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📄 dxut.cpp

📁 DX例子中等难度的。全是新例子。VC2003
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//--------------------------------------------------------------------------------------
// File: DXUT.cpp
//
// Copyright (c) Microsoft Corporation. All rights reserved.
//--------------------------------------------------------------------------------------
#include "dxstdafx.h"
#define DXUT_MIN_WINDOW_SIZE_X 200
#define DXUT_MIN_WINDOW_SIZE_Y 200
#undef min // use __min instead inside this source file
#undef max // use __max instead inside this source file

//--------------------------------------------------------------------------------------
// Thread safety 
//--------------------------------------------------------------------------------------
CRITICAL_SECTION g_cs;  
bool g_bThreadSafe = true;


//--------------------------------------------------------------------------------------
// Automatically enters & leaves the CS upon object creation/deletion
//--------------------------------------------------------------------------------------
class DXUTLock
{
public:
    inline DXUTLock()  { if( g_bThreadSafe ) EnterCriticalSection( &g_cs ); }
    inline ~DXUTLock() { if( g_bThreadSafe ) LeaveCriticalSection( &g_cs ); }
};



//--------------------------------------------------------------------------------------
// Helper macros to build member functions that access member variables with thread safety
//--------------------------------------------------------------------------------------
#define SET_ACCESSOR( x, y )       inline void Set##y( x t )  { DXUTLock l; m_state.m_##y = t; };
#define GET_ACCESSOR( x, y )       inline x Get##y() { DXUTLock l; return m_state.m_##y; };
#define GET_SET_ACCESSOR( x, y )   SET_ACCESSOR( x, y ) GET_ACCESSOR( x, y )

#define SETP_ACCESSOR( x, y )      inline void Set##y( x* t )  { DXUTLock l; m_state.m_##y = *t; };
#define GETP_ACCESSOR( x, y )      inline x* Get##y() { DXUTLock l; return &m_state.m_##y; };
#define GETP_SETP_ACCESSOR( x, y ) SETP_ACCESSOR( x, y ) GETP_ACCESSOR( x, y )


//--------------------------------------------------------------------------------------
// Stores timer callback info
//--------------------------------------------------------------------------------------
struct DXUT_TIMER
{
    LPDXUTCALLBACKTIMER pCallbackTimer;
    void* pCallbackUserContext;
    float fTimeoutInSecs;
    float fCountdown;
    bool  bEnabled;
    UINT  nID;
};


//--------------------------------------------------------------------------------------
// Stores DXUT state and data access is done with thread safety (if g_bThreadSafe==true)
//--------------------------------------------------------------------------------------
class DXUTState
{
protected:
    struct STATE
    {
        IDirect3D9*          m_D3D;                     // the main D3D object

        IDirect3DDevice9*    m_D3DDevice;               // the D3D rendering device
        CD3DEnumeration*     m_D3DEnumeration;          // CD3DEnumeration object

        DXUTDeviceSettings*  m_CurrentDeviceSettings;   // current device settings
        D3DSURFACE_DESC      m_BackBufferSurfaceDesc;   // back buffer surface description
        D3DCAPS9             m_Caps;                    // D3D caps for current device

        HWND  m_HWNDFocus;                  // the main app focus window
        HWND  m_HWNDDeviceFullScreen;       // the main app device window in fullscreen mode
        HWND  m_HWNDDeviceWindowed;         // the main app device window in windowed mode
        HMONITOR m_AdapterMonitor;          // the monitor of the adapter 
        HMENU m_Menu;                       // handle to menu

        UINT m_FullScreenBackBufferWidthAtModeChange;  // back buffer size of fullscreen mode right before switching to windowed mode.  Used to restore to same resolution when toggling back to fullscreen
        UINT m_FullScreenBackBufferHeightAtModeChange; // back buffer size of fullscreen mode right before switching to windowed mode.  Used to restore to same resolution when toggling back to fullscreen
        UINT m_WindowBackBufferWidthAtModeChange;  // back buffer size of windowed mode right before switching to fullscreen mode.  Used to restore to same resolution when toggling back to windowed mode
        UINT m_WindowBackBufferHeightAtModeChange; // back buffer size of windowed mode right before switching to fullscreen mode.  Used to restore to same resolution when toggling back to windowed mode
        DWORD m_WindowedStyleAtModeChange;  // window style
        WINDOWPLACEMENT m_WindowedPlacement; // record of windowed HWND position/show state/etc
        bool  m_TopmostWhileWindowed;       // if true, the windowed HWND is topmost 
        bool  m_Minimized;                  // if true, the HWND is minimized
        bool  m_Maximized;                  // if true, the HWND is maximized
        bool  m_MinimizedWhileFullscreen;   // if true, the HWND is minimized due to a focus switch away when fullscreen mode
        bool  m_IgnoreSizeChange;           // if true, DXUT won't reset the device upon HWND size change

