//-------------------------------------------------------------------------------------- // File: DXUT.cpp // // DirectX SDK Direct3D sample framework // // Copyright (c) Microsoft Corporation. All rights reserved. //-------------------------------------------------------------------------------------- #include "dxstdafx.h" #define MIN_WINDOW_SIZE_X 200 #define MIN_WINDOW_SIZE_Y 200 #define DXUTERR_SWITCHEDTOREF MAKE_HRESULT(SEVERITY_ERROR, FACILITY_ITF, 0x1001) //-------------------------------------------------------------------------------------- // Thread safety //-------------------------------------------------------------------------------------- CRITICAL_SECTION g_cs; bool g_bThreadSafe = true; //-------------------------------------------------------------------------------------- // Automatically enters & leaves the CS upon object creation/deletion //-------------------------------------------------------------------------------------- class DXUTLock { public: inline DXUTLock() { if( g_bThreadSafe ) EnterCriticalSection( &g_cs ); } inline ~DXUTLock() { if( g_bThreadSafe ) LeaveCriticalSection( &g_cs ); } }; //-------------------------------------------------------------------------------------- // Helper macros to build member functions that access member variables with thread safety //-------------------------------------------------------------------------------------- #define SET_ACCESSOR( x, y ) inline void Set##y( x t ) { DXUTLock l; m_state.m_##y = t; }; #define GET_ACCESSOR( x, y ) inline x Get##y() { DXUTLock l; return m_state.m_##y; }; #define GET_SET_ACCESSOR( x, y ) SET_ACCESSOR( x, y ) GET_ACCESSOR( x, y ) #define SETP_ACCESSOR( x, y ) inline void Set##y( x* t ) { DXUTLock l; m_state.m_##y = *t; }; #define GETP_ACCESSOR( x, y ) inline x* Get##y() { DXUTLock l; return &m_state.m_##y; }; #define GETP_SETP_ACCESSOR( x, y ) SETP_ACCESSOR( x, y ) GETP_ACCESSOR( x, y ) //-------------------------------------------------------------------------------------- // Stores timer callback info //-------------------------------------------------------------------------------------- struct DXUT_TIMER { LPDXUTCALLBACKTIMER pCallbackTimer; float fTimeoutInSecs; float fCountdown; bool bEnabled; }; //-------------------------------------------------------------------------------------- // Stores DXUT state and data access is done with thread safety (if g_bThreadSafe==true) //-------------------------------------------------------------------------------------- class DXUTState { protected: struct STATE { IDirect3D9* m_D3D; // the main D3D object IDirect3DDevice9* m_D3DDevice; // the D3D rendering device CD3DEnumeration* m_D3DEnumeration; // CD3DEnumeration object DXUTDeviceSettings* m_CurrentDeviceSettings; // current device settings D3DSURFACE_DESC m_BackBufferSurfaceDesc; // back buffer surface description D3DCAPS9 m_Caps; // D3D caps for current device HWND m_HWNDFocus; // the main app focus window HWND m_HWNDDeviceFullScreen; // the main app device window in fullscreen mode HWND m_HWNDDeviceWindowed; // the main app device window in windowed mode HMONITOR m_AdapterMonitor; // the monitor of the adapter double m_Time; // current time in seconds float m_ElapsedTime; // time elapsed since last frame DWORD m_WinStyle; // window style RECT m_WindowClientRect; // client rect of HWND RECT m_FullScreenClientRect; // client rect of HWND when fullscreen RECT m_WindowBoundsRect; // window rect of HWND HMENU m_Menu; // handle to menu double m_LastStatsUpdateTime; // last time the stats were updated DWORD m_LastStatsUpdateFrames; // frames count since last time the stats were updated float m_FPS; // frames per second int m_CurrentFrameNumber; // the current frame number HHOOK m_KeyboardHook; // handle to keyboard hook bool m_AllowShortcutKeysWhenFullscreen; // if true, when fullscreen enable shortcut keys (Windows keys, StickyKeys shortcut, ToggleKeys shortcut, FilterKeys shortcut) bool m_AllowShortcutKeysWhenWindowed; // if true, when windowed enable shortcut keys (Windows keys, StickyKeys shortcut, ToggleKeys shortcut, FilterKeys shortcut) bool m_AllowShortcutKeys; // if true, then shortcut keys are currently disabled (Windows key, etc) STICKYKEYS m_StartupStickyKeys; // StickyKey settings upon startup so they can be restored later TOGGLEKEYS m_StartupToggleKeys; // ToggleKey settings upon startup so they can be restored later FILTERKEYS m_StartupFilterKeys; // FilterKey settings upon startup so they can be restored later bool m_HandleDefaultHotkeys; // if true, the sample framework will handle some default hotkeys bool m_ShowMsgBoxOnError; // if true, then msgboxes are displayed upon errors bool m_ClipCursorWhenFullScreen; // if true, then the sample framework will keep the cursor from going outside the window when full screen bool m_ShowCursorWhenFullScreen; // if true, then the sample framework will show a cursor when full screen bool m_ConstantFrameTime; // if true, then elapsed frame time will always be 0.05f seconds which is good for debugging or automated capture float m_TimePerFrame; // the constant time per frame in seconds, only valid if m_ConstantFrameTime==true bool m_WireframeMode; // if true, then D3DRS_FILLMODE==D3DFILL_WIREFRAME else D3DRS_FILLMODE==D3DFILL_SOLID bool m_AutoChangeAdapter; // if true, then the adapter will automatically change if the window is different monitor bool m_WindowCreatedWithDefaultPositions; // if true, then CW_USEDEFAULT was used and the window should be moved to the right adapter int m_ExitCode; // the exit code to be returned to the command line bool m_DXUTInited; // if true, then DXUTInit() has succeeded bool m_WindowCreated; // if true, then DXUTCreateWindow() or DXUTSetWindow() has succeeded bool m_DeviceCreated; // if true, then DXUTCreateDevice*() or DXUTSetDevice() has succeeded bool m_DXUTInitCalled; // if true, then DXUTInit() was called bool m_WindowCreateCalled; // if true, then DXUTCreateWindow() or DXUTSetWindow() was called bool m_DeviceCreateCalled; // if true, then DXUTCreateDevice*() or DXUTSetDevice() was called bool m_DeviceObjectsCreated; // if true, then DeviceCreated callback has been called (if non-NULL) bool m_DeviceObjectsReset; // if true, then DeviceReset callback has been called (if non-NULL) bool m_InsideDeviceCallback; // if true, then the framework is inside an app device callback bool m_InsideMainloop; // if true, then the framework is inside the main loop bool m_Active; // if true, then the app is the active top level window bool m_TimePaused; // if true, then time is paused bool m_RenderingPaused; // if true, then rendering is paused int m_PauseRenderingCount; // pause rendering ref count int m_PauseTimeCount; // pause time ref count bool m_DeviceLost; // if true, then the device is lost and needs to be reset bool m_Minimized; // if true, then the HWND is minimized bool m_Maximized; // if true, then the HWND is maximized bool m_IgnoreSizeChange; // if true, the sample framework won't reset the device upon HWND size change (for internal use only) bool m_NotifyOnMouseMove; // if true, include WM_MOUSEMOVE in mousecallback int m_OverrideAdapterOrdinal; // if != -1, then override to use this adapter ordinal bool m_OverrideWindowed; // if true, then force to start windowed bool m_OverrideFullScreen; // if true, then force to start full screen int m_OverrideStartX; // if != -1, then override to this X position of the window int m_OverrideStartY; // if != -1, then override to this Y position of the window int m_OverrideWidth; // if != 0, then override to this width int m_OverrideHeight; // if != 0, then override to this height bool m_OverrideForceHAL; // if true, then force to HAL device (failing if one doesn't exist) bool m_OverrideForceREF; // if true, then force to REF device (failing if one doesn't exist) bool m_OverrideForcePureHWVP; // if true, then force to use pure HWVP (failing if device doesn't support it) bool m_OverrideForceHWVP; // if true, then force to use HWVP (failing if device doesn't support it) bool m_OverrideForceSWVP; // if true, then force to use SWVP bool m_OverrideConstantFrameTime; // if true, then force to constant frame time float m_OverrideConstantTimePerFrame; // the constant time per frame in seconds if m_OverrideConstantFrameTime==true int m_OverrideQuitAfterFrame; // if != 0, then it will force the app to quit after that frame LPDXUTCALLBACKISDEVICEACCEPTABLE m_IsDeviceAcceptableFunc; // is device acceptable callback LPDXUTCALLBACKMODIFYDEVICESETTINGS m_ModifyDeviceSettingsFunc; // modify device settings callback LPDXUTCALLBACKDEVICECREATED m_DeviceCreatedFunc; // device created callback LPDXUTCALLBACKDEVICERESET m_DeviceResetFunc; // device reset callback LPDXUTCALLBACKDEVICELOST m_DeviceLostFunc; // device lost callback LPDXUTCALLBACKDEVICEDESTROYED m_DeviceDestroyedFunc; // device destroyed callback LPDXUTCALLBACKFRAMEMOVE m_FrameMoveFunc; // frame move callback LPDXUTCALLBACKFRAMERENDER m_FrameRenderFunc; // frame render callback LPDXUTCALLBACKKEYBOARD m_KeyboardFunc; // keyboard callback LPDXUTCALLBACKMOUSE m_MouseFunc; // mouse callback LPDXUTCALLBACKMSGPROC m_WindowMsgFunc; // window messages callback CD3DSettingsDlg* m_D3DSettingsDlg; // CD3DSettings object bool m_ShowD3DSettingsDlg; // if true, then show the D3DSettingsDlg bool m_Keys[256]; // array of key state bool m_MouseButtons[5]; // array of mouse states CGrowableArray* m_TimerList; // list of DXUT_TIMER structs WCHAR m_StaticFrameStats[256]; // static part of frames stats WCHAR m_FrameStats[256]; // frame stats (fps, width, etc) WCHAR m_DeviceStats[256]; // device stats (description, device type, etc) WCHAR m_WindowTitle[256]; // window title }; STATE m_state; public: DXUTState() { Create(); } ~DXUTState() { Destroy(); } void Create() { // Make sure these are created before DXUTState so they // destroyed last because DXUTState cleanup needs them DXUTGetGlobalDialogResourceManager(); DXUTGetGlobalResourceCache(); ZeroMemory( &m_state, sizeof(STATE) ); g_bThreadSafe = true; InitializeCriticalSection( &g_cs ); m_state.m_OverrideStartX = -1; m_state.m_OverrideStartY = -1; m_state.m_OverrideAdapterOrdinal = -1; m_state.m_AutoChangeAdapter = true; m_state.m_ShowMsgBoxOnError = true; m_state.m_AllowShortcutKeysWhenWindowed = true; m_state.m_Active = true; } void Destroy() { DXUTShutdown(); DeleteCriticalSection( &g_cs ); } // Macros to define access functions for thread safe access into m_state GET_SET_ACCESSOR( IDirect3D9*, D3D ); GET_SET_ACCESSOR( IDirect3DDevice9*, D3DDevice ); GET_SET_ACCESSOR( CD3DEnumeration*, D3DEnumeration ); GET_SET_ACCESSOR( DXUTDeviceSettings*, CurrentDeviceSettings ); GETP_SETP_ACCESSOR( D3DSURFACE_DESC, BackBufferSurfaceDesc ); GETP_SETP_ACCESSOR( D3DCAPS9, Caps ); GET_SET_ACCESSOR( HWND, HWNDFocus ); GET_SET_ACCESSOR( HWND, HWNDDeviceFullScreen ); GET_SET_ACCESSOR( HWND, HWNDDeviceWindowed ); GET_SET_ACCESSOR( HMONITOR, AdapterMonitor ); GET_SET_ACCESSOR( double, Time ); GET_SET_ACCESSOR( float, ElapsedTime ); GET_SET_ACCESSOR( DWORD, WinStyle ); GET_SET_ACCESSOR( const RECT &, WindowClientRect ); GET_SET_ACCESSOR( const RECT &, FullScreenClientRect ); GET_SET_ACCESSOR( const RECT &, WindowBoundsRect ); GET_SET_ACCESSOR( HMENU, Menu ); GET_SET_ACCESSOR( double, LastStatsUpdateTime ); GET_SET_ACCESSOR( DWORD, LastStatsUpdateFrames ); GET_SET_ACCESSOR( float, FPS ); GET_SET_ACCESSOR( int, CurrentFrameNumber ); GET_SET_ACCESSOR( HHOOK, KeyboardHook ); GET_SET_ACCESSOR( bool, AllowShortcutKeysWhenFullscreen ); GET_SET_ACCESSOR( bool, AllowShortcutKeysWhenWindowed ); GET_SET_ACCESSOR( bool, AllowShortcutKeys ); GET_SET_ACCESSOR( STICKYKEYS, StartupStickyKeys ); GET_SET_ACCESSOR( TOGGLEKEYS, StartupToggleKeys ); GET_SET_ACCESSOR( FILTERKEYS, StartupFilterKeys ); GET_SET_ACCESSOR( bool, HandleDefaultHotkeys ); GET_SET_ACCESSOR( bool, ShowMsgBoxOnError ); GET_SET_ACCESSOR( bool, ClipCursorWhenFullScreen ); GET_SET_ACCESSOR( bool, ShowCursorWhenFullScreen ); GET_SET_ACCESSOR( bool, ConstantFrameTime ); GET_SET_ACCESSOR( float, TimePerFrame ); GET_SET_ACCESSOR( bool, WireframeMode ); GET_SET_ACCESSOR( bool, AutoChangeAdapter ); GET_SET_ACCESSOR( bool, WindowCreatedWithDefaultPositions ); GET_SET_ACCESSOR( int, ExitCode ); GET_SET_ACCESSOR( bool, DXUTInited ); GET_SET_ACCESSOR( bool, WindowCreated ); GET_SET_ACCESSOR( bool, DeviceCreated ); GET_SET_ACCESSOR( bool, DXUTInitCalled ); GET_SET_ACCESSOR( bool, WindowCreateCalled ); GET_SET_ACCESSOR( bool, DeviceCreateCalled ); GET_SET_ACCESSOR( bool, InsideDeviceCallback ); GET_SET_ACCESSOR( bool, InsideMainloop ); GET_SET_ACCESSOR( bool, DeviceObjectsCreated ); GET_SET_ACCESSOR( bool, DeviceObjectsReset ); GET_SET_ACCESSOR( bool, Active ); GET_SET_ACCESSOR( bool, RenderingPaused ); GET_SET_ACCESSOR( bool, TimePaused ); GET_SET_ACCESSOR( int, PauseRenderingCount ); GET_SET_ACCESSOR( int, PauseTimeCount ); GET_SET_ACCESSOR( bool, DeviceLost ); GET_SET_ACCESSOR( bool, Minimized ); GET_SET_ACCESSOR( bool, Maximized ); GET_SET_ACCESSOR( bool, IgnoreSizeChange ); GET_SET_ACCESSOR( bool, NotifyOnMouseMove ); GET_SET_ACCESSOR( int, OverrideAdapterOrdinal ); GET_SET_ACCESSOR( bool, OverrideWindowed ); GET_SET_ACCESSOR( bool, OverrideFullScreen ); GET_SET_ACCESSOR( int, OverrideStartX ); GET_SET_ACCESSOR( int, OverrideStartY ); GET_SET_ACCESSOR( int, OverrideWidth ); GET_SET_ACCESSOR( int, OverrideHeight ); GET_SET_ACCESSOR( bool, OverrideForceHAL ); GET_SET_ACCESSOR( bool, OverrideForceREF ); GET_SET_ACCESSOR( bool, OverrideForcePureHWVP ); GET_SET_ACCESSOR( bool, OverrideForceHWVP ); GET_SET_ACCESSOR( bool, OverrideForceSWVP ); GET_SET_ACCESSOR( bool, OverrideConstantFrameTime ); GET_SET_ACCESSOR( float, OverrideConstantTimePerFrame ); GET_SET_ACCESSOR( int, OverrideQuitAfterFrame ); GET_SET_ACCESSOR( LPDXUTCALLBACKISDEVICEACCEPTABLE, IsDeviceAcceptableFunc ); GET_SET_ACCESSOR( LPDXUTCALLBACKMODIFYDEVICESETTINGS, ModifyDeviceSettingsFunc ); GET_SET_ACCESSOR( LPDXUTCALLBACKDEVICECREATED, DeviceCreatedFunc ); GET_SET_ACCESSOR( LPDXUTCALLBACKDEVICERESET, DeviceResetFunc ); GET_SET_ACCESSOR( LPDXUTCALLBACKDEVICELOST, DeviceLostFunc ); GET_SET_ACCESSOR( LPDXUTCALLBACKDEVICEDESTROYED, DeviceDestroyedFunc ); GET_SET_ACCESSOR( LPDXUTCALLBACKFRAMEMOVE, FrameMoveFunc ); GET_SET_ACCESSOR( LPDXUTCALLBACKFRAMERENDER, FrameRenderFunc ); GET_SET_ACCESSOR( LPDXUTCALLBACKKEYBOARD, KeyboardFunc ); GET_SET_ACCESSOR( LPDXUTCALLBACKMOUSE, MouseFunc ); GET_SET_ACCESSOR( LPDXUTCALLBACKMSGPROC, WindowMsgFunc ); GET_SET_ACCESSOR( CD3DSettingsDlg*, D3DSettingsDlg ); GET_SET_ACCESSOR( bool, ShowD3DSettingsDlg ); GET_SET_ACCESSOR( CGrowableArray*, TimerList ); GET_ACCESSOR( bool*, Keys ); GET_ACCESSOR( bool*, MouseButtons ); GET_ACCESSOR( WCHAR*, StaticFrameStats ); GET_ACCESSOR( WCHAR*, FrameStats ); GET_ACCESSOR( WCHAR*, DeviceStats ); GET_ACCESSOR( WCHAR*, WindowTitle ); }; //-------------------------------------------------------------------------------------- // Global state class //-------------------------------------------------------------------------------------- DXUTState& GetDXUTState() { // Using an accessor function gives control of the construction order static DXUTState state; return state; } //-------------------------------------------------------------------------------------- // Internal functions forward declarations //-------------------------------------------------------------------------------------- typedef IDirect3D9* (WINAPI* LPDIRECT3DCREATE9)(UINT SDKVersion); typedef DECLSPEC_IMPORT UINT (WINAPI* LPTIMEBEGINPERIOD)( UINT uPeriod ); int DXUTMapButtonToArrayIndex( BYTE vButton ); void