HRESULT WINAPI D3DXCreateFontA(struct IDirect3DDevice9 *device, INT height, UINT width, UINT weight, UINT miplevels, BOOL italic, DWORD charset, DWORD precision, DWORD quality, DWORD pitchandfamily, const char *facename, struct ID3DXFont **font) { D3DXFONT_DESCA desc; if( !device || !font ) return D3DERR_INVALIDCALL; desc.Height=height; desc.Width=width; desc.Weight=weight; desc.MipLevels=miplevels; desc.Italic=italic; desc.CharSet=charset; desc.OutputPrecision=precision; desc.Quality=quality; desc.PitchAndFamily=pitchandfamily; if(facename != NULL) lstrcpyA(desc.FaceName, facename); else desc.FaceName[0] = '\0'; return D3DXCreateFontIndirectA(device, &desc, font); }
static void test_ID3DXFont(IDirect3DDevice9 *device) { D3DXFONT_DESC desc; ID3DXFont *font; HRESULT hr; int ref; /* D3DXCreateFont */ ref = get_ref((IUnknown*)device); hr = D3DXCreateFontA(device, 12, 0, FW_DONTCARE, 0, FALSE, DEFAULT_CHARSET, OUT_DEFAULT_PRECIS, DEFAULT_QUALITY, DEFAULT_PITCH, "Arial", &font); ok(hr == D3D_OK, "D3DXCreateFont returned %#x, expected %#x\n", hr, D3D_OK); check_ref((IUnknown*)device, ref + 1); check_release((IUnknown*)font, 0); check_ref((IUnknown*)device, ref); hr = D3DXCreateFontA(device, 0, 0, FW_DONTCARE, 0, FALSE, DEFAULT_CHARSET, OUT_DEFAULT_PRECIS, DEFAULT_QUALITY, DEFAULT_PITCH, "Arial", &font); ok(hr == D3D_OK, "D3DXCreateFont returned %#x, expected %#x\n", hr, D3D_OK); ID3DXFont_Release(font); hr = D3DXCreateFontA(device, 12, 0, FW_DONTCARE, 0, FALSE, DEFAULT_CHARSET, OUT_DEFAULT_PRECIS, DEFAULT_QUALITY, DEFAULT_PITCH, NULL, &font); ok(hr == D3D_OK, "D3DXCreateFont returned %#x, expected %#x\n", hr, D3D_OK); ID3DXFont_Release(font); hr = D3DXCreateFontA(device, 12, 0, FW_DONTCARE, 0, FALSE, DEFAULT_CHARSET, OUT_DEFAULT_PRECIS, DEFAULT_QUALITY, DEFAULT_PITCH, "", &font); ok(hr == D3D_OK, "D3DXCreateFont returned %#x, expected %#x\n", hr, D3D_OK); ID3DXFont_Release(font); hr = D3DXCreateFontA(NULL, 12, 0, FW_DONTCARE, 0, FALSE, DEFAULT_CHARSET, OUT_DEFAULT_PRECIS, DEFAULT_QUALITY, DEFAULT_PITCH, "Arial", &font); ok(hr == D3DERR_INVALIDCALL, "D3DXCreateFont returned %#x, expected %#x\n", hr, D3DERR_INVALIDCALL); hr = D3DXCreateFontA(device, 12, 0, FW_DONTCARE, 0, FALSE, DEFAULT_CHARSET, OUT_DEFAULT_PRECIS, DEFAULT_QUALITY, DEFAULT_PITCH, "Arial", NULL); ok(hr == D3DERR_INVALIDCALL, "D3DXCreateFont returned %#x, expected %#x\n", hr, D3DERR_INVALIDCALL); hr = D3DXCreateFontA(NULL, 12, 0, FW_DONTCARE, 0, FALSE, DEFAULT_CHARSET, OUT_DEFAULT_PRECIS, DEFAULT_QUALITY, DEFAULT_PITCH, "Arial", NULL); ok(hr == D3DERR_INVALIDCALL, "D3DXCreateFont returned %#x, expected %#x\n", hr, D3DERR_INVALIDCALL); /* D3DXCreateFontIndirect */ desc.Height = 12; desc.Width = 0; desc.Weight = FW_DONTCARE; desc.MipLevels = 0; desc.Italic = FALSE; desc.CharSet = DEFAULT_CHARSET; desc.OutputPrecision = OUT_DEFAULT_PRECIS; desc.Quality = DEFAULT_QUALITY; desc.PitchAndFamily = DEFAULT_PITCH; strcpy(desc.FaceName, "Arial"); hr = D3DXCreateFontIndirectA(device, &desc, &font); ok(hr == D3D_OK, "D3DXCreateFontIndirect returned %#x, expected %#x\n", hr, D3D_OK); ID3DXFont_Release(font); hr = D3DXCreateFontIndirectA(NULL, &desc, &font); ok(hr == D3DERR_INVALIDCALL, "D3DXCreateFontIndirect returned %#x, expected %#x\n", hr, D3DERR_INVALIDCALL); hr = D3DXCreateFontIndirectA(device, NULL, &font); ok(hr == D3DERR_INVALIDCALL, "D3DXCreateFontIndirect returned %#x, expected %#x\n", hr, D3DERR_INVALIDCALL); hr = D3DXCreateFontIndirectA(device, &desc, NULL); ok(hr == D3DERR_INVALIDCALL, "D3DXCreateFontIndirect returned %#x, expected %#x\n", hr, D3DERR_INVALIDCALL); /* ID3DXFont_GetDevice */ hr = D3DXCreateFontA(device, 12, 0, FW_DONTCARE, 0, FALSE, DEFAULT_CHARSET, OUT_DEFAULT_PRECIS, DEFAULT_QUALITY, DEFAULT_PITCH, "Arial", &font); if(SUCCEEDED(hr)) { IDirect3DDevice9 *bufdev; hr = ID3DXFont_GetDevice(font, NULL); ok(hr == D3DERR_INVALIDCALL, "ID3DXFont_GetDevice returned %#x, expected %#x\n", hr, D3DERR_INVALIDCALL); ref = get_ref((IUnknown*)device); hr = ID3DXFont_GetDevice(font, &bufdev); ok(hr == D3D_OK, "ID3DXFont_GetDevice returned %#x, expected %#x\n", hr, D3D_OK); check_release((IUnknown*)bufdev, ref); ID3DXFont_Release(font); } else skip("Failed to create a ID3DXFont object\n"); /* ID3DXFont_GetDesc */ hr = D3DXCreateFontA(device, 12, 8, FW_BOLD, 2, TRUE, ANSI_CHARSET, OUT_RASTER_PRECIS, ANTIALIASED_QUALITY, VARIABLE_PITCH, "Arial", &font); if(SUCCEEDED(hr)) { hr = ID3DXFont_GetDescA(font, NULL); ok(hr == D3DERR_INVALIDCALL, "ID3DXFont_GetDevice returned %#x, expected %#x\n", hr, D3DERR_INVALIDCALL); hr = ID3DXFont_GetDescA(font, &desc); ok(hr == D3D_OK, "ID3DXFont_GetDevice returned %#x, expected %#x\n", hr, D3D_OK); ok(desc.Height == 12, "ID3DXFont_GetDesc returned font height %d, expected %d\n", desc.Height, 12); ok(desc.Width == 8, "ID3DXFont_GetDesc returned font width %d, expected %d\n", desc.Width, 8); ok(desc.Weight == FW_BOLD, "ID3DXFont_GetDesc returned font weight %d, expected %d\n", desc.Weight, FW_BOLD); ok(desc.MipLevels == 2, "ID3DXFont_GetDesc returned font miplevels %d, expected %d\n", desc.MipLevels, 2); ok(desc.Italic == TRUE, "ID3DXFont_GetDesc says Italic was %d, but Italic should be %d\n", desc.Italic, TRUE); ok(desc.CharSet == ANSI_CHARSET, "ID3DXFont_GetDesc returned font charset %d, expected %d\n", desc.CharSet, ANSI_CHARSET); ok(desc.OutputPrecision == OUT_RASTER_PRECIS, "ID3DXFont_GetDesc returned an output precision of %d, expected %d\n", desc.OutputPrecision, OUT_RASTER_PRECIS); ok(desc.Quality == ANTIALIASED_QUALITY, "ID3DXFont_GetDesc returned font quality %d, expected %d\n", desc.Quality, ANTIALIASED_QUALITY); ok(desc.PitchAndFamily == VARIABLE_PITCH, "ID3DXFont_GetDesc returned pitch and family %d, expected %d\n", desc.PitchAndFamily, VARIABLE_PITCH); ok(strcmp(desc.FaceName, "Arial") == 0, "ID3DXFont_GetDesc returned facename \"%s\", expected \"%s\"\n", desc.FaceName, "Arial"); ID3DXFont_Release(font); } else