        double m_Time;                      // current time in seconds
        double m_AbsoluteTime;              // absolute time in seconds
        float m_ElapsedTime;                // time elapsed since last frame

        HINSTANCE m_HInstance;              // handle to the app instance
        double m_LastStatsUpdateTime;       // last time the stats were updated
        DWORD m_LastStatsUpdateFrames;      // frames count since last time the stats were updated
        float m_FPS;                        // frames per second
        int   m_CurrentFrameNumber;         // the current frame number
        HHOOK m_KeyboardHook;               // handle to keyboard hook
        bool  m_AllowShortcutKeysWhenFullscreen; // if true, when fullscreen enable shortcut keys (Windows keys, StickyKeys shortcut, ToggleKeys shortcut, FilterKeys shortcut) 
        bool  m_AllowShortcutKeysWhenWindowed;   // if true, when windowed enable shortcut keys (Windows keys, StickyKeys shortcut, ToggleKeys shortcut, FilterKeys shortcut) 
        bool  m_AllowShortcutKeys;          // if true, then shortcut keys are currently disabled (Windows key, etc)
        bool  m_CallDefWindowProc;          // if true, DXUTStaticWndProc will call DefWindowProc for unhandled messages. Applications rendering to a dialog may need to set this to false.
        STICKYKEYS m_StartupStickyKeys;     // StickyKey settings upon startup so they can be restored later
        TOGGLEKEYS m_StartupToggleKeys;     // ToggleKey settings upon startup so they can be restored later
        FILTERKEYS m_StartupFilterKeys;     // FilterKey settings upon startup so they can be restored later

        bool  m_HandleDefaultHotkeys;       // if true, then DXUT will handle some default hotkeys
        bool  m_HandleAltEnter;             // if true, then DXUT will handle Alt-Enter
        bool  m_ShowMsgBoxOnError;          // if true, then msgboxes are displayed upon errors
        bool  m_NoStats;                    // if true, then DXUTGetFrameStats() and DXUTGetDeviceStats() will return blank strings
        bool  m_ClipCursorWhenFullScreen;   // if true, then DXUT will keep the cursor from going outside the window when full screen
        bool  m_ShowCursorWhenFullScreen;   // if true, then DXUT will show a cursor when full screen
        bool  m_ConstantFrameTime;          // if true, then elapsed frame time will always be 0.05f seconds which is good for debugging or automated capture
        float m_TimePerFrame;               // the constant time per frame in seconds, only valid if m_ConstantFrameTime==true
        bool  m_WireframeMode;              // if true, then D3DRS_FILLMODE==D3DFILL_WIREFRAME else D3DRS_FILLMODE==D3DFILL_SOLID 
        bool  m_AutoChangeAdapter;          // if true, then the adapter will automatically change if the window is different monitor
        bool  m_WindowCreatedWithDefaultPositions; // if true, then CW_USEDEFAULT was used and the window should be moved to the right adapter
        int   m_ExitCode;                   // the exit code to be returned to the command line

        bool  m_DXUTInited;                 // if true, then DXUTInit() has succeeded
        bool  m_WindowCreated;              // if true, then DXUTCreateWindow() or DXUTSetWindow() has succeeded
        bool  m_DeviceCreated;              // if true, then DXUTCreateDevice*() or DXUTSetDevice() has succeeded

        bool  m_DXUTInitCalled;             // if true, then DXUTInit() was called
        bool  m_WindowCreateCalled;         // if true, then DXUTCreateWindow() or DXUTSetWindow() was called
        bool  m_DeviceCreateCalled;         // if true, then DXUTCreateDevice*() or DXUTSetDevice() was called

