DXUT框架剖析(14)

控件是用户接口的重要组成部分,为了便于用户操作,为程序界面添加各种控件是非常好的方法。DXUT框架为在Direct3D程序中添加各种控件提供了支持。为了便于加载控件和处理各控件的消息,通常先在窗口中加载对话框,然后在对话框中添加响应的控件,由对话框来管理控件。为了统一管理各个对话框,还需要定义对话框资源管理器类CDXUTDialogResourceManager的一个对象,在程序开始时,调用各个对话框的Init函数和对话框资源管理对象进行初始化:

CDXUTDialogResourceManager g_dlg_resource_manager;
CD3DSettingsDlg g_settings_dlg;
CDXUTDialog g_button_dlg;
CDXUTDialog g_control_dlg;

g_settings_dlg.Init(&g_dlg_resource_manager);
g_button_dlg.Init(&g_dlg_resource_manager);
g_control_dlg.Init(&g_dlg_resource_manager);

需要注意的是,对话框类CD3DSettingsDlg是Direct3D封装好的一个专门用于Direct3D渲染设备设置的对话框类,其中的控件已经都加载好了,同时各个控件将如何响应用户的输入Direct3D也已经实现了。在此只需对它的对象实例g_settings_dlg进行相应的初始化,并在程序退出前释放对应的资源即可。

g_button_dlg和g_control_dlg是两个标准的DXUT对话框,它们中没有任何控件,可以把它们看作两个装载控件的容器。其初始化包括三项内容:设置对话框控件消息处理回调函数、添加控件、设置对话框位置和大小。

设置对话框控件消息处理回调函数、添加控件的代码如下所示:

g_button_dlg.SetCallback(OnGUIEvent);

int x = 35, y = 10, width = 125, height = 22;

g_button_dlg.AddButton(IDC_TOGGLE_FULLSCREEN, L"Toggle full screen", x, y, width, height);
g_button_dlg.AddButton(IDC_TOGGLE_REF, L"Toggle REF (F3)", x, y += 24, width, height);
g_button_dlg.AddButton(IDC_CHANGE_DEVICE, L"Change device (F2)", x, y += 24, width, height, VK_F2);

g_button_dlg.SetCallback(OnGUIEvent);

y = 10;

g_control_dlg.AddComboBox(IDC_COMBO, x, y += 24, width, height);
g_control_dlg.GetComboBox(IDC_COMBO)->AddItem(L"Text1", NULL);
g_control_dlg.GetComboBox(IDC_COMBO)->AddItem(L"Text2", NULL);
g_control_dlg.GetComboBox(IDC_COMBO)->AddItem(L"Text3", NULL);
g_control_dlg.GetComboBox(IDC_COMBO)->AddItem(L"Text4", NULL);

g_control_dlg.AddCheckBox(IDC_CHECK_BOX_1, L"CheckBox1", x, y += 24, width, height);
g_control_dlg.AddCheckBox(IDC_CHECK_BOX_2, L"CheckBox2", x, y += 24, width, height);

g_control_dlg.AddRadioButton(IDC_RADIO_1, IDC_RADIO_GROUP_1, L"Radio1G1", x, y += 24, width, height);
g_control_dlg.AddRadioButton(IDC_RADIO_2, IDC_RADIO_GROUP_1, L"Radio2G1", x, y += 24, width, height);
g_control_dlg.AddRadioButton(IDC_RADIO_3, IDC_RADIO_GROUP_1, L"Radio3G1", x, y += 24, width, height);
g_control_dlg.GetRadioButton(IDC_RADIO_3)->SetChecked(true);

g_control_dlg.AddButton(IDC_BUTTON_1, L"Button1", x, y += 24, width, height);
g_control_dlg.AddButton(IDC_BUTTON_2, L"Button2", x, y += 24, width, height);

