Example #1
0
//--------------------------------------------------------------------------------------
_Use_decl_annotations_
DXUTAPI bool CDXUTIMEEditBox::StaticMsgProc(HWND hWnd, UINT uMsg, WPARAM wParam, LPARAM lParam)
{
	UNREFERENCED_PARAMETER(hWnd);
	UNREFERENCED_PARAMETER(wParam);

	if (!ImeUi_IsEnabled())
		return false;

#if defined(DEBUG) || defined(_DEBUG)
	m_bIMEStaticMsgProcCalled = true;
#endif

	switch (uMsg)
	{
	case WM_INPUTLANGCHANGE:
		DXUTTRACE(L"WM_INPUTLANGCHANGE\n");
		{
		}
		return true;

	case WM_IME_SETCONTEXT:
		DXUTTRACE(L"WM_IME_SETCONTEXT\n");
		//
		// We don't want anything to display, so we have to clear this
		//
		lParam = 0;
		return false;

		// Handle WM_IME_STARTCOMPOSITION here since
		// we do not want the default IME handler to see
		// this when our fullscreen app is running.
	case WM_IME_STARTCOMPOSITION:
		DXUTTRACE(L"WM_IME_STARTCOMPOSITION\n");
		ResetCompositionString();
		// Since the composition string has its own caret, we don't render
		// the edit control's own caret to avoid double carets on screen.
		s_bHideCaret = true;
		return true;
	case WM_IME_ENDCOMPOSITION:
		DXUTTRACE(L"WM_IME_ENDCOMPOSITION\n");
		s_bHideCaret = false;
		return false;
	case WM_IME_COMPOSITION:
		DXUTTRACE(L"WM_IME_COMPOSITION\n");
		return false;
	}

	return false;
}
//--------------------------------------------------------------------------------------
// This callback function will be called immediately after the Direct3D device has 
// been destroyed, which generally happens as a result of application termination or 
// windowed/full screen toggles.
//--------------------------------------------------------------------------------------
void CALLBACK OnD3D11DestroyDevice(void* pUserContext)
{
    DXUTTRACE(L"OnD3D11DestroyDevice called\n");

    g_DialogResourceManager.OnD3D11DestroyDevice();
    g_SettingsDlg.OnD3D11DestroyDevice();
    DXUTGetGlobalResourceCache().OnDestroyDevice();
    SAFE_DELETE(g_pTxtHelper);

    g_pSceneRenderer.OnDestroyDevice();

    for (int i = 0; i < ARRAYSIZE(g_MeshDesc); i++)
    {
        g_SceneMeshes[i].OnDestroyDevice();
    }

    ReleaseRenderTargets();
    ReleaseDepthBuffer();

    g_AORenderer.Release();
}
//--------------------------------------------------------------------------------------
// SwapChain has changed and may have new attributes such as size.
// Create any D3D11 resources that depend on the back buffer
//--------------------------------------------------------------------------------------
HRESULT CALLBACK OnD3D11ResizedSwapChain(ID3D11Device* pd3dDevice, IDXGISwapChain *pSwapChain, const DXGI_SURFACE_DESC* pBackBufferSurfaceDesc, void* pUserContext)
{
    HRESULT hr;

    DXUTTRACE(L"OnD3D11ResizedSwapChain called\n");

    V_RETURN( g_DialogResourceManager.OnD3D11ResizedSwapChain(pd3dDevice, pBackBufferSurfaceDesc) );
    V_RETURN( g_SettingsDlg.OnD3D11ResizedSwapChain(pd3dDevice, pBackBufferSurfaceDesc) );

    g_BackBufferWidth   = pBackBufferSurfaceDesc->Width;
    g_BackBufferHeight  = pBackBufferSurfaceDesc->Height;

    g_FullViewport.TopLeftX = 0.f;
    g_FullViewport.TopLeftY = 0.f;
    g_FullViewport.MinDepth = 0.f;
    g_FullViewport.MaxDepth = 1.f;
    g_FullViewport.Width    = (FLOAT)g_BackBufferWidth;
    g_FullViewport.Height   = (FLOAT)g_BackBufferHeight;

    // Setup the camera's projection parameters
    float AspectRatio  = (float)g_BackBufferWidth / (float)g_BackBufferHeight;
    g_OrbitalCamera.SetProjParams (FOVY, AspectRatio, ZNEAR, ZFAR);
    g_OrbitalCamera.SetWindow     (g_BackBufferWidth, g_BackBufferHeight);
    g_OrbitalCamera.SetButtonMasks(MOUSE_LEFT_BUTTON, MOUSE_WHEEL, 0);

    g_FirstPersonCamera.SetProjParams (FOVY, AspectRatio, ZNEAR, ZFAR);
    g_FirstPersonCamera.SetRotateButtons( 1, 1, 1 );

    UINT HudWidth = 256;
    float HudOpacity = 0.32f;
    g_HUD.SetLocation(g_BackBufferWidth - HudWidth, 0);
    g_HUD.SetSize    (HudWidth, g_BackBufferHeight);
    g_HUD.SetBackgroundColors(D3DCOLOR_COLORVALUE(0,0,0,HudOpacity));

    // Allocate our own screen-sized buffers, as the SwapChain only contains a non-MSAA color buffer.
    ResizeScreenSizedBuffers(pd3dDevice);

    return hr;
}
//--------------------------------------------------------------------------------------
// 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;

