//-------------------------------------------------------------------------------------- // Entry point to the program. Initializes everything and goes into a message processing // loop. Idle time is used to render the scene. //-------------------------------------------------------------------------------------- int WINAPI wWinMain( HINSTANCE hInstance, HINSTANCE hPrevInstance, LPWSTR lpCmdLine, int nCmdShow ) { // Enable run-time memory check for debug builds. #if defined(DEBUG) | defined(_DEBUG) _CrtSetDbgFlag( _CRTDBG_ALLOC_MEM_DF | _CRTDBG_LEAK_CHECK_DF ); #endif // DXUT will create and use the best device (either D3D9 or D3D10) // that is available on the system depending on which D3D callbacks are set below // Set DXUT callbacks DXUTSetCallbackMsgProc( MsgProc ); DXUTSetCallbackKeyboard( OnKeyboard ); DXUTSetCallbackFrameMove( OnFrameMove ); DXUTSetCallbackDeviceChanging( ModifyDeviceSettings ); DXUTSetCallbackD3D9DeviceAcceptable( IsD3D9DeviceAcceptable ); DXUTSetCallbackD3D9DeviceCreated( OnD3D9CreateDevice ); DXUTSetCallbackD3D9DeviceReset( OnD3D9ResetDevice ); DXUTSetCallbackD3D9DeviceLost( OnD3D9LostDevice ); DXUTSetCallbackD3D9DeviceDestroyed( OnD3D9DestroyDevice ); DXUTSetCallbackD3D9FrameRender( OnD3D9FrameRender ); InitApp(); DXUTInit( true, true, NULL ); // Parse the command line, show msgboxes on error, no extra command line params DXUTSetCursorSettings( true, true ); DXUTCreateWindow( L"SimpleSample" ); DXUTCreateDevice( true, 800, 600 ); DXUTMainLoop(); // Enter into the DXUT render loop 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 DXUTCreateState(); // onexit(DeleteDXUTState); DXUTSetCallbackMsgProc(MsgProc); // DXUTSetCallbackKeyboard(OnKeyboard); DXUTSetCallbackFrameMove(OnFrameMove); DXUTSetCallbackDeviceChanging(ModifyDeviceSettings); // DXUTSetCallbackShutdown(ExitApp); // Set the callback functions DXUTSetCallbackD3D9DeviceAcceptable(IsDeviceAcceptable); DXUTSetCallbackD3D9DeviceCreated( OnCreateDevice ); DXUTSetCallbackD3D9DeviceReset( OnResetDevice ); DXUTSetCallbackD3D9DeviceLost( OnLostDevice ); DXUTSetCallbackD3D9DeviceDestroyed( OnDestroyDevice ); DXUTSetCallbackD3D9FrameRender( OnFrameRender ); // TODO: Perform any application-level initialization here WCHAR buffer[MAX_PATH]; GetCurrentDirectory(MAX_PATH, buffer); SetCurrentDirectory(L"Resources\\map0\\"); GetCurrentDirectory(MAX_PATH, buffer); g_pTerrain = TerrainPager::Create("major", 272); // 272 = 16 * 16 + 16 g_pDFRWindow = new DoubleFrustumRectangle(*g_pTerrain); // Initialize DXUT and create the desired Win32 window and Direct3D device for the application DXUTInit( true, true, nullptr ); // 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"TerrainPaging" ); DXUTCreateDevice( true, 640, 480 ); // Start the render loop DXUTMainLoop(); int exit_code = DXUTGetExitCode(); DXUTDestroyState(); // TODO: Perform any application-level cleanup here if(NULL != g_pDFRWindow) { delete g_pDFRWindow; g_pDFRWindow = NULL; } if(NULL != g_pTerrain) { delete g_pTerrain; g_pTerrain = NULL; } return exit_code; }
