游戏ui设计:游戏UI设计1
疯狂代码  CrazyCoder/        ĵ:http:/CrazyCoder/GameDev/Article11375.html
1.1 Surfaces的封装CXSurface
1、Surfaces是什么:
  通俗讲surfaces就是个 2维矩形平面在DX9中和其对应com接口为
IDirect3DSurface9LPDIRECT3DSURFACE9
2、Surfaces作用:
  作为个矩形平面surfaces用来在屏幕上显示平面图象即从文件中读取图象数据呈现给用户
3、IDirect3DSurface9使用般过程:
  声明: LPDIRECT3DSURFACE9
  创建: CreateOffscreenPlainSurface(…)
  获取图象信息: D3DXGetImageInfoFromFile(…)
  装载到surfaces中: D3DXLoadSurfaceFromFile(…)
  获取back buffer地址: GetBackBuffer(…)
  显示: UpdateSurface(…)
  释放内存 Release
代码段如下:
LPDIRECT3DSURFACE9 g_Surface =NULL;
D3DXIMAGE_INFO Info;
D3DXGetImageInfoFromFile(\"D:\\image.jpg\", &Info);
游戏网页界面设计
g_pd3dDevice->CreateOffscreenPlainSurface(Info.Width, Info.Height, Info.Format, &g_Surface, NULL); D3DXLoadSurfaceFromFile(g_Surface, NULL, NULL, \"D:\\image.jpg\", NULL, D3DX_FILTER_NONE,
0xFF000000, NULL);
//-------------------------------------------------------------------------------------------------- LPDIRECT3DSURFACE9 BackBuffer = NULL;
g_pd3dDevice->GetBackBuffer(0,0,D3DBACKBUFFER_TYPE_MONO, &BackBuffer);
g_pd3dDevice->UpdateSurface(g_Surface, NULL, BackBuffer, NULL);
(BackBuffer != NULL)
BackBuffer->Release;
//---------------------------------------------------------------------------------------------------
(g_Surface!= NULL)
g_Surface ->Release;
  由上述过程可以看到IDirect3DSurface9使用虽然不十分复杂但有点不方便 ——创建和释放总要成对出现使用过程中还穿插着LPDIRECT3DDEVICE9接口这些若用个类封装起来使用就要方便多
4、如何封装:
  按照surfaces功能创建它就用来显示图象因此要有读取图象接口和显示图象接口又要和
LPDIRECT3DDEVICE9设备接口关联因此需要个设置设备接口如下所示:
1、声明及释放
  声明: LPDIRECT3DSURFACE9
  释放内存 Release
2、关联图像:LoadFromFile
  获取图象信息: D3DXGetImageInfoFromFile(…)
  创建: CreateOffscreenPlainSurface(…)
  装载到surfaces中: D3DXLoadSurfaceFromFile(…)
3、显示图象 Render
  获取缓存Cache地址: GetBackBuffer(…)
  显示: UpdateSurface(…)
4、关联设备接口 SetDevice
所以CXSurface定义如下:
CXSurface
{
protected:
LPDIRECT3DSURFACE9 m_Surface;
LPDIRECT3DSURFACE9 m_BackBuffer; //Back buffer
LPDIRECT3DDEVICE9 m_pDevice; //Direct3D设备指针
public:
CXSurface(LPDIRECT3DDEVICE9 pDevice);
~CXSurface;
HRESULT LoadFromFile(LPCSTR Path);
void Render(void);
};
1.2 Textures & Sprite 的封装CXTexture & CXSprite
1、何为Textures
  Textures是在屏幕上显示平面图形它能够提供比 surface 更多图形处理效果——移动、缩放、旋转及作为纹理皮肤粘贴在3D模型上在Direct3D中其封装接口为IDirect3DTexture9
2、何为Sprite
  IDirect3DTexture9能从文件中读取纹理数据但由于Textures不能直接复制到 back buffer因此在屏幕上绘制Textures的前需要另个接口——ID3DXSprite(精灵)ID3DXSprite能够把若干个Textures 复制给back
buffer因此需要ID3DXSprite个例子就可以绘制所有纹理
  所以IDirect3DTexture9用来存放所需纹理但它本身又不能绘制纹理需要借助接口ID3DXSprite
3、IDirect3DTexture9和ID3DXSprite使用过程
