本文整理汇总了C++中D3DXCreateFont函数的典型用法代码示例。如果您正苦于以下问题:C++ D3DXCreateFont函数的具体用法?C++ D3DXCreateFont怎么用?C++ D3DXCreateFont使用的例子?那么恭喜您, 这里精选的函数代码示例或许可以为您提供帮助。
在下文中一共展示了D3DXCreateFont函数的15个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C++代码示例。
示例1: D3DXCreateFont
/// <summary>Manages the creation of all resources required by this
/// class to draw text.</summary>
/// <params name="pDevice">LPDIRECT3DDEVICE9 to create data with. Must be
/// the same device later used to render.</params>
/// <returns>true if successful, false if failed.</returns>
bool D3DDisplayManager::_CreateFont(LPDIRECT3DDEVICE9 pDevice){
// TODO: scale font size with resolution?
if (!pFont) {
// Create a font if we haven't already
HRESULT hr = D3DXCreateFont(pDevice, 18, 0, FW_NORMAL, 0, FALSE, DEFAULT_CHARSET, OUT_DEFAULT_PRECIS,
DEFAULT_QUALITY, DEFAULT_PITCH | FF_DONTCARE, TEXT("Arial"), &pFont);
if (FAILED(hr))
return false;
}
if (!pTitleFont) {
HRESULT hr = D3DXCreateFont(pDevice, 20, 0, FW_BOLD, 0, FALSE, DEFAULT_CHARSET, OUT_DEFAULT_PRECIS,
DEFAULT_QUALITY, DEFAULT_PITCH | FF_DONTCARE, TEXT("Arial"), &pTitleFont);
if (FAILED(hr))
return false;
}
if (!pFontSprite) {
HRESULT hr = D3DXCreateSprite(pDevice, &pFontSprite);
if (FAILED(hr))
return false;
}
if (!pLine) {
HRESULT hr = D3DXCreateLine(pDevice, &pLine);
if (FAILED(hr))
return false;
pLine->SetAntialias(false);
pLine->SetGLLines(true);
}
return true;
}
示例2: D3DXCreateFont
void DirectXHook::initFontsIfRequired()
{
normalSizeFontHeight = (int)(0.017 * *verticalRes);
largeSizeFontHeight = (int)(0.034 * *verticalRes);
if (!normalSizeFont || normalSizeFontHeight != normalSizeCurrentFontHeight) {
if (normalSizeFont)
{
normalSizeFont->Release();
}
D3DXCreateFont(pDevice, normalSizeFontHeight, 0, FW_NORMAL, 1, 0, DEFAULT_CHARSET, OUT_DEFAULT_PRECIS, ANTIALIASED_QUALITY, DEFAULT_PITCH | FF_DONTCARE, "Verdana", &normalSizeFont);
normalSizeCurrentFontHeight = normalSizeFontHeight;
}
if (!largeSizeFont || largeSizeFontHeight != largeSizeCurrentFontHeight) {
if (largeSizeFont)
{
largeSizeFont->Release();
}
D3DXCreateFont(pDevice, largeSizeFontHeight, 0, FW_NORMAL, 1, 0, DEFAULT_CHARSET, OUT_DEFAULT_PRECIS, ANTIALIASED_QUALITY, DEFAULT_PITCH | FF_DONTCARE, "Tahoma", &largeSizeFont);
largeSizeCurrentFontHeight = largeSizeFontHeight;
}
}
示例3: ObjectInit
bool ObjectInit(HWND hwnd)
{
srand(unsigned(time(nullptr)));
PlaySound(_T("コミネリサ - Resuscitated Hope.wav"), nullptr, SND_ASYNC | SND_FILENAME | SND_LOOP);
D3DXCreateFont(gPD3DDevice, 30, 0, 0, 0, 0, 0, 0, 0, 0, _T("微软雅黑"), &gPTextAdapterFont);