//-------------------------------------------------------------------------------------- // Entry point to the program. Initializes everything and goes into a message processing // loop. Idle time is used to render the scene. //-------------------------------------------------------------------------------------- INT WINAPI wWinMain( HINSTANCE, HINSTANCE, LPWSTR, int ) { // Enable run-time memory check for debug builds. #if defined(DEBUG) | defined(_DEBUG) _CrtSetDbgFlag( _CRTDBG_ALLOC_MEM_DF | _CRTDBG_LEAK_CHECK_DF ); #endif // DXUT will create and use the best device (either D3D9 or D3D10) // that is available on the system depending on which D3D callbacks are set below // Set DXUT callbacks DXUTSetCallbackD3D9DeviceAcceptable( IsDeviceAcceptable ); DXUTSetCallbackD3D9DeviceCreated( OnCreateDevice ); DXUTSetCallbackD3D9DeviceReset( OnResetDevice ); DXUTSetCallbackD3D9FrameRender( OnFrameRender ); DXUTSetCallbackD3D9DeviceLost( OnLostDevice ); DXUTSetCallbackD3D9DeviceDestroyed( OnDestroyDevice ); DXUTSetCallbackMsgProc( MsgProc ); DXUTSetCallbackKeyboard( KeyboardProc ); DXUTSetCallbackFrameMove( OnFrameMove ); DXUTSetCallbackDeviceChanging( ModifyDeviceSettings ); DXUTSetCursorSettings( true, true ); InitApp(); DXUTInit( true, true ); // Parse the command line and show msgboxes DXUTSetHotkeyHandling( true, true, true ); DXUTCreateWindow( L"CompiledEffect" ); DXUTCreateDevice( true, 640, 480 ); DXUTMainLoop(); return DXUTGetExitCode(); }
//-------------------------------------------------------------------------------------- // Initialize everything and go into a render loop //-------------------------------------------------------------------------------------- INT WINAPI wWinMain( HINSTANCE, HINSTANCE, LPWSTR, 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 DXUTSetCallbackD3D9DeviceAcceptable( IsD3D9DeviceAcceptable ); DXUTSetCallbackD3D9DeviceCreated( OnD3D9CreateDevice ); DXUTSetCallbackD3D9DeviceReset( OnD3D9ResetDevice ); DXUTSetCallbackD3D9FrameRender( OnD3D9FrameRender ); DXUTSetCallbackD3D9DeviceLost( OnD3D9LostDevice ); DXUTSetCallbackD3D9DeviceDestroyed( OnD3D9DestroyDevice ); DXUTSetCallbackDeviceChanging( ModifyDeviceSettings ); DXUTSetCallbackMsgProc( MsgProc ); DXUTSetCallbackFrameMove( OnFrameMove ); // TODO: Perform any application-level initialization here // Initialize DXUT and create the desired Win32 window and Direct3D device for the application DXUTInit( true, true ); // Parse the command line and show msgboxes DXUTSetHotkeyHandling( true, true, true ); // handle the default hotkeys DXUTSetCursorSettings( true, true ); // Show the cursor and clip it when in full screen DXUTCreateWindow( L"Game" ); DXUTCreateDevice( true, 800, 600 ); // Start the render loop DXUTMainLoop(); // TODO: Perform any application-level cleanup here return DXUTGetExitCode(); }
INT WINAPI wWinMain(HINSTANCE, HINSTANCE, LPWSTR, int) { DXUTSetCallbackD3D9DeviceAcceptable(IsDeviceAcceptable); DXUTSetCallbackD3D9DeviceCreated(OnCreateDevice); DXUTSetCallbackD3D9FrameRender(OnFrameRender); DXUTSetCallbackD3D9DeviceReset(OnResetDevice); DXUTSetCallbackD3D9DeviceLost(OnLostDevice); DXUTSetCallbackD3D9DeviceDestroyed(OnDestroyDevice); DXUTSetCallbackMsgProc(MsgProc); DXUTSetCallbackKeyboard(KeyboardProc); DXUTSetCallbackMouse(MouseProc, true); DXUTSetCallbackFrameMove(OnFrameMove); DXUTSetCallbackDeviceChanging(ModifyDeviceSettings); DXUTSetCursorSettings(true, true); InitApp(); DXUTInit(); DXUTSetHotkeyHandling(); DXUTCreateWindow(L"NsRenju by Ivan Goremykin"); DXUTCreateDevice(true, 1024, 768); DXUTMainLoop(); return DXUTGetExitCode(); }
