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?? dxut.cpp

?? VC中使用C#作為腳本引擎編程
?? CPP
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    GET_SET_ACCESSOR( DWORD, LastStatsUpdateFrames );   
    GET_SET_ACCESSOR( float, FPS );    
    GET_SET_ACCESSOR( int, CurrentFrameNumber );
    GET_SET_ACCESSOR( HHOOK, KeyboardHook );
    GET_SET_ACCESSOR( bool, AllowShortcutKeysWhenFullscreen );
    GET_SET_ACCESSOR( bool, AllowShortcutKeysWhenWindowed );
    GET_SET_ACCESSOR( bool, AllowShortcutKeys );
    GET_SET_ACCESSOR( bool, CallDefWindowProc );
    GET_SET_ACCESSOR( STICKYKEYS, StartupStickyKeys );
    GET_SET_ACCESSOR( TOGGLEKEYS, StartupToggleKeys );
    GET_SET_ACCESSOR( FILTERKEYS, StartupFilterKeys );

    GET_SET_ACCESSOR( bool, HandleDefaultHotkeys );
    GET_SET_ACCESSOR( bool, HandleAltEnter );
    GET_SET_ACCESSOR( bool, ShowMsgBoxOnError );
    GET_SET_ACCESSOR( bool, NoStats );
    GET_SET_ACCESSOR( bool, ClipCursorWhenFullScreen );   
    GET_SET_ACCESSOR( bool, ShowCursorWhenFullScreen );
    GET_SET_ACCESSOR( bool, ConstantFrameTime );
    GET_SET_ACCESSOR( float, TimePerFrame );
    GET_SET_ACCESSOR( bool, WireframeMode );   
    GET_SET_ACCESSOR( bool, AutoChangeAdapter );
    GET_SET_ACCESSOR( bool, WindowCreatedWithDefaultPositions );
    GET_SET_ACCESSOR( int, ExitCode );

    GET_SET_ACCESSOR( bool, DXUTInited );
    GET_SET_ACCESSOR( bool, WindowCreated );
    GET_SET_ACCESSOR( bool, DeviceCreated );
    GET_SET_ACCESSOR( bool, DXUTInitCalled );
    GET_SET_ACCESSOR( bool, WindowCreateCalled );
    GET_SET_ACCESSOR( bool, DeviceCreateCalled );
    GET_SET_ACCESSOR( bool, InsideDeviceCallback );
    GET_SET_ACCESSOR( bool, InsideMainloop );
    GET_SET_ACCESSOR( bool, DeviceObjectsCreated );
    GET_SET_ACCESSOR( bool, DeviceObjectsReset );
    GET_SET_ACCESSOR( bool, Active );
    GET_SET_ACCESSOR( bool, RenderingPaused );
    GET_SET_ACCESSOR( bool, TimePaused );
    GET_SET_ACCESSOR( int, PauseRenderingCount );
    GET_SET_ACCESSOR( int, PauseTimeCount );
    GET_SET_ACCESSOR( bool, DeviceLost );
    GET_SET_ACCESSOR( bool, NotifyOnMouseMove );
    GET_SET_ACCESSOR( bool, Automation );
    GET_SET_ACCESSOR( bool, InSizeMove );

    GET_SET_ACCESSOR( int, OverrideAdapterOrdinal );
    GET_SET_ACCESSOR( bool, OverrideWindowed );
    GET_SET_ACCESSOR( bool, OverrideFullScreen );
    GET_SET_ACCESSOR( int, OverrideStartX );
    GET_SET_ACCESSOR( int, OverrideStartY );
    GET_SET_ACCESSOR( int, OverrideWidth );
    GET_SET_ACCESSOR( int, OverrideHeight );
    GET_SET_ACCESSOR( bool, OverrideForceHAL );
    GET_SET_ACCESSOR( bool, OverrideForceREF );
    GET_SET_ACCESSOR( bool, OverrideForcePureHWVP );
    GET_SET_ACCESSOR( bool, OverrideForceHWVP );
    GET_SET_ACCESSOR( bool, OverrideForceSWVP );
    GET_SET_ACCESSOR( bool, OverrideConstantFrameTime );
    GET_SET_ACCESSOR( float, OverrideConstantTimePerFrame );
    GET_SET_ACCESSOR( int, OverrideQuitAfterFrame );
    GET_SET_ACCESSOR( int, OverrideForceVsync );
    GET_SET_ACCESSOR( bool, OverrideRelaunchMCE );