skip("Failed to create a ID3DXFont object\n"); /* ID3DXFont_GetDC + ID3DXFont_GetTextMetrics */ hr = D3DXCreateFontA(device, 12, 0, FW_DONTCARE, 0, FALSE, DEFAULT_CHARSET, OUT_DEFAULT_PRECIS, DEFAULT_QUALITY, DEFAULT_PITCH, "Arial", &font); if(SUCCEEDED(hr)) { HDC hdc; hdc = ID3DXFont_GetDC(font); ok(hdc != NULL, "ID3DXFont_GetDC returned an invalid handle\n"); if(hdc) { TEXTMETRICA metrics, expmetrics; BOOL ret; ret = ID3DXFont_GetTextMetricsA(font, &metrics); ok(ret, "ID3DXFont_GetTextMetricsA failed\n"); ret = GetTextMetricsA(hdc, &expmetrics); ok(ret, "GetTextMetricsA failed\n"); ok(metrics.tmHeight == expmetrics.tmHeight, "Returned height %d, expected %d\n", metrics.tmHeight, expmetrics.tmHeight); ok(metrics.tmAscent == expmetrics.tmAscent, "Returned ascent %d, expected %d\n", metrics.tmAscent, expmetrics.tmAscent); ok(metrics.tmDescent == expmetrics.tmDescent, "Returned descent %d, expected %d\n", metrics.tmDescent, expmetrics.tmDescent); ok(metrics.tmInternalLeading == expmetrics.tmInternalLeading, "Returned internal leading %d, expected %d\n", metrics.tmInternalLeading, expmetrics.tmInternalLeading); ok(metrics.tmExternalLeading == expmetrics.tmExternalLeading, "Returned external leading %d, expected %d\n", metrics.tmExternalLeading, expmetrics.tmExternalLeading); ok(metrics.tmAveCharWidth == expmetrics.tmAveCharWidth, "Returned average char width %d, expected %d\n", metrics.tmAveCharWidth, expmetrics.tmAveCharWidth); ok(metrics.tmMaxCharWidth == expmetrics.tmMaxCharWidth, "Returned maximum char width %d, expected %d\n", metrics.tmMaxCharWidth, expmetrics.tmMaxCharWidth); ok(metrics.tmWeight == expmetrics.tmWeight, "Returned weight %d, expected %d\n", metrics.tmWeight, expmetrics.tmWeight); ok(metrics.tmOverhang == expmetrics.tmOverhang, "Returned overhang %d, expected %d\n", metrics.tmOverhang, expmetrics.tmOverhang); ok(metrics.tmDigitizedAspectX == expmetrics.tmDigitizedAspectX, "Returned digitized x aspect %d, expected %d\n", metrics.tmDigitizedAspectX, expmetrics.tmDigitizedAspectX); ok(metrics.tmDigitizedAspectY == expmetrics.tmDigitizedAspectY, "Returned digitized y aspect %d, expected %d\n", metrics.tmDigitizedAspectY, expmetrics.tmDigitizedAspectY); ok(metrics.tmFirstChar == expmetrics.tmFirstChar, "Returned first char %d, expected %d\n", metrics.tmFirstChar, expmetrics.tmFirstChar); ok(metrics.tmLastChar == expmetrics.tmLastChar, "Returned last char %d, expected %d\n", metrics.tmLastChar, expmetrics.tmLastChar); ok(metrics.tmDefaultChar == expmetrics.tmDefaultChar, "Returned default char %d, expected %d\n", metrics.tmDefaultChar, expmetrics.tmDefaultChar); ok(metrics.tmBreakChar == expmetrics.tmBreakChar, "Returned break char %d, expected %d\n", metrics.tmBreakChar, expmetrics.tmBreakChar); ok(metrics.tmItalic == expmetrics.tmItalic, "Returned italic %d, expected %d\n", metrics.tmItalic, expmetrics.tmItalic); ok(metrics.tmUnderlined == expmetrics.tmUnderlined, "Returned underlined %d, expected %d\n", metrics.tmUnderlined, expmetrics.tmUnderlined); ok(metrics.tmStruckOut == expmetrics.tmStruckOut, "Returned struck out %d, expected %d\n", metrics.tmStruckOut, expmetrics.tmStruckOut); ok(metrics.tmPitchAndFamily == expmetrics.tmPitchAndFamily, "Returned pitch and family %d, expected %d\n", metrics.tmPitchAndFamily, expmetrics.tmPitchAndFamily); ok(metrics.tmCharSet == expmetrics.tmCharSet, "Returned charset %d, expected %d\n", metrics.tmCharSet, expmetrics.tmCharSet); } ID3DXFont_Release(font); } else skip("Failed to create a ID3DXFont object\n"); }
void Game::Game_LoadContent() { //GUN MODEL //mainCharacter=new MainCharacter(d3ddev,"Content/Models/AKS/AKS-74.X","AKS"); mainCharacter=new MainCharacter(d3ddev,"Content/Models/Guns/M4/M4.X","Guns\\\\M4"); mainCharacter->SetWorld(D3DXVECTOR3(0,-1.7,-0.15),D3DXVECTOR3(0.3,0.3,0.3),D3DXVECTOR3(0,0,0)); mainCharacter->LoadContent(); //Init ak47 bullets count ak47BulletCount=0; availBullet=9999; availBulletCount=0; //City SAMPLE tunnel=new MainCharacter(d3ddev,"Content/Models/EntryWay/EntryWayFinal3ds.X","EntryWay"); tunnel->SetWorld(D3DXVECTOR3(0,0,0),D3DXVECTOR3(100,100,100),D3DXVECTOR3(0,-70,0)); tunnel->LoadContent(); /*city=new MainCharacter(d3ddev,"Content/Models/City/Xcity.X","City"); city->SetWorld(D3DXVECTOR3(0,0,0),150,D3DXVECTOR3(0,-20,100)); city->LoadContent();*/ church=new MainCharacter(d3ddev,"Content/Models/Church/church.X","Church"); church->SetWorld(D3DXVECTOR3(0,0,0),D3DXVECTOR3(10,10,10),D3DXVECTOR3(0,0,-200)); church->LoadContent(); //Playground playground=new MainCharacter(d3ddev,"Content/Models/Playground/playground3ds.X","Playground"); playground->SetWorld(D3DXVECTOR3(0,0,0),D3DXVECTOR3(500,50,100),D3DXVECTOR3(0,10,0)); playground->LoadContent(); //Crosshair crosshair=new CrossHair(d3ddev,"Content/Models/Crosshair/Crosshair_Sphere.X","Crosshair"); crosshair->SetWorld(D3DXVECTOR3(0,0,0),D3DXVECTOR3(1,1,1),D3DXVECTOR3(0,0,0)); crosshair->LoadContent(); //Skyglobe /*skyglobe=new MainCharacter(d3ddev,"Content/Models/SkyGlobe/skyglobe3DS.X","SkyGlobe"); skyglobe->SetWorld(D3DXVECTOR3(0,0,0),D3DXVECTOR3(1000,2000,1000),D3DXVECTOR3(0,100,0)); skyglobe->LoadContent(); */ //Bounds model left=new MainCharacter(d3ddev,"Content/Models/Crosshair/Crosshair_Sphere.X","Crosshair"); left->SetWorld(D3DXVECTOR3(0,0,0),D3DXVECTOR3(0.1,0.1,0.1),D3DXVECTOR3(-798.568359,30.000000,229.235138)); left->LoadContent(); right=new MainCharacter(d3ddev,"Content/Models/Crosshair/Crosshair_Sphere.X","Crosshair"); right->SetWorld(D3DXVECTOR3(0,0,0),D3DXVECTOR3(0.1,0.1,0.1),D3DXVECTOR3(-818.568359,-15.000000,249.235138)); right->LoadContent(); //Create the new EnemyManager Object enemyManager=new EnemyManager(d3ddev); //Head Up Display D3DXFONT_DESC logfont={24, 0, 400, 0, false, DEFAULT_CHARSET, OUT_TT_PRECIS, CLIP_DEFAULT_PRECIS, DEFAULT_PITCH, "Arial"}; font=0; D3DXCreateFontIndirectA(d3ddev,&logfont,&font); rect.top=0; rect.left=0; rect.bottom=400; rect.right=700; }