// main 함수 임 INT WINAPI wWinMain( HINSTANCE, HINSTANCE, LPWSTR, int ) { // Enable run-time memory check for debug builds. #if defined(DEBUG) | defined(_DEBUG) _CrtSetDbgFlag( _CRTDBG_ALLOC_MEM_DF | _CRTDBG_LEAK_CHECK_DF ); #endif DXUTSetCallbackD3D9DeviceCreated( OnCreateDevice ); DXUTSetCallbackD3D9DeviceReset( OnResetDevice ); DXUTSetCallbackD3D9FrameRender( OnFrameRender ); //focus를 상실했을 때. 즉 창모드/전체화면 모드 변경시 처리 과정 DXUTSetCallbackD3D9DeviceLost( OnLostDevice ); DXUTSetCallbackD3D9DeviceDestroyed( OnDestroyDevice ); DXUTSetCallbackMsgProc( MsgProc ); //update 역할, 렌더 직전에 변경사항 적용하는 부분 DXUTSetCallbackFrameMove( OnFrameMove ); //조명 초기화 InitApp(); //키보드 단축키를 받아 처리하도록 하는 플래그 설정 함수 DXUTSetHotkeyHandling( true, true, true ); DXUTCreateWindow( L"BasicHLSL" ); DXUTCreateDevice( true, 640, 480 ); // main 무한 루프 // 무한 루프 중 세팅되는 값들을 적용해 화면에 표시함 DXUTMainLoop(); return DXUTGetExitCode(); }
//-------------------------------------------------------------------------------------- // Initialize everything and go into a render loop //-------------------------------------------------------------------------------------- INT WINAPI wWinMain( HINSTANCE, HINSTANCE, LPWSTR lpCmdLine, int nShowCmd) { wchar_t executableFullPath[MAX_PATH]; GetModuleFileName( NULL, executableFullPath, MAX_PATH ); wchar_t executableDrive[MAX_PATH]; wchar_t executableDir[MAX_PATH]; _wsplitpath_s(executableFullPath, executableDrive, MAX_PATH, executableDir, MAX_PATH, 0, 0, 0, 0); wchar_t currentDir[MAX_PATH] = { L'\0' }; wcscat_s(currentDir, executableDrive); wcscat_s(currentDir, executableDir); wcscat_s(currentDir, L"..\\"); BOOL result = SetCurrentDirectory(currentDir); ASSERT(result != FALSE, "Can't change current directory."); // 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 DXUTSetCallbackD3D9DeviceAcceptable( IsD3D9DeviceAcceptable ); DXUTSetCallbackD3D9DeviceCreated( OnD3D9CreateDevice ); DXUTSetCallbackD3D9DeviceReset( OnD3D9ResetDevice ); DXUTSetCallbackD3D9FrameRender( OnD3D9FrameRender ); DXUTSetCallbackD3D9DeviceLost( OnD3D9LostDevice ); DXUTSetCallbackD3D9DeviceDestroyed( OnD3D9DestroyDevice ); DXUTSetCallbackDeviceChanging( ModifyDeviceSettings ); DXUTSetCallbackMsgProc( MsgProc ); DXUTSetCallbackFrameMove( OnFrameMove ); // Initialize DXUT and create the desired Win32 window and Direct3D device for the application // Parse the command line and show msgboxes DXUTInit( true, true ); // Handle the default hotkeys DXUTSetHotkeyHandling( true, true, true ); // Show the cursor and clip it when in full screen DXUTSetCursorSettings( true, true ); DXUTCreateWindow(L"GPU Pro 5 : 'Quaternions revisited'"); DXUTCreateDevice(true, 1280, 720); // Start the render loop DXUTMainLoop(); return DXUTGetExitCode(); }
INT WINAPI wWinMain( HINSTANCE, HINSTANCE, LPWSTR, int ) { HRESULT hr = S_OK; #if defined(DEBUG) | defined(_DEBUG) _CrtSetDbgFlag( _CRTDBG_ALLOC_MEM_DF | _CRTDBG_LEAK_CHECK_DF ); #endif DXUTSetCallbackD3D9DeviceAcceptable( IsDeviceAcceptable ); DXUTSetCallbackD3D9DeviceCreated( OnCreateDevice ); DXUTSetCallbackD3D9FrameRender( OnFrameRender ); DXUTSetCallbackD3D9DeviceReset( OnResetDevice ); DXUTSetCallbackD3D9DeviceLost( OnLostDevice ); DXUTSetCallbackD3D9DeviceDestroyed( OnDestroyDevice ); DXUTSetCallbackMsgProc( MsgProc ); DXUTSetCallbackFrameMove( OnFrameMove ); DXUTSetCallbackKeyboard( KeyboardProc ); DXUTSetCallbackDeviceChanging( ModifyDeviceSettings ); DXUTSetCursorSettings( false, true ); DXUTInit( true, true ); DXUTSetHotkeyHandling( false, false, false ); InitApp(); hr = PrepareAudio(); if( FAILED( hr ) ) { OutputDebugString( L"PrepareAudio() failed. Disabling audio support\n" ); } DXUTCreateWindow( L"Buser Stima" ); DXUTCreateDevice( false, 0, 0 ); DXUTMainLoop(); CleanupAudio(); return DXUTGetExitCode(); }
