📄 dxutgui.cpp
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//--------------------------------------------------------------------------------------
void CDXUTDialog::ClearComboBox( int ID )
{
CDXUTComboBox* pComboBox = GetComboBox( ID );
if( pComboBox == NULL )
return;
pComboBox->RemoveAllItems();
}
//--------------------------------------------------------------------------------------
void CDXUTDialog::RequestFocus( CDXUTControl* pControl )
{
if( s_pControlFocus == pControl )
return;
if( !pControl->CanHaveFocus() )
return;
if( s_pControlFocus )
s_pControlFocus->OnFocusOut();
pControl->OnFocusIn();
s_pControlFocus = pControl;
}
//--------------------------------------------------------------------------------------
HRESULT CDXUTDialog::DrawRect( RECT* pRect, D3DCOLOR color )
{
RECT rcScreen = *pRect;
OffsetRect( &rcScreen, m_x, m_y );
// If caption is enabled, offset the Y position by its height.
if( m_bCaption )
OffsetRect( &rcScreen, 0, m_nCaptionHeight );
DXUT_SCREEN_VERTEX vertices[4] =
{
(float) rcScreen.left -0.5f, (float) rcScreen.top -0.5f, 0.5f, 1.0f, color, 0, 0,
(float) rcScreen.right -0.5f, (float) rcScreen.top -0.5f, 0.5f, 1.0f, color, 0, 0,
(float) rcScreen.right -0.5f, (float) rcScreen.bottom -0.5f, 0.5f, 1.0f, color, 0, 0,
(float) rcScreen.left -0.5f, (float) rcScreen.bottom -0.5f, 0.5f, 1.0f, color, 0, 0,
};
IDirect3DDevice9* pd3dDevice = m_pManager->GetD3DDevice();
// Since we're doing our own drawing here we need to flush the sprites
m_pManager->m_pSprite->Flush();
IDirect3DVertexDeclaration9 *pDecl = NULL;
pd3dDevice->GetVertexDeclaration( &pDecl ); // Preserve the sprite's current vertex decl
pd3dDevice->SetFVF( DXUT_SCREEN_VERTEX::FVF );
pd3dDevice->SetTextureStageState( 0, D3DTSS_COLOROP, D3DTOP_SELECTARG2 );
pd3dDevice->SetTextureStageState( 0, D3DTSS_ALPHAOP, D3DTOP_SELECTARG2 );
pd3dDevice->DrawPrimitiveUP( D3DPT_TRIANGLEFAN, 2, vertices, sizeof(DXUT_SCREEN_VERTEX) );
pd3dDevice->SetTextureStageState( 0, D3DTSS_COLOROP, D3DTOP_MODULATE );
pd3dDevice->SetTextureStageState( 0, D3DTSS_ALPHAOP, D3DTOP_MODULATE );
// Restore the vertex decl
pd3dDevice->SetVertexDeclaration( pDecl );
pDecl->Release();
return S_OK;
}
//--------------------------------------------------------------------------------------
HRESULT CDXUTDialog::DrawPolyLine( POINT* apPoints, UINT nNumPoints, D3DCOLOR color )
{
DXUT_SCREEN_VERTEX* vertices = new DXUT_SCREEN_VERTEX[ nNumPoints ];
if( vertices == NULL )
return E_OUTOFMEMORY;
DXUT_SCREEN_VERTEX* pVertex = vertices;
POINT* pt = apPoints;
for( UINT i=0; i < nNumPoints; i++ )
{
pVertex->x = m_x + (float) pt->x;
pVertex->y = m_y + (float) pt->y;
pVertex->z = 0.5f;
pVertex->h = 1.0f;
pVertex->color = color;
pVertex->tu = 0.0f;
pVertex->tv = 0.0f;
pVertex++;
pt++;
}
IDirect3DDevice9* pd3dDevice = m_pManager->GetD3DDevice();
// Since we're doing our own drawing here we need to flush the sprites
m_pManager->m_pSprite->Flush();
IDirect3DVertexDeclaration9 *pDecl = NULL;
pd3dDevice->GetVertexDeclaration( &pDecl ); // Preserve the sprite's current vertex decl
pd3dDevice->SetFVF( DXUT_SCREEN_VERTEX::FVF );
pd3dDevice->SetTextureStageState( 0, D3DTSS_COLOROP, D3DTOP_SELECTARG2 );
pd3dDevice->SetTextureStageState( 0, D3DTSS_ALPHAOP, D3DTOP_SELECTARG2 );
pd3dDevice->DrawPrimitiveUP( D3DPT_LINESTRIP, nNumPoints - 1, vertices, sizeof(DXUT_SCREEN_VERTEX) );
pd3dDevice->SetTextureStageState( 0, D3DTSS_COLOROP, D3DTOP_MODULATE );
pd3dDevice->SetTextureStageState( 0, D3DTSS_ALPHAOP, D3DTOP_MODULATE );
// Restore the vertex decl
pd3dDevice->SetVertexDeclaration( pDecl );
pDecl->Release();
SAFE_DELETE_ARRAY( vertices );
return S_OK;
}
//--------------------------------------------------------------------------------------
HRESULT CDXUTDialog::DrawSprite( CDXUTElement* pElement, RECT* prcDest )
{
// No need to draw fully transparent layers
if( pElement->TextureColor.Current.a == 0 )
return S_OK;
RECT rcTexture = pElement->rcTexture;
RECT rcScreen = *prcDest;
OffsetRect( &rcScreen, m_x, m_y );
// If caption is enabled, offset the Y position by its height.
