFontNode* pNewFontNode = new DXUTFontNode();
    if( pNewFontNode == NULL )
        return -1;

    ZeroMemory( pNewFontNode, sizeof(DXUTFontNode) );
    StringCchCopy( pNewFontNode->strFace, MAX_PATH, strFaceName );
    pNewFontNode->nHeight = height;
    pNewFontNode->nWeight = weight;
    m_FontCache.Add( pNewFontNode );
    
    int iFont = m_FontCache.GetSize()-1;

    // If a device is available, try to create immediately
    if( m_pd3d9Device )
        CreateFont9( iFont );
    if( m_pd3d10Device )
        CreateFont10( iFont );

    return iFont;
}


//--------------------------------------------------------------------------------------
HRESULT CDXUTDialog::SetFont( UINT index, LPCWSTR strFaceName, LONG height, LONG weight )
{
    // If this assert triggers, you need to call CDXUTDialog::Init() first.  This change
    // was made so that the DXUT's GUI could become seperate and optional from DXUT's core.  The 
    // creation and interfacing with CDXUTDialogResourceManager is now the responsibility 
    // of the application if it wishes to use DXUT's GUI.
    assert( m_pManager != NULL && L"To fix call CDXUTDialog::Init() first.  See comments for details." ); 

    // Make sure the list is at least as large as the index being set
    UINT i;
    for( i=m_Fonts.GetSize(); i <= index; i++ )
    {
        m_Fonts.Add( -1 );
    }

    int iFont = m_pManager->AddFont( strFaceName, height, weight );
    m_Fonts.SetAt( index, iFont );

    return S_OK;
}


//--------------------------------------------------------------------------------------
DXUTFontNode* CDXUTDialog::GetFont( UINT index )
{
    if( NULL == m_pManager )
        return NULL;
    return m_pManager->GetFontNode( m_Fonts.GetAt( index ) );
}


//--------------------------------------------------------------------------------------
int CDXUTDialogResourceManager::AddTexture( LPCWSTR strFilename )
{
    // See if this texture already exists
    for( int i=0; i < m_TextureCache.GetSize(); i++ )
    {
        DXUTTextureNode* pTextureNode = m_TextureCache.GetAt(i);
        size_t nLen = 0;
        StringCchLength( strFilename, MAX_PATH, &nLen );        
        if( pTextureNode->bFileSource &&  // Sources must match
            0 == _wcsnicmp( pTextureNode->strFilename, strFilename, nLen ) )
        {
            return i;
        }
    }

    // Add a new texture and try to create it
    DXUTTextureNode* pNewTextureNode = new DXUTTextureNode();
    if( pNewTextureNode == NULL )
        return -1;

    ZeroMemory( pNewTextureNode, sizeof(DXUTTextureNode) );
    pNewTextureNode->bFileSource = true;
    StringCchCopy( pNewTextureNode->strFilename, MAX_PATH, strFilename );

    m_TextureCache.Add( pNewTextureNode );
    
    int iTexture = m_TextureCache.GetSize()-1;

    // If a device is available, try to create immediately
    if( m_pd3d9Device )
        CreateTexture9( iTexture );

    return iTexture;
}


//--------------------------------------------------------------------------------------
int CDXUTDialogResourceManager::AddTexture( LPCWSTR strResourceName, HMODULE hResourceModule )
{
    // See if this texture already exists
    for( int i=0; i < m_TextureCache.GetSize(); i++ )
    {
        DXUTTextureNode* pTextureNode = m_TextureCache.GetAt(i);
        if( !pTextureNode->bFileSource &&      // Sources must match
            pTextureNode->hResourceModule == hResourceModule ) // Module handles must match
        {
            if( IS_INTRESOURCE( strResourceName ) )
            {
                // Integer-based ID
                if( (INT_PTR)strResourceName == pTextureNode->nResourceID )
                    return i;
            }
            else
            {
                // String-based ID
                size_t nLen = 0;
                StringCchLength( strResourceName, MAX_PATH, &nLen );        
                if( 0 == _wcsnicmp( pTextureNode->strFilename, strResourceName, nLen ) )
                    return i;
            }
        }
    }

