//-------------------------------------------------------------------------------------- // File: DXUT.h // // Copyright (c) Microsoft Corporation. All rights reserved. //-------------------------------------------------------------------------------------- #pragma once #ifndef DXUT_H #define DXUT_H #ifndef UNICODE #error "DXUT requires a Unicode build. See the nearby comments for details" // // If you are using Microsoft Visual C++ .NET, under the General tab of the project // properties change the Character Set to 'Use Unicode Character Set'. // // Windows XP and later are native Unicode so Unicode applications will perform better. // For Windows 98 and Windows Me support, consider using the Microsoft Layer for Unicode (MSLU). // // To use MSLU, link against a set of libraries similar to this // /nod:kernel32.lib /nod:advapi32.lib /nod:user32.lib /nod:gdi32.lib /nod:shell32.lib /nod:comdlg32.lib /nod:version.lib /nod:mpr.lib /nod:rasapi32.lib /nod:winmm.lib /nod:winspool.lib /nod:vfw32.lib /nod:secur32.lib /nod:oleacc.lib /nod:oledlg.lib /nod:sensapi.lib UnicoWS.lib kernel32.lib advapi32.lib user32.lib gdi32.lib shell32.lib comdlg32.lib version.lib mpr.lib rasapi32.lib winmm.lib winspool.lib vfw32.lib secur32.lib oleacc.lib oledlg.lib sensapi.lib dxerr9.lib dxguid.lib d3dx9d.lib d3d9.lib comctl32.lib // and put the unicows.dll (available for download from msdn.microsoft.com) in the exe's folder. // // For more details see the MSDN article titled: // "MSLU: Develop Unicode Applications for Windows 9x Platforms with the Microsoft Layer for Unicode" // at http://msdn.microsoft.com/msdnmag/issues/01/10/MSLU/default.aspx // #endif //-------------------------------------------------------------------------------------- // Structs //-------------------------------------------------------------------------------------- class CD3DEnumeration; struct DXUTDeviceSettings { UINT AdapterOrdinal; D3DDEVTYPE DeviceType; D3DFORMAT AdapterFormat; DWORD BehaviorFlags; D3DPRESENT_PARAMETERS pp; }; //-------------------------------------------------------------------------------------- // Error codes //-------------------------------------------------------------------------------------- #define DXUTERR_NODIRECT3D MAKE_HRESULT(SEVERITY_ERROR, FACILITY_ITF, 0x0901) #define DXUTERR_NOCOMPATIBLEDEVICES MAKE_HRESULT(SEVERITY_ERROR, FACILITY_ITF, 0x0902) #define DXUTERR_MEDIANOTFOUND MAKE_HRESULT(SEVERITY_ERROR, FACILITY_ITF, 0x0903) #define DXUTERR_NONZEROREFCOUNT MAKE_HRESULT(SEVERITY_ERROR, FACILITY_ITF, 0x0904) #define DXUTERR_CREATINGDEVICE MAKE_HRESULT(SEVERITY_ERROR, FACILITY_ITF, 0x0905) #define DXUTERR_RESETTINGDEVICE MAKE_HRESULT(SEVERITY_ERROR, FACILITY_ITF, 0x0906) #define DXUTERR_CREATINGDEVICEOBJECTS MAKE_HRESULT(SEVERITY_ERROR, FACILITY_ITF, 0x0907) #define DXUTERR_RESETTINGDEVICEOBJECTS MAKE_HRESULT(SEVERITY_ERROR, FACILITY_ITF, 0x0908) #define DXUTERR_INCORRECTVERSION MAKE_HRESULT(SEVERITY_ERROR, FACILITY_ITF, 0x0909) //-------------------------------------------------------------------------------------- // Callback registration //-------------------------------------------------------------------------------------- typedef bool (CALLBACK *LPDXUTCALLBACKISDEVICEACCEPTABLE)( D3DCAPS9* pCaps, D3DFORMAT AdapterFormat, D3DFORMAT BackBufferFormat, bool bWindowed, void* pUserContext ); typedef bool (CALLBACK *LPDXUTCALLBACKMODIFYDEVICESETTINGS)( DXUTDeviceSettings* pDeviceSettings, const D3DCAPS9* pCaps, void* pUserContext ); typedef HRESULT (CALLBACK *LPDXUTCALLBACKDEVICECREATED)( IDirect3DDevice9* pd3dDevice, const D3DSURFACE_DESC* pBackBufferSurfaceDesc, void* pUserContext ); typedef HRESULT (CALLBACK *LPDXUTCALLBACKDEVICERESET)( IDirect3DDevice9* pd3dDevice, const D3DSURFACE_DESC* pBackBufferSurfaceDesc, void* pUserContext ); typedef void (CALLBACK *LPDXUTCALLBACKDEVICEDESTROYED)( void* pUserContext ); typedef void (CALLBACK *LPDXUTCALLBACKDEVICELOST)( void* pUserContext ); typedef void (CALLBACK *LPDXUTCALLBACKFRAMEMOVE)( IDirect3DDevice9* pd3dDevice, double fTime, float fElapsedTime, void* pUserContext ); typedef void (CALLBACK *LPDXUTCALLBACKFRAMERENDER)( IDirect3DDevice9* pd3dDevice, double fTime, float fElapsedTime, void* pUserContext ); typedef void (CALLBACK *LPDXUTCALLBACKKEYBOARD)( UINT nChar, bool bKeyDown, bool bAltDown, void* pUserContext ); typedef void (CALLBACK *LPDXUTCALLBACKMOUSE)( bool bLeftButtonDown, bool bRightButtonDown, bool bMiddleButtonDown, bool bSideButton1Down, bool bSideButton2Down, int nMouseWheelDelta, int xPos, int yPos, void* pUserContext ); typedef LRESULT (CALLBACK *LPDXUTCALLBACKMSGPROC)( HWND hWnd, UINT uMsg, WPARAM wParam, LPARAM lParam, bool* pbNoFurtherProcessing, void* pUserContext ); typedef void (CALLBACK *LPDXUTCALLBACKTIMER)( UINT idEvent, void* pUserContext ); // Device callbacks void DXUTSetCallbackDeviceCreated( LPDXUTCALLBACKDEVICECREATED pCallbackDeviceCreated, void* pUserContext = NULL ); void DXUTSetCallbackDeviceReset( LPDXUTCALLBACKDEVICERESET pCallbackDeviceReset, void* pUserContext = NULL ); void DXUTSetCallbackDeviceLost( LPDXUTCALLBACKDEVICELOST pCallbackDeviceLost, void* pUserContext = NULL ); void DXUTSetCallbackDeviceDestroyed( LPDXUTCALLBACKDEVICEDESTROYED pCallbackDeviceDestroyed, void* pUserContext = NULL ); void DXUTSetCallbackDeviceChanging( LPDXUTCALLBACKMODIFYDEVICESETTINGS pCallbackModifyDeviceSettings, void* pUserContext = NULL ); // Frame callbacks void DXUTSetCallbackFrameMove( LPDXUTCALLBACKFRAMEMOVE pCallbackFrameMove, void* pUserContext = NULL ); void DXUTSetCallbackFrameRender( LPDXUTCALLBACKFRAMERENDER pCallbackFrameRender, void* pUserContext = NULL ); // Message callbacks void DXUTSetCallbackKeyboard( LPDXUTCALLBACKKEYBOARD pCallbackKeyboard, void* pUserContext = NULL ); void DXUTSetCallbackMouse( LPDXUTCALLBACKMOUSE pCallbackMouse, bool bIncludeMouseMove = false, void* pUserContext = NULL ); void DXUTSetCallbackMsgProc( LPDXUTCALLBACKMSGPROC pCallbackMsgProc, void* pUserContext = NULL ); //-------------------------------------------------------------------------------------- // Initialization //-------------------------------------------------------------------------------------- HRESULT DXUTInit( bool bParseCommandLine = true, bool bHandleDefaultHotkeys = true, bool bShowMsgBoxOnError = true, bool bHandleAltEnter = true ); // Choose either DXUTCreateWindow or DXUTSetWindow. If using DXUTSetWindow, consider using DXUTStaticWndProc HRESULT DXUTCreateWindow( const WCHAR* strWindowTitle = L"Direct3D Window", HINSTANCE hInstance = NULL, HICON hIcon = NULL, HMENU hMenu = NULL, int x = CW_USEDEFAULT, int y = CW_USEDEFAULT ); HRESULT DXUTSetWindow( HWND hWndFocus, HWND hWndDeviceFullScreen, HWND hWndDeviceWindowed, bool bHandleMessages = true ); LRESULT CALLBACK DXUTStaticWndProc( HWND hWnd, UINT uMsg, WPARAM wParam, LPARAM lParam ); // Choose either DXUTCreateDevice or DXUTSetDevice or DXUTCreateDeviceFromSettings HRESULT DXUTCreateDevice( UINT AdapterOrdinal = D3DADAPTER_DEFAULT, bool bWindowed = true, int nSuggestedWidth = 0, int nSuggestedHeight = 0, LPDXUTCALLBACKISDEVICEACCEPTABLE pCallbackIsDeviceAcceptable = NULL, LPDXUTCALLBACKMODIFYDEVICESETTINGS pCallbackModifyDeviceSettings = NULL, void* pUserContext = NULL ); HRESULT DXUTCreateDeviceFromSettings( DXUTDeviceSettings* pDeviceSettings, bool bPreserveInput = false, bool bClipWindowToSingleAdapter = true ); HRESULT DXUTSetDevice( IDirect3DDevice9* pd3dDevice ); // Choose either DXUTMainLoop or implement your own main loop HRESULT DXUTMainLoop( HACCEL hAccel = NULL ); // If not using DXUTMainLoop consider using DXUTRender3DEnvironment void