if( m_bCaption )
OffsetRect( &rcScreen, 0, m_nCaptionHeight );
DXUTTextureNode* pTextureNode = GetTexture( pElement->iTexture );
if( pTextureNode == NULL )
return E_FAIL;
float fScaleX = (float) RectWidth( rcScreen ) / RectWidth( rcTexture );
float fScaleY = (float) RectHeight( rcScreen ) / RectHeight( rcTexture );
D3DXMATRIXA16 matTransform;
D3DXMatrixScaling( &matTransform, fScaleX, fScaleY, 1.0f );
m_pManager->m_pSprite->SetTransform( &matTransform );
D3DXVECTOR3 vPos( (float)rcScreen.left, (float)rcScreen.top, 0.0f );
vPos.x /= fScaleX;
vPos.y /= fScaleY;
return m_pManager->m_pSprite->Draw( pTextureNode->pTexture, &rcTexture, NULL, &vPos, pElement->TextureColor.Current );
}
//--------------------------------------------------------------------------------------
HRESULT CDXUTDialog::CalcTextRect( LPCWSTR strText, CDXUTElement* pElement, RECT* prcDest, int nCount )
{
HRESULT hr = S_OK;
DXUTFontNode* pFontNode = GetFont( pElement->iFont );
if( pFontNode == NULL )
return E_FAIL;
DWORD dwTextFormat = pElement->dwTextFormat | DT_CALCRECT;
// Since we are only computing the rectangle, we don't need a sprite.
hr = pFontNode->pFont->DrawText( NULL, strText, nCount, prcDest, dwTextFormat, pElement->FontColor.Current );
if( FAILED(hr) )
return hr;
return S_OK;
}
//--------------------------------------------------------------------------------------
HRESULT CDXUTDialog::DrawText( LPCWSTR strText, CDXUTElement* pElement, RECT* prcDest, bool bShadow, int nCount )
{
HRESULT hr = S_OK;
// No need to draw fully transparent layers
if( pElement->FontColor.Current.a == 0 )
return S_OK;
RECT rcScreen = *prcDest;
OffsetRect( &rcScreen, m_x, m_y );
// If caption is enabled, offset the Y position by its height.
if( m_bCaption )
OffsetRect( &rcScreen, 0, m_nCaptionHeight );
//debug
//DrawRect( &rcScreen, D3DCOLOR_ARGB(100, 255, 0, 0) );
D3DXMATRIXA16 matTransform;
D3DXMatrixIdentity( &matTransform );
m_pManager->m_pSprite->SetTransform( &matTransform );
DXUTFontNode* pFontNode = GetFont( pElement->iFont );
if( bShadow )
{
RECT rcShadow = rcScreen;
OffsetRect( &rcShadow, 1, 1 );
hr = pFontNode->pFont->DrawText( m_pManager->m_pSprite, strText, nCount, &rcShadow, pElement->dwTextFormat, D3DCOLOR_ARGB(DWORD(pElement->FontColor.Current.a * 255), 0, 0, 0) );
if( FAILED(hr) )
return hr;
}
hr = pFontNode->pFont->DrawText( m_pManager->m_pSprite, strText, nCount, &rcScreen, pElement->dwTextFormat, pElement->FontColor.Current );
if( FAILED(hr) )
return hr;
return S_OK;
}
//--------------------------------------------------------------------------------------
void CDXUTDialog::SetBackgroundColors( D3DCOLOR colorTopLeft, D3DCOLOR colorTopRight, D3DCOLOR colorBottomLeft, D3DCOLOR colorBottomRight )
{
m_colorTopLeft = colorTopLeft;
m_colorTopRight = colorTopRight;
m_colorBottomLeft = colorBottomLeft;
m_colorBottomRight = colorBottomRight;
}
//--------------------------------------------------------------------------------------
void CDXUTDialog::SetNextDialog( CDXUTDialog* pNextDialog )
{
if( pNextDialog == NULL )
pNextDialog = this;
m_pNextDialog = pNextDialog;
if( pNextDialog )
m_pNextDialog->m_pPrevDialog = this;
}
//--------------------------------------------------------------------------------------
void CDXUTDialog::ClearFocus()
{
if( s_pControlFocus )
{
s_pControlFocus->OnFocusOut();
s_pControlFocus = NULL;
}
ReleaseCapture();
}
//--------------------------------------------------------------------------------------
void CDXUTDialog::FocusDefaultControl()
{
// Check for default control in this dialog
for( int i=0; i < m_Controls.GetSize(); i++ )
{
CDXUTControl* pControl = m_Controls.GetAt( i );
if( pControl->m_bIsDefault )
{
// Remove focus from the current control
ClearFocus();
// Give focus to the default control
s_pControlFocus = pControl;
s_pControlFocus->OnFocusIn();
return;
}
}
}
//--------------------------------------------------------------------------------------
bool CDXUTDialog::OnCycleFocus( bool bForward )
{
CDXUTControl *pControl = NULL;
CDXUTDialog *pDialog = NULL; // pDialog and pLastDialog are used to track wrapping of
CDXUTDialog *pLastDialog; // focus from first control to last or vice versa.
