本文整理汇总了C++中CDXUTDialog::GetButton方法的典型用法代码示例。如果您正苦于以下问题:C++ CDXUTDialog::GetButton方法的具体用法?C++ CDXUTDialog::GetButton怎么用?C++ CDXUTDialog::GetButton使用的例子?那么, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在类CDXUTDialog
的用法示例。
在下文中一共展示了CDXUTDialog::GetButton方法的6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: CDXUTTextHelper
//--------------------------------------------------------------------------------------
// Create any D3D9 resources that won't live through a device reset (D3DPOOL_DEFAULT)
// or that are tied to the back buffer size
//--------------------------------------------------------------------------------------
HRESULT CALLBACK OnD3D9ResetDevice( IDirect3DDevice9* pd3dDevice,
const D3DSURFACE_DESC* pBackBufferSurfaceDesc, void* pUserContext )
{
HRESULT hr;
V_RETURN( g_DialogResourceManager.OnD3D9ResetDevice() );
V_RETURN( g_SettingsDlg.OnD3D9ResetDevice() );
if( g_pFont9 ) V_RETURN( g_pFont9->OnResetDevice() );
if( g_pEffect9 ) V_RETURN( g_pEffect9->OnResetDevice() );
V_RETURN( D3DXCreateSprite( pd3dDevice, &g_pSprite9 ) );
g_pTxtHelper = new CDXUTTextHelper( g_pFont9, g_pSprite9, NULL, NULL, 15 );
// Setup the camera's projection parameters
float fAspectRatio = pBackBufferSurfaceDesc->Width / ( FLOAT )pBackBufferSurfaceDesc->Height;
g_Camera.SetProjParams( D3DX_PI / 4, fAspectRatio, 0.1f, 1000.0f );
g_Camera.SetWindow( pBackBufferSurfaceDesc->Width, pBackBufferSurfaceDesc->Height );
g_HUD.SetLocation( pBackBufferSurfaceDesc->Width - 170, 0 );
g_HUD.SetSize( 170, 170 );
g_SampleUI.SetLocation( pBackBufferSurfaceDesc->Width - 170, pBackBufferSurfaceDesc->Height - 350 );
g_SampleUI.SetSize( 170, 300 );
// load the mesh
V_RETURN( g_Mesh.Create( pd3dDevice, L"misc\\ball.sdkmesh" ) );
// Load the texture
WCHAR str[MAX_PATH];
V_RETURN( DXUTFindDXSDKMediaFileCch( str, MAX_PATH, L"misc\\seafloor.dds" ) );
V_RETURN( CreateDDSTextureFromFile( pd3dDevice, str, &g_pTexture9 ) );
if( DXUTIsWindowed() )
g_SampleUI.GetButton( IDC_LOAD_TEXTURE )->SetEnabled( true );
else
g_SampleUI.GetButton( IDC_LOAD_TEXTURE )->SetEnabled( false );
return S_OK;
}
示例2: MouseProc
void CALLBACK MouseProc(bool bLeftButtonDown, bool bRightButtonDown, bool bMiddleButtonDown, bool bSideButton1Down, bool bSideButton2Down, int nMouseWheelDelta, int xPos, int yPos, void* pUserContext)
{
if(bLeftButtonDown)
{
NsCell cell = g_Board.GetCellAtPoint(DXUTGetD3D9Device(), xPos, yPos);
g_Board.PerformMove(g_Board.GetActiveColor(), cell.iRow, cell.iColumn);
if(g_Board.pRenjuGame->bGameIsFinished)
{
g_HUD.GetButton(IDC_RESETGAME)->SetText(L"Start");
g_SampleUI.GetRadioButton(IDC_GAMEMODE_HUMAN_HUMAN_RADIO)->SetVisible(true);
g_SampleUI.GetRadioButton(IDC_GAMEMODE_AI_IS_BLACK_RADIO)->SetVisible(true);
g_SampleUI.GetRadioButton(IDC_GAMEMODE_AI_IS_WHITE_RADIO)->SetVisible(true);
}
}
}
示例3: CDXUTTextHelper
//--------------------------------------------------------------------------------------