g_control_dlg.AddRadioButton(IDC_RADIO_4, IDC_RADIO_GROUP_2, L"Radio1G2", x, y += 24, width, height);
g_control_dlg.AddRadioButton(IDC_RADIO_5, IDC_RADIO_GROUP_2, L"Radio2G2", x, y += 24, width, height);
g_control_dlg.GetRadioButton(IDC_RADIO_5)->SetChecked(true);

g_control_dlg.AddSlider(IDC_SLIDER, 50, y += 24, 100, height);
g_control_dlg.GetSlider(IDC_SLIDER)->SetRange(0, 100);
g_control_dlg.GetSlider(IDC_SLIDER)->SetValue(50);

g_control_dlg.AddEditBox(IDC_EDIT, L"Test", x, y += 24, width, 32);

设置对话框位置和大小的代码如下所示:

// set dialog position and size

g_button_dlg.SetLocation(pBackBufferSurfaceDesc->Width - 170, 0);
g_button_dlg.SetSize(170, 170);

g_control_dlg.SetLocation(pBackBufferSurfaceDesc->Width - 170, pBackBufferSurfaceDesc->Height - 350);
g_control_dlg.SetSize(170, 300);

因为上面的代码用到了与对话框和控件相关的几个类,所以需要将实现这几个类的源文件添加到工程项目中,具体包括4个文件:DXUTgui.h、DXUTgui.cpp、DXUTSettingsDlg.h和DXUTSettingsDlg.cpp,这4个文件位于当前目录的common目录下。

 

渲染控件

在主程序的OnFrameRender()回调函数中,调用各个对话框的OnRender()函数对各个对话框进行渲染,代码如下:

//--------------------------------------------------------------------------------------
// Render the scene 
//--------------------------------------------------------------------------------------
void CALLBACK OnFrameRender( IDirect3DDevice9* pd3dDevice, double fTime, float fElapsedTime, void* pUserContext )
{
    HRESULT hr;
	if(g_settings_dlg.IsActive())
	{
		g_settings_dlg.OnRender(fElapsedTime);
		return;
	}
    // Clear the render target and the zbuffer 
    V( pd3dDevice->Clear(0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, D3DCOLOR_ARGB(0, 0, 0, 0), 1.0f, 0) );
    // Render the scene
    if( SUCCEEDED( pd3dDevice->BeginScene() ) )
    {
		RenderText();
		V(g_button_dlg.OnRender(fElapsedTime));
		V(g_control_dlg.OnRender(fElapsedTime));
        V( pd3dDevice->EndScene() );
    }
}

 

处理控件消息

当在应用程序的窗口中单击鼠标或触发其他事件时,先由对话框资源管理器对象g_dlg_resource_manager处理全局消息以更新GUI,然后进入各个对话框的消息处理函数:

//--------------------------------------------------------------------------------------
// Handle messages to the application 
//--------------------------------------------------------------------------------------
LRESULT CALLBACK MsgProc( HWND hWnd, UINT uMsg, WPARAM wParam, LPARAM lParam, 
                          bool* pbNoFurtherProcessing, void* pUserContext )
{
	*pbNoFurtherProcessing = g_dlg_resource_manager.MsgProc(hWnd, uMsg, wParam, lParam);
	if(*pbNoFurtherProcessing)
		return 0;
	if(g_settings_dlg.IsActive())
	{
		g_settings_dlg.MsgProc(hWnd, uMsg, wParam, lParam);
		return 0;
	}
	*pbNoFurtherProcessing = g_button_dlg.MsgProc(hWnd, uMsg, wParam, lParam);
	if(*pbNoFurtherProcessing)
		return 0;
	*pbNoFurtherProcessing = g_control_dlg.MsgProc(hWnd, uMsg, wParam, lParam);
	if(*pbNoFurtherProcessing)
		return 0;
    return 0;
}

g_settings_dlg对于自己消息的处理Direct3D已经封装好了,需要做的工作就是在回调函数OnGUIEvent()中处理对话框的消息。

//--------------------------------------------------------------------------------------
// Handle events for controls
//--------------------------------------------------------------------------------------
void CALLBACK OnGUIEvent(UINT event, int control_id, CDXUTControl* control, void* user_context)
{
	switch(control_id)
	{
	case IDC_TOGGLE_FULLSCREEN:
		DXUTToggleFullScreen();
		break;
	case IDC_TOGGLE_REF:
		DXUTToggleREF();
		break;
	case IDC_CHANGE_DEVICE:
		g_settings_dlg.SetActive(true);
		break;
	}
}

