#include "StdAfx.h" #include "GUIFrame.h"
#include <stdlib.h> #include <atlstr.h> #include<cstdlib> #include"ASM_VectorAndMritx.h"
////////////////////////////////////////////// GUIFrame::GUIFrame(void) { frameName = ""; width = 100.f; height = 100.f; PostionX = 0.f; PostionY = 0.f; isActive = FALSE; isEnter = false; }
GUIFrame::~GUIFrame(void) { Release(); }
void GUIFrame::Release() {
}
void GUIFrame::Updata() { mouseInQued(); }
float GUIFrame::MouseToWordPositionX(float mouserPosition) { return mouserPosition - (WIDTH * 0.5f); }
float GUIFrame::MouseToWordPositionY(float mouserPosition) { return -(mouserPosition - HEIGHT * 0.5); }
bool GUIFrame::mouseInQued() { lastMouserPosX = MouserPosX; lastMouserPosY = MouserPosY; frameName = frameName; if((MouserPosX >= PostionX+ offset._41+word._41) && (MouserPosX <= (PostionX + offset._41 + word._41 + width))) { if (MouserPosY <= 0) { if ((MouserPosY <= PostionY + offset._42 + word._42) && (MouserPosY >= (PostionY + offset._42 + word._42 - height))) { isEnter = TRUE; //OutputDebugString(frameName.c_str());
return true; } isEnter = false; } else { if ((MouserPosY <= PostionY + offset._42 + word._42) && (MouserPosY >= (PostionY + offset._42 + word._42 - height))) { isEnter = TRUE; //OutputDebugString(frameName.c_str());
return true; } isEnter = false; } isEnter = false; //OutputDebugString(frameName.c_str()); } isEnter = false; //OutputDebugString("nil /n"); return false; }
void GUIFrame::mouseMove(float x,float y) { if (!isActive||!isLMouserDown||!isEnter) { isLMouserDown = false; return; }
word._41 += x; word._42 += y; }
////////////////////////////////////////////// GUIFrame_Qued::GUIFrame_Qued() { }
GUIFrame_Qued::~GUIFrame_Qued() {
}
void GUIFrame_Qued::Release() { GUIFrame::Release(); }
void GUIFrame_Qued::Updata() { GUIFrame::Updata(); }
void GUIFrame_Qued::SetDevice(LPDIRECT3DDEVICE9 device) { Device = device; }
void GUIFrame_Qued::InitFrame(string Name,float Width,float Height,float Postion_x,float Postion_y,string imgName) { frameName = Name; width = Width; height = Height; PostionX = Postion_x; PostionY = Postion_y; D3DXMatrixIdentity(&word); D3DXMatrixIdentity(&offset); // 创建纹理 InitTextrue(imgName);
D3DXCreateBox(Device, 100, 100, 100, &mesh, NULL);
// 创建顶点缓存 Device->CreateVertexBuffer(24 * sizeof(CUSTOMVERTEX), 0, D3DFVF_CUSTOMVERTEX, D3DPOOL_DEFAULT, &g_pVertexBuf, NULL);
// 填充顶点数据 CUSTOMVERTEX *pVertices = NULL; g_pVertexBuf->Lock(0, 0, (void**)&pVertices, 0);
// 正面顶点数据 pVertices[0] = CUSTOMVERTEX(Postion_x, Postion_y, 0.0f, 0.0f, 0.0f); pVertices[1] = CUSTOMVERTEX(Postion_x+ Width, Postion_y, 0.0f, 1.0f, 0.0f); pVertices[2] = CUSTOMVERTEX(Postion_x, Postion_y- Height, 0.0f, 0.0f, 1.0f); pVertices[3] = CUSTOMVERTEX(Postion_x + Width, Postion_y - Height, 0.0f, 1.0f, 1.0f); g_pVertexBuf->Unlock();
// 创建索引缓存 Device->CreateIndexBuffer(36 * sizeof(WORD), 0, D3DFMT_INDEX16, D3DPOOL_DEFAULT, &g_pIndexBuf, NULL);
// 填充索引数据 WORD *pIndices = NULL; g_pIndexBuf->Lock(0, 0, (void**)&pIndices, 0);
// 正面索引数据 pIndices[0] = 0; pIndices[1] = 3; pIndices[2] = 1; pIndices[3] = 0; pIndices[4] = 2; pIndices[5] = 3; g_pIndexBuf->Unlock();
// 设置材质 D3DMATERIAL9 mtrl; ::ZeroMemory(&mtrl, sizeof(mtrl)); mtrl.Ambient = D3DXCOLOR(1.0f, 1.0f, 1.0f, 1.0f); mtrl.Diffuse = D3DXCOLOR(1.0f, 1.0f, 1.0f, 1.0f); mtrl.Specular = D3DXCOLOR(1.0f, 1.0f, 1.0f, 1.0f); Device->SetMaterial(&mtrl);
// 设置环境光漫反射环境光 Device->SetRenderState(D3DRS_AMBIENT, D3DXCOLOR(1.0f, 1.0f, 1.0f, 1.0f));
//// 设置取景变换矩阵 //D3DXMATRIX matView; //D3DXVECTOR3 vEye(0.0f, 0.0f, -1.0f); //D3DXVECTOR3 vAt(0.0f, 0.0f, 0.0f); //D3DXVECTOR3 vUp(0.0f, 1.0f, 0.0f);
