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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, 
180, 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 - 1700);
    g_button_dlg.SetSize(
170170);

    g_control_dlg.SetLocation(pBackBufferSurfaceDesc
->Width - 170, pBackBufferSurfaceDesc->Height - 350);
    g_control_dlg.SetSize(
170300);    

    
// setup view matrix

    D3DXMATRIX mat_view;
    D3DXVECTOR3 eye(
0.0f0.0f-5.0f);
    D3DXVECTOR3  at(
0.0f0.0f,  0.0f);
    D3DXVECTOR3  up(
0.0f1.0f,  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, 1.0f100.0f);
    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(55);
    text_helper.SetForegroundColor( D3DXCOLOR(
1.0f0.475f0.0f1.0f) );
    text_helper.DrawTextLine( DXUTGetFrameStats(
true) );
    text_helper.DrawTextLine( DXUTGetDeviceStats() );

    
// show other simple information
    text_helper.SetForegroundColor( D3DXCOLOR(1.0f1.0f1.0f1.0f) );
    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(
1.0f0.475f0.0f1.0f) );
        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(
1.0f1.0f1.0f1.0f) );
        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(0000), 1.0f0) );

    
// 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 eventint 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 += 24100, height);
    g_control_dlg.GetSlider(IDC_SLIDER)
->SetRange(0100);
    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( truetruetrue ); // Parse the command line, handle the default hotkeys, and show msgboxes
    DXUTSetCursorSettings( truetrue ); // Show the cursor and clip it when in full screen
    DXUTCreateWindow( L"AddControl" );
    DXUTCreateDevice( D3DADAPTER_DEFAULT, 
true640480, IsDeviceAcceptable, ModifyDeviceSettings );

    
// Start the render loop
    DXUTMainLoop();

    
// TODO: Perform any application-level cleanup here

    
return DXUTGetExitCode();
}

 

下载示例工程


posted on 2008-05-19 14:28 lovedday 阅读(2204) 评论(1)  编辑 收藏 引用

评论

# re: DXUT框架剖析(14) 2011-09-22 15:32

你好 我用的DX2009年3月版+VS2008
结果加入那四个文件后提示打不开包含文件
在主程序的.cpp中加入两个的头文件后
出现一堆:无法解析的外部符号
找了一个能运行的例子 把lib拷过来加进去 少了几个 但是还有两个无法识别的外部符号 不知道该怎么解决 希望指点一下啊
谢谢  回复  更多评论   


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