 

释放对话框

在程序退出前需要释放各个对话框所占用的资源:

//--------------------------------------------------------------------------------------
// Release resources created in the OnResetDevice callback here 
//--------------------------------------------------------------------------------------
void CALLBACK OnLostDevice( void* pUserContext )
{
	g_dlg_resource_manager.OnLostDevice();
	g_settings_dlg.OnLostDevice();
	g_font->OnLostDevice();
	release_com(g_text_sprite);
}
//--------------------------------------------------------------------------------------
// Release resources created in the OnCreateDevice callback here
//--------------------------------------------------------------------------------------
void CALLBACK OnDestroyDevice( void* pUserContext )
{
	g_dlg_resource_manager.OnDestroyDevice();
	g_settings_dlg.OnDestroyDevice();
	release_com(g_font);
}

 

在程序运行时,单击窗口上的【Toggle Full Screen】按钮,可切换到全屏模式下。单击窗口上的【Toggle REF】按钮,可切换到参考设备下。按下F2键或单击窗口上的【Change Device】按钮,则显示Direct3D设备设置对话框,如下图所示:

 

主程序:

#include  " dxstdafx.h "
#include 
" resource.h "

#pragma warning(disable : 
4127 )

#define  IDC_TOGGLE_FULLSCREEN        1
#define  IDC_TOGGLE_REF                2
#define  IDC_CHANGE_DEVICE            3
#define  IDC_COMBO                    4
#define  IDC_CHECK_BOX_1                5
#define  IDC_CHECK_BOX_2                6
#define  IDC_RADIO_1                    7
#define  IDC_RADIO_2                    8
#define  IDC_RADIO_3                    9
#define  IDC_BUTTON_1                10
#define  IDC_BUTTON_2                11
#define  IDC_RADIO_4                    12
#define  IDC_RADIO_5                    13
#define  IDC_SLIDER                    14
#define  IDC_EDIT                    15

#define  IDC_RADIO_GROUP_1            1
#define  IDC_RADIO_GROUP_2            2

#define  release_com(p)    do { if(p) { (p)->Release(); (p) = NULL; } } while(0)

ID3DXFont
*         g_font;
ID3DXSprite
*     g_text_sprite;
bool             g_show_help  =   true ;

CDXUTDialogResourceManager    g_dlg_resource_manager;
CD3DSettingsDlg                g_settings_dlg;
CDXUTDialog                    g_button_dlg;
CDXUTDialog                    g_control_dlg;

// --------------------------------------------------------------------------------------
//  Rejects any devices that aren't acceptable by returning false
// --------------------------------------------------------------------------------------
bool  CALLBACK IsDeviceAcceptable( D3DCAPS9 *  pCaps, D3DFORMAT AdapterFormat, 
                                  D3DFORMAT BackBufferFormat, 
bool  bWindowed,  void *  pUserContext )
{
    
//  Typically want to skip backbuffer formats that don't support alpha blending

    IDirect3D9
*  pD3D  =  DXUTGetD3DObject(); 

    
if ( FAILED( pD3D -> CheckDeviceFormat( pCaps -> AdapterOrdinal, pCaps -> DeviceType, AdapterFormat, 
                    D3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING, D3DRTYPE_TEXTURE, BackBufferFormat ) ) )
        
return   false ;

    
return   true ;
}


// --------------------------------------------------------------------------------------
//  Before a device is created, modify the device settings as needed.
// --------------------------------------------------------------------------------------
bool  CALLBACK ModifyDeviceSettings( DXUTDeviceSettings *  pDeviceSettings,  const  D3DCAPS9 *  pCaps,  void *  pUserContext )
{
    