    GET_SET_ACCESSOR( LPDXUTCALLBACKISDEVICEACCEPTABLE, IsDeviceAcceptableFunc );
    GET_SET_ACCESSOR( LPDXUTCALLBACKMODIFYDEVICESETTINGS, ModifyDeviceSettingsFunc );
    GET_SET_ACCESSOR( LPDXUTCALLBACKDEVICECREATED, DeviceCreatedFunc );
    GET_SET_ACCESSOR( LPDXUTCALLBACKDEVICERESET, DeviceResetFunc );
    GET_SET_ACCESSOR( LPDXUTCALLBACKDEVICELOST, DeviceLostFunc );
    GET_SET_ACCESSOR( LPDXUTCALLBACKDEVICEDESTROYED, DeviceDestroyedFunc );
    GET_SET_ACCESSOR( LPDXUTCALLBACKFRAMEMOVE, FrameMoveFunc );
    GET_SET_ACCESSOR( LPDXUTCALLBACKFRAMERENDER, FrameRenderFunc );
    GET_SET_ACCESSOR( LPDXUTCALLBACKKEYBOARD, KeyboardFunc );
    GET_SET_ACCESSOR( LPDXUTCALLBACKMOUSE, MouseFunc );
    GET_SET_ACCESSOR( LPDXUTCALLBACKMSGPROC, WindowMsgFunc );

    GET_SET_ACCESSOR( void*, IsDeviceAcceptableFuncUserContext );
    GET_SET_ACCESSOR( void*, ModifyDeviceSettingsFuncUserContext );
    GET_SET_ACCESSOR( void*, DeviceCreatedFuncUserContext );
    GET_SET_ACCESSOR( void*, DeviceResetFuncUserContext );
    GET_SET_ACCESSOR( void*, DeviceLostFuncUserContext );
    GET_SET_ACCESSOR( void*, DeviceDestroyedFuncUserContext );
    GET_SET_ACCESSOR( void*, FrameMoveFuncUserContext );
    GET_SET_ACCESSOR( void*, FrameRenderFuncUserContext );
    GET_SET_ACCESSOR( void*, KeyboardFuncUserContext );
    GET_SET_ACCESSOR( void*, MouseFuncUserContext );
    GET_SET_ACCESSOR( void*, WindowMsgFuncUserContext );

    GET_SET_ACCESSOR( CGrowableArray<DXUT_TIMER>*, TimerList );   
    GET_ACCESSOR( bool*, Keys );
    GET_ACCESSOR( bool*, MouseButtons );
    GET_ACCESSOR( WCHAR*, StaticFrameStats );
    GET_ACCESSOR( WCHAR*, FPSStats );
    GET_ACCESSOR( WCHAR*, FrameStats );
    GET_ACCESSOR( WCHAR*, DeviceStats );    
    GET_ACCESSOR( WCHAR*, WindowTitle );
};


//--------------------------------------------------------------------------------------
// Global state class
//--------------------------------------------------------------------------------------
DXUTState& GetDXUTState()
{
    // Using an accessor function gives control of the construction order
    static DXUTState state;
    return state;
}