    // Add a new texture and try to create it
    DXUTTextureNode* pNewTextureNode = new DXUTTextureNode();
    if( pNewTextureNode == NULL )
        return -1;

    ZeroMemory( pNewTextureNode, sizeof(DXUTTextureNode) );
    pNewTextureNode->hResourceModule = hResourceModule;
    if( IS_INTRESOURCE( strResourceName ) )
    {
        pNewTextureNode->nResourceID = (int)(size_t)strResourceName;
    }
    else
    {
        pNewTextureNode->nResourceID = 0;
        StringCchCopy( pNewTextureNode->strFilename, MAX_PATH, strResourceName );
    }

    m_TextureCache.Add( pNewTextureNode );
    
    int iTexture = m_TextureCache.GetSize()-1;

    // If a device is available, try to create immediately
    if( m_pd3d9Device )
        CreateTexture9( iTexture );

    return iTexture;
}


//--------------------------------------------------------------------------------------
HRESULT CDXUTDialog::SetTexture( UINT index, LPCWSTR strFilename )
{
    // If this assert triggers, you need to call CDXUTDialog::Init() first.  This change
    // was made so that the DXUT's GUI could become seperate and optional from DXUT's core.  The 
    // creation and interfacing with CDXUTDialogResourceManager is now the responsibility 
    // of the application if it wishes to use DXUT's GUI.
    assert( m_pManager != NULL && L"To fix this, call CDXUTDialog::Init() first.  See comments for details." ); 

    // Make sure the list is at least as large as the index being set
    for( UINT i=m_Textures.GetSize(); i <= index; i++ )
    {
        m_Textures.Add( -1 );
    }

    int iTexture = m_pManager->AddTexture( strFilename );

    m_Textures.SetAt( index, iTexture );
    return S_OK;
}


//--------------------------------------------------------------------------------------
HRESULT CDXUTDialog::SetTexture( UINT index, LPCWSTR strResourceName, HMODULE hResourceModule )
{
    // If this assert triggers, you need to call CDXUTDialog::Init() first.  This change
    // was made so that the DXUT's GUI could become seperate and optional from DXUT's core.  The 
    // creation and interfacing with CDXUTDialogResourceManager is now the responsibility 
    // of the application if it wishes to use DXUT's GUI.
    assert( m_pManager != NULL && L"To fix this, call CDXUTDialog::Init() first.  See comments for details." ); 

    // Make sure the list is at least as large as the index being set
    for( UINT i=m_Textures.GetSize(); i <= index; i++ )
    {
        m_Textures.Add( -1 );
    }

    int iTexture = m_pManager->AddTexture( strResourceName, hResourceModule );

    m_Textures.SetAt( index, iTexture );
    return S_OK;
}


//--------------------------------------------------------------------------------------
DXUTTextureNode* CDXUTDialog::GetTexture( UINT index )
{
    if( NULL == m_pManager )
        return NULL;
    return m_pManager->GetTextureNode( m_Textures.GetAt( index ) );
}



//--------------------------------------------------------------------------------------
bool CDXUTDialog::MsgProc( HWND hWnd, UINT uMsg, WPARAM wParam, LPARAM lParam )
{
    bool bHandled = false;

    // For invisible dialog, do not handle anything.
    if( !m_bVisible )
        return false;

    // If automation command-line switch is on, enable this dialog's keyboard input
    // upon any key press or mouse click.
    if( DXUTGetAutomation() &&
        ( WM_LBUTTONDOWN == uMsg || WM_LBUTTONDBLCLK == uMsg || WM_KEYDOWN == uMsg ) )
    {
        m_pManager->EnableKeyboardInputForAllDialogs();
    }

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