if( s_pControlFocus == NULL )
{
// If s_pControlFocus is NULL, we focus the first control of first dialog in
// the case that bForward is true, and focus the last control of last dialog when
// bForward is false.
//
if( bForward )
{
// Search for the first control from the start of the dialog
// array.
for( int d = 0; d < m_pManager->m_Dialogs.GetSize(); ++d )
{
pDialog = pLastDialog = m_pManager->m_Dialogs.GetAt(d);
if( pDialog && pDialog->m_Controls.GetSize() > 0 )
{
pControl = pDialog->m_Controls.GetAt(0);
break;
}
}
if( !pDialog || !pControl )
{
// No dialog has been registered yet or no controls have been
// added to the dialogs. Cannot proceed.
return true;
}
}
else
{
// Search for the first control from the end of the dialog
// array.
for( int d = m_pManager->m_Dialogs.GetSize() - 1; d >= 0; --d )
{
pDialog = pLastDialog = m_pManager->m_Dialogs.GetAt(d);
if( pDialog && pDialog->m_Controls.GetSize() > 0 )
{
pControl = pDialog->m_Controls.GetAt( pDialog->m_Controls.GetSize() - 1 );
break;
}
}
if( !pDialog || !pControl )
{
// No dialog has been registered yet or no controls have been
// added to the dialogs. Cannot proceed.
return true;
}
}
}
else
if( s_pControlFocus->m_pDialog != this )
{
// If a control belonging to another dialog has focus, let that other
// dialog handle this event by returning false.
//
return false;
}
else
{
// Focused control belongs to this dialog. Cycle to the
// next/previous control.
pLastDialog = s_pControlFocus->m_pDialog;
pControl = (bForward) ? GetNextControl( s_pControlFocus ) : GetPrevControl( s_pControlFocus );
pDialog = pControl->m_pDialog;
}
for( int i=0; i < 0xffff; i++ )
{
// If we just wrapped from last control to first or vice versa,
// set the focused control to NULL. This state, where no control
// has focus, allows the camera to work.
int nLastDialogIndex = m_pManager->m_Dialogs.IndexOf( pLastDialog );
int nDialogIndex = m_pManager->m_Dialogs.IndexOf( pDialog );
if( ( !bForward && nLastDialogIndex < nDialogIndex ) ||
( bForward && nDialogIndex < nLastDialogIndex ) )
{
if( s_pControlFocus )
s_pControlFocus->OnFocusOut();
s_pControlFocus = NULL;
return true;
}
// If we've gone in a full circle then focus doesn't change
if( pControl == s_pControlFocus )
return true;
// If the dialog accepts keybord input and the control can have focus then
// move focus
if( pControl->m_pDialog->m_bKeyboardInput && pControl->CanHaveFocus() )
{
if( s_pControlFocus )
s_pControlFocus->OnFocusOut();
s_pControlFocus = pControl;
s_pControlFocus->OnFocusIn();
return true;
}
pLastDialog = pDialog;
pControl = (bForward) ? GetNextControl( pControl ) : GetPrevControl( pControl );
pDialog = pControl->m_pDialog;
}
// If we reached this point, the chain of dialogs didn't form a complete loop
DXTRACE_ERR( L"CDXUTDialog: Multiple dialogs are improperly chained together", E_FAIL );
return false;
}
//--------------------------------------------------------------------------------------
HRESULT CDXUTDialogResourceManager::CreateFont( UINT iFont )
{
HRESULT hr = S_OK;
DXUTFontNode* pFontNode = m_FontCache.GetAt( iFont );
SAFE_RELEASE( pFontNode->pFont );
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