//D3DXMatrixLookAtLH(&matView, &vEye, &vAt, &vUp); //Device->SetTransform(D3DTS_VIEW, &matView);
// 设置投影变换矩阵写死得一半不会重复调用除非改变分辨率和切换平行投影和透视投影 D3DXMATRIX matProj, matOther; //D3DXMatrixPerspectiveFovLH(&matProj, 3.3333333*0.25f, 1.0f, 0.0f, 1000.0f); D3DXMatrixOrthoLH(&matOther, WIDTH, HEIGHT, -100.f, 100.f); Device->SetTransform(D3DTS_PROJECTION, &matOther);
}
void GUIFrame_Qued::InitTextrue(string textrueName) { TextrueName = textrueName; g_pTexture = GImageManage::GetImageManage()->GetImage(textrueName); }
void GUIFrame_Qued::Render()//把鼠标转成世界坐标 { //这些类都在全局静态存储空间,不准跨站调用 //Device->Clear(0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, D3DCOLOR_XRGB(0, 0, 0), 1.0f, 0); Device->BeginScene(); // 开始绘制 Device->SetTexture(0, g_pTexture); //mesh->DrawSubset(0); // 设置世界变换矩阵 //D3DXMATRIX matWorld; //D3DXMatrixIdentity(&matWorld); ////D3DXMatrixScaling(&matWorld, 0.4f, 0.4f, 0.4f); //matWorld._41 = 2.0f; //Device->SetTransform(D3DTS_WORLD, &matWorld); // //D3DXMATRIX T; //D3DXMATRIX scale,rotation,transfrom; //D3DXMatrixScaling(&scale, 0.5, 0.5, 0.5); //D3DXMatrixRotationX(&rotation, 35);//角度 //D3DXMatrixRotationY(&rotation, -20);//角度 //D3DXMatrixRotationZ(&rotation, 0);//角度 //D3DXMatrixTranslation(&transfrom, 5.f, 2.f, 7.f); //T = rotation * scale*transfrom;//旋转有次序,先旋转是模型自转,后旋转是绕没移动之前得坐标绕转 //D3DXMatrixIdentity(&word);//单位化zoro //Device->SetTransform(D3DTS_WORLD, &T);
D3DXMATRIX T; D3DXMatrixIdentity(&T); //T = offset * word; SSE_MatrixMultiplyMatrix(offset, word, T);//手感老好了特别滑 Device->SetTransform(D3DTS_WORLD, &T);
Device->SetRenderState(D3DRS_CULLMODE, D3DCULL_CW); //// 渲染正方形 //Device->SetStreamSource(0, g_pVertexBuf, 0, sizeof(CUSTOMVERTEX)); //Device->SetFVF(D3DFVF_CUSTOMVERTEX); //Device->SetIndices(g_pIndexBuf); //Device->SetTexture(0, g_pTexture); //Device->DrawIndexedPrimitive(D3DPT_TRIANGLELIST, 0, 0, 4, 0, 2); if (isEnter) { Device->SetStreamSource(0, g_pVertexBuf, 0, sizeof(CUSTOMVERTEX)); Device->SetFVF(D3DFVF_CUSTOMVERTEX); Device->SetIndices(g_pIndexBuf); Device->SetTexture(0, g_pTexture); Device->DrawIndexedPrimitive(D3DPT_LINESTRIP, 0, 0, 4, 0, 2); } else { Device->SetStreamSource(0, g_pVertexBuf, 0, sizeof(CUSTOMVERTEX)); Device->SetFVF(D3DFVF_CUSTOMVERTEX); Device->SetIndices(g_pIndexBuf); Device->SetTexture(0, g_pTexture); Device->DrawIndexedPrimitive(D3DPT_TRIANGLELIST, 0, 0, 4, 0, 2);
} //D3DXMatrixIdentity(&matWorld); //matWorld._41 = 0.0f;
//Device->SetTransform(D3DTS_WORLD, &matWorld); //// 绘制立方体 //Device->SetStreamSource(0, g_pVertexBuf, 0, sizeof(CUSTOMVERTEX)); //Device->SetFVF(D3DFVF_CUSTOMVERTEX); //Device->SetIndices(g_pIndexBuf); //Device->DrawIndexedPrimitive(D3DPT_TRIANGLELIST, 0, 0, 24, 0, 12);
//渲染函数不准夸栈调用 Device->EndScene(); // 结束绘制 //Device->Present(NULL, NULL, NULL, NULL); // 翻转 }
float GUIFrame_Qued::getXPosition() { return offset._41 + word._41; }
float GUIFrame_Qued::getYPosition() { return offset._42 + word._42; }
void GUIFrame_Qued::SetXOfset(float x) { word._41 = x; }
void GUIFrame_Qued::SetYOfset(float y) { word._42 = y; }
void GUIFrame_Qued::OnMsg(HWND hWnd, UINT message, WPARAM wParam, LPARAM lParam) {
switch (message) { case WM_MOUSEMOVE: MouserPosX = MouseToWordPositionX(LOWORD(lParam)); MouserPosY = MouseToWordPositionY(HIWORD(lParam)); mouseMove(MouserPosX-lastMouserPosX, MouserPosY- lastMouserPosY); //OutputDebugString("sdaadsa\n"); break; case WM_LBUTTONDOWN: MouserPosX = MouseToWordPositionX(LOWORD(lParam)); MouserPosY = MouseToWordPositionY(HIWORD(lParam)); isLMouserDown = true; //OutputDebugString("sdaadsa\n"); break; case WM_LBUTTONUP: isLMouserDown = false; break; } }
GUIFrame * GUIFrame_Qued::CreateGUIFrame_Qued() { return new GUIFrame_Qued; }