DXUTParseCommandLine(); CD3DEnumeration* DXUTPrepareEnumerationObject( bool bEnumerate = false ); CD3DSettingsDlg* DXUTPrepareSettingsDialog(); void DXUTBuildOptimalDeviceSettings( DXUTDeviceSettings* pOptimalDeviceSettings, DXUTDeviceSettings* pDeviceSettingsIn, DXUTMatchOptions* pMatchOptions ); bool DXUTDoesDeviceComboMatchPreserveOptions( CD3DEnumDeviceSettingsCombo* pDeviceSettingsCombo, DXUTDeviceSettings* pDeviceSettingsIn, DXUTMatchOptions* pMatchOptions ); float DXUTRankDeviceCombo( CD3DEnumDeviceSettingsCombo* pDeviceSettingsCombo, DXUTDeviceSettings* pDeviceSettingsIn, D3DDISPLAYMODE* pAdapterDesktopDisplayMode ); void DXUTBuildValidDeviceSettings( DXUTDeviceSettings* pDeviceSettings, CD3DEnumDeviceSettingsCombo* pBestDeviceSettingsCombo, DXUTDeviceSettings* pDeviceSettingsIn, DXUTMatchOptions* pMatchOptions ); HRESULT DXUTFindValidResolution( CD3DEnumDeviceSettingsCombo* pBestDeviceSettingsCombo, D3DDISPLAYMODE displayModeIn, D3DDISPLAYMODE* pBestDisplayMode ); HRESULT DXUTFindAdapterFormat( UINT AdapterOrdinal, D3DDEVTYPE DeviceType, D3DFORMAT BackBufferFormat, BOOL Windowed, D3DFORMAT* pAdapterFormat ); HRESULT DXUTChangeDevice( DXUTDeviceSettings* pNewDeviceSettings, IDirect3DDevice9* pd3dDeviceFromApp, bool bForceRecreate ); void DXUTUpdateDeviceSettingsWithOverrides( DXUTDeviceSettings* pNewDeviceSettings ); HRESULT DXUTInitialize3DEnvironment(); void DXUTPrepareDevice( IDirect3DDevice9* pd3dDevice ); HRESULT DXUTReset3DEnvironment(); void DXUTRender3DEnvironment(); void DXUTCleanup3DEnvironment( bool bReleaseSettings = true ); void DXUTHandlePossibleSizeChange(); void DXUTAdjustWindowStyle( HWND hWnd, bool bWindowed ); void DXUTUpdateFrameStats(); void DXUTUpdateDeviceStats( D3DDEVTYPE DeviceType, DWORD BehaviorFlags, D3DADAPTER_IDENTIFIER9* pAdapterIdentifier ); void DXUTUpdateStaticFrameStats(); void DXUTHandleTimers(); bool DXUTGetCmdParam( WCHAR*& strCmdLine, WCHAR* strFlag, int nFlagLen ); void DXUTDisplayErrorMessage( HRESULT hr ); LRESULT CALLBACK DXUTStaticWndProc( HWND hWnd, UINT uMsg, WPARAM wParam, LPARAM lParam ); UINT DXUTColorChannelBits( D3DFORMAT fmt ); UINT DXUTStencilBits( D3DFORMAT fmt ); UINT DXUTDepthBits( D3DFORMAT fmt ); void DXUTCheckForWindowMonitorChange(); HRESULT DXUTGetAdapterOrdinalFromMonitor( HMONITOR hMonitor, UINT* pAdapterOrdinal ); void DXUTAllowShortcutKeys( bool bAllowKeys ); //-------------------------------------------------------------------------------------- // External callback setup functions //-------------------------------------------------------------------------------------- void DXUTSetCallbackDeviceCreated( LPDXUTCALLBACKDEVICECREATED pCallbackDeviceCreated ) { GetDXUTState().SetDeviceCreatedFunc( pCallbackDeviceCreated ); } void DXUTSetCallbackDeviceReset( LPDXUTCALLBACKDEVICERESET pCallbackDeviceReset ) { GetDXUTState().SetDeviceResetFunc( pCallbackDeviceReset ); } void DXUTSetCallbackDeviceLost( LPDXUTCALLBACKDEVICELOST pCallbackDeviceLost ) { GetDXUTState().SetDeviceLostFunc( pCallbackDeviceLost ); } void DXUTSetCallbackDeviceDestroyed( LPDXUTCALLBACKDEVICEDESTROYED pCallbackDeviceDestroyed ) { GetDXUTState().SetDeviceDestroyedFunc( pCallbackDeviceDestroyed ); } void DXUTSetCallbackFrameMove( LPDXUTCALLBACKFRAMEMOVE pCallbackFrameMove ) { GetDXUTState().SetFrameMoveFunc( pCallbackFrameMove ); } void DXUTSetCallbackFrameRender( LPDXUTCALLBACKFRAMERENDER pCallbackFrameRender ) { GetDXUTState().SetFrameRenderFunc( pCallbackFrameRender ); } void DXUTSetCallbackKeyboard( LPDXUTCALLBACKKEYBOARD pCallbackKeyboard ) { GetDXUTState().SetKeyboardFunc( pCallbackKeyboard ); } void DXUTSetCallbackMouse( LPDXUTCALLBACKMOUSE pCallbackMouse, bool bIncludeMouseMove ) { GetDXUTState().SetMouseFunc( pCallbackMouse ); GetDXUTState().SetNotifyOnMouseMove( bIncludeMouseMove ); } void DXUTSetCallbackMsgProc( LPDXUTCALLBACKMSGPROC pCallbackMsgProc ) { GetDXUTState().SetWindowMsgFunc( pCallbackMsgProc ); } //-------------------------------------------------------------------------------------- // Optionally parses the command line and sets if default hotkeys are handled // // Possible command line parameters are: // -adapter:# forces app to use this adapter # (fails if the adapter doesn't exist) // -windowed forces app to start windowed // -fullscreen forces app to start full screen // -forcehal forces app to use HAL (fails if HAL doesn't exist) // -forceref forces app to use REF (fails if REF doesn't exist) // -forcepurehwvp forces app to use pure HWVP (fails if device doesn't support it) // -forcehwvp forces app to use HWVP (fails if device doesn't support it) // -forceswvp forces app to use SWVP // -width:# forces app to use # for width. for full screen, it will pick the closest possible supported mode // -height:# forces app to use # for height. for full screen, it will pick the closest possible supported mode // -startx:# forces app to use # for the x coord of the window position for windowed mode // -starty:# forces app to use # for the y coord of the window position for windowed mode // -constantframetime:# forces app to use constant frame time, where # is the time/frame in seconds // -quitafterframe:x forces app to quit after # frames // -noerrormsgboxes prevents the display of message boxes generated by the framework so the application can be run without user interaction // // Hotkeys handled by default are: // ESC app exits // Alt-Enter toggle between full screen & windowed // F2 device selection dialog // F3 toggle HAL/REF // F8 toggle wire-frame mode // Pause pauses time //-------------------------------------------------------------------------------------- HRESULT DXUTInit( bool bParseCommandLine, bool bHandleDefaultHotkeys, bool bShowMsgBoxOnError ) { GetDXUTState().SetDXUTInitCalled( true ); // Not always needed, but lets the app create GDI dialogs InitCommonControls(); // Save the current sticky/toggle/filter key settings so DXUT can restore them later STICKYKEYS sk = {sizeof(STICKYKEYS), 0}; SystemParametersInfo(SPI_GETSTICKYKEYS, sizeof(STICKYKEYS), &sk, 0); GetDXUTState().SetStartupStickyKeys( sk ); TOGGLEKEYS tk = {sizeof(TOGGLEKEYS), 0}; SystemParametersInfo(SPI_GETTOGGLEKEYS, sizeof(TOGGLEKEYS), &tk, 0); GetDXUTState().SetStartupToggleKeys( tk ); FILTERKEYS fk = {sizeof(FILTERKEYS), 0}; SystemParametersInfo(SPI_GETFILTERKEYS, sizeof(FILTERKEYS), &fk, 0); GetDXUTState().SetStartupFilterKeys( fk ); // Increase the accuracy of Sleep() without needing to link to winmm.lib WCHAR wszPath[MAX_PATH+1]; if( !::GetSystemDirectory( wszPath, MAX_PATH+1 ) ) return E_FAIL; StringCchCat( wszPath, MAX_PATH, L"\\winmm.dll" ); HINSTANCE hInstWinMM = LoadLibrary( wszPath ); if( hInstWinMM != NULL ) { LPTIMEBEGINPERIOD pTimeBeginPeriod = (LPTIMEBEGINPERIOD)GetProcAddress( hInstWinMM, "timeBeginPeriod" ); if( NULL != pTimeBeginPeriod ) pTimeBeginPeriod(1); } if( hInstWinMM ) FreeLibrary(hInstWinMM); GetDXUTState().SetShowMsgBoxOnError( bShowMsgBoxOnError ); GetDXUTState().SetHandleDefaultHotkeys( bHandleDefaultHotkeys ); if( bParseCommandLine ) DXUTParseCommandLine(); // Verify D3DX version if( !D3DXCheckVersion( D3D_SDK_VERSION, D3DX_SDK_VERSION ) ) { DXUTDisplayErrorMessage( DXUTERR_INCORRECTVERSION ); return DXUT_ERR( L"D3DXCheckVersion", DXUTERR_INCORRECTVERSION ); } // Create a Direct3D object if one has not already been created IDirect3D9* pD3D = DXUTGetD3DObject(); if( pD3D == NULL ) { // This may fail if DirectX 9 isn't installed // This may fail if the DirectX headers are out of sync with the installed DirectX DLLs pD3D = DXUT_Dynamic_Direct3DCreate9( D3D_SDK_VERSION ); GetDXUTState().SetD3D( pD3D ); } if( pD3D == NULL ) { // If still NULL, then something went wrong DXUTDisplayErrorMessage( DXUTERR_NODIRECT3D ); return DXUT_ERR( L"Direct3DCreate9", DXUTERR_NODIRECT3D ); } // Reset the timer DXUTGetGlobalTimer()->Reset(); GetDXUTState().SetDXUTInited( true ); return S_OK; } //-------------------------------------------------------------------------------------- // Parses the command line for parameters. See DXUTInit() for list //-------------------------------------------------------------------------------------- void DXUTParseCommandLine() { WCHAR* strCmdLine = GetCommandLine(); // Skip past program name (first token in command line). if (*strCmdLine == L'"') // Check for and handle quoted program name { strCmdLine++; // Skip over until another double-quote or a null while (*strCmdLine && (*strCmdLine != L'"')) strCmdLine++; // Skip over double-quote if (*strCmdLine == L'"') strCmdLine++; } else { // First token wasn't a quote while (*strCmdLine > L' ') strCmdLine++; } for(;;) { // Skip past any white space preceding the next token while (*strCmdLine && (*strCmdLine <= L' ')) strCmdLine++; if( *strCmdLine == 0 ) break; WCHAR strFlag[256]; int nFlagLen = 0; // Skip past the flag marker if( *strCmdLine == L'/' || *strCmdLine == L'-' ) strCmdLine++; // Compare the first N letters w/o regard to case StringCchCopy( strFlag, 256, L"adapter" ); nFlagLen = (int) wcslen(strFlag); if( _wcsnicmp( strCmdLine, strFlag, nFlagLen ) == 0 ) { if( DXUTGetCmdParam( strCmdLine, strFlag, nFlagLen ) ) { int nAdapter = _wtoi(strFlag); GetDXUTState().SetOverrideAdapterOrdinal( nAdapter ); } continue; } StringCchCopy( strFlag, 256, L"windowed" ); nFlagLen = (int) wcslen(strFlag); if( _wcsnicmp( strCmdLine, strFlag, nFlagLen ) == 0 ) { GetDXUTState().SetOverrideWindowed( true ); strCmdLine += nFlagLen; continue; } StringCchCopy( strFlag, 256, L"fullscreen" ); nFlagLen = (int) wcslen(strFlag); if( _wcsnicmp( strCmdLine, strFlag, nFlagLen ) == 0 ) { GetDXUTState().SetOverrideFullScreen( true ); strCmdLine += nFlagLen; continue; } StringCchCopy( strFlag, 256, L"forcehal" ); nFlagLen = (int) wcslen(strFlag); if( _wcsnicmp( strCmdLine, strFlag, nFlagLen ) == 0 ) { GetDXUTState().SetOverrideForceHAL( true ); strCmdLine += nFlagLen; continue; } StringCchCopy( strFlag, 256, L"forceref" ); nFlagLen = (int) wcslen(strFlag); if( _wcsnicmp( strCmdLine, strFlag, nFlagLen ) == 0 ) { GetDXUTState().SetOverrideForceREF( true ); strCmdLine += nFlagLen; continue; } StringCchCopy( strFlag, 256, L"forcepurehwvp" ); nFlagLen = (int) wcslen(strFlag); if( _wcsnicmp( strCmdLine, strFlag, nFlagLen ) == 0 ) { GetDXUTState().SetOverrideForcePureHWVP( true ); strCmdLine += nFlagLen; continue; } StringCchCopy( strFlag, 256, L"forcehwvp" ); nFlagLen = (int) wcslen(strFlag); if( _wcsnicmp( strCmdLine, strFlag, nFlagLen ) == 0 ) { GetDXUTState().SetOverrideForceHWVP( true ); strCmdLine += nFlagLen; continue; } StringCchCopy( strFlag, 256, L"forceswvp" ); nFlagLen = (int) wcslen(strFlag); if( _wcsnicmp( strCmdLine, strFlag, nFlagLen ) == 0 ) { GetDXUTState().SetOverrideForceSWVP( true ); strCmdLine += nFlagLen; continue; } StringCchCopy( strFlag, 256, L"width" ); nFlagLen = (int) wcslen(strFlag); if( _wcsnicmp( strCmdLine, strFlag, nFlagLen ) == 0 ) { if( DXUTGetCmdParam( strCmdLine, strFlag, nFlagLen ) ) { int nWidth = _wtoi(strFlag); GetDXUTState().SetOverrideWidth( nWidth ); } continue; } StringCchCopy( strFlag, 256, L"height" ); nFlagLen = (int) wcslen(strFlag); if( _wcsnicmp( strCmdLine, strFlag, nFlagLen ) == 0 ) { if( DXUTGetCmdParam( strCmdLine, strFlag, nFlagLen ) ) { int nHeight = _wtoi(strFlag); GetDXUTState().SetOverrideHeight( nHeight ); } continue; } StringCchCopy( strFlag, 256, L"startx" ); nFlagLen = (int) wcslen(strFlag); if( _wcsnicmp( strCmdLine, strFlag, nFlagLen ) == 0 ) { if( DXUTGetCmdParam( strCmdLine, strFlag, nFlagLen ) ) { int nX = _wtoi(strFlag); GetDXUTState().SetOverrideStartX( nX ); } continue; } StringCchCopy( strFlag, 256, L"starty" ); nFlagLen = (int) wcslen(strFlag); if( _wcsnicmp( strCmdLine, strFlag, nFlagLen ) == 0 ) { if( DXUTGetCmdParam( strCmdLine, strFlag, nFlagLen ) ) { int nY = _wtoi(strFlag); GetDXUTState().SetOverrideStartY( nY ); } continue; } StringCchCopy( strFlag, 256, L"constantframetime" ); nFlagLen = (int) wcslen(strFlag); if( _wcsnicmp( strCmdLine, strFlag, nFlagLen ) == 0 ) { float fTimePerFrame; if( DXUTGetCmdParam( strCmdLine, strFlag, nFlagLen ) ) fTimePerFrame = (float)wcstod( strFlag, NULL ); else fTimePerFrame = 0.0333f; GetDXUTState().SetOverrideConstantFrameTime( true ); GetDXUTState().SetOverrideConstantTimePerFrame( fTimePerFrame ); DXUTSetConstantFrameTime( true, fTimePerFrame ); continue; } StringCchCopy( strFlag, 256, L"quitafterframe" ); nFlagLen = (int) wcslen(strFlag); if( _wcsnicmp( strCmdLine, strFlag, nFlagLen ) == 0 ) { if( DXUTGetCmdParam( strCmdLine, strFlag, nFlagLen ) ) { int nFrame = _wtoi(strFlag); GetDXUTState().SetOverrideQuitAfterFrame( nFrame ); } continue; } StringCchCopy( strFlag, 256, L"noerrormsgboxes" ); nFlagLen = (int) wcslen(strFlag); if( _wcsnicmp( strCmdLine, strFlag, nFlagLen ) == 0 ) { GetDXUTState().SetShowMsgBoxOnError( false ); strCmdLine += nFlagLen; continue; } // Unrecognized flag StringCchCopy( strFlag, 256, strCmdLine ); WCHAR* strSpace = strFlag; while (*strSpace && (*strSpace > L' ')) strSpace++; *strSpace = 0; DXUTOutputDebugString( L"Unrecognized flag: %s", strFlag ); strCmdLine += wcslen(strFlag); } } //-------------------------------------------------------------------------------------- // Helper function for DXUTParseCommandLine. Updates strCmdLine and strFlag // Example: if strCmdLine=="-width:1024 -forceref" // then after: strCmdLine==" -forceref" and strFlag=="1024" //-------------------------------------------------------------------------------------- bool DXUTGetCmdParam( WCHAR*& strCmdLine, WCHAR* strFlag, int nFlagLen ) { strCmdLine += nFlagLen; if( *strCmdLine == L':' ) { strCmdLine++; // Skip ':' // Place NULL terminator in strFlag after current token StringCchCopy( strFlag, 256, strCmdLine ); WCHAR* strSpace = strFlag; while (*strSpace && (*strSpace > L' ')) strSpace++; *strSpace = 0; // Update strCmdLine strCmdLine += wcslen(strFlag); return true; } else { strFlag[0] = 0; return false; } } //-------------------------------------------------------------------------------------- // Creates a window with the specified window title, icon, menu, and // starting position. If DXUTInit() has not already been called, it will // call it with the default parameters. Instead of calling this, you can // call DXUTSetWindow() to use an existing window. //-------------------------------------------------------------------------------------- HRESULT DXUTCreateWindow( const WCHAR* strWindowTitle, HINSTANCE hInstance, HICON hIcon, HMENU hMenu, int x, int y ) { HRESULT hr; // Not allowed to call this from inside the device callbacks if( GetDXUTState().GetInsideDeviceCallback() ) return DXUT_ERR_MSGBOX( L"DXUTCreateWindow", E_FAIL ); GetDXUTState().SetWindowCreateCalled( true ); if( !GetDXUTState().GetDXUTInited() ) { // If DXUTInit() was already called and failed, then fail. // DXUTInit() must first succeed for this function to succeed if( GetDXUTState().GetDXUTInitCalled() ) return E_FAIL; // If DXUTInit() hasn't been called, then automatically call it // with default params hr = DXUTInit(); if( FAILED(hr) ) return hr; } if( DXUTGetHWNDFocus() == NULL ) { if( hInstance == NULL ) hInstance = (HINSTANCE)GetModuleHandle(NULL); WCHAR szExePath[MAX_PATH]; GetModuleFileName( NULL, szExePath, MAX_PATH ); if( hIcon == NULL ) // If the icon is NULL, then use the first one found in the exe hIcon = ExtractIcon( hInstance, szExePath, 0 ); // Register the windows class WNDCLASS wndClass; wndClass.style = CS_DBLCLKS; wndClass.lpfnWndProc = DXUTStaticWndProc; wndClass.cbClsExtra = 0; wndClass.cbWndExtra = 0; wndClass.hInstance = hInstance; wndClass.hIcon = hIcon; wndClass.hCursor = LoadCursor( NULL, IDC_ARROW ); wndClass.hbrBackground = (HBRUSH)GetStockObject(BLACK_BRUSH); wndClass.lpszMenuName = NULL; wndClass.lpszClassName = L"Direct3DWindowClass"; if( !RegisterClass( &wndClass ) ) { DWORD dwError = GetLastError(); if( dwError != ERROR_CLASS_ALREADY_EXISTS ) return DXUT_ERR_MSGBOX( L"RegisterClass", HRESULT_FROM_WIN32(dwError) ); } // Set the window's initial style. It is invisible initially since it might // be resized later DWORD dwWindowStyle = WS_OVERLAPPED | WS_CAPTION | WS_SYSMENU | WS_THICKFRAME | WS_MINIMIZEBOX | WS_MAXIMIZEBOX; GetDXUTState().SetWinStyle( dwWindowStyle ); RECT rc; // Override the window's initial & size position if there were cmd line args if( GetDXUTState().GetOverrideStartX() != -1 ) x = GetDXUTState().GetOverrideStartX(); if( GetDXUTState().GetOverrideStartY() != -1 ) y = GetDXUTState().GetOverrideStartY(); GetDXUTState().SetWindowCreatedWithDefaultPositions( false ); if( x == CW_USEDEFAULT && y == CW_USEDEFAULT ) GetDXUTState().SetWindowCreatedWithDefaultPositions( true ); // Find the window's initial size, but it might be changed later int nDefaultWidth = 640; int nDefaultHeight = 480; if( GetDXUTState().GetOverrideWidth() != 0 ) nDefaultWidth = GetDXUTState().GetOverrideWidth(); if( GetDXUTState().GetOverrideHeight() != 0 ) nDefaultHeight = GetDXUTState().GetOverrideHeight(); SetRect( &rc, 0, 0, nDefaultWidth, nDefaultHeight ); AdjustWindowRect( &rc, dwWindowStyle, ( hMenu != NULL ) ? true : false ); WCHAR* strCachedWindowTitle = GetDXUTState().GetWindowTitle(); StringCchCopy( strCachedWindowTitle, 256, strWindowTitle ); // Create the render window HWND hWnd = CreateWindow( L"Direct3DWindowClass", strWindowTitle, dwWindowStyle, x, y, (rc.right-rc.left), (rc.bottom-rc.top), 0, hMenu, hInstance, 0 ); if( hWnd == NULL ) { DWORD dwError = GetLastError(); return DXUT_ERR_MSGBOX( L"CreateWindow", HRESULT_FROM_WIN32(dwError) ); } // Record the window's client & window rect RECT rcWindowClient; GetClientRect( hWnd, &rcWindowClient ); GetDXUTState().SetWindowClientRect( rcWindowClient ); RECT rcWindowBounds; GetWindowRect( hWnd, &rcWindowBounds ); GetDXUTState().SetWindowBoundsRect( rcWindowBounds ); GetDXUTState().SetWindowCreated( true ); GetDXUTState().SetHWNDFocus( hWnd ); GetDXUTState().SetHWNDDeviceFullScreen( hWnd ); GetDXUTState().SetHWNDDeviceWindowed( hWnd ); } return S_OK; } //-------------------------------------------------------------------------------------- // Sets a previously created window for the framework to use. If DXUTInit() // has not already been called, it will call it with the default parameters. // Instead of calling this, you can call DXUTCreateWindow() to create a new window. //-------------------------------------------------------------------------------------- HRESULT DXUTSetWindow( HWND hWndFocus, HWND hWndDeviceFullScreen, HWND hWndDeviceWindowed, bool bHandleMessages ) { HRESULT hr; // Not allowed to call this from inside the device callbacks if( GetDXUTState().GetInsideDeviceCallback() ) return DXUT_ERR_MSGBOX( L"DXUTCreateWindow", E_FAIL ); GetDXUTState().SetWindowCreateCalled( true ); // To avoid confusion, we do not allow any HWND to be NULL here. The // caller must pass in valid HWND for all three parameters. The same // HWND may be used for more than one parameter. if( hWndFocus == NULL || hWndDeviceFullScreen == NULL || hWndDeviceWindowed == NULL ) return DXUT_ERR_MSGBOX( L"DXUTSetWindow", E_INVALIDARG ); // If subclassing the window, set the pointer to the local window procedure if( bHandleMessages ) { // Switch window procedures #ifdef _WIN64 LONG_PTR nResult = SetWindowLongPtr( hWndFocus, GWLP_WNDPROC, (LONG_PTR)DXUTStaticWndProc ); #else LONG_PTR nResult = SetWindowLongPtr( hWndFocus, GWLP_WNDPROC, (LONG)(LONG_PTR)DXUTStaticWndProc ); #endif DWORD dwError = GetLastError(); if( nResult == 0 ) return DXUT_ERR_MSGBOX( L"SetWindowLongPtr", HRESULT_FROM_WIN32(dwError) ); } if( !GetDXUTState().GetDXUTInited() ) { // If DXUTInit() was already called and failed, then fail. // DXUTInit() must first succeed for this function to succeed if( GetDXUTState().GetDXUTInitCalled() ) return E_FAIL; // If DXUTInit() hasn't been called, then automatically call it // with default params hr = DXUTInit(); if( FAILED(hr) ) return hr; } WCHAR* strCachedWindowTitle = GetDXUTState().GetWindowTitle(); GetWindowText( hWndFocus, strCachedWindowTitle, 255 ); strCachedWindowTitle[255] = 0; // Get the window's initial style DWORD dwWindowStyle = GetWindowLong( hWndDeviceWindowed, GWL_STYLE ); GetDXUTState().SetWinStyle( dwWindowStyle ); GetDXUTState().SetWindowCreatedWithDefaultPositions( false ); // Store the client and window rects of the windowed-mode device window RECT rcClient; GetClientRect( hWndDeviceWindowed, &rcClient ); GetDXUTState().SetWindowClientRect( rcClient ); RECT rcWindow; GetWindowRect( hWndDeviceWindowed, &rcWindow ); GetDXUTState().SetWindowBoundsRect( rcWindow ); GetDXUTState().SetWindowCreated( true ); GetDXUTState().SetHWNDFocus( hWndFocus ); GetDXUTState().SetHWNDDeviceFullScreen( hWndDeviceFullScreen ); GetDXUTState().SetHWNDDeviceWindowed( hWndDeviceWindowed ); return S_OK; } //-------------------------------------------------------------------------------------- // Creates a Direct3D device. If DXUTCreateWindow() or DXUTSetWindow() has not already // been called, it will call DXUTCreateWindow() with the default parameters. // Instead of calling this, you can call DXUTSetDevice() or DXUTCreateDeviceFromSettings() //-------------------------------------------------------------------------------------- HRESULT DXUTCreateDevice( UINT AdapterOrdinal, bool bWindowed, int nSuggestedWidth, int nSuggestedHeight, LPDXUTCALLBACKISDEVICEACCEPTABLE pCallbackIsDeviceAcceptable, LPDXUTCALLBACKMODIFYDEVICESETTINGS pCallbackModifyDeviceSettings ) { HRESULT hr; // Not allowed to call this from inside the device callbacks if( GetDXUTState().GetInsideDeviceCallback() ) return DXUT_ERR_MSGBOX( L"DXUTCreateWindow", E_FAIL ); // Record the function arguments in the global state GetDXUTState().SetIsDeviceAcceptableFunc( pCallbackIsDeviceAcceptable ); GetDXUTState().SetModifyDeviceSettingsFunc( pCallbackModifyDeviceSettings ); GetDXUTState().SetDeviceCreateCalled( true ); // If DXUTCreateWindow() or DXUTSetWindow() has not already been called, // then call DXUTCreateWindow() with the default parameters. if( !GetDXUTState().GetWindowCreated() ) { // If DXUTCreateWindow() or DXUTSetWindow() was already called and failed, then fail. // DXUTCreateWindow() or DXUTSetWindow() must first succeed for this function to succeed if( GetDXUTState().GetWindowCreateCalled() ) return E_FAIL; // If DXUTCreateWindow() or DXUTSetWindow() hasn't been called, then // automatically call DXUTCreateWindow() with default params hr = DXUTCreateWindow(); if( FAILED(hr) ) return hr; } // Force an enumeration with the new IsDeviceAcceptable callback DXUTPrepareEnumerationObject( true ); DXUTMatchOptions matchOptions; matchOptions.eAdapterOrdinal = DXUTMT_PRESERVE_INPUT; matchOptions.eDeviceType = DXUTMT_IGNORE_INPUT; matchOptions.eWindowed = DXUTMT_PRESERVE_INPUT; matchOptions.eAdapterFormat = DXUTMT_IGNORE_INPUT; matchOptions.eVertexProcessing = DXUTMT_IGNORE_INPUT; matchOptions.eResolution = DXUTMT_CLOSEST_TO_INPUT; matchOptions.eBackBufferFormat = DXUTMT_IGNORE_INPUT; matchOptions.eBackBufferCount = DXUTMT_IGNORE_INPUT; matchOptions.eMultiSample = DXUTMT_IGNORE_INPUT; matchOptions.eSwapEffect = DXUTMT_IGNORE_INPUT; matchOptions.eDepthFormat = DXUTMT_IGNORE_INPUT; matchOptions.eStencilFormat = DXUTMT_IGNORE_INPUT; matchOptions.ePresentFlags = DXUTMT_IGNORE_INPUT; matchOptions.eRefreshRate = DXUTMT_IGNORE_INPUT; matchOptions.ePresentInterval = DXUTMT_IGNORE_INPUT; DXUTDeviceSettings deviceSettings; ZeroMemory( &deviceSettings, sizeof(DXUTDeviceSettings) ); deviceSettings.AdapterOrdinal = AdapterOrdinal; deviceSettings.pp.Windowed = bWindowed; deviceSettings.pp.BackBufferWidth = nSuggestedWidth; deviceSettings.pp.BackBufferHeight = nSuggestedHeight; // Override with settings from the command line if( GetDXUTState().GetOverrideWidth() != 0 ) deviceSettings.pp.BackBufferWidth = GetDXUTState().GetOverrideWidth(); if( GetDXUTState().GetOverrideHeight() != 0 ) deviceSettings.pp.BackBufferHeight = GetDXUTState().GetOverrideHeight(); if( GetDXUTState().GetOverrideAdapterOrdinal() != -1 ) deviceSettings.AdapterOrdinal = GetDXUTState().GetOverrideAdapterOrdinal(); if( GetDXUTState().GetOverrideFullScreen() ) { deviceSettings.pp.Windowed = FALSE; if( GetDXUTState().GetOverrideWidth() == 0 && GetDXUTState().GetOverrideHeight() == 0 ) matchOptions.eResolution = DXUTMT_IGNORE_INPUT; } if( GetDXUTState().GetOverrideWindowed() ) deviceSettings.pp.Windowed = TRUE; if( GetDXUTState().GetOverrideForceHAL() ) { deviceSettings.DeviceType = D3DDEVTYPE_HAL; matchOptions.eDeviceType = DXUTMT_PRESERVE_INPUT; } if( GetDXUTState().GetOverrideForceREF() ) { deviceSettings.DeviceType = D3DDEVTYPE_REF; matchOptions.eDeviceType = DXUTMT_PRESERVE_INPUT; } if( GetDXUTState().GetOverrideForcePureHWVP() ) { deviceSettings.BehaviorFlags = D3DCREATE_HARDWARE_VERTEXPROCESSING | D3DCREATE_PUREDEVICE; matchOptions.eVertexProcessing = DXUTMT_PRESERVE_INPUT; } else if( GetDXUTState().GetOverrideForceHWVP() ) { deviceSettings.BehaviorFlags = D3DCREATE_HARDWARE_VERTEXPROCESSING; matchOptions.eVertexProcessing = DXUTMT_PRESERVE_INPUT; } else if( GetDXUTState().GetOverrideForceSWVP() ) { deviceSettings.BehaviorFlags = D3DCREATE_SOFTWARE_VERTEXPROCESSING; matchOptions.eVertexProcessing = DXUTMT_PRESERVE_INPUT; } hr = DXUTFindValidDeviceSettings( &deviceSettings, &deviceSettings, &matchOptions ); if( FAILED(hr) ) // the call will fail if no valid devices were found { DXUTDisplayErrorMessage( hr ); return DXUT_ERR( L"DXUTFindValidDeviceSettings", hr ); } // If the ModifyDeviceSettings callback is non-NULL, then call it to // let the app change the settings if( pCallbackModifyDeviceSettings ) { D3DCAPS9 caps; IDirect3D9* pD3D = DXUTGetD3DObject(); pD3D->GetDeviceCaps( deviceSettings.AdapterOrdinal, deviceSettings.DeviceType, &caps ); pCallbackModifyDeviceSettings( &deviceSettings, &caps ); } // Change to a Direct3D device created from the new device settings. // If there is an existing device, then either reset or recreated the scene hr = DXUTChangeDevice( &deviceSettings, NULL, false ); if( FAILED(hr) ) return hr; return S_OK; } //-------------------------------------------------------------------------------------- // Passes a previously created Direct3D device for use by the framework. // If DXUTCreateWindow() has not already been called, it will call it with the // default parameters. Instead of calling this, you can call DXUTCreateDevice() or // DXUTCreateDeviceFromSettings() //-------------------------------------------------------------------------------------- HRESULT DXUTSetDevice( IDirect3DDevice9* pd3dDevice ) { HRESULT hr; if( pd3dDevice == NULL ) return DXUT_ERR_MSGBOX( L"DXUTSetDevice", E_INVALIDARG ); // Not allowed to call this from inside the device callbacks if( GetDXUTState().GetInsideDeviceCallback() ) return DXUT_ERR_MSGBOX( L"DXUTCreateWindow", E_FAIL ); GetDXUTState().SetDeviceCreateCalled( true ); // If DXUTCreateWindow() or DXUTSetWindow() has not already been called, // then call DXUTCreateWindow() with the default parameters. if( !GetDXUTState().GetWindowCreated() ) { // If DXUTCreateWindow() or DXUTSetWindow() was already called and failed, then fail. // DXUTCreateWindow() or DXUTSetWindow() must first succeed for this function to succeed if( GetDXUTState().GetWindowCreateCalled() ) return E_FAIL; // If DXUTCreateWindow() or DXUTSetWindow() hasn't been called, then // automatically call DXUTCreateWindow() with default params hr = DXUTCreateWindow(); if( FAILED(hr) ) return hr; } DXUTDeviceSettings* pDeviceSettings = new DXUTDeviceSettings; if( pDeviceSettings == NULL ) return E_OUTOFMEMORY; ZeroMemory( pDeviceSettings, sizeof(DXUTDeviceSettings) ); // Get the present params from the swap chain IDirect3DSurface9* pBackBuffer = NULL; hr = pd3dDevice->GetBackBuffer( 0, 0, D3DBACKBUFFER_TYPE_MONO, &pBackBuffer ); if( SUCCEEDED(hr) ) { IDirect3DSwapChain9* pSwapChain = NULL; hr = pBackBuffer->GetContainer( IID_IDirect3DSwapChain9, (void**) &pSwapChain ); if( SUCCEEDED(hr) ) { pSwapChain->GetPresentParameters( &pDeviceSettings->pp ); SAFE_RELEASE( pSwapChain ); } SAFE_RELEASE( pBackBuffer ); } D3DDEVICE_CREATION_PARAMETERS d3dCreationParams; pd3dDevice->GetCreationParameters( &d3dCreationParams ); // Fill out the rest of the device settings struct pDeviceSettings->AdapterOrdinal = d3dCreationParams.AdapterOrdinal; pDeviceSettings->DeviceType = d3dCreationParams.DeviceType; DXUTFindAdapterFormat( pDeviceSettings->AdapterOrdinal, pDeviceSettings->DeviceType, pDeviceSettings->pp.BackBufferFormat, pDeviceSettings->pp.Windowed, &pDeviceSettings->AdapterFormat ); pDeviceSettings->BehaviorFlags = d3dCreationParams.BehaviorFlags; // Change to the Direct3D device passed in hr = DXUTChangeDevice( pDeviceSettings, pd3dDevice, false ); if( FAILED(hr) ) return hr; return S_OK; } //-------------------------------------------------------------------------------------- // Tells the framework to change to a device created from the passed in device settings // If DXUTCreateWindow() has not already been called, it will call it with the // default parameters. Instead of calling this, you can call DXUTCreateDevice() // or DXUTSetDevice() //-------------------------------------------------------------------------------------- HRESULT DXUTCreateDeviceFromSettings( DXUTDeviceSettings* pDeviceSettings, bool bPreserveInput ) { HRESULT hr; GetDXUTState().SetDeviceCreateCalled( true ); // If DXUTCreateWindow() or DXUTSetWindow() has not already been called, // then call DXUTCreateWindow() with the default parameters. if( !GetDXUTState().GetWindowCreated() ) { // If DXUTCreateWindow() or DXUTSetWindow() was already called and failed, then fail. // DXUTCreateWindow() or DXUTSetWindow() must first succeed for this function to succeed if( GetDXUTState().GetWindowCreateCalled() ) return E_FAIL; // If DXUTCreateWindow() or DXUTSetWindow() hasn't been called, then // automatically call DXUTCreateWindow() with default params hr = DXUTCreateWindow(); if( FAILED(hr) ) return hr; } if( !bPreserveInput ) { // If not preserving the input, then find the closest valid to it DXUTMatchOptions matchOptions; matchOptions.eAdapterOrdinal = DXUTMT_CLOSEST_TO_INPUT; matchOptions.eDeviceType = DXUTMT_CLOSEST_TO_INPUT; matchOptions.eWindowed = DXUTMT_CLOSEST_TO_INPUT; matchOptions.eAdapterFormat = DXUTMT_CLOSEST_TO_INPUT; matchOptions.eVertexProcessing = DXUTMT_CLOSEST_TO_INPUT; matchOptions.eResolution = DXUTMT_CLOSEST_TO_INPUT; matchOptions.eBackBufferFormat = DXUTMT_CLOSEST_TO_INPUT; matchOptions.eBackBufferCount = DXUTMT_CLOSEST_TO_INPUT; matchOptions.eMultiSample = DXUTMT_CLOSEST_TO_INPUT; matchOptions.eSwapEffect = DXUTMT_CLOSEST_TO_INPUT; matchOptions.eDepthFormat = DXUTMT_CLOSEST_TO_INPUT; matchOptions.eStencilFormat = DXUTMT_CLOSEST_TO_INPUT; matchOptions.ePresentFlags = DXUTMT_CLOSEST_TO_INPUT; matchOptions.eRefreshRate = DXUTMT_CLOSEST_TO_INPUT; matchOptions.ePresentInterval = DXUTMT_CLOSEST_TO_INPUT; hr = DXUTFindValidDeviceSettings( pDeviceSettings, pDeviceSettings, &matchOptions ); if( FAILED(hr) ) // the call will fail if no valid devices were found { DXUTDisplayErrorMessage( hr ); return DXUT_ERR( L"DXUTFindValidDeviceSettings", hr ); } } // Change to a Direct3D device created from the new device settings. // If there is an existing device, then either reset or recreate the scene hr = DXUTChangeDevice( pDeviceSettings, NULL, false ); if( FAILED(hr) ) return hr; return S_OK; } //-------------------------------------------------------------------------------------- // Toggle between full screen and windowed //-------------------------------------------------------------------------------------- HRESULT DXUTToggleFullScreen() { HRESULT hr; DXUTPause( true, true ); // Get the current device settings and flip the windowed state then // find the closest valid device settings with this change DXUTDeviceSettings deviceSettings = DXUTGetDeviceSettings(); deviceSettings.pp.Windowed = !deviceSettings.pp.Windowed; DXUTMatchOptions matchOptions; matchOptions.eAdapterOrdinal = DXUTMT_PRESERVE_INPUT; matchOptions.eDeviceType = DXUTMT_CLOSEST_TO_INPUT; matchOptions.eWindowed = DXUTMT_PRESERVE_INPUT; matchOptions.eAdapterFormat = DXUTMT_IGNORE_INPUT; matchOptions.eVertexProcessing = DXUTMT_CLOSEST_TO_INPUT; matchOptions.eBackBufferFormat = DXUTMT_IGNORE_INPUT; matchOptions.eBackBufferCount = DXUTMT_CLOSEST_TO_INPUT; matchOptions.eMultiSample = DXUTMT_CLOSEST_TO_INPUT; matchOptions.eSwapEffect = DXUTMT_CLOSEST_TO_INPUT; matchOptions.eDepthFormat = DXUTMT_CLOSEST_TO_INPUT; matchOptions.eStencilFormat = DXUTMT_CLOSEST_TO_INPUT; matchOptions.ePresentFlags = DXUTMT_CLOSEST_TO_INPUT; matchOptions.eRefreshRate = DXUTMT_IGNORE_INPUT; matchOptions.ePresentInterval = DXUTMT_IGNORE_INPUT; RECT rcWindowClient; if( deviceSettings.pp.Windowed ) rcWindowClient = GetDXUTState().GetWindowClientRect(); else rcWindowClient = GetDXUTState().GetFullScreenClientRect(); int nWidth = rcWindowClient.right - rcWindowClient.left; int nHeight = rcWindowClient.bottom - rcWindowClient.top; if( nWidth > 0 && nHeight > 0 ) { matchOptions.eResolution = DXUTMT_CLOSEST_TO_INPUT; deviceSettings.pp.BackBufferWidth = nWidth; deviceSettings.pp.BackBufferHeight = nHeight; } else { matchOptions.eResolution = DXUTMT_IGNORE_INPUT; } hr = DXUTFindValidDeviceSettings( &deviceSettings, &deviceSettings, &matchOptions ); if( SUCCEEDED(hr) ) { // Create a Direct3D device using the new device settings. // If there is an existing device, then it will either reset or recreate the scene. hr = DXUTChangeDevice( &deviceSettings, NULL, false ); if( FAILED(hr) ) { // Failed creating device, try to switch back. deviceSettings.pp.Windowed = !deviceSettings.pp.Windowed; if( deviceSettings.pp.Windowed ) rcWindowClient = GetDXUTState().GetWindowClientRect(); else rcWindowClient = GetDXUTState().GetFullScreenClientRect(); nWidth = rcWindowClient.right - rcWindowClient.left; nHeight = rcWindowClient.bottom - rcWindowClient.top; if( nWidth > 0 && nHeight > 0 ) { matchOptions.eResolution = DXUTMT_CLOSEST_TO_INPUT; deviceSettings.pp.BackBufferWidth = nWidth; deviceSettings.pp.BackBufferHeight = nHeight; } else { matchOptions.eResolution = DXUTMT_IGNORE_INPUT; } DXUTFindValidDeviceSettings( &deviceSettings, &deviceSettings, &matchOptions ); HRESULT hr2 = DXUTChangeDevice( &deviceSettings, NULL, false ); if( FAILED(hr2) ) { // If this failed, then shutdown DXUTShutdown(); } } } DXUTPause( false, false ); return hr; } //-------------------------------------------------------------------------------------- // Toggle between HAL and REF //-------------------------------------------------------------------------------------- HRESULT DXUTToggleREF() { HRESULT hr; DXUTDeviceSettings deviceSettings = DXUTGetDeviceSettings(); if( deviceSettings.DeviceType == D3DDEVTYPE_HAL ) deviceSettings.DeviceType = D3DDEVTYPE_REF; else if( deviceSettings.DeviceType == D3DDEVTYPE_REF ) deviceSettings.DeviceType = D3DDEVTYPE_HAL; DXUTMatchOptions matchOptions; matchOptions.eAdapterOrdinal = DXUTMT_PRESERVE_INPUT; matchOptions.eDeviceType = DXUTMT_PRESERVE_INPUT; matchOptions.eWindowed = DXUTMT_CLOSEST_TO_INPUT; matchOptions.eAdapterFormat = DXUTMT_CLOSEST_TO_INPUT; matchOptions.eVertexProcessing = DXUTMT_CLOSEST_TO_INPUT; matchOptions.eResolution = DXUTMT_CLOSEST_TO_INPUT; matchOptions.eBackBufferFormat = DXUTMT_CLOSEST_TO_INPUT; matchOptions.eBackBufferCount = DXUTMT_CLOSEST_TO_INPUT; matchOptions.eMultiSample = DXUTMT_CLOSEST_TO_INPUT; matchOptions.eSwapEffect = DXUTMT_CLOSEST_TO_INPUT; matchOptions.eDepthFormat = DXUTMT_CLOSEST_TO_INPUT; matchOptions.eStencilFormat = DXUTMT_CLOSEST_TO_INPUT; matchOptions.ePresentFlags = DXUTMT_CLOSEST_TO_INPUT; matchOptions.eRefreshRate = DXUTMT_CLOSEST_TO_INPUT; matchOptions.ePresentInterval = DXUTMT_CLOSEST_TO_INPUT; hr = DXUTFindValidDeviceSettings( &deviceSettings, &deviceSettings, &matchOptions ); if( SUCCEEDED(hr) ) { // Create a Direct3D device using the new device settings. // If there is an existing device, then it will either reset or recreate the scene. hr = DXUTChangeDevice( &deviceSettings, NULL, false ); if( FAILED( hr ) ) { // Failed creating device, try to switch back. if( deviceSettings.DeviceType == D3DDEVTYPE_HAL ) deviceSettings.DeviceType = D3DDEVTYPE_REF; else if( deviceSettings.DeviceType == D3DDEVTYPE_REF ) deviceSettings.DeviceType = D3DDEVTYPE_HAL; DXUTFindValidDeviceSettings( &deviceSettings, &deviceSettings, &matchOptions ); HRESULT hr2 = DXUTChangeDevice( &deviceSettings, NULL, false ); if( FAILED(hr2) ) { // If this failed, then shutdown DXUTShutdown(); } } } return hr; } //-------------------------------------------------------------------------------------- // Internal helper function to prepare the enumeration object by creating it if it // didn't already exist and enumerating if desired. //-------------------------------------------------------------------------------------- CD3DEnumeration* DXUTPrepareEnumerationObject( bool bEnumerate ) { // Create a new CD3DEnumeration object and enumerate all devices unless its already been done CD3DEnumeration* pd3dEnum = GetDXUTState().GetD3DEnumeration(); if( pd3dEnum == NULL ) { pd3dEnum = DXUTGetEnumeration(); GetDXUTState().SetD3DEnumeration( pd3dEnum ); bEnumerate = true; } if( bEnumerate ) { // Enumerate for each adapter all of the supported display modes, // device types, adapter formats, back buffer formats, window/full screen support, // depth stencil formats, multisampling types/qualities, and presentations intervals. // // For each combination of device type (HAL/REF), adapter format, back buffer format, and // IsWindowed it will call the app's ConfirmDevice callback. This allows the app // to reject or allow that combination based on its caps/etc. It also allows the // app to change the BehaviorFlags. The BehaviorFlags defaults non-pure HWVP // if supported otherwise it will default to SWVP, however the app can change this // through the ConfirmDevice callback. IDirect3D9* pD3D = DXUTGetD3DObject(); pd3dEnum->Enumerate( pD3D, GetDXUTState().GetIsDeviceAcceptableFunc() ); } return pd3dEnum; } //-------------------------------------------------------------------------------------- // Internal helper function to prepare the settings dialog by creating it if it didn't // already exist and enumerating if desired. //-------------------------------------------------------------------------------------- CD3DSettingsDlg* DXUTPrepareSettingsDialog() { CD3DSettingsDlg* pD3DSettingsDlg = GetDXUTState().GetD3DSettingsDlg(); if( pD3DSettingsDlg == NULL ) { HRESULT hr = S_OK; pD3DSettingsDlg = DXUTGetSettingsDialog(); GetDXUTState().SetD3DSettingsDlg( pD3DSettingsDlg ); if( GetDXUTState().GetDeviceObjectsCreated() ) { IDirect3DDevice9* pd3dDevice = DXUTGetD3DDevice(); hr = pD3DSettingsDlg->OnCreateDevice( pd3dDevice ); if( FAILED(hr) ) { DXUT_ERR( L"DXUTPrepareSettingsDialog", hr ); return pD3DSettingsDlg; } } if( GetDXUTState().GetDeviceObjectsReset() ) { hr = pD3DSettingsDlg->OnResetDevice(); if( FAILED(hr) ) { DXUT_ERR( L"DXUTPrepareSettingsDialog", hr ); return pD3DSettingsDlg; } } } return pD3DSettingsDlg; } //-------------------------------------------------------------------------------------- // This function tries to find valid device settings based upon the input device settings // struct and the match options. For each device setting a match option in the // DXUTMatchOptions struct specifies how the function makes decisions. For example, if // the caller wants a HAL device with a back buffer format of D3DFMT_A2B10G10R10 but the // HAL device on the system does not support D3DFMT_A2B10G10R10 however a REF device is // installed that does, then the function has a choice to either use REF or to change to // a back buffer format to compatible with the HAL device. The match options lets the // caller control how these choices are made. // // Each match option must be one of the following types: // DXUTMT_IGNORE_INPUT: Uses the closest valid value to a default // DXUTMT_PRESERVE_INPUT: Uses the input without change, but may cause no valid device to be found // DXUTMT_CLOSEST_TO_INPUT: Uses the closest valid value to the input // // If pMatchOptions is NULL then, all of the match options are assumed to be DXUTMT_IGNORE_INPUT. // The function returns failure if no valid device settings can be found otherwise // the function returns success and the valid device settings are written to pOut. //-------------------------------------------------------------------------------------- HRESULT DXUTFindValidDeviceSettings( DXUTDeviceSettings* pOut, DXUTDeviceSettings* pIn, DXUTMatchOptions* pMatchOptions ) { if( pOut == NULL ) return DXUT_ERR_MSGBOX( L"DXUTFindValidDeviceSettings", E_INVALIDARG ); CD3DEnumeration* pd3dEnum = DXUTPrepareEnumerationObject( false ); IDirect3D9* pD3D = DXUTGetD3DObject(); // Default to DXUTMT_IGNORE_INPUT for everything unless pMatchOptions isn't NULL DXUTMatchOptions defaultMatchOptions; if( NULL == pMatchOptions ) { ZeroMemory( &defaultMatchOptions, sizeof(DXUTMatchOptions) ); pMatchOptions = &defaultMatchOptions; } // Build an optimal device settings structure based upon the match // options. If the match option is set to ignore, then a optimal default value is used. // The default value may not exist on the system, but later this will be taken // into account. DXUTDeviceSettings optimalDeviceSettings; DXUTBuildOptimalDeviceSettings( &optimalDeviceSettings, pIn, pMatchOptions ); // Find the best combination of: // Adapter Ordinal // Device Type // Adapter Format // Back Buffer Format // Windowed // given what's available on the system and the match options combined with the device settings input. // This combination of settings is encapsulated by the CD3DEnumDeviceSettingsCombo class. float fBestRanking = -1.0f; CD3DEnumDeviceSettingsCombo* pBestDeviceSettingsCombo = NULL; D3DDISPLAYMODE adapterDesktopDisplayMode; CGrowableArray* pAdapterList = pd3dEnum->GetAdapterInfoList(); for( int iAdapter=0; iAdapterGetSize(); iAdapter++ ) { CD3DEnumAdapterInfo* pAdapterInfo = pAdapterList->GetAt(iAdapter); // Get the desktop display mode of adapter pD3D->GetAdapterDisplayMode( pAdapterInfo->AdapterOrdinal, &adapterDesktopDisplayMode ); // Enum all the device types supported by this adapter to find the best device settings for( int iDeviceInfo=0; iDeviceInfodeviceInfoList.GetSize(); iDeviceInfo++ ) { CD3DEnumDeviceInfo* pDeviceInfo = pAdapterInfo->deviceInfoList.GetAt(iDeviceInfo); // Enum all the device settings combinations. A device settings combination is // a unique set of an adapter format, back buffer format, and IsWindowed. for( int iDeviceCombo=0; iDeviceCombodeviceSettingsComboList.GetSize(); iDeviceCombo++ ) { CD3DEnumDeviceSettingsCombo* pDeviceSettingsCombo = pDeviceInfo->deviceSettingsComboList.GetAt(iDeviceCombo); // If windowed mode the adapter format has to be the same as the desktop // display mode format so skip any that don't match if (pDeviceSettingsCombo->Windowed && (pDeviceSettingsCombo->AdapterFormat != adapterDesktopDisplayMode.Format)) continue; // Skip any combo that doesn't meet the preserve match options if( false == DXUTDoesDeviceComboMatchPreserveOptions( pDeviceSettingsCombo, pIn, pMatchOptions ) ) continue; // Get a ranking number that describes how closely this device combo matches the optimal combo float fCurRanking = DXUTRankDeviceCombo( pDeviceSettingsCombo, &optimalDeviceSettings, &adapterDesktopDisplayMode ); // If this combo better matches the input device settings then save it if( fCurRanking > fBestRanking ) { pBestDeviceSettingsCombo = pDeviceSettingsCombo; fBestRanking = fCurRanking; } } } } // If no best device combination was found then fail if( pBestDeviceSettingsCombo == NULL ) return DXUTERR_NOCOMPATIBLEDEVICES; // Using the best device settings combo found, build valid device settings taking heed of // the match options and the input device settings DXUTDeviceSettings validDeviceSettings; DXUTBuildValidDeviceSettings( &validDeviceSettings, pBestDeviceSettingsCombo, pIn, pMatchOptions ); *pOut = validDeviceSettings; return S_OK; } //-------------------------------------------------------------------------------------- // Internal helper function to build a device settings structure based upon the match // options. If the match option is set to ignore, then a optimal default value is used. // The default value may not exist on the system, but later this will be taken // into account. //-------------------------------------------------------------------------------------- void DXUTBuildOptimalDeviceSettings( DXUTDeviceSettings* pOptimalDeviceSettings, DXUTDeviceSettings* pDeviceSettingsIn, DXUTMatchOptions* pMatchOptions ) { IDirect3D9* pD3D = DXUTGetD3DObject(); D3DDISPLAYMODE adapterDesktopDisplayMode; ZeroMemory( pOptimalDeviceSettings, sizeof(DXUTDeviceSettings) ); //--------------------- // Adapter ordinal //--------------------- if( pMatchOptions->eAdapterOrdinal == DXUTMT_IGNORE_INPUT ) pOptimalDeviceSettings->AdapterOrdinal = D3DADAPTER_DEFAULT; else pOptimalDeviceSettings->AdapterOrdinal = pDeviceSettingsIn->AdapterOrdinal; //--------------------- // Device type //--------------------- if( pMatchOptions->eDeviceType == DXUTMT_IGNORE_INPUT ) pOptimalDeviceSettings->DeviceType = D3DDEVTYPE_HAL; else pOptimalDeviceSettings->DeviceType = pDeviceSettingsIn->DeviceType; //--------------------- // Windowed //--------------------- if( pMatchOptions->eWindowed == DXUTMT_IGNORE_INPUT ) pOptimalDeviceSettings->pp.Windowed = TRUE; else pOptimalDeviceSettings->pp.Windowed = pDeviceSettingsIn->pp.Windowed; //--------------------- // Adapter format //--------------------- if( pMatchOptions->eAdapterFormat == DXUTMT_IGNORE_INPUT ) { // If windowed, default to the desktop display mode // If fullscreen, default to the desktop display mode for quick mode change or // default to D3DFMT_X8R8G8B8 if the desktop display mode is < 32bit pD3D->GetAdapterDisplayMode( pOptimalDeviceSettings->AdapterOrdinal, &adapterDesktopDisplayMode ); if( pOptimalDeviceSettings->pp.Windowed || DXUTColorChannelBits(adapterDesktopDisplayMode.Format) >= 8 ) pOptimalDeviceSettings->AdapterFormat = adapterDesktopDisplayMode.Format; else pOptimalDeviceSettings->AdapterFormat = D3DFMT_X8R8G8B8; } else { pOptimalDeviceSettings->AdapterFormat = pDeviceSettingsIn->AdapterFormat; } //--------------------- // Vertex processing //--------------------- if( pMatchOptions->eVertexProcessing == DXUTMT_IGNORE_INPUT ) pOptimalDeviceSettings->BehaviorFlags = D3DCREATE_HARDWARE_VERTEXPROCESSING; else pOptimalDeviceSettings->BehaviorFlags = pDeviceSettingsIn->BehaviorFlags; //--------------------- // Resolution //--------------------- if( pMatchOptions->eResolution == DXUTMT_IGNORE_INPUT ) { // If windowed, default to 640x480 // If fullscreen, default to the desktop res for quick mode change if( pOptimalDeviceSettings->pp.Windowed ) { pOptimalDeviceSettings->pp.BackBufferWidth = 