D3DXCreateFont(gPD3DDevice, 20, 0, 0, 0, 0, 0, 0, 0, 0, _T("华文中宋"), &gPTextHelperFont);
D3DXCreateFont(gPD3DDevice, 30, 0, 0, 0, 0, 0, 0, 0, 0, _T("黑体"), &gPTextInfoFont);
D3DXCreateFont(gPD3DDevice, 36, 0, 0, 0, 0, 0, 0, 0, 0, _T("楷体"), &gPTextFPSFont);
//////////////////////////////////////////////////////////////////////////
// Load mesh and materials here
//////////////////////////////////////////////////////////////////////////
LPD3DXBUFFER pAdjBuffer;
LPD3DXBUFFER pMtrlBuffer;
D3DXLoadMeshFromX(_T("loli.X"), D3DXMESH_MANAGED, gPD3DDevice, &pAdjBuffer, &pMtrlBuffer, nullptr, &gDwNumMtrl, &gPCharacter);
D3DXMATERIAL* pMaterial = (D3DXMATERIAL*)(pMtrlBuffer->GetBufferPointer());
gPMaterial = new D3DMATERIAL9[gDwNumMtrl];
gPTexture = new LPDIRECT3DTEXTURE9[gDwNumMtrl];
for (DWORD i = 0; i < gDwNumMtrl; i++)
{
gPMaterial[i] = pMaterial->MatD3D;
gPMaterial[i].Ambient = gPMaterial[i].Diffuse;
gPTexture[i] = nullptr;
D3DXCreateTextureFromFileA(gPD3DDevice, pMaterial[i].pTextureFilename, &gPTexture[i]);
}
pAdjBuffer->Release();
SAFE_RELEASE(pMtrlBuffer);
// 设置渲染状态
gPD3DDevice->SetRenderState(D3DRS_CULLMODE, D3DCULL_CCW); //开启背面消隐
gPD3DDevice->SetRenderState(D3DRS_AMBIENT, D3DXCOLOR(1.0f, 1.0f, 1.0f, 1.0f)); //设置环境光
return true;
}
示例4: MessageBox
void GameScene::Initialize(HWND& hWnd)
{
if(!Manage_Scene::Initialized())
{
Manage_Scene::Initialize(hWnd);
}
/*
if (!SUCCEEDED(D3DXCreateTextureFromFileEx(gDevice->g_pd3dDevice, background, D3DX_DEFAULT_NONPOW2, D3DX_DEFAULT_NONPOW2, 1, NULL, D3DFMT_UNKNOWN, D3DPOOL_MANAGED,
D3DX_FILTER_NONE, D3DX_FILTER_NONE, NULL, NULL, NULL, &backGroundTexture)))
{
MessageBox(NULL,_T("Image Load error"),NULL,NULL);
}
*/
ZeroMemory(&g_GoalLine, sizeof(g_GoalLine));
D3DXCreateTextureFromFileEx(gDevice->g_pd3dDevice, _T(IMG_FIREBALLOON), D3DX_DEFAULT_NONPOW2, D3DX_DEFAULT_NONPOW2, 1, NULL, D3DFMT_UNKNOWN, D3DPOOL_MANAGED,
D3DX_FILTER_NONE, D3DX_FILTER_NONE, NULL, NULL, NULL, &balloonTexture);
D3DXCreateTextureFromFileEx(gDevice->g_pd3dDevice, _T(IMG_BG), D3DX_DEFAULT_NONPOW2, D3DX_DEFAULT_NONPOW2, 1, NULL, D3DFMT_UNKNOWN, D3DPOOL_MANAGED,
D3DX_FILTER_NONE, D3DX_FILTER_NONE, NULL, NULL, NULL, &backGroundTexture);
D3DXCreateTextureFromFileEx(gDevice->g_pd3dDevice, _T(IMG_GOALLINE), D3DX_DEFAULT_NONPOW2, D3DX_DEFAULT_NONPOW2, 1, NULL, D3DFMT_UNKNOWN, D3DPOOL_MANAGED,
D3DX_FILTER_NONE, D3DX_FILTER_NONE, NULL, NULL, NULL, &g_GoalLine.Texture);
D3DXCreateFont(gDevice->g_pd3dDevice, 30,15, 255, 1, FALSE, DEFAULT_CHARSET, OUT_DEFAULT_PRECIS,