        bool  m_DeviceObjectsCreated;       // if true, then DeviceCreated callback has been called (if non-NULL)
        bool  m_DeviceObjectsReset;         // if true, then DeviceReset callback has been called (if non-NULL)
        bool  m_InsideDeviceCallback;       // if true, then the framework is inside an app device callback
        bool  m_InsideMainloop;             // if true, then the framework is inside the main loop
        bool  m_Active;                     // if true, then the app is the active top level window
        bool  m_TimePaused;                 // if true, then time is paused
        bool  m_RenderingPaused;            // if true, then rendering is paused
        int   m_PauseRenderingCount;        // pause rendering ref count
        int   m_PauseTimeCount;             // pause time ref count
        bool  m_DeviceLost;                 // if true, then the device is lost and needs to be reset
        bool  m_NotifyOnMouseMove;          // if true, include WM_MOUSEMOVE in mousecallback
        bool  m_Automation;                 // if true, automation is enabled
        bool  m_InSizeMove;                 // if true, app is inside a WM_ENTERSIZEMOVE
        UINT  m_TimerLastID;               // last ID of the DXUT timer

        int   m_OverrideAdapterOrdinal;     // if != -1, then override to use this adapter ordinal
        bool  m_OverrideWindowed;           // if true, then force to start windowed
        bool  m_OverrideFullScreen;         // if true, then force to start full screen
        int   m_OverrideStartX;             // if != -1, then override to this X position of the window
        int   m_OverrideStartY;             // if != -1, then override to this Y position of the window
        int   m_OverrideWidth;              // if != 0, then override to this width
        int   m_OverrideHeight;             // if != 0, then override to this height
        bool  m_OverrideForceHAL;           // if true, then force to HAL device (failing if one doesn't exist)
        bool  m_OverrideForceREF;           // if true, then force to REF device (failing if one doesn't exist)
        bool  m_OverrideForcePureHWVP;      // if true, then force to use pure HWVP (failing if device doesn't support it)
        bool  m_OverrideForceHWVP;          // if true, then force to use HWVP (failing if device doesn't support it)
        bool  m_OverrideForceSWVP;          // if true, then force to use SWVP 
        bool  m_OverrideConstantFrameTime;  // if true, then force to constant frame time
        float m_OverrideConstantTimePerFrame; // the constant time per frame in seconds if m_OverrideConstantFrameTime==true
        int   m_OverrideQuitAfterFrame;     // if != 0, then it will force the app to quit after that frame
        int   m_OverrideForceVsync;         // if == 0, then it will force the app to use D3DPRESENT_INTERVAL_IMMEDIATE, if == 1 force use of D3DPRESENT_INTERVAL_DEFAULT
        bool  m_OverrideRelaunchMCE;          // if true, then force relaunch of MCE at exit

        LPDXUTCALLBACKISDEVICEACCEPTABLE    m_IsDeviceAcceptableFunc;   // is device acceptable callback
        LPDXUTCALLBACKMODIFYDEVICESETTINGS  m_ModifyDeviceSettingsFunc; // modify device settings callback
        LPDXUTCALLBACKDEVICECREATED         m_DeviceCreatedFunc;        // device created callback
        LPDXUTCALLBACKDEVICERESET           m_DeviceResetFunc;          // device reset callback
        LPDXUTCALLBACKDEVICELOST            m_DeviceLostFunc;           // device lost callback
        LPDXUTCALLBACKDEVICEDESTROYED       m_DeviceDestroyedFunc;      // device destroyed callback
        LPDXUTCALLBACKFRAMEMOVE             m_FrameMoveFunc;            // frame move callback
        LPDXUTCALLBACKFRAMERENDER           m_FrameRenderFunc;          // frame render callback
        LPDXUTCALLBACKKEYBOARD              m_KeyboardFunc;             // keyboard callback
        LPDXUTCALLBACKMOUSE                 m_MouseFunc;                // mouse callback
        LPDXUTCALLBACKMSGPROC               m_WindowMsgFunc;            // window messages callback

