控件是用戶接口的重要組成部分,為了便于用戶操作,為程序界面添加各種控件是非常好的方法。DXUT框架為在Direct3D程序中添加各種控件提供了支持。為了便于加載控件和處理各控件的消息,通常先在窗口中加載對話框,然后在對話框中添加響應的控件,由對話框來管理控件。為了統一管理各個對話框,還需要定義對話框資源管理器類CDXUTDialogResourceManager的一個對象,在程序開始時,調用各個對話框的Init函數和對話框資源管理對象進行初始化:
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,對話框類CD3DSettingsDlg是Direct3D封裝好的一個專門用于Direct3D渲染設備設置的對話框類,其中的控件已經都加載好了,同時各個控件將如何響應用戶的輸入Direct3D也已經實現了。在此只需對它的對象實例g_settings_dlg進行相應的初始化,并在程序退出前釋放對應的資源即可。
g_button_dlg和g_control_dlg是兩個標準的DXUT對話框,它們中沒有任何控件,可以把它們看作兩個裝載控件的容器。其初始化包括三項內容:設置對話框控件消息處理回調函數、添加控件、設置對話框位置和大小。
設置對話框控件消息處理回調函數、添加控件的代碼如下所示:
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);
設置對話框位置和大小的代碼如下所示:
// 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);
因為上面的代碼用到了與對話框和控件相關的幾個類,所以需要將實現這幾個類的源文件添加到工程項目中,具體包括4個文件:DXUTgui.h、DXUTgui.cpp、DXUTSettingsDlg.h和DXUTSettingsDlg.cpp,這4個文件位于當前目錄的common目錄下。
渲染控件
在主程序的OnFrameRender()回調函數中,調用各個對話框的OnRender()函數對各個對話框進行渲染,代碼如下:
//--------------------------------------------------------------------------------------
// 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() );
}
}
處理控件消息
當在應用程序的窗口中單擊鼠標或觸發其他事件時,先由對話框資源管理器對象g_dlg_resource_manager處理全局消息以更新GUI,然后進入各個對話框的消息處理函數:
//--------------------------------------------------------------------------------------
// 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對于自己消息的處理Direct3D已經封裝好了,需要做的工作就是在回調函數OnGUIEvent()中處理對話框的消息。
//--------------------------------------------------------------------------------------
// 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;
}
}
釋放對話框
在程序退出前需要釋放各個對話框所占用的資源:
//--------------------------------------------------------------------------------------
// 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);
}
在程序運行時,單擊窗口上的【Toggle Full Screen】按鈕,可切換到全屏模式下。單擊窗口上的【Toggle
REF】按鈕,可切換到參考設備下。按下F2鍵或單擊窗口上的【Change Device】按鈕,則顯示Direct3D設備設置對話框,如下圖所示:


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, 18, 0, 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 - 170, 0);
g_button_dlg.SetSize(170, 170);
g_control_dlg.SetLocation(pBackBufferSurfaceDesc->Width - 170, pBackBufferSurfaceDesc->Height - 350);
g_control_dlg.SetSize(170, 300);
// setup view matrix
D3DXMATRIX mat_view;
D3DXVECTOR3 eye(0.0f, 0.0f, -5.0f);
D3DXVECTOR3 at(0.0f, 0.0f, 0.0f);
D3DXVECTOR3 up(0.0f, 1.0f, 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, 1.0f, 100.0f);
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(5, 5);
text_helper.SetForegroundColor( D3DXCOLOR(1.0f, 0.475f, 0.0f, 1.0f) );
text_helper.DrawTextLine( DXUTGetFrameStats(true) );
text_helper.DrawTextLine( DXUTGetDeviceStats() );
// show other simple information
text_helper.SetForegroundColor( D3DXCOLOR(1.0f, 1.0f, 1.0f, 1.0f) );
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(1.0f, 0.475f, 0.0f, 1.0f) );
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(1.0f, 1.0f, 1.0f, 1.0f) );
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(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() );
}
}
//--------------------------------------------------------------------------------------
// 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 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;
}
}
//--------------------------------------------------------------------------------------
// 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 += 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);
}
//--------------------------------------------------------------------------------------
// 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( true, true, true ); // Parse the command line, handle the default hotkeys, and show msgboxes
DXUTSetCursorSettings( true, true ); // Show the cursor and clip it when in full screen
DXUTCreateWindow( L"AddControl" );
DXUTCreateDevice( D3DADAPTER_DEFAULT, true, 640, 480, IsDeviceAcceptable, ModifyDeviceSettings );
// Start the render loop
DXUTMainLoop();
// TODO: Perform any application-level cleanup here
return DXUTGetExitCode();
}
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