//  If video card does not support hardware vertex processing, then uses sofaware vertex processing.
     if ((pCaps -> DevCaps  &  D3DDEVCAPS_HWTRANSFORMANDLIGHT)  ==   0 )
        pDeviceSettings
-> BehaviorFlags  =  D3DCREATE_SOFTWARE_VERTEXPROCESSING;

    
static   bool  is_first_time  =   true ;

    
if (is_first_time)
    {
        is_first_time 
=   false ;

        
//  if using reference device, then pop a warning message box.
         if (pDeviceSettings -> DeviceType  ==  D3DDEVTYPE_REF)
            DXUTDisplaySwitchingToREFWarning();
    }

    
return   true ;
}


// --------------------------------------------------------------------------------------
//  Create any D3DPOOL_MANAGED resources here 
// --------------------------------------------------------------------------------------
HRESULT CALLBACK OnCreateDevice( IDirect3DDevice9 *  pd3dDevice, 
                                 
const  D3DSURFACE_DESC *  pBackBufferSurfaceDesc, 
                                 
void *  pUserContext )
{
    HRESULT    hr;

    V_RETURN(g_dlg_resource_manager.OnCreateDevice(pd3dDevice));
    V_RETURN(g_settings_dlg.OnCreateDevice(pd3dDevice));

    D3DXCreateFont(pd3dDevice, 
18 0 , FW_BOLD,  1 , FALSE, DEFAULT_CHARSET, OUT_DEFAULT_PRECIS, DEFAULT_QUALITY,
                   DEFAULT_PITCH 
|  FF_DONTCARE, L " Arial " & g_font);

    
return  S_OK;
}


// --------------------------------------------------------------------------------------
//  Create any D3DPOOL_DEFAULT resources here 
// --------------------------------------------------------------------------------------
HRESULT CALLBACK OnResetDevice( IDirect3DDevice9 *  pd3dDevice, 
                                
const  D3DSURFACE_DESC *  pBackBufferSurfaceDesc, 
                                
void *  pUserContext )
{
    HRESULT hr;

    V_RETURN(g_dlg_resource_manager.OnResetDevice());
    V_RETURN(g_settings_dlg.OnResetDevice());
    V_RETURN(g_font
-> OnResetDevice());
    V_RETURN(D3DXCreateSprite(pd3dDevice, 
& g_text_sprite));

    
//  set dialog position and size

    g_button_dlg.SetLocation(pBackBufferSurfaceDesc
-> Width  -   170 0 );
    g_button_dlg.SetSize(
170 170 );

    g_control_dlg.SetLocation(pBackBufferSurfaceDesc
-> Width  -   170 , pBackBufferSurfaceDesc -> Height  -   350 );
    g_control_dlg.SetSize(
170 300 );    

    
//  setup view matrix

    D3DXMATRIX mat_view;
    D3DXVECTOR3 eye(
0.0f 0.0f - 5.0f );
    D3DXVECTOR3  at(
0.0f 0.0f ,   0.0f );
    D3DXVECTOR3  up(
0.0f 1.0f ,   0.0f );

    D3DXMatrixLookAtLH(
& mat_view,  & eye,  & at,  & up);
    pd3dDevice
-> SetTransform(D3DTS_VIEW,  & mat_view);