//-------------------------------------------------------------------------------------- // Entry point to the program. Initializes everything and goes into a message processing // loop. Idle time is used to render the scene. //-------------------------------------------------------------------------------------- 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. These functions allow DXUT to notify // the application about device changes, user input, and windows messages. The // callbacks are optional so you need only set callbacks for events you're interested // in. However, if you don't handle the device reset/lost callbacks then the sample // framework won't be able to reset your device since the application must first // release all device resources before resetting. Likewise, if you don't handle the // device created/destroyed callbacks then DXUT won't be able to // recreate your device resources. DXUTSetCallbackD3D9DeviceAcceptable( IsDeviceAcceptable ); DXUTSetCallbackD3D9DeviceCreated( OnCreateDevice ); DXUTSetCallbackD3D9DeviceReset( OnResetDevice ); DXUTSetCallbackD3D9DeviceLost( OnLostDevice ); DXUTSetCallbackD3D9DeviceDestroyed( OnDestroyDevice ); DXUTSetCallbackMsgProc( MsgProc ); DXUTSetCallbackKeyboard( KeyboardProc ); DXUTSetCallbackD3D9FrameRender( OnFrameRender ); DXUTSetCallbackFrameMove( OnFrameMove ); // Show the cursor and clip it when in full screen DXUTSetCursorSettings( true, true ); if (InitApp()) { // Initialize DXUT and create the desired Win32 window and Direct3D // device for the application. Calling each of these functions is optional, but they // allow you to set several options which control the behavior of the framework. DXUTInit( true, true ); // Parse the command line, handle the default hotkeys, and show msgboxes DXUTCreateWindow( L"UWGame" ); g_Sound.Initialize( DXUTGetHWND(), DSSCL_PRIORITY ); DXUTCreateDevice( true, 800, 600 ); // Pass control to DXUT for handling the message pump and // dispatching render calls. DXUT will call your FrameMove // and FrameRender callback when there is idle time between handling window messages. DXUTMainLoop(); CleanupApp(); } return DXUTGetExitCode(); }
//-------------------------------------------------------------------------------------- // Initialize everything and go into a render loop //-------------------------------------------------------------------------------------- int WINAPI wWinMain( HINSTANCE hInstance, HINSTANCE hPrevInstance, LPWSTR lpCmdLine, int nCmdShow ) { // Enable run-time memory check for debug builds. #if defined(DEBUG) | defined(_DEBUG) _CrtSetDbgFlag( _CRTDBG_ALLOC_MEM_DF | _CRTDBG_LEAK_CHECK_DF ); #endif // DXUT will create and use the best device (either D3D9 or D3D11) // that is available on the system depending on which D3D callbacks are set below // Set general DXUT callbacks DXUTSetCallbackFrameMove( OnFrameMove ); DXUTSetCallbackKeyboard( OnKeyboard ); DXUTSetCallbackMouse( OnMouse ); DXUTSetCallbackMsgProc( MsgProc ); DXUTSetCallbackDeviceChanging( ModifyDeviceSettings ); DXUTSetCallbackDeviceRemoved( OnDeviceRemoved ); // Set the D3D9 DXUT