Archive for the ‘WTL’ Category
-
Hello, DirectX(WTL) World!
Posted on 7月 25th, 2012 by cx20
Win32 DirectX(WTL)
DirectX はマイクロソフトが Wnidows 用に開発したマルチメディア処理用 API である。
以下は VC++(WTL) における DirectX アプリケーション の例となっている。ソースコード
#include <atlbase.h> #include <atlapp.h> #include <atlcrack.h> #include <d3d9.h> #include <d3dx9.h> class CHelloWindow : public CWindowImpl<CHelloWindow> { public: CHelloWindow() { m_pD3D = NULL; m_pd3dDevice = NULL; m_pd3dFont = NULL; memset( &m_rect, 0, sizeof(m_rect) ); } BEGIN_MSG_MAP( CHelloWindow ) MSG_WM_PAINT ( OnPaint ) MSG_WM_DESTROY ( OnDestroy ) END_MSG_MAP() void OnPaint( HDC hDC ) { Render(); } void OnDestroy() { Cleanup(); PostQuitMessage( 0 ); } LRESULT OnPaint( UINT uMsg, WPARAM wParam, LPARAM lParam, BOOL& bHandled ) { Render(); return 0; } LRESULT OnDestroy( UINT uMsg, WPARAM wParam, LPARAM lParam, BOOL& bHandled ) { Cleanup(); PostQuitMessage( 0 ); return 0; } HRESULT InitD3D() { HRESULT hr; m_pD3D = Direct3DCreate9( D3D_SDK_VERSION ); if( m_pD3D == NULL ) { return E_FAIL; } D3DPRESENT_PARAMETERS d3dpp; d3dpp.BackBufferWidth = 0; d3dpp.BackBufferHeight = 0; d3dpp.BackBufferFormat = D3DFMT_UNKNOWN; d3dpp.BackBufferCount = 0; d3dpp.MultiSampleType = D3DMULTISAMPLE_NONE; d3dpp.MultiSampleQuality = 0; d3dpp.SwapEffect = D3DSWAPEFFECT_DISCARD; d3dpp.hDeviceWindow = NULL; d3dpp.Windowed = TRUE; d3dpp.EnableAutoDepthStencil = 0; d3dpp.AutoDepthStencilFormat = D3DFMT_UNKNOWN; d3dpp.Flags = 0; d3dpp.FullScreen_RefreshRateInHz = 0; d3dpp.PresentationInterval = 0; hr = m_pD3D->CreateDevice( D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, m_hWnd, D3DCREATE_SOFTWARE_VERTEXPROCESSING, &d3dpp, &m_pd3dDevice ); if( FAILED( hr ) ) { return E_FAIL; } return S_OK; } HRESULT InitFont() { HRESULT hr; D3DXFONT_DESC lf; lf.Height = 16; lf.Width = 0; lf.Weight = 0; lf.MipLevels = 1; lf.Italic = 0; lf.CharSet = SHIFTJIS_CHARSET; lf.OutputPrecision = OUT_TT_ONLY_PRECIS; lf.Quality = PROOF_QUALITY; lf.PitchAndFamily = FIXED_PITCH | FF_MODERN; lstrcpy( lf.FaceName, _T("MS ゴシック") ); hr = D3DXCreateFontIndirect(m_pd3dDevice, &lf, &m_pd3dFont ); if ( FAILED( hr ) ) { Cleanup(); return hr; } hr = m_pd3dFont->DrawText( NULL, _T("Hello, DirectX(WTL) World!"), -1, &m_rect, DT_CALCRECT | DT_LEFT | DT_SINGLELINE, 0xffffffff ); if ( FAILED( hr ) ) { Cleanup(); return hr; } return hr; } VOID Cleanup() { if ( m_pd3dFont != NULL ) { m_pd3dFont->Release(); } if( m_pd3dDevice != NULL ) { m_pd3dDevice->Release(); } if( m_pD3D != NULL ) { m_pD3D->Release(); } } VOID Render() { if( m_pd3dDevice == NULL ) { return; } if ( m_pd3dFont == NULL ) { return; } m_pd3dDevice->Clear( 0, NULL, D3DCLEAR_TARGET, D3DCOLOR_XRGB( 