// Create any D3D11 resources that aren't dependant on the back buffer
//--------------------------------------------------------------------------------------
HRESULT CALLBACK OnD3D11CreateDevice( ID3D11Device* pd3dDevice, const DXGI_SURFACE_DESC* pBackBufferSurfaceDesc,
void* pUserContext )
{
HRESULT hr;
auto pd3dImmediateContext = DXUTGetD3D11DeviceContext();
V_RETURN( g_DialogResourceManager.OnD3D11CreateDevice( pd3dDevice, pd3dImmediateContext ) );
V_RETURN( g_SettingsDlg.OnD3D11CreateDevice( pd3dDevice ) );
g_pTxtHelper = new CDXUTTextHelper( pd3dDevice, pd3dImmediateContext, &g_DialogResourceManager, 15 );
// Create other render resources here
g_States = std::make_unique<CommonStates>( pd3dDevice );
g_Batch = std::make_unique<PrimitiveBatch<VertexPositionColor>>( pd3dImmediateContext );
g_BatchEffect = std::make_unique<BasicEffect>( pd3dDevice );
g_BatchEffect->SetVertexColorEnabled(true);
{
void const* shaderByteCode;
size_t byteCodeLength;
g_BatchEffect->GetVertexShaderBytecode( &shaderByteCode, &byteCodeLength );
hr = pd3dDevice->CreateInputLayout( VertexPositionColor::InputElements,
VertexPositionColor::InputElementCount,
shaderByteCode, byteCodeLength,
&g_pBatchInputLayout );
if( FAILED( hr ) )
return hr;
}
// Setup the camera's view parameters
auto pComboBox = g_SampleUI.GetComboBox( IDC_GROUP );
SetViewForGroup( (pComboBox) ? (int)PtrToInt( pComboBox->GetSelectedData() ) : 0 );
g_HUD.GetButton( IDC_TOGGLEWARP )->SetEnabled( true );
return S_OK;
}
示例4: colorMtrlDiffuse
//--------------------------------------------------------------------------------------
// Create any D3D9 resources that will live through a device reset (D3DPOOL_MANAGED)
// and aren't tied to the back buffer size
//--------------------------------------------------------------------------------------
HRESULT CALLBACK OnD3D9CreateDevice( IDirect3DDevice9* pd3dDevice, const D3DSURFACE_DESC* pBackBufferSurfaceDesc,
void* pUserContext )
{
HRESULT hr;
V_RETURN( g_DialogResourceManager.OnD3D9CreateDevice( pd3dDevice ) );
V_RETURN( g_D3DSettingsDlg.OnD3D9CreateDevice( pd3dDevice ) );
// Initialize the font
V_RETURN( D3DXCreateFont( pd3dDevice, 15, 0, FW_BOLD, 1, FALSE, DEFAULT_CHARSET,
OUT_DEFAULT_PRECIS, DEFAULT_QUALITY, DEFAULT_PITCH | FF_DONTCARE,
L"Arial", &g_pFont9 ) );
// Load the mesh
V_RETURN( LoadMesh( pd3dDevice, L"tiny\\tiny.x", &g_pMesh9 ) );
g_SampleUI.GetStatic( IDC_NUM_LIGHTS_STATIC )->SetVisible( true );
g_SampleUI.GetSlider( IDC_NUM_LIGHTS )->SetVisible( true );
g_SampleUI.GetButton( IDC_ACTIVE_LIGHT )->SetVisible( true );
D3DXVECTOR3* pData;
D3DXVECTOR3 vCenter;
FLOAT fObjectRadius;
V( g_pMesh9->LockVertexBuffer( 0, ( LPVOID* )&pData ) );
V( D3DXComputeBoundingSphere( pData, g_pMesh9->GetNumVertices(),
D3DXGetFVFVertexSize( g_pMesh9->GetFVF() ), &vCenter, &fObjectRadius ) );
V( g_pMesh9->UnlockVertexBuffer() );