callbacks. Remove these sets if the app doesn't need to support D3D9 DXUTSetCallbackD3D9DeviceAcceptable( IsD3D9DeviceAcceptable ); DXUTSetCallbackD3D9DeviceCreated( OnD3D9CreateDevice ); DXUTSetCallbackD3D9DeviceReset( OnD3D9ResetDevice ); DXUTSetCallbackD3D9FrameRender( OnD3D9FrameRender ); DXUTSetCallbackD3D9DeviceLost( OnD3D9LostDevice ); DXUTSetCallbackD3D9DeviceDestroyed( OnD3D9DestroyDevice ); // Set the D3D11 DXUT callbacks. Remove these sets if the app doesn't need to support D3D11 DXUTSetCallbackD3D11DeviceAcceptable( IsD3D11DeviceAcceptable ); DXUTSetCallbackD3D11DeviceCreated( OnD3D11CreateDevice ); DXUTSetCallbackD3D11SwapChainResized( OnD3D11ResizedSwapChain ); DXUTSetCallbackD3D11FrameRender( OnD3D11FrameRender ); DXUTSetCallbackD3D11SwapChainReleasing( OnD3D11ReleasingSwapChain ); DXUTSetCallbackD3D11DeviceDestroyed( OnD3D11DestroyDevice ); // Perform any application-level initialization here DXUTInit( true, true, NULL ); // Parse the command line, show msgboxes on error, no extra command line params DXUTSetCursorSettings( true, true ); // Show the cursor and clip it when in full screen DXUTCreateWindow( L"Awe Engine" ); // Only require 10-level hardware DXUTCreateDevice( D3D_FEATURE_LEVEL_10_0, true, 640, 480 ); DXUTMainLoop(); // Enter into the DXUT ren der loop // Perform any application-level cleanup here return DXUTGetExitCode(); }
void Init_DXUT( const wchar_t* const strWindowTitle, UINT iWidth, UINT iHeight ) { // Set DXUT callbacks DXUTSetCallbackD3D9DeviceAcceptable( IsDeviceAcceptable ); DXUTSetCallbackD3D9DeviceCreated( OnCreateDevice ); DXUTSetCallbackD3D9DeviceReset( OnResetDevice ); DXUTSetCallbackD3D9DeviceLost( OnLostDevice ); DXUTSetCallbackD3D9DeviceDestroyed( OnDestroyDevice ); DXUTSetCallbackMsgProc( MsgProc ); DXUTSetCallbackFrameMove( OnFrameMove ); DXUTSetCursorSettings( true, true ); DXUTInit( true, true ); // Parse the command line and show msgboxes DXUTSetHotkeyHandling( false, true, true ); DXUTCreateWindow( strWindowTitle ); DXUTCreateDevice( true, iWidth, iHeight ); }
//-------------------------------------------------------------------------------------- // Initialize everything and go into a render loop //-------------------------------------------------------------------------------------- int WINAPI wWinMain( HINSTANCE hInstance, HINSTANCE hPrevInstance, LPWSTR lpCmdLine, int nCmdShow ) { // Enable run-time memory check for debug builds. #if defined(DEBUG) | defined(_DEBUG) _CrtSetDbgFlag( _CRTDBG_ALLOC_MEM_DF | _CRTDBG_LEAK_CHECK_DF ); #endif // DXUT will create and use the best device (either D3D9 or D3D10) // that is available on the system depending on which D3D callbacks are set below // Set general DXUT callbacks DXUTSetCallbackFrameMove( OnFrameMove ); DXUTSetCallbackKeyboard( OnKeyboard ); DXUTSetCallbackMouse( OnMouse ); DXUTSetCallbackMsgProc( MsgProc ); DXUTSetCallbackDeviceChanging( ModifyDeviceSettings ); DXUTSetCallbackDeviceRemoved( OnDeviceRemoved ); // Set the D3D9 DXUT callbacks. Remove these sets if the app doesn't need to support D3D9 DXUTSetCallbackD3D9DeviceAcceptable( IsD3D9DeviceAcceptable ); DXUTSetCallbackD3D9DeviceCreated( OnD3D9CreateDevice ); DXUTSetCallbackD3D9DeviceReset( OnD3D9ResetDevice ); DXUTSetCallbackD3D9FrameRender( OnD3D9FrameRender ); DXUTSetCallbackD3D9DeviceLost( OnD3D9LostDevice ); DXUTSetCallbackD3D9DeviceDestroyed( OnD3D9DestroyDevice ); // Perform any application-level initialization here // Setup Video VideoSetup setup(1024,720); setup.isWindowed = true; // Rename Game Title g_strGameTitle = L"MyGame"; DXUTInit( true, true, NULL ); // Parse the command line, show msgboxes on error, no extra command line params DXUTSetCursorSettings( true, true ); // Show the cursor and clip it when in full screen //HICON hIcon = (HICON)LoadImage(NULL, L"..