640; pOptimalDeviceSettings->pp.BackBufferHeight = 480; } else { pD3D->GetAdapterDisplayMode( pOptimalDeviceSettings->AdapterOrdinal, &adapterDesktopDisplayMode ); pOptimalDeviceSettings->pp.BackBufferWidth = adapterDesktopDisplayMode.Width; pOptimalDeviceSettings->pp.BackBufferHeight = adapterDesktopDisplayMode.Height; } } else { pOptimalDeviceSettings->pp.BackBufferWidth = pDeviceSettingsIn->pp.BackBufferWidth; pOptimalDeviceSettings->pp.BackBufferHeight = pDeviceSettingsIn->pp.BackBufferHeight; } //--------------------- // Back buffer format //--------------------- if( pMatchOptions->eBackBufferFormat == DXUTMT_IGNORE_INPUT ) pOptimalDeviceSettings->pp.BackBufferFormat = pOptimalDeviceSettings->AdapterFormat; // Default to match the adapter format else pOptimalDeviceSettings->pp.BackBufferFormat = pDeviceSettingsIn->pp.BackBufferFormat; //--------------------- // Back buffer count //--------------------- if( pMatchOptions->eBackBufferCount == DXUTMT_IGNORE_INPUT ) pOptimalDeviceSettings->pp.BackBufferCount = 2; // Default to triple buffering for perf gain else pOptimalDeviceSettings->pp.BackBufferCount = pDeviceSettingsIn->pp.BackBufferCount; //--------------------- // Multisample //--------------------- if( pMatchOptions->eMultiSample == DXUTMT_IGNORE_INPUT ) { // Default to no multisampling pOptimalDeviceSettings->pp.MultiSampleType = D3DMULTISAMPLE_NONE; pOptimalDeviceSettings->pp.MultiSampleQuality = 0; } else { pOptimalDeviceSettings->pp.MultiSampleType = pDeviceSettingsIn->pp.MultiSampleType; pOptimalDeviceSettings->pp.MultiSampleQuality = pDeviceSettingsIn->pp.MultiSampleQuality; } //--------------------- // Swap effect //--------------------- if( pMatchOptions->eSwapEffect == DXUTMT_IGNORE_INPUT ) pOptimalDeviceSettings->pp.SwapEffect = D3DSWAPEFFECT_DISCARD; else pOptimalDeviceSettings->pp.SwapEffect = pDeviceSettingsIn->pp.SwapEffect; //--------------------- // Depth stencil //--------------------- if( pMatchOptions->eDepthFormat == DXUTMT_IGNORE_INPUT && pMatchOptions->eStencilFormat == DXUTMT_IGNORE_INPUT ) { UINT nBackBufferBits = DXUTColorChannelBits( pOptimalDeviceSettings->pp.BackBufferFormat ); if( nBackBufferBits >= 8 ) pOptimalDeviceSettings->pp.AutoDepthStencilFormat = D3DFMT_D32; else pOptimalDeviceSettings->pp.AutoDepthStencilFormat = D3DFMT_D16; } else { pOptimalDeviceSettings->pp.AutoDepthStencilFormat = pDeviceSettingsIn->pp.AutoDepthStencilFormat; } //--------------------- // Present flags //--------------------- if( pMatchOptions->ePresentFlags == DXUTMT_IGNORE_INPUT ) pOptimalDeviceSettings->pp.Flags = D3DPRESENTFLAG_DISCARD_DEPTHSTENCIL; else pOptimalDeviceSettings->pp.Flags = pDeviceSettingsIn->pp.Flags; //--------------------- // Refresh rate //--------------------- if( pMatchOptions->eRefreshRate == DXUTMT_IGNORE_INPUT ) pOptimalDeviceSettings->pp.FullScreen_RefreshRateInHz = 0; else pOptimalDeviceSettings->pp.FullScreen_RefreshRateInHz = pDeviceSettingsIn->pp.FullScreen_RefreshRateInHz; //--------------------- // Present interval //--------------------- if( pMatchOptions->ePresentInterval == DXUTMT_IGNORE_INPUT ) { // For windowed, default to D3DPRESENT_INTERVAL_IMMEDIATE // which will wait not for the vertical retrace period to prevent tearing, // but may introduce tearing. // For full screen, default to D3DPRESENT_INTERVAL_DEFAULT // which will wait for the vertical retrace period to prevent tearing. if( pOptimalDeviceSettings->pp.Windowed ) pOptimalDeviceSettings->pp.PresentationInterval = D3DPRESENT_INTERVAL_IMMEDIATE; else pOptimalDeviceSettings->pp.PresentationInterval = D3DPRESENT_INTERVAL_DEFAULT; } else { pOptimalDeviceSettings->pp.PresentationInterval = pDeviceSettingsIn->pp.PresentationInterval; } } //-------------------------------------------------------------------------------------- // Returns false for any CD3DEnumDeviceSettingsCombo that doesn't meet the preserve // match options against the input pDeviceSettingsIn. //-------------------------------------------------------------------------------------- bool DXUTDoesDeviceComboMatchPreserveOptions( CD3DEnumDeviceSettingsCombo* pDeviceSettingsCombo, DXUTDeviceSettings* pDeviceSettingsIn, DXUTMatchOptions* pMatchOptions ) { //--------------------- // Adapter ordinal //--------------------- if( pMatchOptions->eAdapterOrdinal == DXUTMT_PRESERVE_INPUT && (pDeviceSettingsCombo->AdapterOrdinal != pDeviceSettingsIn->AdapterOrdinal) ) return false; //--------------------- // Device type //--------------------- if( pMatchOptions->eDeviceType == DXUTMT_PRESERVE_INPUT && (pDeviceSettingsCombo->DeviceType != pDeviceSettingsIn->DeviceType) ) return false; //--------------------- // Windowed //--------------------- if( pMatchOptions->eWindowed == DXUTMT_PRESERVE_INPUT && (pDeviceSettingsCombo->Windowed != pDeviceSettingsIn->pp.Windowed) ) return false; //--------------------- // Adapter format //--------------------- if( pMatchOptions->eAdapterFormat == DXUTMT_PRESERVE_INPUT && (pDeviceSettingsCombo->AdapterFormat != pDeviceSettingsIn->AdapterFormat) ) return false; //--------------------- // Vertex processing //--------------------- // If keep VP and input has HWVP, then skip if this combo doesn't have HWTL if( pMatchOptions->eVertexProcessing == DXUTMT_PRESERVE_INPUT && ((pDeviceSettingsIn->BehaviorFlags & D3DCREATE_HARDWARE_VERTEXPROCESSING) != 0) && ((pDeviceSettingsCombo->pDeviceInfo->Caps.DevCaps & D3DDEVCAPS_HWTRANSFORMANDLIGHT) == 0) ) return false; //--------------------- // Resolution //--------------------- // If keep resolution then check that width and height supported by this combo if( pMatchOptions->eResolution == DXUTMT_PRESERVE_INPUT ) { bool bFound = false; for( int i=0; i< pDeviceSettingsCombo->pAdapterInfo->displayModeList.GetSize(); i++ ) { D3DDISPLAYMODE displayMode = pDeviceSettingsCombo->pAdapterInfo->displayModeList.GetAt( i ); if( displayMode.Format != pDeviceSettingsCombo->AdapterFormat ) continue; // Skip this display mode if it doesn't match the combo's adapter format if( displayMode.Width == pDeviceSettingsIn->pp.BackBufferWidth && displayMode.Height == pDeviceSettingsIn->pp.BackBufferHeight ) { bFound = true; break; } } // If the width and height are not supported by this combo, return false if( !bFound ) return false; } //--------------------- // Back buffer format //--------------------- if( pMatchOptions->eBackBufferFormat == DXUTMT_PRESERVE_INPUT && pDeviceSettingsCombo->BackBufferFormat != pDeviceSettingsIn->pp.BackBufferFormat ) return false; //--------------------- // Back buffer count //--------------------- // No caps for the back buffer count //--------------------- // Multisample //--------------------- if( pMatchOptions->eMultiSample == DXUTMT_PRESERVE_INPUT ) { bool bFound = false; for( int i=0; imultiSampleTypeList.GetSize(); i++ ) { D3DMULTISAMPLE_TYPE msType = pDeviceSettingsCombo->multiSampleTypeList.GetAt(i); DWORD msQuality = pDeviceSettingsCombo->multiSampleQualityList.GetAt(i); if( msType == pDeviceSettingsIn->pp.MultiSampleType && msQuality >= pDeviceSettingsIn->pp.MultiSampleQuality ) { bFound = true; break; } } // If multisample type/quality not supported by this combo, then return false if( !bFound ) return false; } //--------------------- // Swap effect //--------------------- // No caps for swap effects //--------------------- // Depth stencil //--------------------- // If keep depth stencil format then check that the depth stencil format is supported by this combo if( pMatchOptions->eDepthFormat == DXUTMT_PRESERVE_INPUT && pMatchOptions->eStencilFormat == DXUTMT_PRESERVE_INPUT ) { if( pDeviceSettingsIn->pp.AutoDepthStencilFormat != D3DFMT_UNKNOWN && !pDeviceSettingsCombo->depthStencilFormatList.Contains( pDeviceSettingsIn->pp.AutoDepthStencilFormat ) ) return false; } // If keep depth format then check that the depth format is supported by this combo if( pMatchOptions->eDepthFormat == DXUTMT_PRESERVE_INPUT && pDeviceSettingsIn->pp.AutoDepthStencilFormat != D3DFMT_UNKNOWN ) { bool bFound = false; UINT dwDepthBits = DXUTDepthBits( pDeviceSettingsIn->pp.AutoDepthStencilFormat ); for( int i=0; idepthStencilFormatList.GetSize(); i++ ) { D3DFORMAT depthStencilFmt = pDeviceSettingsCombo->depthStencilFormatList.GetAt(i); UINT dwCurDepthBits = DXUTDepthBits( depthStencilFmt ); if( dwCurDepthBits - dwDepthBits == 0) bFound = true; } if( !bFound ) return false; } // If keep depth format then check that the depth format is supported by this combo if( pMatchOptions->eStencilFormat == DXUTMT_PRESERVE_INPUT && pDeviceSettingsIn->pp.AutoDepthStencilFormat != D3DFMT_UNKNOWN ) { bool bFound = false; UINT dwStencilBits = DXUTStencilBits( pDeviceSettingsIn->pp.AutoDepthStencilFormat ); for( int i=0; idepthStencilFormatList.GetSize(); i++ ) { D3DFORMAT depthStencilFmt = pDeviceSettingsCombo->depthStencilFormatList.GetAt(i); UINT dwCurStencilBits = DXUTStencilBits( depthStencilFmt ); if( dwCurStencilBits - dwStencilBits == 0) bFound = true; } if( !bFound ) return false; } //--------------------- // Present flags //--------------------- // No caps for the present flags //--------------------- // Refresh rate //--------------------- // If keep refresh rate then check that the resolution is supported by this combo if( pMatchOptions->eRefreshRate == DXUTMT_PRESERVE_INPUT ) { bool bFound = false; for( int i=0; ipAdapterInfo->displayModeList.GetSize(); i++ ) { D3DDISPLAYMODE displayMode = pDeviceSettingsCombo->pAdapterInfo->displayModeList.GetAt( i ); if( displayMode.Format != pDeviceSettingsCombo->AdapterFormat ) continue; if( displayMode.RefreshRate == pDeviceSettingsIn->pp.FullScreen_RefreshRateInHz ) { bFound = true; break; } } // If refresh rate not supported by this combo, then return false if( !bFound ) return false; } //--------------------- // Present interval //--------------------- // If keep present interval then check that the present interval is supported by this combo if( pMatchOptions->ePresentInterval == DXUTMT_PRESERVE_INPUT && !pDeviceSettingsCombo->presentIntervalList.Contains( pDeviceSettingsIn->pp.PresentationInterval ) ) return false; return true; } //-------------------------------------------------------------------------------------- // Returns a ranking number that describes how closely this device // combo matches the optimal combo based on the match options and the optimal device settings //-------------------------------------------------------------------------------------- float DXUTRankDeviceCombo( CD3DEnumDeviceSettingsCombo* pDeviceSettingsCombo, DXUTDeviceSettings* pOptimalDeviceSettings, D3DDISPLAYMODE* pAdapterDesktopDisplayMode ) { float fCurRanking = 0.0f; // Arbitrary weights. Gives preference to the ordinal, device type, and windowed const float fAdapterOrdinalWeight = 1000.0f; const float fDeviceTypeWeight = 100.0f; const float fWindowWeight = 10.0f; const float fAdapterFormatWeight = 1.0f; const float fVertexProcessingWeight = 1.0f; const float fResolutionWeight = 1.0f; const float fBackBufferFormatWeight = 1.0f; const float fMultiSampleWeight = 1.0f; const float fDepthStencilWeight = 1.0f; const float fRefreshRateWeight = 1.0f; const float fPresentIntervalWeight = 1.0f; //--------------------- // Adapter ordinal //--------------------- if( pDeviceSettingsCombo->AdapterOrdinal == pOptimalDeviceSettings->AdapterOrdinal ) fCurRanking += fAdapterOrdinalWeight; //--------------------- // Device type //--------------------- if( pDeviceSettingsCombo->DeviceType == pOptimalDeviceSettings->DeviceType ) fCurRanking += fDeviceTypeWeight; // Slightly prefer HAL if( pDeviceSettingsCombo->DeviceType == D3DDEVTYPE_HAL ) fCurRanking += 0.1f; //--------------------- // Windowed //--------------------- if( pDeviceSettingsCombo->Windowed == pOptimalDeviceSettings->pp.Windowed ) fCurRanking += fWindowWeight; //--------------------- // Adapter format //--------------------- if( pDeviceSettingsCombo->AdapterFormat == pOptimalDeviceSettings->AdapterFormat ) { fCurRanking += fAdapterFormatWeight; } else { int nBitDepthDelta = abs( (long) DXUTColorChannelBits(pDeviceSettingsCombo->AdapterFormat) - (long) DXUTColorChannelBits(pOptimalDeviceSettings->AdapterFormat) ); float fScale = max(0.9f - (float)nBitDepthDelta*0.2f, 0); fCurRanking += fScale * fAdapterFormatWeight; } if( !pDeviceSettingsCombo->Windowed ) { // Slightly prefer when it matches the desktop format or is D3DFMT_X8R8G8B8 bool bAdapterOptimalMatch; if( DXUTColorChannelBits(pAdapterDesktopDisplayMode->Format) >= 8 ) bAdapterOptimalMatch = (pDeviceSettingsCombo->AdapterFormat == pAdapterDesktopDisplayMode->Format); else bAdapterOptimalMatch = (pDeviceSettingsCombo->AdapterFormat == D3DFMT_X8R8G8B8); if( bAdapterOptimalMatch ) fCurRanking += 0.1f; } //--------------------- // Vertex processing //--------------------- if( (pOptimalDeviceSettings->BehaviorFlags & D3DCREATE_HARDWARE_VERTEXPROCESSING) != 0 || (pOptimalDeviceSettings->BehaviorFlags & D3DCREATE_MIXED_VERTEXPROCESSING) != 0 ) { if( (pDeviceSettingsCombo->pDeviceInfo->Caps.DevCaps & D3DDEVCAPS_HWTRANSFORMANDLIGHT) != 0 ) fCurRanking += fVertexProcessingWeight; } // Slightly prefer HW T&L if( (pDeviceSettingsCombo->pDeviceInfo->Caps.DevCaps & D3DDEVCAPS_HWTRANSFORMANDLIGHT) != 0 ) fCurRanking += 0.1f; //--------------------- // Resolution //--------------------- bool bResolutionFound = false; for( int idm = 0; idm < pDeviceSettingsCombo->pAdapterInfo->displayModeList.GetSize(); idm++ ) { D3DDISPLAYMODE displayMode = pDeviceSettingsCombo->pAdapterInfo->displayModeList.GetAt( idm ); if( displayMode.Format != pDeviceSettingsCombo->AdapterFormat ) continue; if( displayMode.Width == pOptimalDeviceSettings->pp.BackBufferWidth && displayMode.Height == pOptimalDeviceSettings->pp.BackBufferHeight ) bResolutionFound = true; } if( bResolutionFound ) fCurRanking += fResolutionWeight; //--------------------- // Back buffer format //--------------------- if( pDeviceSettingsCombo->BackBufferFormat == pOptimalDeviceSettings->pp.BackBufferFormat ) { fCurRanking += fBackBufferFormatWeight; } else { int nBitDepthDelta = abs( (long) DXUTColorChannelBits(pDeviceSettingsCombo->BackBufferFormat) - (long) DXUTColorChannelBits(pOptimalDeviceSettings->pp.BackBufferFormat) ); float fScale = max(0.9f - (float)nBitDepthDelta*0.2f, 0); fCurRanking += fScale * fBackBufferFormatWeight; } // Check if this back buffer format is the same as // the adapter format since this is preferred. bool bAdapterMatchesBB = (pDeviceSettingsCombo->BackBufferFormat == pDeviceSettingsCombo->AdapterFormat); if( bAdapterMatchesBB ) fCurRanking += 0.1f; //--------------------- // Back buffer count //--------------------- // No caps for the back buffer count //--------------------- // Multisample //--------------------- bool bMultiSampleFound = false; for( int i=0; imultiSampleTypeList.GetSize(); i++ ) { D3DMULTISAMPLE_TYPE msType = pDeviceSettingsCombo->multiSampleTypeList.GetAt(i); DWORD msQuality = pDeviceSettingsCombo->multiSampleQualityList.GetAt(i); if( msType == pOptimalDeviceSettings->pp.MultiSampleType && msQuality >= pOptimalDeviceSettings->pp.MultiSampleQuality ) { bMultiSampleFound = true; break; } } if( bMultiSampleFound ) fCurRanking += fMultiSampleWeight; //--------------------- // Swap effect //--------------------- // No caps for swap effects //--------------------- // Depth stencil //--------------------- if( pDeviceSettingsCombo->depthStencilFormatList.Contains( pOptimalDeviceSettings->pp.AutoDepthStencilFormat ) ) fCurRanking += fDepthStencilWeight; //--------------------- // Present flags //--------------------- // No caps for the present flags //--------------------- // Refresh rate //--------------------- bool