    
//  set projection matrix
    D3DXMATRIX mat_proj;
    
float  aspect  =  ( float )pBackBufferSurfaceDesc -> Width  /  pBackBufferSurfaceDesc -> Height;
    D3DXMatrixPerspectiveFovLH(
& mat_proj, D3DX_PI / 4 , aspect,  1.0f 100.0f );
    pd3dDevice
-> SetTransform(D3DTS_PROJECTION,  & mat_proj);

    
return  S_OK;
}

// --------------------------------------------------------------------------------------
//  Release resources created in the OnResetDevice callback here 
// --------------------------------------------------------------------------------------
void  CALLBACK OnLostDevice(  void *  pUserContext )
{
    g_dlg_resource_manager.OnLostDevice();
    g_settings_dlg.OnLostDevice();
    g_font
-> OnLostDevice();
    release_com(g_text_sprite);
}


// --------------------------------------------------------------------------------------
//  Release resources created in the OnCreateDevice callback here
// --------------------------------------------------------------------------------------
void  CALLBACK OnDestroyDevice(  void *  pUserContext )
{
    g_dlg_resource_manager.OnDestroyDevice();
    g_settings_dlg.OnDestroyDevice();
    release_com(g_font);
}

// --------------------------------------------------------------------------------------
//  Handle updates to the scene
// --------------------------------------------------------------------------------------
void  CALLBACK OnFrameMove( IDirect3DDevice9 *  pd3dDevice,  double  fTime,  float  fElapsedTime,  void *  pUserContext )
{
}

// --------------------------------------------------------------------------------------
//  Render the helper information
// --------------------------------------------------------------------------------------
void  RenderText()
{
    CDXUTTextHelper text_helper(g_font, g_text_sprite, 
20 );
    
    text_helper.Begin();

    
//  show frame and device states
    text_helper.SetInsertionPos( 5 5 );
    text_helper.SetForegroundColor( D3DXCOLOR(
1.0f 0.475f 0.0f 1.0f ) );
    text_helper.DrawTextLine( DXUTGetFrameStats(
true ) );
    text_helper.DrawTextLine( DXUTGetDeviceStats() );

    
//  show other simple information
    text_helper.SetForegroundColor( D3DXCOLOR( 1.0f 1.0f 1.0f 1.0f ) );
    text_helper.DrawTextLine(L
" Put whatever misc status here " );

    
//  show helper information
    
    
const  D3DSURFACE_DESC *  surface_desc  =  DXUTGetBackBufferSurfaceDesc();

    
if (g_show_help)
    {
        text_helper.SetInsertionPos(
10 , surface_desc -> Height  -   15   *   6 );
        text_helper.SetForegroundColor( D3DXCOLOR(
1.0f 0.475f 0.0f 1.0f ) );
        text_helper.DrawTextLine(L
" Controls (F1 to hide): " );
        
        text_helper.SetInsertionPos(
40 , surface_desc -> Height  -   15   *   4 );
        text_helper.DrawTextLine(L
" Quir: ESC " );
    }
    
else
    {
        text_helper.SetInsertionPos(
10 , surface_desc -> Height  -   15   *   4 );
        text_helper.SetForegroundColor( D3DXCOLOR(
1.0f 1.0f 1.0f 1.0f ) );
        text_helper.DrawTextLine(L
" Press F1 for help " );
    }

    text_helper.End();
}

// --------------------------------------------------------------------------------------
//  Render the scene 
// --------------------------------------------------------------------------------------
void  CALLBACK OnFrameRender( IDirect3DDevice9 *  pd3dDevice,  double  fTime,  float  fElapsedTime,  void *  pUserContext )
{
    HRESULT hr;

    
if (g_settings_dlg.IsActive())
    {
        g_settings_dlg.OnRender(fElapsedTime);
        
return ;
    }

    
//  Clear the render target and the zbuffer 
    V( pd3dDevice -> Clear( 0 , NULL, D3DCLEAR_TARGET  |  D3DCLEAR_ZBUFFER, D3DCOLOR_ARGB( 0 0 0 0 ),  1.0f 0 ) );

    
//  Render the scene
     if ( SUCCEEDED( pd3dDevice -> BeginScene() ) )
    {
        RenderText();

        V(g_button_dlg.OnRender(fElapsedTime));
        V(g_control_dlg.OnRender(fElapsedTime));