D3DXMatrixTranslation( &g_mCenterMesh, -vCenter.x, -vCenter.y, -vCenter.z );
D3DXMATRIXA16 m;
D3DXMatrixRotationY( &m, D3DX_PI );
g_mCenterMesh *= m;
D3DXMatrixRotationX( &m, D3DX_PI / 2.0f );
g_mCenterMesh *= m;
V_RETURN( CDXUTDirectionWidget::StaticOnD3D9CreateDevice( pd3dDevice ) );
for( int i = 0; i < MAX_LIGHTS; i++ )
g_LightControl[i].SetRadius( fObjectRadius );
// Read the D3DX effect file
WCHAR str[MAX_PATH];
DWORD dwShaderFlags = D3DXFX_NOT_CLONEABLE | D3DXSHADER_NO_PRESHADER | D3DXFX_LARGEADDRESSAWARE;
#ifdef DEBUG_VS
dwShaderFlags |= D3DXSHADER_FORCE_VS_SOFTWARE_NOOPT;
#endif
#ifdef DEBUG_PS
dwShaderFlags |= D3DXSHADER_FORCE_PS_SOFTWARE_NOOPT;
#endif
V_RETURN( DXUTFindDXSDKMediaFileCch( str, MAX_PATH, L"BasicHLSL.fx" ) );
V_RETURN( D3DXCreateEffectFromFile( pd3dDevice, str, NULL, NULL, dwShaderFlags, NULL, &g_pEffect9, NULL ) );
// Create the mesh texture from a file
V_RETURN( DXUTFindDXSDKMediaFileCch( str, MAX_PATH, L"tiny\\tiny_skin.dds" ) );
V_RETURN( D3DXCreateTextureFromFileEx( pd3dDevice, str, D3DX_DEFAULT, D3DX_DEFAULT,
D3DX_DEFAULT, 0, D3DFMT_UNKNOWN, D3DPOOL_MANAGED,
D3DX_DEFAULT, D3DX_DEFAULT, 0,
NULL, NULL, &g_pMeshTexture9 ) );
// Set effect variables as needed
D3DXCOLOR colorMtrlDiffuse( 1.0f, 1.0f, 1.0f, 1.0f );
D3DXCOLOR colorMtrlAmbient( 0.35f, 0.35f, 0.35f, 0 );
D3DXHANDLE hMaterialAmbientColor = g_pEffect9->GetParameterByName( NULL, "g_MaterialAmbientColor" );
D3DXHANDLE hMaterialDiffuseColor = g_pEffect9->GetParameterByName( NULL, "g_MaterialDiffuseColor" );
D3DXHANDLE hMeshTexture = g_pEffect9->GetParameterByName( NULL, "g_MeshTexture" );
V_RETURN( g_pEffect9->SetValue( hMaterialAmbientColor, &colorMtrlAmbient, sizeof( D3DXCOLOR ) ) );
V_RETURN( g_pEffect9->SetValue( hMaterialDiffuseColor, &colorMtrlDiffuse, sizeof( D3DXCOLOR ) ) );
V_RETURN( g_pEffect9->SetTexture( hMeshTexture, g_pMeshTexture9 ) );
g_hLightDir = g_pEffect9->GetParameterByName( NULL, "g_LightDir" );
g_hLightDiffuse = g_pEffect9->GetParameterByName( NULL, "g_LightDiffuse" );
g_hmWorldViewProjection = g_pEffect9->GetParameterByName( NULL, "g_mWorldViewProjection" );
g_hmWorld = g_pEffect9->GetParameterByName( NULL, "g_mWorld" );
g_hMaterialDiffuseColor = g_pEffect9->GetParameterByName( NULL, "g_MaterialDiffuseColor" );
g_hfTime = g_pEffect9->GetParameterByName( NULL, "g_fTime" );
g_hnNumLights = g_pEffect9->GetParameterByName( NULL, "g_nNumLights" );
g_hRenderSceneWithTexture1Light = g_pEffect9->GetTechniqueByName( "RenderSceneWithTexture1Light" );
g_hRenderSceneWithTexture2Light = g_pEffect9->GetTechniqueByName( "RenderSceneWithTexture2Light" );
g_hRenderSceneWithTexture3Light = g_pEffect9->GetTechniqueByName( "RenderSceneWithTexture3Light" );
// Setup the camera's view parameters
D3DXVECTOR3 vecEye( 0.0f, 0.0f, -15.0f );
D3DXVECTOR3 vecAt ( 0.0f, 0.0f, -0.0f );
g_Camera.SetViewParams( &vecEye, &vecAt );