DEFAULT_QUALITY, DEFAULT_PITCH | FF_DONTCARE, _T("바탕체"), &scoreFont);
D3DXCreateFont(gDevice->g_pd3dDevice, 30,15, 255, 1, FALSE, DEFAULT_CHARSET, OUT_DEFAULT_PRECIS,
DEFAULT_QUALITY, DEFAULT_PITCH | FF_DONTCARE, _T("바탕체"), &lifeFont);
D3DXCreateFont(gDevice->g_pd3dDevice, 30,15, 255, 1, FALSE, DEFAULT_CHARSET, OUT_DEFAULT_PRECIS,
DEFAULT_QUALITY, DEFAULT_PITCH | FF_DONTCARE, _T("바탕체"), &stageFont);
if (!SUCCEEDED(D3DXCreateSprite(gDevice->g_pd3dDevice, &spriter)))
{
MessageBox(NULL,_T("Error on generating spriter"),NULL,NULL);
}
InitStage(1);
}
示例5: CScrollingWindow
CHud::CHud(LPDIRECT3DDEVICE9 pd3dDevice) : CScrollingWindow(0x00000000), alpha(255), pMyPlayer(NULL), m_BigFont(NULL), m_SmallFont(NULL), timeLeft(FADETIME) {
HRESULT hr;
// Create a D3DX font object
V(D3DXCreateFont( pd3dDevice, 40, 0, FW_BOLD, 0, FALSE, DEFAULT_CHARSET,
OUT_DEFAULT_PRECIS, DEFAULT_QUALITY, DEFAULT_PITCH | FF_DONTCARE,
TEXT("Arial"), &m_BigFont ) );
V(D3DXCreateFont( pd3dDevice, 24, 0, FW_BOLD, 0, FALSE, DEFAULT_CHARSET,
OUT_DEFAULT_PRECIS, DEFAULT_QUALITY, DEFAULT_PITCH | FF_DONTCARE,
TEXT("Arial"), &m_SmallFont ) );
// Create sprite object
V( D3DXCreateSprite(pd3dDevice,&m_Sprite) );
// Load a texture for our sprite
V( D3DXCreateTextureFromFile(pd3dDevice, LIVE_ICON, &m_Texture) );
if (hr != S_OK)
dprintf("Something went wrong in the HUD!!");
this->anchor = CScrollingWindow::TOP;
this->hidden = false;
this->xPercent = 1.f;
this->yPercent = 1.f;
UpdateDimensions();
}
示例6: D3DXCreateFont
void xTextFlusher::Init( IDirect3DDevice9* device )
{
D3DXCreateFont( device, 12, 0, FW_BOLD, 1, FALSE, DEFAULT_CHARSET,
OUT_DEFAULT_PRECIS, DEFAULT_QUALITY, DEFAULT_PITCH | FF_DONTCARE,
"Consolas", &m_pFont9 );
D3DXCreateFont( device, 14, 0, FW_NORMAL, 1, FALSE, DEFAULT_CHARSET,
OUT_DEFAULT_PRECIS, DEFAULT_QUALITY, DEFAULT_PITCH | FF_DONTCARE,
"Consolas", &m_pFont9Big );
D3DXCreateSprite( device, &m_pSprite9 );
}
示例7: create_font
// font_size is in units of tenths of point size. i.e. 100 is a 10 point font
FontPtr create_font(DevicePtr device, const tstring & font_name, int font_size) {
HDC dc = GetDC(NULL);
if (!dc) WIN_EXCEPT("Failed call to GetDC(NULL).");
int log_pixels_y = GetDeviceCaps(dc, LOGPIXELSY);
ReleaseDC(NULL, dc);
FontPtr font;
HRESULT hr = E_FAIL;
if (is_fixed_width(font_name)) {
LOGFONT lf;
// Try filling the logfont with GDI+ first since it gives more natural font
// proportions than passing 0 as the width. However since GDI+ doesn't handle
// some fonts like Terminal properly, if GDI+ fails, try creating the font
// directly.