//--------------------------------------------------------------------------------------
// Internal functions forward declarations
//--------------------------------------------------------------------------------------
typedef IDirect3D9* (WINAPI* LPDIRECT3DCREATE9)(UINT SDKVersion);
typedef DECLSPEC_IMPORT UINT (WINAPI* LPTIMEBEGINPERIOD)( UINT uPeriod );
int     DXUTMapButtonToArrayIndex( BYTE vButton );
void    DXUTSetProcessorAffinity();
void    DXUTParseCommandLine();
CD3DEnumeration* DXUTPrepareEnumerationObject( bool bEnumerate = false );
void    DXUTBuildOptimalDeviceSettings( DXUTDeviceSettings* pOptimalDeviceSettings, DXUTDeviceSettings* pDeviceSettingsIn, DXUTMatchOptions* pMatchOptions );
bool    DXUTDoesDeviceComboMatchPreserveOptions( CD3DEnumDeviceSettingsCombo* pDeviceSettingsCombo, DXUTDeviceSettings* pDeviceSettingsIn, DXUTMatchOptions* pMatchOptions );
float   DXUTRankDeviceCombo( CD3DEnumDeviceSettingsCombo* pDeviceSettingsCombo, DXUTDeviceSettings* pDeviceSettingsIn, D3DDISPLAYMODE* pAdapterDesktopDisplayMode );
void    DXUTBuildValidDeviceSettings( DXUTDeviceSettings* pDeviceSettings, CD3DEnumDeviceSettingsCombo* pBestDeviceSettingsCombo, DXUTDeviceSettings* pDeviceSettingsIn, DXUTMatchOptions* pMatchOptions );
HRESULT DXUTFindValidResolution( CD3DEnumDeviceSettingsCombo* pBestDeviceSettingsCombo, D3DDISPLAYMODE displayModeIn, D3DDISPLAYMODE* pBestDisplayMode );
HRESULT DXUTFindAdapterFormat( UINT AdapterOrdinal, D3DDEVTYPE DeviceType, D3DFORMAT BackBufferFormat, BOOL Windowed, D3DFORMAT* pAdapterFormat );
HRESULT DXUTChangeDevice( DXUTDeviceSettings* pNewDeviceSettings, IDirect3DDevice9* pd3dDeviceFromApp, bool bForceRecreate, bool bClipWindowToSingleAdapter );
void    DXUTUpdateDeviceSettingsWithOverrides( DXUTDeviceSettings* pNewDeviceSettings );
HRESULT DXUTCreate3DEnvironment( IDirect3DDevice9* pd3dDeviceFromApp );
HRESULT DXUTReset3DEnvironment();
void    DXUTRender3DEnvironment();
void    DXUTCleanup3DEnvironment( bool bReleaseSettings = true );
void    DXUTUpdateFrameStats();
void    DXUTUpdateDeviceStats( D3DDEVTYPE DeviceType, DWORD BehaviorFlags, D3DADAPTER_IDENTIFIER9* pAdapterIdentifier );
void    DXUTUpdateStaticFrameStats();
void    DXUTHandleTimers();
bool    DXUTIsNextArg( WCHAR*& strCmdLine, WCHAR* strArg );
bool    DXUTGetCmdParam( WCHAR*& strCmdLine, WCHAR* strFlag );
void    DXUTDisplayErrorMessage( HRESULT hr );
LRESULT CALLBACK DXUTStaticWndProc( HWND hWnd, UINT uMsg, WPARAM wParam, LPARAM lParam );
void    DXUTCheckForWindowSizeChange();
void    DXUTCheckForWindowChangingMonitors();
UINT    DXUTColorChannelBits( D3DFORMAT fmt );
UINT    DXUTStencilBits( D3DFORMAT fmt );
UINT    DXUTDepthBits( D3DFORMAT fmt );
HRESULT DXUTGetAdapterOrdinalFromMonitor( HMONITOR hMonitor, UINT* pAdapterOrdinal );
void    DXUTAllowShortcutKeys( bool bAllowKeys );
void    DXUTUpdateBackBufferDesc();
void    DXUTSetupCursor();
HRESULT DXUTSetDeviceCursor( IDirect3DDevice9* pd3dDevice, HCURSOR hCursor, bool bAddWatermark );


