?? id3dxfont.cpp
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//////////////////////////////////////////////////////////////////////////////////////////////////
//
// File: id3dxfont.cpp
//
// Author: Frank Luna (C) All Rights Reserved
//
// System: AMD Athlon 1800+ XP, 512 DDR, Geforce 3, Windows XP, MSVC++ 7.0
//
// Desc: Shows how to calculate the number of frames rendered per second and
// demonstrates how to render text with the ID3DXFont interface.
//
//////////////////////////////////////////////////////////////////////////////////////////////////
#include "d3dUtility.h"
//
// Globals
//
IDirect3DDevice9* Device = 0;
const int Width = 640;
const int Height = 480;
ID3DXFont* Font = 0;
DWORD FrameCnt = 0;
float TimeElapsed = 0;
float FPS = 0;
char FPSString[9];
//
// Framework functions
//
bool Setup()
{
//
// Initialize a LOGFONT structure that describes the font
// we want to create.
//
LOGFONT lf;
ZeroMemory(&lf, sizeof(LOGFONT));
lf.lfHeight = 25; // in logical units
lf.lfWidth = 12; // in logical units
lf.lfEscapement = 0;
lf.lfOrientation = 0;
lf.lfWeight = 500; // boldness, range 0(light) - 1000(bold)
lf.lfItalic = false;
lf.lfUnderline = false;
lf.lfStrikeOut = false;
lf.lfCharSet = DEFAULT_CHARSET;
lf.lfOutPrecision = 0;
lf.lfClipPrecision = 0;
lf.lfQuality = 0;
lf.lfPitchAndFamily = 0;
strcpy(lf.lfFaceName, "Times New Roman"); // font style
//
// Create an ID3DXFont based on 'lf'.
//
if(FAILED(D3DXCreateFontIndirect(Device, &lf, &Font)))
{
::MessageBox(0, "D3DXCreateFontIndirect() - FAILED", 0, 0);
::PostQuitMessage(0);
}
return true;
}
void Cleanup()
{
d3d::Release<ID3DXFont*>(Font);
}
bool Display(float timeDelta)
{
if( Device )
{
//
// Update: Compute the frames per second.
//
FrameCnt++;
TimeElapsed += timeDelta;
if(TimeElapsed >= 1.0f)
{
FPS = (float)FrameCnt / TimeElapsed;
sprintf(FPSString, "%f", FPS);
FPSString[8] = '\0'; // mark end of string
TimeElapsed = 0.0f;
FrameCnt = 0;
}
//
// Render
//
Device->Clear(0, 0, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0xffffffff, 1.0f, 0);
Device->BeginScene();
RECT rect = {0, 0, Width, Height};
Font->DrawText(
FPSString,
-1, // size of string or -1 indicates null terminating string
&rect, // rectangle text is to be formatted to in windows coords
DT_TOP | DT_LEFT, // draw in the top left corner of the viewport
0xff000000); // black text
Device->EndScene();
Device->Present(0, 0, 0, 0);
}
return true;
}
//
// WndProc
//
LRESULT CALLBACK d3d::WndProc(HWND hwnd, UINT msg, WPARAM wParam, LPARAM lParam)
{
switch( msg )
{
case WM_DESTROY:
::PostQuitMessage(0);
break;
case WM_KEYDOWN:
if( wParam == VK_ESCAPE )
::DestroyWindow(hwnd);
break;
}
return ::DefWindowProc(hwnd, msg, wParam, lParam);
}
//
// WinMain
//
int WINAPI WinMain(HINSTANCE hinstance,
HINSTANCE prevInstance,
PSTR cmdLine,
int showCmd)
{
if(!d3d::InitD3D(hinstance,
Width, Height, true, D3DDEVTYPE_HAL, &Device))
{
::MessageBox(0, "InitD3D() - FAILED", 0, 0);
return 0;
}
if(!Setup())
{
::MessageBox(0, "Setup() - FAILED", 0, 0);
return 0;
}
d3d::EnterMsgLoop( Display );
Cleanup();
Device->Release();
return 0;
}
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