\..\resources\WindowIcon.ico", IMAGE_ICON, 32, 32, LR_LOADFROMFILE); DXUTCreateWindow(g_strGameTitle); DXUTCreateDevice(setup.isWindowed, setup.height, setup.witdh); DXUTMainLoop(); // Enter into the DXUT render loop // Perform any application-level cleanup here return DXUTGetExitCode(); }
RenderWin32DX9Imp::RenderWin32DX9Imp() : bBackbufferLockable_( false ) , bufferFactory_( RenderBufferFactoryDX9Ptr( new RenderBufferFactoryDX9Null() ) ) , renderState_( RenderStatePtr( new RenderStateNull() ) ) { eventListener_ = &nullEventListener_; DXUTInit( false, false, NULL ); // Parse the command line, show msgboxes on error, no extra command line params DXUTSetCursorSettings( true, true ); DXUTSetCallbackD3D9DeviceAcceptable( &RenderWin32DX9Imp::IsD3D9DeviceAcceptable, this ); DXUTSetCallbackDeviceChanging( &RenderWin32DX9Imp::ModifyDeviceSettings, this ); //DXUTSetCallbackMsgProc( ApplicationWin32Imp::MsgProc ); DXUTSetCallbackD3D9DeviceCreated( &RenderWin32DX9Imp::s_init, this ); DXUTSetCallbackD3D9DeviceReset( &RenderWin32DX9Imp::s_displayReset, this ); DXUTSetCallbackD3D9FrameRender( &RenderWin32DX9Imp::s_display, this ); DXUTSetCallbackD3D9DeviceLost( &RenderWin32DX9Imp::s_displayLost, this ); DXUTSetCallbackD3D9DeviceDestroyed( &RenderWin32DX9Imp::s_destroy, this ); }
HRESULT R3D3D::Init( bool isWindows, int width, int height ) { DXUTSetCallbackD3D9DeviceAcceptable( IsDeviceAcceptable ); DXUTSetCallbackD3D9DeviceCreated( OnCreateDevice ); DXUTSetCallbackD3D9FrameRender( OnFrameRender ); DXUTSetCallbackD3D9DeviceReset( OnResetDevice ); DXUTSetCallbackD3D9DeviceLost( OnLostDevice ); DXUTSetCallbackD3D9DeviceDestroyed( OnDestroyDevice ); DXUTSetCallbackMsgProc( MsgProc ); DXUTSetCallbackFrameMove( OnFrameMove ); DXUTSetCallbackKeyboard( KeyboardProc ); DXUTSetCallbackDeviceChanging( ModifyDeviceSettings ); DXUTInit( 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"EmptyProject" ); DXUTCreateDevice( isWindows, width, height ); // Start the render loop DXUTMainLoop(); return DXUTGetExitCode(); }
int main(int argc, char* argv[]) { // Set the callback functions DXUTSetCallbackD3D9DeviceAcceptable(IsD3D9DeviceAcceptable); DXUTSetCallbackD3D9DeviceCreated(OnD3D9CreateDevice); DXUTSetCallbackD3D9DeviceReset(OnD3D9ResetDevice); DXUTSetCallbackD3D9FrameRender(OnD3D9FrameRender); DXUTSetCallbackD3D9DeviceLost(OnD3D9LostDevice); DXUTSetCallbackD3D9DeviceDestroyed(OnD3D9DestroyDevice); DXUTSetCallbackDeviceChanging(ModifyDeviceSettings); DXUTSetCallbackMsgProc(MsgProc); DXUTSetCallbackFrameMove(OnFrameMove); // Initialize DXUT and create the desired Win32 window and D3D device for the application DXUTInit(true, false); // Parse the command line and show msgboxes DXUTSetHotkeyHandling(true, true, true); // handle the default hotkeys DXUTSetCursorSettings(true, true); // Show the cursor and clip it when in full screen DXUTCreateWindow(L"02_HelloDotDx9"); DXUTCreateDevice(true, 800, 600); DXUTMainLoop(); return DXUTGetExitCode(); }
