Beispiel #1
0
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 );
    DXUTSetCallbackKeyboard( KeyboardProc );
    DXUTSetCallbackFrameRender( OnFrameRender );
    DXUTSetCallbackFrameMove( OnFrameMove );
   
    // Initialize world matrices
//    D3DXMatrixScaling( &g_mCellWorld, 1.0f, GROUND_Y / 3.0f, 1.0f );

    // 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"d3dapp" );
	DXUTCreateDevice( D3DADAPTER_DEFAULT, true, 640, 480, IsDeviceAcceptable, ModifyDeviceSettings );

	MyAppInit();
    // Start the render loop
    DXUTMainLoop();

    // TODO: Perform any application-level cleanup here

    return DXUTGetExitCode();
}
Beispiel #2
0
//入口
INT WINAPI WinMain( HINSTANCE, HINSTANCE, LPSTR, int )
{
//各种相应函数
    DXUTSetCallbackDeviceCreated( OnCreateDevice );
    DXUTSetCallbackDeviceReset( OnResetDevice );
    DXUTSetCallbackDeviceLost( OnLostDevice );
    DXUTSetCallbackDeviceDestroyed( OnDestroyDevice );
    DXUTSetCallbackMsgProc( MsgProc );
    DXUTSetCallbackKeyboard( KeyboardProc );
    DXUTSetCallbackFrameRender( OnFrameRender );
    DXUTSetCallbackFrameMove( OnFrameMove );


    DXUTSetCursorSettings( true, true );

    InitApp();

    // 创建 窗口
    DXUTInit( true, true, true ); 
    DXUTCreateWindow( L"Water Drop" );
    DXUTCreateDevice( D3DADAPTER_DEFAULT, true, 700, 700, IsDeviceAcceptable, ModifyDeviceSettings );
	//由于最大化会造成形变,这里我们禁用最大化
	HWND hWnd=GetActiveWindow();
	LONG   style=GetWindowLong(hWnd,GWL_STYLE); 
    style   &=~(WS_MAXIMIZEBOX);              
    SetWindowLong(hWnd,GWL_STYLE,style);
    DXUTMainLoop();
    return DXUTGetExitCode();
}
//--------------------------------------------------------------------------------------
// 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 );    
    DXUTSetCallbackKeyboard( KeyboardProc );
    DXUTSetCallbackMouse( MouseProc );
    DXUTSetCallbackFrameRender( OnFrameRender );
    DXUTSetCallbackFrameMove( OnFrameMove );

    // Initialize DXUT and create the desired Win32 window and Direct3D device for the application
    DXUTInit( true, false, 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"Globalization" );
    DXUTCreateDevice( D3DADAPTER_DEFAULT, true, 1024, 768, IsDeviceAcceptable, ModifyDeviceSettings );

    InitApp();

    // Start the render loop
    DXUTMainLoop();

    CleanupApp();

#if defined(DEBUG) || defined(_DEBUG)
    // Functions to pinpoint memory leaks
    // _CrtDumpMemoryLeaks ();
    _CrtCheckMemory();
#endif

    return DXUTGetExitCode();
}