g_Camera.SetRadius( fObjectRadius * 3.0f, fObjectRadius * 0.5f, fObjectRadius * 10.0f );
return S_OK;
}
示例5: CDXUTTextHelper
//--------------------------------------------------------------------------------------
// Create any D3D11 resources that aren't dependant on the back buffer
//--------------------------------------------------------------------------------------
HRESULT CALLBACK OnD3D11CreateDevice( ID3D11Device* pd3dDevice, const DXGI_SURFACE_DESC* pBackBufferSurfaceDesc,
void* pUserContext )
{
HRESULT hr;
auto pd3dImmediateContext = DXUTGetD3D11DeviceContext();
V_RETURN( g_DialogResourceManager.OnD3D11CreateDevice( pd3dDevice, pd3dImmediateContext ) );
V_RETURN( g_SettingsDlg.OnD3D11CreateDevice( pd3dDevice ) );
g_pTxtHelper = new CDXUTTextHelper( pd3dDevice, pd3dImmediateContext, &g_DialogResourceManager, 15 );
// Read the HLSL file
// You should use the lowest possible shader profile for your shader to enable various feature levels. These
// shaders are simple enough to work well within the lowest possible profile, and will run on all feature levels
DWORD dwShaderFlags = D3DCOMPILE_ENABLE_STRICTNESS;
#ifdef _DEBUG
// Disable optimizations to further improve shader debugging
dwShaderFlags |= D3DCOMPILE_SKIP_OPTIMIZATION;
#endif
ID3DBlob* pVertexShaderBuffer = nullptr;
V_RETURN( DXUTCompileFromFile( L"SimpleSample.hlsl", nullptr, "RenderSceneVS", "vs_4_0_level_9_1", dwShaderFlags, 0,
&pVertexShaderBuffer ) );
ID3DBlob* pPixelShaderBuffer = nullptr;
V_RETURN( DXUTCompileFromFile( L"SimpleSample.hlsl", nullptr, "RenderScenePS", "ps_4_0_level_9_1", dwShaderFlags, 0,
&pPixelShaderBuffer ) );
// Create the shaders
V_RETURN( pd3dDevice->CreateVertexShader( pVertexShaderBuffer->GetBufferPointer(),
pVertexShaderBuffer->GetBufferSize(), nullptr, &g_pVertexShader11 ) );
DXUT_SetDebugName( g_pVertexShader11, "RenderSceneVS" );
V_RETURN( pd3dDevice->CreatePixelShader( pPixelShaderBuffer->GetBufferPointer(),
pPixelShaderBuffer->GetBufferSize(), nullptr, &g_pPixelShader11 ) );
DXUT_SetDebugName( g_pPixelShader11, "RenderScenePS" );
// Create a layout for the object data
const D3D11_INPUT_ELEMENT_DESC layout[] =
{
{ "POSITION", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 0, D3D11_INPUT_PER_VERTEX_DATA, 0 },
{ "NORMAL", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 12, D3D11_INPUT_PER_VERTEX_DATA, 0 },
{ "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, 24, D3D11_INPUT_PER_VERTEX_DATA, 0 },
};
V_RETURN( pd3dDevice->CreateInputLayout( layout, ARRAYSIZE( layout ), pVertexShaderBuffer->GetBufferPointer(),
pVertexShaderBuffer->GetBufferSize(), &g_pLayout11 ) );
DXUT_SetDebugName( g_pLayout11, "Primary" );
// No longer need the shader blobs
SAFE_RELEASE( pVertexShaderBuffer );
SAFE_RELEASE( pPixelShaderBuffer );
// Create state objects
D3D11_SAMPLER_DESC samDesc = {};
samDesc.Filter = D3D11_FILTER_MIN_MAG_MIP_LINEAR;