DXUTRender3DEnvironment(); //-------------------------------------------------------------------------------------- // Finding valid device settings //-------------------------------------------------------------------------------------- enum DXUT_MATCH_TYPE { DXUTMT_IGNORE_INPUT = 0, // Use the closest valid value to a default DXUTMT_PRESERVE_INPUT, // Use input without change, but may cause no valid device to be found DXUTMT_CLOSEST_TO_INPUT // Use the closest valid value to the input }; struct DXUTMatchOptions { DXUT_MATCH_TYPE eAdapterOrdinal; DXUT_MATCH_TYPE eDeviceType; DXUT_MATCH_TYPE eWindowed; DXUT_MATCH_TYPE eAdapterFormat; DXUT_MATCH_TYPE eVertexProcessing; DXUT_MATCH_TYPE eResolution; DXUT_MATCH_TYPE eBackBufferFormat; DXUT_MATCH_TYPE eBackBufferCount; DXUT_MATCH_TYPE eMultiSample; DXUT_MATCH_TYPE eSwapEffect; DXUT_MATCH_TYPE eDepthFormat; DXUT_MATCH_TYPE eStencilFormat; DXUT_MATCH_TYPE ePresentFlags; DXUT_MATCH_TYPE eRefreshRate; DXUT_MATCH_TYPE ePresentInterval; }; HRESULT DXUTFindValidDeviceSettings( DXUTDeviceSettings* pOut, DXUTDeviceSettings* pIn = NULL, DXUTMatchOptions* pMatchOptions = NULL ); //-------------------------------------------------------------------------------------- // Common Tasks //-------------------------------------------------------------------------------------- void DXUTSetCursorSettings( bool bShowCursorWhenFullScreen, bool bClipCursorWhenFullScreen ); void DXUTSetMultimonSettings( bool bAutoChangeAdapter ); void DXUTSetShortcutKeySettings( bool bAllowWhenFullscreen = false, bool bAllowWhenWindowed = true ); // Controls the Windows key, and accessibility shortcut keys void DXUTSetWindowSettings( bool bCallDefWindowProc = true ); void DXUTSetConstantFrameTime( bool bConstantFrameTime, float fTimePerFrame = 0.0333f ); HRESULT DXUTSetTimer( LPDXUTCALLBACKTIMER pCallbackTimer, float fTimeoutInSecs = 1.0f, UINT* pnIDEvent = NULL, void* pCallbackUserContext = NULL ); HRESULT DXUTKillTimer( UINT nIDEvent ); HRESULT DXUTToggleFullScreen(); HRESULT DXUTToggleREF(); void DXUTPause( bool bPauseTime, bool bPauseRendering ); void DXUTResetFrameworkState(); void DXUTShutdown( int nExitCode = 0 ); //-------------------------------------------------------------------------------------- // State Retrieval //-------------------------------------------------------------------------------------- IDirect3D9* DXUTGetD3DObject(); // Does not addref unlike typical Get* APIs IDirect3DDevice9* DXUTGetD3DDevice(); // Does not addref unlike typical Get* APIs DXUTDeviceSettings DXUTGetDeviceSettings(); D3DPRESENT_PARAMETERS DXUTGetPresentParameters(); const D3DSURFACE_DESC* DXUTGetBackBufferSurfaceDesc(); const D3DCAPS9* DXUTGetDeviceCaps(); HINSTANCE DXUTGetHINSTANCE(); HWND DXUTGetHWND(); HWND DXUTGetHWNDFocus(); HWND DXUTGetHWNDDeviceFullScreen(); HWND DXUTGetHWNDDeviceWindowed(); RECT DXUTGetWindowClientRect(); RECT DXUTGetWindowClientRectAtModeChange(); // Useful for returning to windowed mode with the same resolution as before toggle to full screen mode RECT DXUTGetFullsceenClientRectAtModeChange(); // Useful for returning to full screen mode with the same resolution as before toggle to windowed mode double DXUTGetTime(); float DXUTGetElapsedTime(); bool DXUTIsWindowed(); float DXUTGetFPS(); LPCWSTR DXUTGetWindowTitle(); LPCWSTR DXUTGetFrameStats( bool bIncludeFPS = false ); LPCWSTR DXUTGetDeviceStats(); bool DXUTIsRenderingPaused(); bool DXUTIsTimePaused(); bool DXUTIsActive(); int DXUTGetExitCode(); bool DXUTGetShowMsgBoxOnError(); bool DXUTGetHandleDefaultHotkeys(); bool DXUTIsKeyDown( BYTE vKey ); // Pass a virtual-key code, ex. VK_F1, 'A', VK_RETURN, VK_LSHIFT, etc bool DXUTIsMouseButtonDown( BYTE vButton ); // Pass a virtual-key code: VK_LBUTTON, VK_RBUTTON, VK_MBUTTON, VK_XBUTTON1, VK_XBUTTON2 bool DXUTGetAutomation(); // Returns true if -automation parameter is used to launch the app #endif