本篇是创建游戏内核(11)【OO改良版】的续篇,关于该内核的细节说明请参阅创建游戏内核(12)。
接口:
class FONT
{
public:
FONT();
~FONT();
ID3DXFont* get_font();
void free();
BOOL create(const char* face_name, long size, BOOL is_bold, BOOL is_italic);
BOOL draw(const char* text,
long x_pos, long y_pos, long width, long height,
D3DCOLOR color, DWORD format);
private:
ID3DXFont* m_font;
};
typedef FONT* FONT_PTR;
实现:
//-------------------------------------------------------------------
// Constructor, initialize data member.
//-------------------------------------------------------------------
FONT::FONT()
{
m_font = NULL;
}
//-------------------------------------------------------------------
// Destructor, release font resource.
//-------------------------------------------------------------------
FONT::~FONT()
{
free();
}
//-------------------------------------------------------------------
// Get pointer to font object.
//-------------------------------------------------------------------
ID3DXFont* FONT::get_font()
{
return m_font;
}
//-------------------------------------------------------------------
// Release font resource.
//-------------------------------------------------------------------
void FONT::free()
{
release_com(m_font);
}
//-------------------------------------------------------------------
// create font object.
//-------------------------------------------------------------------
BOOL FONT::create(const char* face_name, long size, BOOL is_bold, BOOL is_italic)
{
D3DXFONT_DESC _font_desc;
// check condition first
if(g_d3d_device == NULL || face_name == NULL)
return FALSE;
// clear out the font structure
ZeroMemory(&_font_desc, sizeof(D3DXFONT_DESC));
// set the font property
strcpy(_font_desc.FaceName, face_name);
_font_desc.Height = -size;
_font_desc.Weight = is_bold ? 700 : 0;
_font_desc.Italic = is_italic;
// create the font object
if(FAILED(D3DXCreateFontIndirect(g_d3d_device, &_font_desc, &m_font)))
return FALSE;
return TRUE;
}
//-------------------------------------------------------------------
// Draw text.
//-------------------------------------------------------------------
BOOL FONT::draw(const char* text,
long x_pos, long y_pos, long width, long height,
D3DCOLOR color, DWORD format)
{
if(m_font == NULL)
return FALSE;
// set draw region's width and height
if(width == 0) width = 65536;
if(height == 0) height = 65536;
RECT _rect;
// set draw region
_rect.left = x_pos;
_rect.top = y_pos;
_rect.right = x_pos + width;
_rect.bottom = y_pos + height;
// draw text now
if(FAILED(m_font->DrawText(NULL, text, -1, &_rect, format, color)))
return FALSE;
return TRUE;
}
测试代码:
/***********************************************************************************
PURPOSE:
Test font class.
***********************************************************************************/
#include "core_common.h"
#include "core_framework.h"
#include "core_graphics.h"
class APP : public FRAMEWORK
{
public:
//--------------------------------------------------------------------------------
// Initialize data for game.
//--------------------------------------------------------------------------------
BOOL init()
{
// Create Direct3D and Direct3DDevice object
if(! create_display(g_hwnd, get_client_width(g_hwnd), get_client_height(g_hwnd), 16, TRUE, FALSE))
return FALSE;
m_font.create("Segoe Script", 32, FALSE, FALSE);
return TRUE;
}
//--------------------------------------------------------------------------------
// Render every game frame.
//--------------------------------------------------------------------------------
BOOL frame()
{
clear_display_buffer(D3DCOLOR_RGBA(0, 0, 0, 255));
if(SUCCEEDED(g_d3d_device->BeginScene()))
{
m_font.draw("nothing to say",
0, 0, get_client_width(g_hwnd), get_client_height(g_hwnd),
0xFFFFFFFF, DT_CENTER | DT_VCENTER);
g_d3d_device->EndScene();
}
present_display();
return TRUE;
}
//--------------------------------------------------------------------------------
// Release all game resources.
//--------------------------------------------------------------------------------
BOOL shutdown()
{
release_com(g_d3d_device);
release_com(g_d3d);
return TRUE;
}
private:
FONT m_font;
};
//--------------------------------------------------------------------------------
// Main function, routine entry.
//--------------------------------------------------------------------------------
int WINAPI WinMain(HINSTANCE inst, HINSTANCE pre_inst, LPSTR cmd_line, int cmd_show)
{
if(! build_window(inst, "MainClass", "MainWindow", WS_OVERLAPPEDWINDOW, 0, 0, 640, 480))
return -1;
APP app;
app.run();
return 0;
}