0, 0, 255 ), 1.0f, 0 ); if( SUCCEEDED( m_pd3dDevice->BeginScene() ) ) { m_pd3dFont->DrawText( NULL, _T("Hello, DirectX(WTL) World!"), -1, &m_rect, DT_LEFT | DT_SINGLELINE, 0xffffffff ); m_pd3dDevice->EndScene(); } m_pd3dDevice->Present( NULL, NULL, NULL, NULL ); } private: LPDIRECT3D9 m_pD3D; LPDIRECT3DDEVICE9 m_pd3dDevice; LPD3DXFONT m_pd3dFont; RECT m_rect; }; CAppModule _Module; int APIENTRY _tWinMain( HINSTANCE hInstance, HINSTANCE hPrevInstance, LPTSTR lpCmdLine, int nCmdShow ) { _Module.Init(NULL, hInstance); CMessageLoop theLoop; _Module.AddMessageLoop(&theLoop); CHelloWindow wnd; wnd.Create( NULL, CWindow::rcDefault, _T("Hello, World!"), WS_OVERLAPPEDWINDOW | WS_VISIBLE ); wnd.ResizeClient( 640, 480 ); wnd.InitD3D(); wnd.InitFont(); int nRet = theLoop.Run(); _Module.RemoveMessageLoop(); _Module.Term(); return nRet; }
コンパイル方法
C:¥> SET INCLUDE=<WTL>Include;%DXSDK_DIR%INCLUDE;%INCLUDE% C:¥> SET LIB=%DXSDK_DIR%Libx86;%LIB% C:¥> cl hello.cpp ^ /link ^ user32.lib ^ dxguid.lib ^ d3d9.lib ^ d3dx9.lib ^ /SUBSYSTEM:WINDOWS
実行結果
+------------------------------------------+ |Hello, World! [_][~][X]| +------------------------------------------+ |Hello, DirectX(WTL) World! | | | | | | | | | | | | | | | | | | | +------------------------------------------+
-
Hello, Win32 GUI(WTL) World!
Posted on 7月 4th, 2012 by cx20
Win32 GUI(WTL)
Win32 アプリケーションは Windows 標準 API である Win32 API を使用した Windows アプリケーションである。
以下は VC++(WTL) における Win32 GUI アプリケーション の例となっている。ソースコード
#include <atlbase.h> #include <atlapp.h> #include <atlcrack.h> class CHelloWindow : public CWindowImpl<CHelloWindow> { BEGIN_MSG_MAP( CHelloWindow ) MSG_WM_PAINT ( OnPaint ) MSG_WM_DESTROY ( OnDestroy ) END_MSG_MAP() void OnPaint( HDC hDC ) { CPaintDC dc( m_hWnd ); LPCTSTR lpszMessage = _T("Hello, Win32 GUI(WTL) World!"); dc.TextOut( 0, 0, lpszMessage, lstrlen(lpszMessage) ); } void OnDestroy() { PostQuitMessage( 0 ); } }; CAppModule _Module; int APIENTRY _tWinMain( HINSTANCE hInstance, HINSTANCE hPrevInstance, LPTSTR lpCmdLine, int nCmdShow ) { _Module.Init(NULL, hInstance); CMessageLoop theLoop; _Module.AddMessageLoop(&theLoop); CHelloWindow wnd; wnd.Create( NULL, CWindow::rcDefault, _T("Hello, World!"), WS_OVERLAPPEDWINDOW | WS_VISIBLE ); wnd.ResizeClient( 640, 480 ); int nRet = theLoop.Run(); _Module.RemoveMessageLoop(); _Module.Term(); return nRet; }
コンパイル方法
C:¥> SET INCLUDE=<WTL>Include;%INCLUDE C:¥> cl hello.cpp
実行結果
+------------------------------------------+ |Hello, World! [_][~][X]| +------------------------------------------+ |Hello, Win32 GUI(WTL) World! | | | | | | | | | | | | | | | | | | | +------------------------------------------+