📄 winmain.cpp
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/**************************************************
WinMain.cpp
Chapter 6 Font Demo
Programming Role-Playing Games with DirectX
by Jim Adams (01 Jan 2002)
Required libraries:
D3D8.LIB and D3DX8.LIB
**************************************************/
// Include files
#include <windows.h>
#include <stdio.h>
#include "d3d8.h"
#include "d3dx8.h"
// Window handles, class and caption text
HWND g_hWnd;
HINSTANCE g_hInst;
static char g_szClass[] = "FontClass";
static char g_szCaption[] = "Font Demo by Jim Adams";
// The Direct3D and Device object
IDirect3D8 *g_pD3D = NULL;
IDirect3DDevice8 *g_pD3DDevice = NULL;
// The Font object
ID3DXFont *g_pFont = NULL;
// Function prototypes
int PASCAL WinMain(HINSTANCE hInst, HINSTANCE hPrev, \
LPSTR szCmdLine, int nCmdShow);
long FAR PASCAL WindowProc(HWND hWnd, UINT uMsg, \
WPARAM wParam, LPARAM lParam);
BOOL DoInit();
BOOL DoShutdown();
BOOL DoFrame();
BOOL SetupMeshes();
int PASCAL WinMain(HINSTANCE hInst, HINSTANCE hPrev, \
LPSTR szCmdLine, int nCmdShow)
{
WNDCLASSEX wcex;
MSG Msg;
g_hInst = hInst;
// Create the window class here and register it
wcex.cbSize = sizeof(wcex);
wcex.style = CS_CLASSDC;
wcex.lpfnWndProc = WindowProc;
wcex.cbClsExtra = 0;
wcex.cbWndExtra = 0;
wcex.hInstance = hInst;
wcex.hIcon = LoadIcon(NULL, IDI_APPLICATION);
wcex.hCursor = LoadCursor(NULL, IDC_ARROW);
wcex.hbrBackground = NULL;
wcex.lpszMenuName = NULL;
wcex.lpszClassName = g_szClass;
wcex.hIconSm = LoadIcon(NULL, IDI_APPLICATION);
if(!RegisterClassEx(&wcex))
return FALSE;
// Create the Main Window
g_hWnd = CreateWindow(g_szClass, g_szCaption,
WS_CAPTION | WS_SYSMENU,
0, 0, 400, 400,
NULL, NULL,
hInst, NULL );
if(!g_hWnd)
return FALSE;
ShowWindow(g_hWnd, SW_NORMAL);
UpdateWindow(g_hWnd);
// Run init function and return on error
if(DoInit() == FALSE)
return FALSE;
// Start message pump, waiting for signal to quit
ZeroMemory(&Msg, sizeof(MSG));
while(Msg.message != WM_QUIT) {
if(PeekMessage(&Msg, NULL, 0, 0, PM_REMOVE)) {
TranslateMessage(&Msg);
DispatchMessage(&Msg);
}
if(DoFrame() == FALSE)
break;
}
// Run shutdown function
DoShutdown();
UnregisterClass(g_szClass, hInst);
return Msg.wParam;
}
long FAR PASCAL WindowProc(HWND hWnd, UINT uMsg, \
WPARAM wParam, LPARAM lParam)
{
switch(uMsg) {
case WM_DESTROY:
PostQuitMessage(0);
return 0;
}
return DefWindowProc(hWnd, uMsg, wParam, lParam);
}
BOOL DoInit()
{
D3DPRESENT_PARAMETERS d3dpp;
D3DDISPLAYMODE d3ddm;
LOGFONT Font;
// Do a windowed mode initialization of Direct3D
if((g_pD3D = Direct3DCreate8(D3D_SDK_VERSION)) == NULL)
return FALSE;
if(FAILED(g_pD3D->GetAdapterDisplayMode(D3DADAPTER_DEFAULT, &d3ddm)))
return FALSE;
ZeroMemory(&d3dpp, sizeof(d3dpp));
d3dpp.Windowed = TRUE;
d3dpp.SwapEffect = D3DSWAPEFFECT_DISCARD;
d3dpp.BackBufferFormat = d3ddm.Format;
d3dpp.EnableAutoDepthStencil = FALSE;
if(FAILED(g_pD3D->CreateDevice(D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, g_hWnd,
D3DCREATE_SOFTWARE_VERTEXPROCESSING,
&d3dpp, &g_pD3DDevice)))
return FALSE;
// Create the font
ZeroMemory(&Font, sizeof(Font));
strcpy(Font.lfFaceName, "Arial");
Font.lfHeight = -32;
D3DXCreateFontIndirect(g_pD3DDevice, &Font, &g_pFont);
return TRUE;
}
BOOL DoShutdown()
{
// Release font
if(g_pFont != NULL)
g_pFont->Release();
// Release device and 3D objects
if(g_pD3DDevice != NULL)
g_pD3DDevice->Release();
if(g_pD3D != NULL)
g_pD3D->Release();
return TRUE;
}
BOOL DoFrame()
{
RECT Rect = { 0,0,400,400 };
// Clear device backbuffer
g_pD3DDevice->Clear(0, NULL, D3DCLEAR_TARGET, \
D3DCOLOR_RGBA(0,64,128,255), 1.0f, 0);
// Begin scene
if(SUCCEEDED(g_pD3DDevice->BeginScene())) {
// Draw some text
g_pFont->Begin();
g_pFont->DrawText("Programming is Fun!", -1, &Rect, DT_CENTER | DT_VCENTER, 0xFFFFFFFF);
g_pFont->End();
// End the scene
g_pD3DDevice->EndScene();
}
// Display the scene
g_pD3DDevice->Present(NULL, NULL, NULL, NULL);
return TRUE;
}
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