        V( pd3dDevice
-> EndScene() );
    }
}


// --------------------------------------------------------------------------------------
//  Handle messages to the application 
// --------------------------------------------------------------------------------------
LRESULT CALLBACK MsgProc( HWND hWnd, UINT uMsg, WPARAM wParam, LPARAM lParam, 
                          
bool *  pbNoFurtherProcessing,  void *  pUserContext )
{
    
* pbNoFurtherProcessing  =  g_dlg_resource_manager.MsgProc(hWnd, uMsg, wParam, lParam);
    
if ( * pbNoFurtherProcessing)
        
return   0 ;

    
if (g_settings_dlg.IsActive())
    {
        g_settings_dlg.MsgProc(hWnd, uMsg, wParam, lParam);
        
return   0 ;
    }

    
* pbNoFurtherProcessing  =  g_button_dlg.MsgProc(hWnd, uMsg, wParam, lParam);
    
if ( * pbNoFurtherProcessing)
        
return   0 ;

    
* pbNoFurtherProcessing  =  g_control_dlg.MsgProc(hWnd, uMsg, wParam, lParam);
    
if ( * pbNoFurtherProcessing)
        
return   0 ;

    
return   0 ;
}


// --------------------------------------------------------------------------------------
//  Handle keybaord event
// --------------------------------------------------------------------------------------
void  CALLBACK OnKeyboardProc(UINT charater,  bool  is_key_down,  bool  is_alt_down,  void *  user_context)
{
    
if (is_key_down)
    {
        
switch (charater)
        {
        
case  VK_F1:
            g_show_help 
=   ! g_show_help;
            
break ;
        }
    }
}

// --------------------------------------------------------------------------------------
//  Handle events for controls
// --------------------------------------------------------------------------------------
void  CALLBACK OnGUIEvent(UINT  event int  control_id, CDXUTControl *  control,  void *  user_context)
{
    
switch (control_id)
    {
    
case  IDC_TOGGLE_FULLSCREEN:
        DXUTToggleFullScreen();
        
break ;

    
case  IDC_TOGGLE_REF:
        DXUTToggleREF();
        
break ;

    
case  IDC_CHANGE_DEVICE:
        g_settings_dlg.SetActive(
true );
        
break ;
    }
}

// --------------------------------------------------------------------------------------
//  Initialize dialogs
// --------------------------------------------------------------------------------------
void  InitDialogs()
{
    g_settings_dlg.Init(
& g_dlg_resource_manager);
    g_button_dlg.Init(
& g_dlg_resource_manager);
    g_control_dlg.Init(
& g_dlg_resource_manager);

    g_button_dlg.SetCallback(OnGUIEvent);

    
int  x  =   35 , y  =   10 , width  =   125 , height  =   22 ;

    g_button_dlg.AddButton(IDC_TOGGLE_FULLSCREEN, L
" Toggle full screen " , x, y,         width, height);
    g_button_dlg.AddButton(IDC_TOGGLE_REF,          L
" Toggle REF (F3) " ,     x, y  +=   24 , width, height);
    g_button_dlg.AddButton(IDC_CHANGE_DEVICE,      L
" Change device (F2) " , x, y  +=   24 , width, height, VK_F2);

    g_button_dlg.SetCallback(OnGUIEvent);

    y 
=   10 ;

    g_control_dlg.AddComboBox(IDC_COMBO, x, y 
+=   24 , width, height);
    g_control_dlg.GetComboBox(IDC_COMBO)
-> AddItem(L " Text1 " , NULL);
    g_control_dlg.GetComboBox(IDC_COMBO)
-> AddItem(L " Text2 " , NULL);
    g_control_dlg.GetComboBox(IDC_COMBO)
-> AddItem(L " Text3 " , NULL);
    g_control_dlg.GetComboBox(IDC_COMBO)
-> AddItem(L " Text4 " , NULL);