//--------------------------------------------------------------------------------------
// External callback setup functions
//--------------------------------------------------------------------------------------
void DXUTSetCallbackDeviceCreated( LPDXUTCALLBACKDEVICECREATED pCallbackDeviceCreated, void* pUserContext ) { GetDXUTState().SetDeviceCreatedFunc( pCallbackDeviceCreated ); GetDXUTState().SetDeviceCreatedFuncUserContext( pUserContext ); }
void DXUTSetCallbackDeviceReset( LPDXUTCALLBACKDEVICERESET pCallbackDeviceReset, void* pUserContext )       { GetDXUTState().SetDeviceResetFunc( pCallbackDeviceReset );  GetDXUTState().SetDeviceResetFuncUserContext( pUserContext ); }
void DXUTSetCallbackDeviceLost( LPDXUTCALLBACKDEVICELOST pCallbackDeviceLost, void* pUserContext )          { GetDXUTState().SetDeviceLostFunc( pCallbackDeviceLost );  GetDXUTState().SetDeviceLostFuncUserContext( pUserContext ); }
void DXUTSetCallbackDeviceDestroyed( LPDXUTCALLBACKDEVICEDESTROYED pCallbackDeviceDestroyed, void* pUserContext ) { GetDXUTState().SetDeviceDestroyedFunc( pCallbackDeviceDestroyed );  GetDXUTState().SetDeviceDestroyedFuncUserContext( pUserContext ); }
void DXUTSetCallbackDeviceChanging( LPDXUTCALLBACKMODIFYDEVICESETTINGS pCallbackModifyDeviceSettings, void* pUserContext ) { GetDXUTState().SetModifyDeviceSettingsFunc( pCallbackModifyDeviceSettings );  GetDXUTState().SetModifyDeviceSettingsFuncUserContext( pUserContext ); }
void DXUTSetCallbackFrameMove( LPDXUTCALLBACKFRAMEMOVE pCallbackFrameMove, void* pUserContext ) { GetDXUTState().SetFrameMoveFunc( pCallbackFrameMove );  GetDXUTState().SetFrameMoveFuncUserContext( pUserContext ); }
void DXUTSetCallbackFrameRender( LPDXUTCALLBACKFRAMERENDER pCallbackFrameRender, void* pUserContext )       { GetDXUTState().SetFrameRenderFunc( pCallbackFrameRender );  GetDXUTState().SetFrameRenderFuncUserContext( pUserContext ); }
void DXUTSetCallbackKeyboard( LPDXUTCALLBACKKEYBOARD pCallbackKeyboard, void* pUserContext )                { GetDXUTState().SetKeyboardFunc( pCallbackKeyboard );  GetDXUTState().SetKeyboardFuncUserContext( pUserContext ); }
void DXUTSetCallbackMouse( LPDXUTCALLBACKMOUSE pCallbackMouse, bool bIncludeMouseMove, void* pUserContext ) { GetDXUTState().SetMouseFunc( pCallbackMouse ); GetDXUTState().SetNotifyOnMouseMove( bIncludeMouseMove );  GetDXUTState().SetMouseFuncUserContext( pUserContext ); }
void DXUTSetCallbackMsgProc( LPDXUTCALLBACKMSGPROC pCallbackMsgProc, void* pUserContext )                   { GetDXUTState().SetWindowMsgFunc( pCallbackMsgProc );  GetDXUTState().SetWindowMsgFuncUserContext( pUserContext ); }

//--------------------------------------------------------------------------------------
// Optionally parses the command line and sets if default hotkeys are handled
//
//       Possible command line parameters are:
//          -adapter:#              forces app to use this adapter # (fails if the adapter doesn't exist)
//          -windowed               forces app to start windowed
//          -fullscreen             forces app to start full screen
//          -forcehal               forces app to use HAL (fails if HAL doesn't exist)
//          -forceref               forces app to use REF (fails if REF doesn't exist)
//          -forcepurehwvp          forces app to use pure HWVP (fails if device doesn't support it)
//          -forcehwvp              forces app to use HWVP (fails if device doesn't support it)
//          -forceswvp              forces app to use SWVP 
//          -forcevsync:#           if # is 0, forces app to use D3DPRESENT_INTERVAL_IMMEDIATE otherwise force use of D3DPRESENT_INTERVAL_DEFAULT 
//          -width:#                forces app to use # for width. for full screen, it will pick the closest possible supported mode
//          -height:#               forces app to use # for height. for full screen, it will pick the closest possible supported mode
//          -startx:#               forces app to use # for the x coord of the window position for windowed mode
//          -starty:#               forces app to use # for the y coord of the window position for windowed mode
//          -constantframetime:#    forces app to use constant frame time, where # is the time/frame in seconds
//          -quitafterframe:x       forces app to quit after # frames
//          -noerrormsgboxes        prevents the display of message boxes generated by the framework so the application can be run without user interaction
//          -nostats                prevents the display of the stats
//          -relaunchmce            re-launches the MCE UI after the app exits
//          -automation             every CDXUTDialog created will have EnableKeyboardInput(true) called, enabling UI navigation with keyboard
//                                  This is useful when automating application testing.
//
//      Hotkeys handled by default are:
//          Alt-Enter           toggle between full screen & windowed (hotkey always enabled)
//          ESC                 exit app 
//          F3                  toggle HAL/REF
//          F8                  toggle wire-frame mode
//          Pause               pause time
//--------------------------------------------------------------------------------------
HRESULT DXUTInit( bool bParseCommandLine, bool bHandleDefaultHotkeys, bool bShowMsgBoxOnError, bool bHandleAltEnter )
{
    GetDXUTState().SetDXUTInitCalled( true );