int EditorMain(int *instancePtrAddress, int *hPrevInstancePtrAddress, int *hWndPtrAddress, int nCmdShow, int screenWidth, int screenHeight) { // C# passes HINSTANCE and HWND values to C++ DLL as (int *) HINSTANCE hInstance = (HINSTANCE)instancePtrAddress; HINSTANCE hPrevInstance = (HINSTANCE) hPrevInstancePtrAddress; HWND hWnd = (HWND)hWndPtrAddress; WCHAR *lpCmdLine = L""; // Set up checks for memory leaks. // Game Coding Complete reference - Chapter 12, page XXX // int tmpDbgFlag = _CrtSetDbgFlag(_CRTDBG_REPORT_FLAG); // set this flag to keep memory blocks around tmpDbgFlag |= _CRTDBG_DELAY_FREE_MEM_DF; // this flag will cause intermittent pauses in your game! // perform memory check for each alloc/dealloc //tmpDbgFlag |= _CRTDBG_CHECK_ALWAYS_DF; // remember this is VERY VERY SLOW! // always perform a leak check just before app exits. tmpDbgFlag |= _CRTDBG_LEAK_CHECK_DF; _CrtSetDbgFlag(tmpDbgFlag); // [rez] Initialize the logging system as the very first thing you ever do! LOL after the memory system flags are set, that is! Logger::Init("logging.xml"); g_pApp->m_Options.Init("EditorOptions.xml", lpCmdLine); // Set the callback functions. These functions allow the sample framework to notify // the application about device changes, user input, and windows messages. The // callbacks are optional so you need only set callbacks for events you're interested // in. However, if you don't handle the device reset/lost callbacks then the sample // framework won't be able to reset your device since the application must first // release all device resources before resetting. Likewise, if you don't handle the // device created/destroyed callbacks then the sample framework won't be able to // recreate your device resources. DXUTSetCallbackMsgProc( GameCodeApp::MsgProc ); DXUTSetCallbackFrameMove( GameCodeApp::OnUpdateGame ); DXUTSetCallbackDeviceChanging( GameCodeApp::ModifyDeviceSettings ); if (g_pApp->m_Options.m_Renderer == "Direct3D 9") { DXUTSetCallbackD3D9DeviceAcceptable( GameCodeApp::IsD3D9DeviceAcceptable ); DXUTSetCallbackD3D9DeviceCreated( GameCodeApp::OnD3D9CreateDevice ); DXUTSetCallbackD3D9DeviceReset( GameCodeApp::OnD3D9ResetDevice ); DXUTSetCallbackD3D9DeviceLost( GameCodeApp::OnD3D9LostDevice ); DXUTSetCallbackD3D9DeviceDestroyed( GameCodeApp::OnD3D9DestroyDevice ); DXUTSetCallbackD3D9FrameRender( GameCodeApp::OnD3D9FrameRender ); } else if (g_pApp->m_Options.m_Renderer == "Direct3D 11") { DXUTSetCallbackD3D11DeviceAcceptable( GameCodeApp::IsD3D11DeviceAcceptable ); DXUTSetCallbackD3D11DeviceCreated( GameCodeApp::OnD3D11CreateDevice ); DXUTSetCallbackD3D11SwapChainResized( GameCodeApp::OnD3D11ResizedSwapChain ); DXUTSetCallbackD3D11SwapChainReleasing( GameCodeApp::OnD3D11ReleasingSwapChain ); DXUTSetCallbackD3D11DeviceDestroyed( GameCodeApp::OnD3D11DestroyDevice ); DXUTSetCallbackD3D11FrameRender( GameCodeApp::OnD3D11FrameRender ); } else { GCC_ASSERT(0 && "Unknown renderer specified in game options."); return false; } // Show the cursor and clip it when in full screen DXUTSetCursorSettings( true, true ); // Perform application initialization if (!g_pApp->InitInstance (hInstance, lpCmdLine, hWnd, screenWidth, screenHeight)) { return FALSE; } // This is where the game would normally call the main loop, but the // C# application will control this, so we don’t need to call // DXUTMainLoop() here. return true; }