if (get_logfont(font_name, font_size, &lf))
return create_font(device, lf);
hr = D3DXCreateFont(device,
-MulDiv(font_size, log_pixels_y, 72 * POINT_SIZE_SCALE),
0,
FW_NORMAL,
D3DX_DEFAULT,
FALSE,
DEFAULT_CHARSET,
OUT_DEFAULT_PRECIS,
QUALITY,
FIXED_PITCH | FF_DONTCARE,
font_name.c_str(),
&font);
}
if (FAILED(hr)) {
tstringstream sstr;
sstr << _T("Unable to use the font ") << font_name << ".";
MessageBox(NULL, sstr.str().c_str(), _T("Font error"), MB_OK);
hr = D3DXCreateFont(device,
-MulDiv(font_size, log_pixels_y, 72 * POINT_SIZE_SCALE),
0,
FW_NORMAL,
D3DX_DEFAULT,
FALSE,
DEFAULT_CHARSET,
OUT_DEFAULT_PRECIS,
QUALITY,
FIXED_PITCH | FF_DONTCARE,
_T("Lucida Console"),
&font);
if (FAILED(hr)) DX_EXCEPT("Failed call to D3DXCreateFont(). ", hr);
}
return font;
}
示例8: InitEverything
//------------------------------------------------------------
// Initialization code
//------------------------------------------------------------
bool InitEverything(HWND hWnd)
{
// init D3D
if (!InitD3D(hWnd))
{
return false;
}
// create a fullscreen quad
InitFullScreenQuad();
// create a render target
if (FAILED(gpD3DDevice->CreateTexture(WIN_WIDTH, WIN_HEIGHT,
1, D3DUSAGE_RENDERTARGET, D3DFMT_X8R8G8B8,
D3DPOOL_DEFAULT, &gpSceneRenderTarget, NULL)))
{
return false;
}
// loading models, shaders and textures
if (!LoadAssets())
{
return false;
}
// load fonts
if (FAILED(D3DXCreateFont(gpD3DDevice, 20, 10, FW_BOLD, 1, FALSE, DEFAULT_CHARSET,
OUT_DEFAULT_PRECIS, DEFAULT_QUALITY, (DEFAULT_PITCH | FF_DONTCARE),
"Arial", &gpFont)))
{
return false;
}
return true;
}
示例9: loadGeometry
void loadGeometry(void) {
// create the vertices using the CUSTOMVERTEX struct
CUSTOMVERTEX vertices[] = {
{ 0.5f, -0.5f, 0.0f, 1.0f, 1.0f },
{ -0.5f, -0.5f, 0.0f, 0.0f, 1.0f },
{ 0.5f, 0.5f, 0.0f, 1.0f, 0.0f },
{ -0.5f, 0.5f, 0.0f, 0.0f, 0.0f }
};
D3DXCreateTextureFromFile(d3ddev, "..\\Sprites\\base.dds", &tx);
RECT rect;
if (FAILED(D3DXCreateFont(d3ddev, 26, 0, FW_NORMAL, 1, false, DEFAULT_CHARSET, OUT_DEFAULT_PRECIS, ANTIALIASED_QUALITY, FF_DONTCARE, "Arial", &font)))
OutputDebugString("Problem");
// create a vertex buffer interface called vb
d3ddev->CreateVertexBuffer(sizeof(vertices),
0,
CUSTOMFVF,
D3DPOOL_MANAGED,
&vb,
NULL);
VOID* pVoid; // a void pointer
// lock v_buffer and load the vertices into it
vb->Lock(0, 0, (void**)&pVoid, 0);
memcpy(pVoid, vertices, sizeof(vertices));
vb->Unlock();
}
示例10: Objects_Init
//-----------------------------------【Object_Init( )函数】--------------------------------------
// 描述:渲染资源初始化函数,在此函数中进行要被渲染的物体的资源的初始化
//--------------------------------------------------------------------------------------------------
HRESULT Objects_Init(HWND hwnd)
{
//创建字体
if(FAILED(D3DXCreateFont(g_pd3dDevice, 36, 0, 0, 1, false, DEFAULT_CHARSET,
OUT_DEFAULT_PRECIS, DEFAULT_QUALITY, 0, _T("微软雅黑"), &g_pFont)))