    DXUTTRACE(L"OnD3D11CreateDevice called\n");

    SetCursor(LoadCursor(0, IDC_ARROW));

    ID3D11DeviceContext* pd3dImmediateContext = DXUTGetD3D11DeviceContext(); // does not addref
    V_RETURN( g_DialogResourceManager.OnD3D11CreateDevice(pd3dDevice, pd3dImmediateContext) );
    V_RETURN( g_SettingsDlg.OnD3D11CreateDevice(pd3dDevice) );
    g_pTxtHelper = new CDXUTTextHelper(pd3dDevice, pd3dImmediateContext, &g_DialogResourceManager, g_TextLineHeight);

    // Setup orbital camera
    D3DXVECTOR3 vecEye(0.0f, 2.0f, 0.0f);
    D3DXVECTOR3 vecAt (0.0f, 0.0f, 0.0f);
    g_OrbitalCamera.SetViewParams(&vecEye, &vecAt);
    g_OrbitalCamera.SetRadius(1.5f, 0.01f);

    // Setup first-person camera
    D3DXVECTOR3 sibenikVecEye(0.0960150138f, 0.0273544509f, -0.0185411610f);
    D3DXVECTOR3 sibenikVecAt (-0.623801112f, -0.649074197f, -0.174454257f);
    g_FirstPersonCamera.SetViewParams(&sibenikVecEye, &sibenikVecAt);
    g_FirstPersonCamera.SetEnablePositionMovement(1);
    g_FirstPersonCamera.SetScalers(0.001f, 0.05f);

    // Load Scene3D.fx
    g_pSceneRenderer.OnCreateDevice(pd3dDevice);

    // Load meshes and bin files
    LoadScenes(pd3dDevice);

    GFSDK_SSAO_Status status;
    status = g_AORenderer.Create(pd3dDevice);
    assert(status == GFSDK_SSAO_OK);

    return S_OK;
}
Example #5
0
void CSoundManager::Load( const std::string& file_name )
{
	std::map< std::string, CSoundWav* >::iterator it = m_buffers.find( file_name ) ;
	if( it != m_buffers.end() ) return ;

    HRESULT hr;
	CSoundWav* p_wav = new CSoundWav() ;

    //
    // Locate the wave file
    //
	WCHAR strFilePath[MAX_PATH] = {0} ;
	WCHAR w_path[256] = {0} ;
	DXconvAnsiToWide( w_path, file_name.c_str(), (file_name.length()+1) ) ;
    if( FAILED( hr = FindMediaFileCch( strFilePath, MAX_PATH, w_path ) ) )
    {
#ifdef _DEBUG
		WCHAR d_buff[256] = {0} ;
		std::string d_str = "サウンドデータのロードに失敗 001 : " + file_name ;
		DXconvAnsiToWide( d_buff, d_str.c_str(), (d_str.length()+1) ) ;
		DXUTTRACE( L"\n------------------------------------------------------------\n" ) ;
		DXUTTRACE( d_buff ) ;
		DXUTTRACE( L"\n------------------------------------------------------------\n" ) ;
#endif
		return ;
    }

    //
    // Read in the wave file
    //
    if( FAILED( hr = p_wav->m_wav.Open( strFilePath, NULL, WAVEFILE_READ ) ) )
    {
#ifdef _DEBUG
		WCHAR d_buff[256] = {0} ;
		std::string d_str = "サウンドデータのロードに失敗 002 : " + file_name ;
		DXconvAnsiToWide( d_buff, d_str.c_str(), (d_str.length()+1) ) ;
		DXUTTRACE( L"\n------------------------------------------------------------\n" ) ;
		DXUTTRACE( d_buff ) ;
		DXUTTRACE( L"\n------------------------------------------------------------\n" ) ;
#endif
		return ;
    }

    // Get format of wave file
    WAVEFORMATEX* pwfx = p_wav->m_wav.GetFormat();

    // Calculate how many bytes and samples are in the wave
    DWORD cbWaveSize = p_wav->m_wav.GetSize();

    // Read the sample data into memory
	p_wav->m_p_buffer = new BYTE[ cbWaveSize ];
    if( FAILED( hr = p_wav->m_wav.Read( p_wav->m_p_buffer, cbWaveSize, &cbWaveSize ) ) )
    {
        SAFE_DELETE_ARRAY( p_wav->m_p_buffer );

#ifdef _DEBUG
		WCHAR d_buff[256] = {0} ;
		std::string d_str = "サウンドデータのロードに失敗 003 : " + file_name ;
		DXconvAnsiToWide( d_buff, d_str.c_str(), (d_str.length()+1) ) ;
		DXUTTRACE( L"\n------------------------------------------------------------\n" ) ;
		DXUTTRACE( d_buff ) ;
		DXUTTRACE( L"\n------------------------------------------------------------\n" ) ;
#endif
		return ;
    }

	m_buffers.insert( std::make_pair( file_name, p_wav ) ) ;

}
//--------------------------------------------------------------------------------------
// Release D3D11 resources created in OnD3D11ResizedSwapChain 
//--------------------------------------------------------------------------------------
void CALLBACK OnD3D11ReleasingSwapChain(void* pUserContext)
{
    DXUTTRACE(L"OnD3D11ReleasingSwapChain called\n");

    g_DialogResourceManager.OnD3D11ReleasingSwapChain();
}