    g_control_dlg.AddCheckBox(IDC_CHECK_BOX_1, L
" CheckBox1 " , x, y  +=   24 , width, height);
    g_control_dlg.AddCheckBox(IDC_CHECK_BOX_2, L
" CheckBox2 " , x, y  +=   24 , width, height);

    g_control_dlg.AddRadioButton(IDC_RADIO_1, IDC_RADIO_GROUP_1, L
" Radio1G1 " , x, y  +=   24 , width, height);
    g_control_dlg.AddRadioButton(IDC_RADIO_2, IDC_RADIO_GROUP_1, L
" Radio2G1 " , x, y  +=   24 , width, height);
    g_control_dlg.AddRadioButton(IDC_RADIO_3, IDC_RADIO_GROUP_1, L
" Radio3G1 " , x, y  +=   24 , width, height);
    g_control_dlg.GetRadioButton(IDC_RADIO_3)
-> SetChecked( true );

    g_control_dlg.AddButton(IDC_BUTTON_1, L
" Button1 " , x, y  +=   24 , width, height);
    g_control_dlg.AddButton(IDC_BUTTON_2, L
" Button2 " , x, y  +=   24 , width, height);

    g_control_dlg.AddRadioButton(IDC_RADIO_4, IDC_RADIO_GROUP_2, L
" Radio1G2 " , x, y  +=   24 , width, height);
    g_control_dlg.AddRadioButton(IDC_RADIO_5, IDC_RADIO_GROUP_2, L
" Radio2G2 " , x, y  +=   24 , width, height);
    g_control_dlg.GetRadioButton(IDC_RADIO_5)
-> SetChecked( true );

    g_control_dlg.AddSlider(IDC_SLIDER, 
50 , y  +=   24 100 , height);
    g_control_dlg.GetSlider(IDC_SLIDER)
-> SetRange( 0 100 );
    g_control_dlg.GetSlider(IDC_SLIDER)
-> SetValue( 50 );

    g_control_dlg.AddEditBox(IDC_EDIT, L
" Test " , x, y  +=   24 , width,  32 );
}

// --------------------------------------------------------------------------------------
//  Initialize everything and go into a render loop
// --------------------------------------------------------------------------------------
INT WINAPI WinMain( HINSTANCE, HINSTANCE, LPSTR,  int  )
{
    
//  Enable run-time memory check for debug builds.
#if  defined(DEBUG) | defined(_DEBUG)
    _CrtSetDbgFlag( _CRTDBG_ALLOC_MEM_DF 
|  _CRTDBG_LEAK_CHECK_DF );
#endif

    
//  Set the callback functions
    DXUTSetCallbackDeviceCreated( OnCreateDevice );
    DXUTSetCallbackDeviceReset( OnResetDevice );
    DXUTSetCallbackDeviceLost( OnLostDevice );
    DXUTSetCallbackDeviceDestroyed( OnDestroyDevice );
    DXUTSetCallbackMsgProc( MsgProc );
    DXUTSetCallbackFrameRender( OnFrameRender );
    DXUTSetCallbackFrameMove( OnFrameMove );
    DXUTSetCallbackKeyboard(OnKeyboardProc);
   
    
//  TODO: Perform any application-level initialization here
    InitDialogs();

    
//  Initialize DXUT and create the desired Win32 window and Direct3D device for the application
    DXUTInit(  true true true  );  //  Parse the command line, handle the default hotkeys, and show msgboxes
    DXUTSetCursorSettings(  true true  );  //  Show the cursor and clip it when in full screen
    DXUTCreateWindow( L " AddControl "  );
    DXUTCreateDevice( D3DADAPTER_DEFAULT, 
true 640 480 , IsDeviceAcceptable, ModifyDeviceSettings );

    
//  Start the render loop
    DXUTMainLoop();

    
//  TODO: Perform any application-level cleanup here

    
return  DXUTGetExitCode();
}

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