    // Not always needed, but lets the app create GDI dialogs
    InitCommonControls();

    // Save the current sticky/toggle/filter key settings so DXUT can restore them later
    STICKYKEYS sk = {sizeof(STICKYKEYS), 0};
    SystemParametersInfo(SPI_GETSTICKYKEYS, sizeof(STICKYKEYS), &sk, 0);
    GetDXUTState().SetStartupStickyKeys( sk );

    TOGGLEKEYS tk = {sizeof(TOGGLEKEYS), 0};
    SystemParametersInfo(SPI_GETTOGGLEKEYS, sizeof(TOGGLEKEYS), &tk, 0);
    GetDXUTState().SetStartupToggleKeys( tk );

    FILTERKEYS fk = {sizeof(FILTERKEYS), 0};
    SystemParametersInfo(SPI_GETFILTERKEYS, sizeof(FILTERKEYS), &fk, 0);
    GetDXUTState().SetStartupFilterKeys( fk );

    // Increase the accuracy of Sleep() without needing to link to winmm.lib
    WCHAR wszPath[MAX_PATH+1];
    if( GetSystemDirectory( wszPath, MAX_PATH+1 ) )
    {
        StringCchCat( wszPath, MAX_PATH, L"\\winmm.dll" );
        HINSTANCE hInstWinMM = LoadLibrary( wszPath );
        if( hInstWinMM ) 
        {
            LPTIMEBEGINPERIOD pTimeBeginPeriod = (LPTIMEBEGINPERIOD)GetProcAddress( hInstWinMM, "timeBeginPeriod" );
            if( NULL != pTimeBeginPeriod )
                pTimeBeginPeriod(1);

            FreeLibrary(hInstWinMM);
        }
    }

    GetDXUTState().SetShowMsgBoxOnError( bShowMsgBoxOnError );
    GetDXUTState().SetHandleDefaultHotkeys( bHandleDefaultHotkeys );
    GetDXUTState().SetHandleAltEnter( bHandleAltEnter );

    if( bParseCommandLine )
        DXUTParseCommandLine();

    // Verify D3DX version
    if( !D3DXCheckVersion( D3D_SDK_VERSION, D3DX_SDK_VERSION ) )
    {
        DXUTDisplayErrorMessage( DXUTERR_INCORRECTVERSION );
        return DXUT_ERR( L"D3DXCheckVersion", DXUTERR_INCORRECTVERSION );
    }

    // Create a Direct3D object if one has not already been created
    IDirect3D9* pD3D = DXUTGetD3DObject();
    if( pD3D == NULL )
    {
        // This may fail if DirectX 9 isn't installed
        // This may fail if the DirectX headers are out of sync with the installed DirectX DLLs
        pD3D = DXUT_Dynamic_Direct3DCreate9( D3D_SDK_VERSION );
        GetDXUTState().SetD3D( pD3D );
    }

    if( pD3D == NULL )
    {
        // If still NULL, then something went wrong
        DXUTDisplayErrorMessage( DXUTERR_NODIRECT3D );
        return DXUT_ERR( L"Direct3DCreate9", DXUTERR_NODIRECT3D );
    }

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