return E_FAIL;
srand(timeGetTime()); //用系统时间初始化随机种子
// 物体的创建
if(FAILED(D3DXCreateBox(g_pd3dDevice, 2, 2, 2, &g_cube, NULL))) //立方体的创建
return false;
if(FAILED(D3DXCreateTeapot(g_pd3dDevice, &g_teapot, NULL))) //茶壶的创建
return false;
if(FAILED(D3DXCreateSphere(g_pd3dDevice, 1.5, 25, 25, //球面体的创建
&g_sphere, NULL))) return false;
if(FAILED(D3DXCreateTorus(g_pd3dDevice, 0.5f, 1.2f, 25, 25, //圆环体的创建
&g_torus, NULL))) return false;
// 设置渲染状态
g_pd3dDevice->SetRenderState(D3DRS_LIGHTING, FALSE); //关闭光照
g_pd3dDevice->SetRenderState(D3DRS_CULLMODE, D3DCULL_CCW); //开启背面消隐
g_pd3dDevice->SetRenderState(D3DRS_FILLMODE,D3DFILL_WIREFRAME); //设置线框填充模式
return S_OK;
}
示例11: exit
void DirectxFunctions::DirectXInit(HWND hwnd)
{
if (FAILED(Direct3DCreate9Ex(D3D_SDK_VERSION, &DirectX.Object)))
exit(1);
ZeroMemory(&DirectX.Param, sizeof(DirectX.Param));
DirectX.Param.Windowed = true;
DirectX.Param.BackBufferFormat = D3DFMT_A8R8G8B8;
DirectX.Param.BackBufferHeight = Overlay.Height;
DirectX.Param.BackBufferWidth = Overlay.Width;
DirectX.Param.EnableAutoDepthStencil = true;
DirectX.Param.AutoDepthStencilFormat = D3DFMT_D16;
DirectX.Param.MultiSampleQuality = D3DMULTISAMPLE_NONE;
DirectX.Param.SwapEffect = D3DSWAPEFFECT_DISCARD;
if (FAILED(DirectX.Object->CreateDeviceEx(D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, hwnd, D3DCREATE_HARDWARE_VERTEXPROCESSING, &DirectX.Param, 0, &DirectX.Device)))
exit(1);
D3DXCreateFont(DirectX.Device, 16, 0, 0, 0, false, DEFAULT_CHARSET, OUT_DEFAULT_PRECIS, DEFAULT_QUALITY, DEFAULT_PITCH, "Arial", &DirectX.Font);
if (!DirectX.Line)
D3DXCreateLine(DirectX.Device, &DirectX.Line);
}
示例12: Draw
void Draw() {
device->CreateStateBlock(D3DSBT_ALL, &state);
state->Capture();
device->SetVertexShader(nullptr);
// draw
try {
if (memory.UpdateAll()) {
device->GetCreationParameters(&cparams);
GetClientRect(cparams.hFocusWindow, &gameWindow);
if (gameWindow.bottom / 1080.0 != heightModifier || gameWindow.right / 1920.0 != widthModifier) {
heightModifier = gameWindow.bottom / 1080.0;
widthModifier = gameWindow.right / 1920.0;
D3DXCreateFont(device, (int)(40 * heightModifier * (heightModifier + .75 * (1 - heightModifier))), 0, FW_NORMAL, 1, false, DEFAULT_CHARSET, OUT_DEFAULT_PRECIS, 5, DEFAULT_PITCH | FF_DONTCARE, L"Verdana", &pFont);
int left = (int)(855 * widthModifier);
int top = (int)(304 * heightModifier);
int right = (int)(left + 285 * widthModifier);
int bottom = (int)(top + 50 * heightModifier);
rectangle = { left, top, right, bottom };
textrect = { left, top, right, bottom };
}
if (memory.IsOnEndScreen.Current()) {
DrawIGTRectangle();
DrawIGT();
}
}
}
catch (...) {
pFont->DrawTextA(NULL, "Exception", -1, &textrect, DT_CENTER, textColor);
}
//release
state->Apply();
state->Release();
}
示例13: D3DXCreateFont