  定义:~
  创建:D3DXCreateTextureFromFile
      D3DXCreateSprite
  创建变换矩阵: D3DXMatrixTransformation2D
  变换: SetTransform
  绘制图象: Draw
  释放内存: ~
代码如下:
D3DXCreateTextureFromFile(g_pd3dDevice, \"c:\\\\image.bmp”, &g_Texture);
D3DXCreateSprite(g_pd3dDevice, &g_Sprite);
//--------------------------------------------------------------------------
D3DXVECTOR2 Translation;
Translation.x = 500;
Translation.y = 500;
D3DXVECTOR2 Scaling;
Scaling.x = 1.0;f
Scaling.y = 1.0f;
D3DXMATRIX Mat;
D3DXMatrixTransformation2D(&Mat, NULL, 0, &Scaling, NULL, 0, &Translation);
g_Sprite->Begin(0);
g_Sprite->SetTransform(&
g_Sprite->Draw(g_Texture,
g_Sprite->End;
4、 如何封装
  从以上基本过程可以看到CXTexture需要完成功能:提供和LPDIRECT3DDEVICE9接口和纹理文件文件关联对纹理进行处理(缩放、旋转……)
CXTexture
{
protected:
LPDIRECT3DTEXTURE9 m_Texture;
LPDIRECT3DDEVICE9 m_pDevice;
D3DXVECTOR2 m_RotationCenter;
D3DXVECTOR2 m_Translation;
D3DXVECTOR2 m_Scaling;
FLOAT m_Rotation;
RECT m_SrcRect;
public:
CXTexture(LPDIRECT3DDEVICE9 pDevice);
~CXTexture;
LPDIRECT3DTEXTURE9 GetTexture const { m_Texture;}
void SetTexture(LPDIRECT3DTEXTURE9 Texture) const {m_Texture = Texture;}
LPDIRECT3DDEVICE9 GetDevice const { m_pDevice;}
void SetDevice(LPDIRECT3DDEVICE9 pDevice) const {m_pDevice = pDevice;}
D3DXVECTOR2 GetRotationCenter const { m_RotationCenter;}
void SetRotationCenter(D3DXVECTOR2 RotationCenter) {m_RotationCenter = RotationCenter;}
D3DXVECTOR2 GetTranslation const { m_Translation;}
void SetTranslation (D3DXVECTOR2 Translation) const {m_Translation = Translation;}
D3DXVECTOR2 GetScaling const { m_Scaling;}
void SetScaling(D3DXVECTOR2 Scaling) const {m_Scaling = Scaling;}
FLOAT GetRotation const { m_Rotation;}
void SetRotation (FLOAT Rotation) const {m_Rotation = Rotation;}
RECT GetRect const { m_SrcRect;}
void SetRect(RECT SrcRect) const {m_SrcRect = SrcRect;}
HRESULT LoadFromFile(char* Path);
};
CXSprite主要功能就是在屏幕上显示 CXTexture因此需要有和 LPDIRECT3DDEVICE9 接口和 CXTexture连接
CXSprite
{
protected:
LPD3DXSPRITE m_Sprite;
LPDIRECT3DDEVICE9 m_pDevice;
public:
CXSprite (LPDIRECT3DDEVICE9 pDevice);
~CXSprite ;
LPD3DXSPRITE GetSprite const { m_Sprite;}
void SetSprite(LPD3DXSPRITE Sprite) const {m_Sprite = Sprite;}
LPDIRECT3DDEVICE9 GetDevice const { m_pDevice;}
void SetDevice(LPDIRECT3DDEVICE9 pDevice) const {m_pDevice = pDevice;}
HRESULT DrawTexture(CXTexture* Texture);
};
1.3 Keyboard & Mouse的封装CXKeyboard & CXMouse
1、何为Keyboard & Mouse
  “地球人都知道”DX9提供接口 IDirectInputDevice8

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