📄 dxutgui.cpp
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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 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->GetD3DDevice() && 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->GetD3DDevice();
// 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->pTexture );
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 };
DrawSprite( &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)" );
DrawText( 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( pd3dDevice, fElapsedTime );
}
if( s_pControlFocus != NULL && s_pControlFocus->m_pDialog == this )
s_pControlFocus->Render( pd3dDevice, fElapsedTime );
}
m_pManager->m_pSprite->End();
m_pManager->m_pStateBlock->Apply();
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_pd3dDevice )
CreateFont( 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_pd3dDevice )
CreateTexture( 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_pd3dDevice )
CreateTexture( 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 );
}
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