        void*                               m_IsDeviceAcceptableFuncUserContext;   // user context for is device acceptable callback
        void*                               m_ModifyDeviceSettingsFuncUserContext; // user context for modify device settings callback
        void*                               m_DeviceCreatedUserContext;            // user context for device created callback
        void*                               m_DeviceCreatedFuncUserContext;        // user context for device created callback
        void*                               m_DeviceResetFuncUserContext;          // user context for device reset callback
        void*                               m_DeviceLostFuncUserContext;           // user context for device lost callback
        void*                               m_DeviceDestroyedFuncUserContext;      // user context for device destroyed callback
        void*                               m_FrameMoveFuncUserContext;            // user context for frame move callback
        void*                               m_FrameRenderFuncUserContext;          // user context for frame render callback
        void*                               m_KeyboardFuncUserContext;             // user context for keyboard callback
        void*                               m_MouseFuncUserContext;                // user context for mouse callback
        void*                               m_WindowMsgFuncUserContext;            // user context for window messages callback

        bool                         m_Keys[256];                       // array of key state
        bool                         m_MouseButtons[5];                 // array of mouse states

        CGrowableArray<DXUT_TIMER>*  m_TimerList;                       // list of DXUT_TIMER structs
        WCHAR                        m_StaticFrameStats[256];           // static part of frames stats 
        WCHAR                        m_FPSStats[64];                    // fps stats
        WCHAR                        m_FrameStats[256];                 // frame stats (fps, width, etc)
        WCHAR                        m_DeviceStats[256];                // device stats (description, device type, etc)
        WCHAR                        m_WindowTitle[256];                // window title
    };
    
    STATE m_state;

public:
    DXUTState()  { Create(); }
    ~DXUTState() { Destroy(); }

    void Create()
    {
        // Make sure these are created before DXUTState so they 
        // destroyed last because DXUTState cleanup needs them
        DXUTGetGlobalResourceCache();

        ZeroMemory( &m_state, sizeof(STATE) ); 
        g_bThreadSafe = true; 
        InitializeCriticalSection( &g_cs ); 
        m_state.m_OverrideStartX = -1; 
        m_state.m_OverrideStartY = -1; 
        m_state.m_OverrideAdapterOrdinal = -1; 
        m_state.m_OverrideForceVsync = -1;
        m_state.m_AutoChangeAdapter = true; 
        m_state.m_ShowMsgBoxOnError = true;
        m_state.m_AllowShortcutKeysWhenWindowed = true;
        m_state.m_Active = true;
        m_state.m_CallDefWindowProc = true;
    }

    void Destroy()
    {
        DXUTShutdown();
        DeleteCriticalSection( &g_cs ); 
    }

    // Macros to define access functions for thread safe access into m_state 
    GET_SET_ACCESSOR( IDirect3D9*, D3D );

    GET_SET_ACCESSOR( IDirect3DDevice9*, D3DDevice );
    GET_SET_ACCESSOR( CD3DEnumeration*, D3DEnumeration );   
    GET_SET_ACCESSOR( DXUTDeviceSettings*, CurrentDeviceSettings );   
    GETP_SETP_ACCESSOR( D3DSURFACE_DESC, BackBufferSurfaceDesc );
    GETP_SETP_ACCESSOR( D3DCAPS9, Caps );

    GET_SET_ACCESSOR( HWND, HWNDFocus );
    GET_SET_ACCESSOR( HWND, HWNDDeviceFullScreen );
    GET_SET_ACCESSOR( HWND, HWNDDeviceWindowed );
    GET_SET_ACCESSOR( HMONITOR, AdapterMonitor );
    GET_SET_ACCESSOR( HMENU, Menu );   

    GET_SET_ACCESSOR( UINT, FullScreenBackBufferWidthAtModeChange );
    GET_SET_ACCESSOR( UINT, FullScreenBackBufferHeightAtModeChange );
    GET_SET_ACCESSOR( UINT, WindowBackBufferWidthAtModeChange );
    GET_SET_ACCESSOR( UINT, WindowBackBufferHeightAtModeChange );
    GETP_SETP_ACCESSOR( WINDOWPLACEMENT, WindowedPlacement );
    GET_SET_ACCESSOR( DWORD, WindowedStyleAtModeChange );
    GET_SET_ACCESSOR( bool, TopmostWhileWindowed );
    GET_SET_ACCESSOR( bool, Minimized );
    GET_SET_ACCESSOR( bool, Maximized );
    GET_SET_ACCESSOR( bool, MinimizedWhileFullscreen );
    GET_SET_ACCESSOR( bool, IgnoreSizeChange );   

    GET_SET_ACCESSOR( double, Time );
    GET_SET_ACCESSOR( double, AbsoluteTime );

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