Exemplo n.º 1
0
void ConfigFont( void )
{
    wnd_class_wv    wndclass;

    PrintFont( WND_ALL, NULL );
    for( wndclass = 0; wndclass < WND_NUM_CLASSES; ++wndclass ) {
        if( wndclass == WND_ALL )
            continue;
        PrintFont( wndclass, WndFontInfo[WND_ALL] );
    }
}
Exemplo n.º 2
0
int main(int ac, const char *av[])
{
	const uint8_t *p = nullptr;

	for (int i = 1; i < ac; ++i)
	{
		p = nullptr;

		/***/if (ac > 1 && strstr(av[i], "04x06") != nullptr) p = font_04x06;
		else if (ac > 1 && strstr(av[i], "05x08") != nullptr) p = font_05x08;
		else if (ac > 1 && strstr(av[i], "05x12") != nullptr) p = font_05x12;
		else if (ac > 1 && strstr(av[i], "06x08") != nullptr) p = font_06x08;
		else if (ac > 1 && strstr(av[i], "06x10") != nullptr) p = font_06x10;
		else if (ac > 1 && strstr(av[i], "07x12") != nullptr) p = font_07x12;
		else if (ac > 1 && strstr(av[i], "08x08") != nullptr) p = font_08x08;
		else if (ac > 1 && strstr(av[i], "08x12") != nullptr) p = font_08x12;
		else if (ac > 1 && strstr(av[i], "08x14") != nullptr) p = font_08x14;
		else if (ac > 1 && strstr(av[i], "10x16") != nullptr) p = font_10x16;
		else if (ac > 1 && strstr(av[i], "12x16") != nullptr) p = font_12x16;
		else if (ac > 1 && strstr(av[i], "12x20") != nullptr) p = font_12x20;
		else if (ac > 1 && strstr(av[i], "16x26") != nullptr) p = font_16x26;

		if (p)
			PrintFont(p);
		else
		{
			FILE *fin = stdin;
			if (ac > 1) fin = fopen(av[i], "r");
			ReadFont(fin);
			if (ac > 1) fclose(fin);
		}
	}
}
Exemplo n.º 3
0
__declspec(naked) void HookFpsFunc()
{
	PrintFont(0, 30, 20, 0.0f, 0xFF00FFFF, "FPS 20");
	__asm
	{
		//push eax
		//mov eax ,FpsFuncAddress
		//call eax
		//pop eax
		ret
	}
}
Exemplo n.º 4
0
void Game_Run(HWND window)
{
	//make sure the Direct3D device is valid
	if (!d3ddev) return;
	//update input devices
	DirectInput_Update();

	d3ddev->Clear(0, NULL, D3DCLEAR_TARGET , D3DCOLOR_XRGB(0,0,100), 1.0f, 0);

	bool isInput = false;
	SpeedX = 0;
	SpeedY = 0;
	//scroll based on key or controller input
	if (Key_Down(DIK_DOWN) || controllers[0].sThumbLY < -2000)
	{
		SpeedY = steps;
		isInput = true;
	}

	if (Key_Down(DIK_UP) || controllers[0].sThumbLY > 2000)
	{
		SpeedY = -steps;
		isInput = true;
	}

	if (Key_Down(DIK_LEFT) || controllers[0].sThumbLX < -2000)
	{
		SpeedX = -steps;
		isInput = true;
	}

	if (Key_Down(DIK_RIGHT) || controllers[0].sThumbLX > 2000)
	{
		SpeedX = steps;
		isInput = true;
	}

	//keep the game running at a steady frame rate
	if (GetTickCount() - start >= 30)
	{
		//reset timing
		start = GetTickCount();

		//start rendering
		if (d3ddev->BeginScene())
		{
			
			//update the scrolling view
			ScrollScreen(isInput);

			spriteobj->Begin(D3DXSPRITE_ALPHABLEND);

			std::ostringstream oss;
			oss << "Scroll Position = " << ScrollX << "," << ScrollY;
			PrintFont(font, 0, 0, oss.str());

			spriteobj->End();

			//stop rendering
			d3ddev->EndScene();
			d3ddev->Present(NULL, NULL, NULL, NULL);
		}
	}

	//to exit 
	if (Key_Down(VK_ESCAPE) || 
		controllers[0].wButtons & XINPUT_GAMEPAD_BACK)
		gameOver = true;
}