samDesc.AddressU = samDesc.AddressV = samDesc.AddressW = D3D11_TEXTURE_ADDRESS_WRAP;
samDesc.MaxAnisotropy = 1;
samDesc.ComparisonFunc = D3D11_COMPARISON_ALWAYS;
samDesc.MaxLOD = D3D11_FLOAT32_MAX;
V_RETURN( pd3dDevice->CreateSamplerState( &samDesc, &g_pSamLinear ) );
DXUT_SetDebugName( g_pSamLinear, "Linear" );
// Create constant buffers
D3D11_BUFFER_DESC cbDesc = {};
cbDesc.Usage = D3D11_USAGE_DYNAMIC;
cbDesc.BindFlags = D3D11_BIND_CONSTANT_BUFFER;
cbDesc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
cbDesc.ByteWidth = sizeof( CB_VS_PER_OBJECT );
V_RETURN( pd3dDevice->CreateBuffer( &cbDesc, nullptr, &g_pcbVSPerObject11 ) );
DXUT_SetDebugName( g_pcbVSPerObject11, "CB_VS_PER_OBJECT" );
cbDesc.ByteWidth = sizeof( CB_VS_PER_FRAME );
V_RETURN( pd3dDevice->CreateBuffer( &cbDesc, nullptr, &g_pcbVSPerFrame11 ) );
DXUT_SetDebugName( g_pcbVSPerFrame11, "CB_VS_PER_FRAME" );
// Create other render resources here
// Setup the camera's view parameters
static const XMVECTORF32 s_vecEye = { 0.0f, 0.0f, -5.0f, 0.f };
g_Camera.SetViewParams( s_vecEye, g_XMZero );
g_HUD.GetButton( IDC_TOGGLEWARP )->SetEnabled( true );
return S_OK;
}
示例6: OnGUIEvent
void CALLBACK OnGUIEvent(UINT nEvent, int nControlID, CDXUTControl* pControl, void* pUserContext)
{
switch(nControlID)
{
case IDC_TOGGLEFULLSCREEN:
DXUTToggleFullScreen();
break;
case IDC_TOGGLEREF:
DXUTToggleREF();
break;
case IDC_HIDECONSOLE:
NsConsole::Instance()->Toogle();
break;
case IDC_RESETGAME:
if(!g_Board.pRenjuGame->bGameIsFinished)
{
g_Board.Finish();
NsConsole::Instance()->AddMessage("The game was finished mannualy");
g_HUD.GetButton(IDC_RESETGAME)->SetText(L"Start");
g_SampleUI.GetRadioButton(IDC_GAMEMODE_HUMAN_HUMAN_RADIO)->SetVisible(true);
g_SampleUI.GetRadioButton(IDC_GAMEMODE_AI_IS_BLACK_RADIO)->SetVisible(true);
g_SampleUI.GetRadioButton(IDC_GAMEMODE_AI_IS_WHITE_RADIO)->SetVisible(true);
}
else
{
g_Board.Start();
g_HUD.GetButton(IDC_RESETGAME)->SetText(L"Finish");
g_SampleUI.GetRadioButton(IDC_GAMEMODE_HUMAN_HUMAN_RADIO)->SetVisible(false);
g_SampleUI.GetRadioButton(IDC_GAMEMODE_AI_IS_BLACK_RADIO)->SetVisible(false);
g_SampleUI.GetRadioButton(IDC_GAMEMODE_AI_IS_WHITE_RADIO)->SetVisible(false);
}
break;
case IDC_GAMEMODE_HUMAN_HUMAN_RADIO:
g_Board.pRenjuGame->SetNsGameMode(NsGameMode::Human_Human);
break;
case IDC_GAMEMODE_AI_IS_BLACK_RADIO:
g_Board.pRenjuGame->SetNsGameMode(NsGameMode::AI_Black);
break;
case IDC_GAMEMODE_AI_IS_WHITE_RADIO:
g_Board.pRenjuGame->SetNsGameMode(NsGameMode::AI_White);
break;
case IDC_LAUNCH_RENJU_MANUAL:
HINSTANCE hiResult = ShellExecute(
NULL,
L"open",
(NsD3DResourceManager::Instance()->GetAbsoluteContentFolderPath() + L"/Other/renju_manual.pdf").c_str(),
NULL,
NULL,
SW_SHOWNORMAL);
if((int)hiResult > 32)
{
NsConsole::Instance()->AddMessage("The manual was shown");
}
else
{
NsConsole::Instance()->AddMessage("Warning! Fail to show manual");
}
break;
}
}