void Checkbox::init(IDirect3DDevice9 * i_direct3dDevice,LPCSTR i_text, int x, int y, func i_callback)
{
//draw text
m_direct3dDevice=i_direct3dDevice;
D3DXCreateFont( m_direct3dDevice, 20, 0, FW_BOLD, 0, FALSE, DEFAULT_CHARSET, OUT_DEFAULT_PRECIS, DEFAULT_QUALITY, DEFAULT_PITCH | FF_DONTCARE, TEXT("Arial"), &m_font );
fontColor = D3DCOLOR_ARGB(255,0,0,255);
fieldSelected=false;
fieldHighlighted=false;
checkBoxSelected=false;
// Create a rectangle to indicate where on the screen it should be drawn
rct.left=x+30;
rct.right=x+150+30;
rct.top=y+20;
rct.bottom=y+50+20;
m_text=i_text;
pos.x=x;
pos.y=y;
pos.z=0.0f;
D3DXCreateTextureFromFile(m_direct3dDevice,"data/Textures/menubar.png",&menuBar);
D3DXCreateSprite(m_direct3dDevice, &sprite );
//checkbox
checkBoxpos.x=x+175;
checkBoxpos.y=y;
checkBoxpos.z=0.0f;
D3DXCreateTextureFromFile(m_direct3dDevice,"data/Textures/checkboxchecked.png",&checkbox);
D3DXCreateSprite(m_direct3dDevice, &checkBoxSprite );
callback=i_callback;
}
示例14: D3DXCreateSprite
void HippoUI_RenderD3D9::Init()
{
//create sprite
HRESULT hr = D3DXCreateSprite( m_pd3dDevice, &m_pSprite );
if( FAILED( hr ) )
{
m_pSprite=0;
ReportErr("D3DXCreateSprite Failed");
}
const int default_font_h=10;
hr = D3DXCreateFont( m_pd3dDevice,
16, // Height
0, // Width
FW_NORMAL, // Weight
1, // MipLevels, 0 = autogen mipmaps
FALSE, // Italic
DEFAULT_CHARSET, // CharSet
OUT_DEFAULT_PRECIS, // OutputPrecision
DEFAULT_QUALITY, // Quality
DEFAULT_PITCH | FF_DONTCARE, // PitchAndFamily
"Arial", // pFaceName
&m_pFont ); // ppFont
if( FAILED( hr ) )
{
m_pFont=0;
ReportErr("D3DXCreateFont Failed");
}
}
示例15: InitObject
HRESULT InitObject(void)
{
srand(unsigned(time(NULL)));
if (FAILED(D3DXCreateFont(g_pDevice, 30, 0, 0, 1, FALSE, DEFAULT_CHARSET, OUT_DEFAULT_PRECIS, DEFAULT_QUALITY, 0, TEXT("宋体"), &g_pFont)))
{
return E_FAIL;
}
if (FAILED(D3DXCreateTeapot(g_pDevice, &g_pTeapot, NULL))) return E_FAIL;
if (FAILED(D3DXCreateBox(g_pDevice, 2.0f, 2.0f, 2.0f, &g_pCube, NULL))) return E_FAIL;
if (FAILED(D3DXCreateSphere(g_pDevice, 1.5f, 25, 25, &g_pSphere, NULL))) return E_FAIL;
if (FAILED(D3DXCreateTorus(g_pDevice, 0.5f, 1.2f, 25, 25, &g_pTorus, NULL))) return E_FAIL;
//设置材质
D3DMATERIAL9 material;
ZeroMemory(&material, sizeof(D3DMATERIAL9));
material.Ambient = D3DXCOLOR(0.5f, 0.5f, 0.7f, 1.0f); //环境光
material.Diffuse = D3DXCOLOR(0.6f, 0.6f, 0.6f, 1.0f); //漫反射
material.Specular = D3DXCOLOR(0.3f, 0.3f, 0.3f, 0.3f); //镜面反射
material.Emissive = D3DXCOLOR(0.3f, 0.0f, 0.1f, 1.0f);
g_pDevice->SetMaterial(&material);
//设置光照
SetLight(g_pDevice, 1);
g_pDevice->SetRenderState(D3DRS_LIGHTING, TRUE);
g_pDevice->SetRenderState(D3DRS_NORMALIZENORMALS, TRUE);
g_pDevice->SetRenderState(D3DRS_SPECULARENABLE, TRUE);
//开启背面消隐
g_pDevice->SetRenderState(D3DRS_CULLMODE, D3DCULL_CCW);
return S_OK;
}