bRefreshFound = false; for( int idm = 0; idm < pDeviceSettingsCombo->pAdapterInfo->displayModeList.GetSize(); idm++ ) { D3DDISPLAYMODE displayMode = pDeviceSettingsCombo->pAdapterInfo->displayModeList.GetAt( idm ); if( displayMode.Format != pDeviceSettingsCombo->AdapterFormat ) continue; if( displayMode.RefreshRate == pOptimalDeviceSettings->pp.FullScreen_RefreshRateInHz ) bRefreshFound = true; } if( bRefreshFound ) fCurRanking += fRefreshRateWeight; //--------------------- // Present interval //--------------------- // If keep present interval then check that the present interval is supported by this combo if( pDeviceSettingsCombo->presentIntervalList.Contains( pOptimalDeviceSettings->pp.PresentationInterval ) ) fCurRanking += fPresentIntervalWeight; return fCurRanking; } //-------------------------------------------------------------------------------------- // Builds valid device settings using the match options, the input device settings, and the // best device settings combo found. //-------------------------------------------------------------------------------------- void DXUTBuildValidDeviceSettings( DXUTDeviceSettings* pValidDeviceSettings, CD3DEnumDeviceSettingsCombo* pBestDeviceSettingsCombo, DXUTDeviceSettings* pDeviceSettingsIn, DXUTMatchOptions* pMatchOptions ) { IDirect3D9* pD3D = DXUTGetD3DObject(); D3DDISPLAYMODE adapterDesktopDisplayMode; pD3D->GetAdapterDisplayMode( pBestDeviceSettingsCombo->AdapterOrdinal, &adapterDesktopDisplayMode ); // For each setting pick the best, taking into account the match options and // what's supported by the device //--------------------- // Adapter Ordinal //--------------------- // Just using pBestDeviceSettingsCombo->AdapterOrdinal //--------------------- // Device Type //--------------------- // Just using pBestDeviceSettingsCombo->DeviceType //--------------------- // Windowed //--------------------- // Just using pBestDeviceSettingsCombo->Windowed //--------------------- // Adapter Format //--------------------- // Just using pBestDeviceSettingsCombo->AdapterFormat //--------------------- // Vertex processing //--------------------- DWORD dwBestBehaviorFlags = 0; if( pMatchOptions->eVertexProcessing == DXUTMT_PRESERVE_INPUT ) { dwBestBehaviorFlags = pDeviceSettingsIn->BehaviorFlags; } else if( pMatchOptions->eVertexProcessing == DXUTMT_IGNORE_INPUT ) { // The framework defaults to HWVP if available otherwise use SWVP if ((pBestDeviceSettingsCombo->pDeviceInfo->Caps.DevCaps & D3DDEVCAPS_HWTRANSFORMANDLIGHT) != 0) dwBestBehaviorFlags |= D3DCREATE_HARDWARE_VERTEXPROCESSING; else dwBestBehaviorFlags |= D3DCREATE_SOFTWARE_VERTEXPROCESSING; } else // if( pMatchOptions->eVertexProcessing == DXUTMT_CLOSEST_TO_INPUT ) { // Default to input, and fallback to SWVP if HWVP not available dwBestBehaviorFlags = pDeviceSettingsIn->BehaviorFlags; if ((pBestDeviceSettingsCombo->pDeviceInfo->Caps.DevCaps & D3DDEVCAPS_HWTRANSFORMANDLIGHT) == 0 && ( (dwBestBehaviorFlags & D3DCREATE_HARDWARE_VERTEXPROCESSING) != 0 || (dwBestBehaviorFlags & D3DCREATE_MIXED_VERTEXPROCESSING) != 0) ) { dwBestBehaviorFlags &= ~D3DCREATE_HARDWARE_VERTEXPROCESSING; dwBestBehaviorFlags &= ~D3DCREATE_MIXED_VERTEXPROCESSING; dwBestBehaviorFlags |= D3DCREATE_SOFTWARE_VERTEXPROCESSING; } // One of these must be selected if( (dwBestBehaviorFlags & D3DCREATE_HARDWARE_VERTEXPROCESSING) == 0 && (dwBestBehaviorFlags & D3DCREATE_MIXED_VERTEXPROCESSING) == 0 && (dwBestBehaviorFlags & D3DCREATE_SOFTWARE_VERTEXPROCESSING) == 0 ) { if ((pBestDeviceSettingsCombo->pDeviceInfo->Caps.DevCaps & D3DDEVCAPS_HWTRANSFORMANDLIGHT) != 0) dwBestBehaviorFlags |= D3DCREATE_HARDWARE_VERTEXPROCESSING; else dwBestBehaviorFlags |= D3DCREATE_SOFTWARE_VERTEXPROCESSING; } } //--------------------- // Resolution //--------------------- D3DDISPLAYMODE bestDisplayMode; if( pMatchOptions->eResolution == DXUTMT_PRESERVE_INPUT ) { bestDisplayMode.Width = pDeviceSettingsIn->pp.BackBufferWidth; bestDisplayMode.Height = pDeviceSettingsIn->pp.BackBufferHeight; } else { D3DDISPLAYMODE displayModeIn; if( pMatchOptions->eResolution == DXUTMT_CLOSEST_TO_INPUT && pDeviceSettingsIn && (pDeviceSettingsIn->pp.BackBufferWidth != 0 && pDeviceSettingsIn->pp.BackBufferWidth != 0) ) { displayModeIn.Width = pDeviceSettingsIn->pp.BackBufferWidth; displayModeIn.Height = pDeviceSettingsIn->pp.BackBufferHeight; } else // if( pMatchOptions->eResolution == DXUTMT_IGNORE_INPUT ) { if( pBestDeviceSettingsCombo->Windowed ) { // The framework defaults to 640x480 for windowed displayModeIn.Width = 640; displayModeIn.Height = 480; } else { // The framework defaults to desktop resolution for fullscreen to try to avoid slow mode change displayModeIn.Width = adapterDesktopDisplayMode.Width; displayModeIn.Height = adapterDesktopDisplayMode.Height; } } // Call a helper function to find the closest valid display mode to the optimal DXUTFindValidResolution( pBestDeviceSettingsCombo, displayModeIn, &bestDisplayMode ); } //--------------------- // Back Buffer Format //--------------------- // Just using pBestDeviceSettingsCombo->BackBufferFormat //--------------------- // Back buffer count //--------------------- UINT bestBackBufferCount; if( pMatchOptions->eBackBufferCount == DXUTMT_PRESERVE_INPUT ) { bestBackBufferCount = pDeviceSettingsIn->pp.BackBufferCount; } else if( pMatchOptions->eBackBufferCount == DXUTMT_IGNORE_INPUT ) { // The framework defaults to triple buffering bestBackBufferCount = 2; } else // if( pMatchOptions->eBackBufferCount == DXUTMT_CLOSEST_TO_INPUT ) { bestBackBufferCount = pDeviceSettingsIn->pp.BackBufferCount; if( bestBackBufferCount > 3 ) bestBackBufferCount = 3; if( bestBackBufferCount < 1 ) bestBackBufferCount = 1; } //--------------------- // Multisample //--------------------- D3DMULTISAMPLE_TYPE bestMultiSampleType; DWORD bestMultiSampleQuality; if( pDeviceSettingsIn && pDeviceSettingsIn->pp.SwapEffect != D3DSWAPEFFECT_DISCARD ) { // Swap effect is not set to discard so multisampling has to off bestMultiSampleType = D3DMULTISAMPLE_NONE; bestMultiSampleQuality = 0; } else { if( pMatchOptions->eBackBufferCount == DXUTMT_PRESERVE_INPUT ) { bestMultiSampleType = pDeviceSettingsIn->pp.MultiSampleType; bestMultiSampleQuality = pDeviceSettingsIn->pp.MultiSampleQuality; } else if( pMatchOptions->eBackBufferCount == DXUTMT_IGNORE_INPUT ) { // Default to no multisampling (always supported) bestMultiSampleType = D3DMULTISAMPLE_NONE; bestMultiSampleQuality = 0; } else if( pMatchOptions->eBackBufferCount == DXUTMT_CLOSEST_TO_INPUT ) { // Default to no multisampling (always supported) bestMultiSampleType = D3DMULTISAMPLE_NONE; bestMultiSampleQuality = 0; for( int i=0; i < pBestDeviceSettingsCombo->multiSampleTypeList.GetSize(); i++ ) { D3DMULTISAMPLE_TYPE type = pBestDeviceSettingsCombo->multiSampleTypeList.GetAt(i); DWORD qualityLevels = pBestDeviceSettingsCombo->multiSampleQualityList.GetAt(i); // Check whether supported type is closer to the input than our current best if( abs(type - pDeviceSettingsIn->pp.MultiSampleType) < abs(bestMultiSampleType - pDeviceSettingsIn->pp.MultiSampleType) ) { bestMultiSampleType = type; bestMultiSampleQuality = min( qualityLevels-1, pDeviceSettingsIn->pp.MultiSampleQuality ); } } } else { // Error case bestMultiSampleType = D3DMULTISAMPLE_NONE; bestMultiSampleQuality = 0; } } //--------------------- // Swap effect //--------------------- D3DSWAPEFFECT bestSwapEffect; if( pMatchOptions->eSwapEffect == DXUTMT_PRESERVE_INPUT ) { bestSwapEffect = pDeviceSettingsIn->pp.SwapEffect; } else if( pMatchOptions->eSwapEffect == DXUTMT_IGNORE_INPUT ) { bestSwapEffect = D3DSWAPEFFECT_DISCARD; } else // if( pMatchOptions->eSwapEffect == DXUTMT_CLOSEST_TO_INPUT ) { bestSwapEffect = pDeviceSettingsIn->pp.SwapEffect; // Swap effect has to be one of these 3 if( bestSwapEffect != D3DSWAPEFFECT_DISCARD && bestSwapEffect != D3DSWAPEFFECT_FLIP && bestSwapEffect != D3DSWAPEFFECT_COPY ) { bestSwapEffect = D3DSWAPEFFECT_DISCARD; } } //--------------------- // Depth stencil //--------------------- D3DFORMAT bestDepthStencilFormat; BOOL bestEnableAutoDepthStencil; CGrowableArray< int > depthStencilRanking; depthStencilRanking.SetSize( pBestDeviceSettingsCombo->depthStencilFormatList.GetSize() ); UINT dwBackBufferBitDepth = DXUTColorChannelBits( pBestDeviceSettingsCombo->BackBufferFormat ); UINT dwInputDepthBitDepth = 0; if( pDeviceSettingsIn ) dwInputDepthBitDepth = DXUTDepthBits( pDeviceSettingsIn->pp.AutoDepthStencilFormat ); for( int i=0; idepthStencilFormatList.GetSize(); i++ ) { D3DFORMAT curDepthStencilFmt = pBestDeviceSettingsCombo->depthStencilFormatList.GetAt(i); DWORD dwCurDepthBitDepth = DXUTDepthBits( curDepthStencilFmt ); int nRanking; if( pMatchOptions->eDepthFormat == DXUTMT_PRESERVE_INPUT ) { // Need to match bit depth of input if(dwCurDepthBitDepth == dwInputDepthBitDepth) nRanking = 0; else nRanking = 10000; } else if( pMatchOptions->eDepthFormat == DXUTMT_IGNORE_INPUT ) { // Prefer match of backbuffer bit depth nRanking = abs((int)dwCurDepthBitDepth - (int)dwBackBufferBitDepth*4); } else // if( pMatchOptions->eDepthFormat == DXUTMT_CLOSEST_TO_INPUT ) { // Prefer match of input depth format bit depth nRanking = abs((int)dwCurDepthBitDepth - (int)dwInputDepthBitDepth); } depthStencilRanking.Add( nRanking ); } UINT dwInputStencilBitDepth = 0; if( pDeviceSettingsIn ) dwInputStencilBitDepth = DXUTStencilBits( pDeviceSettingsIn->pp.AutoDepthStencilFormat ); for( int i=0; idepthStencilFormatList.GetSize(); i++ ) { D3DFORMAT curDepthStencilFmt = pBestDeviceSettingsCombo->depthStencilFormatList.GetAt(i); int nRanking = depthStencilRanking.GetAt(i); DWORD dwCurStencilBitDepth = DXUTStencilBits( curDepthStencilFmt ); if( pMatchOptions->eStencilFormat == DXUTMT_PRESERVE_INPUT ) { // Need to match bit depth of input if(dwCurStencilBitDepth == dwInputStencilBitDepth) nRanking += 0; else nRanking += 10000; } else if( pMatchOptions->eStencilFormat == DXUTMT_IGNORE_INPUT ) { // Prefer 0 stencil bit depth nRanking += dwCurStencilBitDepth; } else // if( pMatchOptions->eStencilFormat == DXUTMT_CLOSEST_TO_INPUT ) { // Prefer match of input stencil format bit depth nRanking += abs((int)dwCurStencilBitDepth - (int)dwInputStencilBitDepth); } depthStencilRanking.SetAt( i, nRanking ); } int nBestRanking = 100000; int nBestIndex = -1; for( int i=0; idepthStencilFormatList.GetSize(); i++ ) { int nRanking = depthStencilRanking.GetAt(i); if( nRanking < nBestRanking ) { nBestRanking = nRanking; nBestIndex = i; } } if( nBestIndex >= 0 ) { bestDepthStencilFormat = pBestDeviceSettingsCombo->depthStencilFormatList.GetAt(nBestIndex); bestEnableAutoDepthStencil = true; } else { bestDepthStencilFormat = D3DFMT_UNKNOWN; bestEnableAutoDepthStencil = false; } //--------------------- // Present flags //--------------------- DWORD dwBestFlags; if( pMatchOptions->ePresentFlags == DXUTMT_PRESERVE_INPUT ) { dwBestFlags = pDeviceSettingsIn->pp.Flags; } else if( pMatchOptions->ePresentFlags == DXUTMT_IGNORE_INPUT ) { dwBestFlags = 0; if( bestEnableAutoDepthStencil ) dwBestFlags = D3DPRESENTFLAG_DISCARD_DEPTHSTENCIL; } else // if( pMatchOptions->ePresentFlags == DXUTMT_CLOSEST_TO_INPUT ) { dwBestFlags = pDeviceSettingsIn->pp.Flags; if( bestEnableAutoDepthStencil ) dwBestFlags |= D3DPRESENTFLAG_DISCARD_DEPTHSTENCIL; } //--------------------- // Refresh rate //--------------------- if( pBestDeviceSettingsCombo->Windowed ) { // Must be 0 for windowed bestDisplayMode.RefreshRate = 0; } else { if( pMatchOptions->eRefreshRate == DXUTMT_PRESERVE_INPUT ) { bestDisplayMode.RefreshRate = pDeviceSettingsIn->pp.FullScreen_RefreshRateInHz; } else { UINT refreshRateMatch; if( pMatchOptions->eRefreshRate == DXUTMT_CLOSEST_TO_INPUT ) { refreshRateMatch = pDeviceSettingsIn->pp.FullScreen_RefreshRateInHz; } else // if( pMatchOptions->eRefreshRate == DXUTMT_IGNORE_INPUT ) { refreshRateMatch = adapterDesktopDisplayMode.RefreshRate; } bestDisplayMode.RefreshRate = 0; if( refreshRateMatch != 0 ) { int nBestRefreshRanking = 100000; CGrowableArray* pDisplayModeList = &pBestDeviceSettingsCombo->pAdapterInfo->displayModeList; for( int iDisplayMode=0; iDisplayModeGetSize(); iDisplayMode++ ) { D3DDISPLAYMODE displayMode = pDisplayModeList->GetAt(iDisplayMode); if( displayMode.Format != pBestDeviceSettingsCombo->AdapterFormat || displayMode.Height != bestDisplayMode.Height || displayMode.Width != bestDisplayMode.Width ) continue; // Skip display modes that don't match // Find the delta between the current refresh rate and the optimal refresh rate int nCurRanking = abs((int)displayMode.RefreshRate - (int)refreshRateMatch); if( nCurRanking < nBestRefreshRanking ) { bestDisplayMode.RefreshRate = displayMode.RefreshRate; nBestRefreshRanking = nCurRanking; // Stop if perfect match found if( nBestRefreshRanking == 0 ) break; } } } } } //--------------------- // Present interval //--------------------- UINT bestPresentInterval; if( pMatchOptions->ePresentInterval == DXUTMT_PRESERVE_INPUT ) { bestPresentInterval = pDeviceSettingsIn->pp.PresentationInterval; } else if( pMatchOptions->ePresentInterval == DXUTMT_IGNORE_INPUT ) { if( pBestDeviceSettingsCombo->Windowed ) { // For windowed, the framework defaults to D3DPRESENT_INTERVAL_IMMEDIATE // which will wait not for the vertical retrace period to prevent tearing, // but may introduce tearing bestPresentInterval = D3DPRESENT_INTERVAL_IMMEDIATE; } else { // For full screen, the framework defaults to D3DPRESENT_INTERVAL_DEFAULT // which will wait for the vertical retrace period to prevent tearing bestPresentInterval = D3DPRESENT_INTERVAL_DEFAULT; } } else // if( pMatchOptions->ePresentInterval == DXUTMT_CLOSEST_TO_INPUT ) { if( pBestDeviceSettingsCombo->presentIntervalList.Contains( pDeviceSettingsIn->pp.PresentationInterval ) ) { bestPresentInterval = pDeviceSettingsIn->pp.PresentationInterval; } else { if( pBestDeviceSettingsCombo->Windowed ) bestPresentInterval = D3DPRESENT_INTERVAL_IMMEDIATE; else bestPresentInterval = D3DPRESENT_INTERVAL_DEFAULT; } } // Fill the device settings struct ZeroMemory( pValidDeviceSettings, sizeof(DXUTDeviceSettings) ); pValidDeviceSettings->AdapterOrdinal = pBestDeviceSettingsCombo->AdapterOrdinal; pValidDeviceSettings->DeviceType = pBestDeviceSettingsCombo->DeviceType; pValidDeviceSettings->AdapterFormat = pBestDeviceSettingsCombo->AdapterFormat; pValidDeviceSettings->BehaviorFlags = dwBestBehaviorFlags; pValidDeviceSettings->pp.BackBufferWidth = bestDisplayMode.Width; pValidDeviceSettings->pp.BackBufferHeight = bestDisplayMode.Height; pValidDeviceSettings->pp.BackBufferFormat = pBestDeviceSettingsCombo->BackBufferFormat; pValidDeviceSettings->pp.BackBufferCount = bestBackBufferCount; pValidDeviceSettings->pp.MultiSampleType = bestMultiSampleType; pValidDeviceSettings->pp.MultiSampleQuality = bestMultiSampleQuality; pValidDeviceSettings->pp.SwapEffect = bestSwapEffect; pValidDeviceSettings->pp.hDeviceWindow = pBestDeviceSettingsCombo->Windowed ? DXUTGetHWNDDeviceWindowed() : DXUTGetHWNDDeviceFullScreen(); pValidDeviceSettings->pp.Windowed = pBestDeviceSettingsCombo->Windowed; pValidDeviceSettings->pp.EnableAutoDepthStencil = bestEnableAutoDepthStencil; pValidDeviceSettings->pp.AutoDepthStencilFormat = bestDepthStencilFormat; pValidDeviceSettings->pp.Flags = dwBestFlags; pValidDeviceSettings->pp.FullScreen_RefreshRateInHz = bestDisplayMode.RefreshRate; pValidDeviceSettings->pp.PresentationInterval = bestPresentInterval; } //-------------------------------------------------------------------------------------- // Internal helper function to find the closest allowed display mode to the optimal //-------------------------------------------------------------------------------------- HRESULT DXUTFindValidResolution( CD3DEnumDeviceSettingsCombo* pBestDeviceSettingsCombo, D3DDISPLAYMODE displayModeIn, D3DDISPLAYMODE* pBestDisplayMode ) { D3DDISPLAYMODE bestDisplayMode; ZeroMemory( &bestDisplayMode, sizeof(D3DDISPLAYMODE) ); if( pBestDeviceSettingsCombo->Windowed ) { // Get the desktop resolution of the current monitor to use to keep the window // in a reasonable size in the desktop's // This isn't the same as the current resolution from GetAdapterDisplayMode // since the device might be fullscreen CD3DEnumeration* pd3dEnum = DXUTPrepareEnumerationObject(); CD3DEnumAdapterInfo* pAdapterInfo = pd3dEnum->GetAdapterInfo( pBestDeviceSettingsCombo->AdapterOrdinal ); DEVMODE devMode; ZeroMemory( &devMode, sizeof(DEVMODE) ); devMode.dmSize = sizeof(DEVMODE); WCHAR strDeviceName[256]; MultiByteToWideChar( CP_ACP, 0, pAdapterInfo->AdapterIdentifier.DeviceName, -1, strDeviceName, 256 ); strDeviceName[255] = 0; EnumDisplaySettings( strDeviceName, ENUM_REGISTRY_SETTINGS, &devMode ); UINT nMonitorWidth = devMode.dmPelsWidth; UINT nMonitorHeight = devMode.dmPelsHeight; // For windowed mode, just keep it something reasonable within the size // of the working area of the desktop if( displayModeIn.Width > nMonitorWidth - 20 ) displayModeIn.Width = nMonitorWidth - 20; if( displayModeIn.Height > nMonitorHeight - 100 ) displayModeIn.Height = nMonitorHeight - 100; *pBestDisplayMode = displayModeIn; } else { int nBestRanking = 100000; int nCurRanking; CGrowableArray* pDisplayModeList = &pBestDeviceSettingsCombo->pAdapterInfo->displayModeList; for( int iDisplayMode=0; iDisplayModeGetSize(); iDisplayMode++ ) { D3DDISPLAYMODE displayMode = pDisplayModeList->GetAt(iDisplayMode); // Skip display modes that don't match the combo's adapter format if( displayMode.Format != pBestDeviceSettingsCombo->AdapterFormat ) continue; // Find the delta between the current width/height and the optimal width/height nCurRanking = abs((int)displayMode.Width - (int)displayModeIn.Width) + abs((int)displayMode.Height- (int)displayModeIn.Height); if( nCurRanking < nBestRanking ) { bestDisplayMode = displayMode; nBestRanking = nCurRanking; // Stop if perfect match found if( nBestRanking == 0 ) break; } } if( bestDisplayMode.Width == 0 ) { *pBestDisplayMode = displayModeIn; return E_FAIL; // No valid display modes found } *pBestDisplayMode = bestDisplayMode; } return S_OK; } //-------------------------------------------------------------------------------------- // Internal helper function to return the adapter format from the first device settings // combo that matches the passed adapter ordinal, device type, backbuffer format, and windowed. //-------------------------------------------------------------------------------------- HRESULT DXUTFindAdapterFormat( UINT AdapterOrdinal, D3DDEVTYPE DeviceType, D3DFORMAT BackBufferFormat, BOOL Windowed, D3DFORMAT* pAdapterFormat ) { CD3DEnumeration* pd3dEnum = DXUTPrepareEnumerationObject(); CD3DEnumDeviceInfo* pDeviceInfo = pd3dEnum->GetDeviceInfo( AdapterOrdinal, DeviceType ); if( pDeviceInfo ) { for( int iDeviceCombo=0; iDeviceCombodeviceSettingsComboList.GetSize(); iDeviceCombo++ ) { CD3DEnumDeviceSettingsCombo* pDeviceSettingsCombo = pDeviceInfo->deviceSettingsComboList.GetAt(iDeviceCombo); if( pDeviceSettingsCombo->BackBufferFormat == BackBufferFormat && pDeviceSettingsCombo->Windowed == Windowed ) { // Return the adapter format from the first match *pAdapterFormat = pDeviceSettingsCombo->AdapterFormat; return S_OK; } } } *pAdapterFormat = BackBufferFormat; return E_FAIL; } //-------------------------------------------------------------------------------------- // Change to a Direct3D device created from the device settings or passed in. // The framework will only reset if the device is similar to the previous device // otherwise it will cleanup the previous device (if there is one) and recreate the // scene using the app's device callbacks. //-------------------------------------------------------------------------------------- HRESULT DXUTChangeDevice( DXUTDeviceSettings* pNewDeviceSettings, IDirect3DDevice9* pd3dDeviceFromApp, bool bForceRecreate ) { HRESULT hr; DXUTDeviceSettings* pOldDeviceSettings = GetDXUTState().GetCurrentDeviceSettings(); if( DXUTGetD3DObject() == NULL ) return S_FALSE; // Make a copy of the pNewDeviceSettings on the heap DXUTDeviceSettings* pNewDeviceSettingsOnHeap = new DXUTDeviceSettings; if( pNewDeviceSettingsOnHeap == NULL ) return E_OUTOFMEMORY; memcpy( pNewDeviceSettingsOnHeap, pNewDeviceSettings, sizeof(DXUTDeviceSettings) ); pNewDeviceSettings = pNewDeviceSettingsOnHeap; GetDXUTState().SetCurrentDeviceSettings( pNewDeviceSettings ); DXUTPause( true, true ); // When a WM_SIZE message is received, it calls DXUTHandlePossibleSizeChange(). // A WM_SIZE message might be sent when adjusting the window, so tell // DXUTHandlePossibleSizeChange() to ignore size changes temporarily GetDXUTState().SetIgnoreSizeChange( true ); // Update thread safety on/off depending on Direct3D device's thread safety g_bThreadSafe = ((pNewDeviceSettings->BehaviorFlags & D3DCREATE_MULTITHREADED) != 0 ); // Only apply the cmd line overrides if this is the first device created // and DXUTSetDevice() isn't used if( NULL == pd3dDeviceFromApp && NULL == pOldDeviceSettings ) { // Updates the device settings struct based on the cmd line args. // Warning: if the device doesn't support these new settings then CreateDevice() will fail. DXUTUpdateDeviceSettingsWithOverrides( pNewDeviceSettings ); } // If windowed, then update the window client rect and window bounds rect // with the new pp.BackBufferWidth & pp.BackBufferHeight // The window will be resized after the device is reset/creeted if( pNewDeviceSettings->pp.Windowed ) { // Don't allow smaller than what's used in WM_GETMINMAXINFO // otherwise the window size will be different than the backbuffer size if( pNewDeviceSettings->pp.BackBufferWidth < MIN_WINDOW_SIZE_X ) pNewDeviceSettings->pp.BackBufferWidth = MIN_WINDOW_SIZE_X; if( pNewDeviceSettings->pp.BackBufferHeight < MIN_WINDOW_SIZE_Y ) pNewDeviceSettings->pp.BackBufferHeight = MIN_WINDOW_SIZE_Y; RECT rcWindowClient = GetDXUTState().GetWindowClientRect(); rcWindowClient.right = pNewDeviceSettings->pp.BackBufferWidth; rcWindowClient.bottom = pNewDeviceSettings->pp.BackBufferHeight; AdjustWindowRect( &rcWindowClient, GetDXUTState().GetWinStyle(), ( GetDXUTState().GetMenu() != NULL ) ? true : false ); SetRect( &rcWindowClient, 0, 0, rcWindowClient.right - rcWindowClient.left, rcWindowClient.bottom - rcWindowClient.top ); GetDXUTState().SetWindowClientRect( rcWindowClient ); RECT rcWindowBounds = GetDXUTState().GetWindowBoundsRect(); SetRect( &rcWindowBounds, rcWindowBounds.left, rcWindowBounds.top, rcWindowBounds.left + rcWindowClient.right, rcWindowBounds.top + rcWindowClient.bottom ); GetDXUTState().SetWindowBoundsRect( rcWindowBounds ); } // Enable/disable StickKeys shortcut, ToggleKeys shortcut, FilterKeys shortcut, and Windows key // to prevent accidental task switching if( pNewDeviceSettings->pp.Windowed ) DXUTAllowShortcutKeys( GetDXUTState().GetAllowShortcutKeysWhenWindowed() ); else DXUTAllowShortcutKeys( GetDXUTState().GetAllowShortcutKeysWhenFullscreen() ); // If AdapterOrdinal and DeviceType are the same, we can just do a Reset(). // If they've changed, we need to do a complete device tear down/rebuild. // Also only allow a reset if pd3dDevice is the same as the current device if( !bForceRecreate && (pd3dDeviceFromApp == NULL || pd3dDeviceFromApp == DXUTGetD3DDevice()) && pOldDeviceSettings && pOldDeviceSettings->AdapterOrdinal == pNewDeviceSettings->AdapterOrdinal && pOldDeviceSettings->DeviceType == pNewDeviceSettings->DeviceType && pOldDeviceSettings->BehaviorFlags == pNewDeviceSettings->BehaviorFlags ) { // Reset the Direct3D device hr = DXUTReset3DEnvironment(); if( FAILED(hr) ) { if( D3DERR_DEVICELOST == hr ) { // The device is lost, so wait until it can be reset SAFE_DELETE( pOldDeviceSettings ); DXUTPause( false, false ); GetDXUTState().SetDeviceLost( true ); return S_OK; } else if( DXUTERR_RESETTINGDEVICEOBJECTS == hr || DXUTERR_MEDIANOTFOUND == hr ) { SAFE_DELETE( pOldDeviceSettings ); DXUTDisplayErrorMessage( hr ); DXUTShutdown(); return hr; } else // DXUTERR_RESETTINGDEVICE { // Reset failed, but the device wasn't lost so something bad happened, // so recreate the device to try to recover GetDXUTState().SetCurrentDeviceSettings( pOldDeviceSettings ); if( FAILED( DXUTChangeDevice( pNewDeviceSettings, pd3dDeviceFromApp, true ) ) ) { SAFE_DELETE( pOldDeviceSettings ); DXUTShutdown(); return DXUTERR_CREATINGDEVICE; } else { SAFE_DELETE( pOldDeviceSettings ); return S_OK; } } } } else { // Recreate the Direct3D device if( pOldDeviceSettings ) { // The adapter and device type don't match so // cleanup and create the 3D device again DXUTCleanup3DEnvironment( false ); } IDirect3DDevice9* pd3dDevice = NULL; // Only create a Direct3D device if one hasn't been supplied by the app if( pd3dDeviceFromApp == NULL ) { if( NULL == pOldDeviceSettings && pNewDeviceSettings->DeviceType == D3DDEVTYPE_REF && !GetDXUTState().GetOverrideForceREF() ) { DXUTDisplayErrorMessage( DXUTERR_SWITCHEDTOREF ); } // Try to create the device with the chosen settings IDirect3D9* pD3D = DXUTGetD3DObject(); hr = pD3D->CreateDevice( pNewDeviceSettings->AdapterOrdinal, pNewDeviceSettings->DeviceType, DXUTGetHWNDFocus(), pNewDeviceSettings->BehaviorFlags, &pNewDeviceSettings->pp, &pd3dDevice ); if( FAILED(hr) ) { DXUTPause( false, false ); DXUTDisplayErrorMessage( DXUTERR_CREATINGDEVICE ); return DXUT_ERR( L"CreateDevice", hr ); } } else { pd3dDeviceFromApp->AddRef(); pd3dDevice = pd3dDeviceFromApp; } GetDXUTState().SetD3DDevice( pd3dDevice ); // Now that the device is created, update the window and misc settings and // call the app's DeviceCreated and DeviceReset callbacks. hr = DXUTInitialize3DEnvironment(); if( FAILED(hr) ) { DXUTDisplayErrorMessage( hr ); DXUTPause( false, false ); return hr; } // Update the device stats text CD3DEnumeration* pd3dEnum = DXUTPrepareEnumerationObject(); CD3DEnumAdapterInfo* pAdapterInfo = pd3dEnum->GetAdapterInfo( pNewDeviceSettings->AdapterOrdinal ); DXUTUpdateDeviceStats( pNewDeviceSettings->DeviceType, pNewDeviceSettings->BehaviorFlags, &pAdapterInfo->AdapterIdentifier ); } SAFE_DELETE( pOldDeviceSettings ); IDirect3D9* pD3D = DXUTGetD3DObject(); HMONITOR hAdapterMonitor = pD3D->GetAdapterMonitor( pNewDeviceSettings->AdapterOrdinal ); GetDXUTState().SetAdapterMonitor( hAdapterMonitor ); // When moving from full screen to windowed mode, it is important to // adjust the window size after resetting the device rather than // beforehand to ensure that you get the window size you want. For // example, when switching from 640x480 full screen to windowed with // a 1000x600 window on a 1024x768 desktop, it is impossible to set // the window size to 1000x600 until after the display mode has // changed to 1024x768, because windows cannot be larger than the // desktop. if( pNewDeviceSettings->pp.Windowed ) { RECT rcWindowBounds = GetDXUTState().GetWindowBoundsRect(); // Resize the window POINT ptClient = { rcWindowBounds.left, rcWindowBounds.top }; ScreenToClient( GetParent( DXUTGetHWNDDeviceWindowed() ), &ptClient ); WINDOWPLACEMENT wp; ZeroMemory( &wp, sizeof(WINDOWPLACEMENT) ); wp.length = sizeof(WINDOWPLACEMENT); GetWindowPlacement( DXUTGetHWNDDeviceWindowed(), &wp ); if( wp.showCmd != SW_MAXIMIZE && wp.showCmd != SW_SHOWMAXIMIZED ) { SetWindowPos( DXUTGetHWND(), HWND_NOTOPMOST, ptClient.x, ptClient.y, ( rcWindowBounds.right - rcWindowBounds.left ), ( rcWindowBounds.bottom - rcWindowBounds.top ), 0 ); } // Update the cache of the window style GetDXUTState().SetWinStyle( GetDXUTState().GetWinStyle() | WS_VISIBLE ); // Check to see if the window changed monitors MONITORINFO miAdapter; miAdapter.cbSize = sizeof(MONITORINFO); GetMonitorInfo( hAdapterMonitor, &miAdapter ); int nMonitorWidth = miAdapter.rcWork.right - miAdapter.rcWork.left; int nMonitorHeight = miAdapter.rcWork.bottom - miAdapter.rcWork.top; HMONITOR hWindowMonitor = MonitorFromWindow( DXUTGetHWND(), MONITOR_DEFAULTTOPRIMARY ); MONITORINFO miWindow; miWindow.cbSize = sizeof(MONITORINFO); GetMonitorInfo( hWindowMonitor, &miWindow ); // Dragging the window does not cause a monitor change here, // but changing the adapter does bool bMonitorChanged = ( hAdapterMonitor != hWindowMonitor ); rcWindowBounds = GetDXUTState().GetWindowBoundsRect(); int nWindowOffsetX = rcWindowBounds.left - miWindow.rcMonitor.left; int nWindowOffsetY = rcWindowBounds.top - miWindow.rcMonitor.top; int nWindowWidth = rcWindowBounds.right - rcWindowBounds.left; int nWindowHeight = rcWindowBounds.bottom - rcWindowBounds.top; if( GetDXUTState().GetWindowCreatedWithDefaultPositions() ) { // Since the window was created with a default window position // center it in the work area if its outside the monitor's work area // Only do this the first time. GetDXUTState().SetWindowCreatedWithDefaultPositions( false ); // Center window if the bottom or right of the window is outside the monitor's work area if( miAdapter.rcWork.left + nWindowOffsetX + nWindowWidth > miAdapter.rcWork.right ) nWindowOffsetX = (nMonitorWidth - nWindowWidth) / 2; if( miAdapter.rcWork.top + nWindowOffsetY + nWindowHeight > miAdapter.rcWork.bottom ) nWindowOffsetY = (nMonitorHeight - nWindowHeight) / 2; } if( bMonitorChanged ) { // Make sure that when changing between monitors of different resolutions, the window isn't // positioned outside the monitor's client rect if( nWindowOffsetX + nWindowWidth > nMonitorWidth ) nWindowOffsetX = nMonitorWidth - nWindowWidth; if( nWindowOffsetY + nWindowHeight > nMonitorHeight ) nWindowOffsetY = nMonitorHeight - nWindowHeight; } // Move & show the window ptClient.x = miAdapter.rcMonitor.left + nWindowOffsetX; ptClient.y = miAdapter.rcMonitor.top + nWindowOffsetY; ScreenToClient( GetParent( DXUTGetHWND() ), &ptClient ); SetWindowPos( DXUTGetHWND(), HWND_NOTOPMOST, ptClient.x, ptClient.y, 0, 0, SWP_NOSIZE|SWP_SHOWWINDOW ); // Save the window position & size RECT rcWindowClient; GetClientRect( DXUTGetHWNDDeviceWindowed(), &rcWindowClient ); GetDXUTState().SetWindowClientRect( rcWindowClient ); GetWindowRect( DXUTGetHWNDDeviceWindowed(), &rcWindowBounds ); GetDXUTState().SetWindowBoundsRect( rcWindowBounds ); } else { RECT rcWindowClient; SetRect( &rcWindowClient, 0, 0, pNewDeviceSettings->pp.BackBufferWidth,pNewDeviceSettings->pp.BackBufferHeight ); GetDXUTState().SetFullScreenClientRect( rcWindowClient ); } GetDXUTState().SetIgnoreSizeChange( false ); DXUTPause( false, false ); GetDXUTState().SetDeviceCreated( true ); return S_OK; } //-------------------------------------------------------------------------------------- // Low level keyboard hook to disable Windows key to prevent accidental task switching. //-------------------------------------------------------------------------------------- LRESULT CALLBACK LowLevelKeyboardProc( int nCode, WPARAM wParam, LPARAM lParam ) { if (nCode < 0 || nCode != HC_ACTION) // do not process message return CallNextHookEx( GetDXUTState().GetKeyboardHook(), nCode, wParam, lParam); bool bEatKeystroke = false; KBDLLHOOKSTRUCT* p = (KBDLLHOOKSTRUCT*)lParam; switch (wParam) { case WM_KEYDOWN: case WM_KEYUP: { bEatKeystroke = ( !GetDXUTState().GetAllowShortcutKeys() && (p->vkCode == VK_LWIN || p->vkCode == VK_RWIN) ); break; } } if( bEatKeystroke ) return 1; else return CallNextHookEx( GetDXUTState().GetKeyboardHook(), nCode, wParam, lParam ); } //-------------------------------------------------------------------------------------- // Controls how DXUT behaves when fullscreen and windowed mode with regard to // shortcut keys (Windows keys, StickyKeys shortcut, ToggleKeys shortcut, FilterKeys shortcut) //-------------------------------------------------------------------------------------- void DXUTSetShortcutKeySettings( bool bAllowWhenFullscreen, bool bAllowWhenWindowed ) { GetDXUTState().SetAllowShortcutKeysWhenWindowed( bAllowWhenWindowed ); GetDXUTState().SetAllowShortcutKeysWhenFullscreen( bAllowWhenFullscreen ); // DXUTInit() records initial accessibility states so don't change them until then if( GetDXUTState().GetDXUTInited() ) { if( DXUTIsWindowed() ) DXUTAllowShortcutKeys( GetDXUTState().GetAllowShortcutKeysWhenWindowed() ); else DXUTAllowShortcutKeys( GetDXUTState().GetAllowShortcutKeysWhenFullscreen() ); } } //-------------------------------------------------------------------------------------- // Enables/disables Windows keys, and disables or restores the StickyKeys/ToggleKeys/FilterKeys // shortcut to help prevent accidental task switching //-------------------------------------------------------------------------------------- void DXUTAllowShortcutKeys( bool bAllowKeys ) { GetDXUTState().SetAllowShortcutKeys( bAllowKeys ); if( bAllowKeys ) { // Restore StickyKeys/etc to original state and enable Windows key STICKYKEYS sk = GetDXUTState().GetStartupStickyKeys(); TOGGLEKEYS tk = GetDXUTState().GetStartupToggleKeys(); FILTERKEYS fk = GetDXUTState().GetStartupFilterKeys(); SystemParametersInfo(SPI_SETSTICKYKEYS, sizeof(STICKYKEYS), &sk, 0); SystemParametersInfo(SPI_SETTOGGLEKEYS, sizeof(TOGGLEKEYS), &tk, 0); SystemParametersInfo(SPI_SETFILTERKEYS, sizeof(FILTERKEYS), &fk, 0); } else { // Set low level keyboard hook if haven't already if( GetDXUTState().GetKeyboardHook() == NULL ) { // Set the low-level hook procedure. Only works on Windows 2000 and above OSVERSIONINFO OSVersionInfo; OSVersionInfo.dwOSVersionInfoSize = sizeof(OSVersionInfo); GetVersionEx(&OSVersionInfo); if( OSVersionInfo.dwPlatformId == VER_PLATFORM_WIN32_NT && OSVersionInfo.dwMajorVersion > 4 ) { HHOOK hKeyboardHook = SetWindowsHookEx( WH_KEYBOARD_LL, LowLevelKeyboardProc, GetModuleHandle(NULL), 0 ); GetDXUTState().SetKeyboardHook( hKeyboardHook ); } } // Disable StickyKeys/etc shortcuts but if the accessibility feature is on, // then leave the settings alone as its probably being usefully used STICKYKEYS skOff = GetDXUTState().GetStartupStickyKeys(); if( (skOff.dwFlags & SKF_STICKYKEYSON) == 0 ) { // Disable the hotkey and the confirmation skOff.dwFlags &= ~SKF_HOTKEYACTIVE; skOff.dwFlags &= ~SKF_CONFIRMHOTKEY; SystemParametersInfo(SPI_SETSTICKYKEYS, sizeof(STICKYKEYS), &skOff, 0); } TOGGLEKEYS tkOff = GetDXUTState().GetStartupToggleKeys(); if( (tkOff.dwFlags & TKF_TOGGLEKEYSON) == 0 ) { // Disable the hotkey and the confirmation tkOff.dwFlags &= ~TKF_HOTKEYACTIVE; tkOff.dwFlags &= ~TKF_CONFIRMHOTKEY; SystemParametersInfo(SPI_SETTOGGLEKEYS, sizeof(TOGGLEKEYS), &tkOff, 0); } FILTERKEYS fkOff = GetDXUTState().GetStartupFilterKeys(); if( (fkOff.dwFlags & FKF_FILTERKEYSON) == 0 ) { // Disable the hotkey and the confirmation fkOff.dwFlags &= ~FKF_HOTKEYACTIVE; fkOff.dwFlags &= ~FKF_CONFIRMHOTKEY; SystemParametersInfo(SPI_SETFILTERKEYS, sizeof(FILTERKEYS), &fkOff, 0); } } } //-------------------------------------------------------------------------------------- // Updates the device settings struct based on the cmd line args. //-------------------------------------------------------------------------------------- void DXUTUpdateDeviceSettingsWithOverrides( DXUTDeviceSettings* pDeviceSettings ) { if( GetDXUTState().GetOverrideAdapterOrdinal() != -1 ) pDeviceSettings->AdapterOrdinal = GetDXUTState().GetOverrideAdapterOrdinal(); if( GetDXUTState().GetOverrideFullScreen() ) pDeviceSettings->pp.Windowed = false; if( GetDXUTState().GetOverrideWindowed() ) pDeviceSettings->pp.Windowed = true; if( GetDXUTState().GetOverrideForceREF() ) pDeviceSettings->DeviceType = D3DDEVTYPE_REF; else if( GetDXUTState().GetOverrideForceHAL() ) pDeviceSettings->DeviceType = D3DDEVTYPE_HAL; if( GetDXUTState().GetOverrideWidth() != 0 ) pDeviceSettings->pp.BackBufferWidth = GetDXUTState().GetOverrideWidth(); if( GetDXUTState().GetOverrideHeight() != 0 ) pDeviceSettings->pp.BackBufferHeight = GetDXUTState().GetOverrideHeight(); if( GetDXUTState().GetOverrideForcePureHWVP() ) { pDeviceSettings->BehaviorFlags &= ~D3DCREATE_SOFTWARE_VERTEXPROCESSING; pDeviceSettings->BehaviorFlags |= D3DCREATE_HARDWARE_VERTEXPROCESSING; pDeviceSettings->BehaviorFlags |= D3DCREATE_PUREDEVICE; } else if( GetDXUTState().GetOverrideForceHWVP() ) { pDeviceSettings->BehaviorFlags &= ~D3DCREATE_SOFTWARE_VERTEXPROCESSING; pDeviceSettings->BehaviorFlags &= ~D3DCREATE_PUREDEVICE; pDeviceSettings->BehaviorFlags |= D3DCREATE_HARDWARE_VERTEXPROCESSING; } else if( GetDXUTState().GetOverrideForceSWVP() ) { pDeviceSettings->BehaviorFlags &= ~D3DCREATE_HARDWARE_VERTEXPROCESSING; pDeviceSettings->BehaviorFlags &= ~D3DCREATE_PUREDEVICE; pDeviceSettings->BehaviorFlags |= D3DCREATE_SOFTWARE_VERTEXPROCESSING; } } //-------------------------------------------------------------------------------------- // Initializes the 3D environment by: // - Adjusts the window size, style, and menu // - Stores the back buffer description // - Sets up the full screen Direct3D cursor if requested // - Calls the device created callback // - Calls the device reset callback // - If both callbacks succeed it unpauses the app //-------------------------------------------------------------------------------------- HRESULT DXUTInitialize3DEnvironment() { HRESULT hr = S_OK; IDirect3DDevice9* pd3dDevice = DXUTGetD3DDevice(); assert( pd3dDevice != NULL ); GetDXUTState().SetDeviceObjectsCreated( false ); GetDXUTState().SetDeviceObjectsReset( false ); // Prepare the window for a possible change between windowed mode // and full screen mode by adjusting the window style and its menu. DXUTAdjustWindowStyle( DXUTGetHWND(), DXUTIsWindowed() ); // Prepare the device with cursor info and // store backbuffer desc and caps from the device DXUTPrepareDevice( pd3dDevice ); // If the settings dialog exists, then call OnCreatedDevice() & OnResetDevice() on it. CD3DSettingsDlg* pD3DSettingsDlg = GetDXUTState().GetD3DSettingsDlg(); if( pD3DSettingsDlg ) { hr = pD3DSettingsDlg->OnCreateDevice( pd3dDevice ); if( FAILED(hr) ) return DXUT_ERR( L"OnCreateDevice", DXUTERR_CREATINGDEVICEOBJECTS ); hr = pD3DSettingsDlg->OnResetDevice(); if( FAILED(hr) ) return DXUT_ERR( L"OnCreateDevice", DXUTERR_CREATINGDEVICEOBJECTS ); } // Call the GUI resource device created function hr = DXUTGetGlobalDialogResourceManager()->OnCreateDevice( pd3dDevice ); if( FAILED(hr) ) { if( hr == DXUTERR_MEDIANOTFOUND ) return DXUT_ERR( L"OnCreateDevice", DXUTERR_MEDIANOTFOUND ); else return DXUT_ERR( L"OnCreateDevice", DXUTERR_CREATINGDEVICEOBJECTS ); } // Call the resource cache created function hr = DXUTGetGlobalResourceCache().OnCreateDevice( pd3dDevice ); if( FAILED(hr) ) { if( hr == DXUTERR_MEDIANOTFOUND ) return DXUT_ERR( L"OnCreateDevice", DXUTERR_MEDIANOTFOUND ); else return DXUT_ERR( L"OnCreateDevice", DXUTERR_CREATINGDEVICEOBJECTS ); } // Call the app's device created callback if set const D3DSURFACE_DESC* pbackBufferSurfaceDesc = DXUTGetBackBufferSurfaceDesc(); GetDXUTState().SetInsideDeviceCallback( true ); LPDXUTCALLBACKDEVICECREATED pCallbackDeviceCreated = GetDXUTState().GetDeviceCreatedFunc(); hr = S_OK; if( pCallbackDeviceCreated != NULL ) hr = pCallbackDeviceCreated( pd3dDevice, pbackBufferSurfaceDesc ); GetDXUTState().SetInsideDeviceCallback( false ); if( FAILED(hr) ) { // Cleanup upon failure DXUTCleanup3DEnvironment(); DXUT_ERR( L"DeviceCreated callback", hr ); if( hr == DXUTERR_MEDIANOTFOUND ) return DXUT_ERR( L"DeviceCreatedCallback", DXUTERR_MEDIANOTFOUND ); else return DXUT_ERR( L"DeviceCreatedCallback", DXUTERR_CREATINGDEVICEOBJECTS ); } else { // Call the GUI resource device reset function hr = DXUTGetGlobalDialogResourceManager()->OnResetDevice(); if( FAILED(hr) ) return DXUT_ERR( L"OnResetDevice", DXUTERR_RESETTINGDEVICEOBJECTS ); // Call the resource cache device reset function hr = DXUTGetGlobalResourceCache().OnResetDevice( pd3dDevice ); if( FAILED(hr) ) return DXUT_ERR( L"OnResetDevice", DXUTERR_RESETTINGDEVICEOBJECTS ); // Call the app's device reset callback if set GetDXUTState().SetDeviceObjectsCreated( true ); GetDXUTState().SetInsideDeviceCallback( true ); LPDXUTCALLBACKDEVICERESET pCallbackDeviceReset = GetDXUTState().GetDeviceResetFunc(); hr = S_OK; if( pCallbackDeviceReset != NULL ) hr = pCallbackDeviceReset( pd3dDevice, pbackBufferSurfaceDesc ); GetDXUTState().SetInsideDeviceCallback( false ); if( FAILED(hr) ) { DXUT_ERR( L"DeviceReset callback", hr ); if( hr == DXUTERR_MEDIANOTFOUND ) return DXUTERR_MEDIANOTFOUND; else return DXUTERR_RESETTINGDEVICEOBJECTS; } else { GetDXUTState().SetDeviceObjectsReset( true ); return S_OK; } } } //-------------------------------------------------------------------------------------- // Resets the 3D environment by: // - Calls the device lost callback // - Resets the device // - Stores the back buffer description // - Sets up the full screen Direct3D cursor if requested // - Calls the device reset callback //-------------------------------------------------------------------------------------- HRESULT DXUTReset3DEnvironment() { HRESULT hr; IDirect3DDevice9* pd3dDevice = DXUTGetD3DDevice(); assert( pd3dDevice != NULL ); CD3DSettingsDlg* pD3DSettingsDlg = GetDXUTState().GetD3DSettingsDlg(); if( pD3DSettingsDlg ) pD3DSettingsDlg->OnLostDevice(); // Release all vidmem objects if( GetDXUTState().GetDeviceObjectsReset() ) { GetDXUTState().SetInsideDeviceCallback( true ); DXUTGetGlobalDialogResourceManager()->OnLostDevice(); DXUTGetGlobalResourceCache().OnLostDevice(); LPDXUTCALLBACKDEVICELOST pCallbackDeviceLost = GetDXUTState().GetDeviceLostFunc(); if( pCallbackDeviceLost != NULL ) pCallbackDeviceLost(); GetDXUTState().SetDeviceObjectsReset( false ); GetDXUTState().SetInsideDeviceCallback( false ); } // Prepare the window for a possible change between windowed mode // and full screen mode by adjusting the window style and its menu. DXUTAdjustWindowStyle( DXUTGetHWND(), DXUTIsWindowed() ); // Reset the device DXUTDeviceSettings* pDeviceSettings = GetDXUTState().GetCurrentDeviceSettings(); hr = pd3dDevice->Reset( &pDeviceSettings->pp ); if( FAILED(hr) ) { if( hr == D3DERR_DEVICELOST ) return D3DERR_DEVICELOST; // Reset could legitimately fail if the device is lost else return DXUT_ERR( L"Reset", DXUTERR_RESETTINGDEVICE ); } // Prepare the device with cursor info and // store backbuffer desc and caps from the device DXUTPrepareDevice( pd3dDevice ); // If the settings dialog exists call its OnResetDevice() if( pD3DSettingsDlg ) { hr = pD3DSettingsDlg->OnResetDevice(); if( FAILED(hr) ) return DXUT_ERR( L"OnResetDevice", DXUTERR_RESETTINGDEVICEOBJECTS ); } hr = DXUTGetGlobalDialogResourceManager()->OnResetDevice(); if( FAILED(hr) ) return DXUT_ERR( L"OnResetDevice", DXUTERR_RESETTINGDEVICEOBJECTS ); hr = DXUTGetGlobalResourceCache().OnResetDevice( pd3dDevice ); if( FAILED(hr) ) return DXUT_ERR( L"OnResetDevice", DXUTERR_RESETTINGDEVICEOBJECTS ); // Initialize the app's device-dependent objects GetDXUTState().SetInsideDeviceCallback( true ); const D3DSURFACE_DESC* pbackBufferSurfaceDesc = DXUTGetBackBufferSurfaceDesc(); LPDXUTCALLBACKDEVICERESET pCallbackDeviceReset = GetDXUTState().GetDeviceResetFunc(); hr = S_OK; if( pCallbackDeviceReset != NULL ) hr = pCallbackDeviceReset( pd3dDevice, pbackBufferSurfaceDesc ); GetDXUTState().SetInsideDeviceCallback( false ); if( FAILED(hr) ) { DXUT_ERR( L"DeviceResetCallback", hr ); if( hr != DXUTERR_MEDIANOTFOUND ) hr = DXUTERR_RESETTINGDEVICEOBJECTS; DXUTGetGlobalDialogResourceManager()->OnLostDevice(); DXUTGetGlobalResourceCache().OnLostDevice(); LPDXUTCALLBACKDEVICELOST pCallbackDeviceLost = GetDXUTState().GetDeviceLostFunc(); if( pCallbackDeviceLost != NULL ) pCallbackDeviceLost(); } else { // Success GetDXUTState().SetDeviceObjectsReset( true ); } return hr; } //-------------------------------------------------------------------------------------- // Prepares a new or resetting device by with cursor info and // store backbuffer desc and caps from the device //-------------------------------------------------------------------------------------- void DXUTPrepareDevice( IDirect3DDevice9* pd3dDevice ) { HRESULT hr; // Update the device stats text DXUTUpdateStaticFrameStats(); // Store render target surface desc IDirect3DSurface9* pBackBuffer; hr = pd3dDevice->GetBackBuffer( 0, 0, D3DBACKBUFFER_TYPE_MONO, &pBackBuffer ); D3DSURFACE_DESC* pbackBufferSurfaceDesc = GetDXUTState().GetBackBufferSurfaceDesc(); ZeroMemory( pbackBufferSurfaceDesc, sizeof(D3DSURFACE_DESC) ); if( SUCCEEDED(hr) ) { pBackBuffer->GetDesc( pbackBufferSurfaceDesc ); SAFE_RELEASE( pBackBuffer ); } // Update GetDXUTState()'s copy of D3D caps D3DCAPS9* pd3dCaps = GetDXUTState().GetCaps(); pd3dDevice->GetDeviceCaps( pd3dCaps ); // Set up the full screen cursor if( GetDXUTState().GetShowCursorWhenFullScreen() && !DXUTIsWindowed() ) { HCURSOR hCursor; #ifdef _WIN64 hCursor = (HCURSOR)GetClassLongPtr( DXUTGetHWND(), GCLP_HCURSOR ); #else hCursor = (HCURSOR)ULongToHandle( GetClassLong( DXUTGetHWND(), GCL_HCURSOR ) ); #endif DXUTSetDeviceCursor( pd3dDevice, hCursor, false ); pd3dDevice->ShowCursor( true ); } // Confine cursor to full screen window if( GetDXUTState().GetClipCursorWhenFullScreen() ) { if( !DXUTIsWindowed() ) { RECT rcWindow; GetWindowRect( DXUTGetHWND(), &rcWindow ); ClipCursor( &rcWindow ); } else { ClipCursor( NULL ); } } } //-------------------------------------------------------------------------------------- // Pauses time or rendering. Keeps a ref count so pausing can be layered //-------------------------------------------------------------------------------------- void DXUTPause( bool bPauseTime, bool bPauseRendering ) { int nPauseTimeCount = GetDXUTState().GetPauseTimeCount(); nPauseTimeCount += ( bPauseTime ? +1 : -1 ); if( nPauseTimeCount < 0 ) nPauseTimeCount = 0; GetDXUTState().SetPauseTimeCount( nPauseTimeCount ); int nPauseRenderingCount = GetDXUTState().GetPauseRenderingCount(); nPauseRenderingCount += ( bPauseRendering ? +1 : -1 ); if( nPauseRenderingCount < 0 ) nPauseRenderingCount = 0; GetDXUTState().SetPauseRenderingCount( nPauseRenderingCount ); if( nPauseTimeCount > 0 ) { // Stop the scene from animating DXUTGetGlobalTimer()->Stop(); } else { // Restart the timer DXUTGetGlobalTimer()->Start(); } GetDXUTState().SetRenderingPaused( nPauseRenderingCount > 0 ); GetDXUTState().SetTimePaused( nPauseTimeCount > 0 ); } //-------------------------------------------------------------------------------------- // Checks if the window client rect has changed and if it has, then reset the device //-------------------------------------------------------------------------------------- void DXUTHandlePossibleSizeChange() { if( !GetDXUTState().GetDeviceCreated() || GetDXUTState().GetIgnoreSizeChange() ) return; DXUTDeviceSettings* pDeviceSettings = GetDXUTState().GetCurrentDeviceSettings(); if( false == pDeviceSettings->pp.Windowed ) return; HRESULT hr = S_OK; RECT rcClientOld = GetDXUTState().GetWindowClientRect(); // Update window properties RECT rcWindowClient; GetClientRect( DXUTGetHWNDDeviceWindowed(), &rcWindowClient ); GetDXUTState().SetWindowClientRect( rcWindowClient ); RECT rcWindowBounds; GetWindowRect( DXUTGetHWNDDeviceWindowed(), &rcWindowBounds ); GetDXUTState().SetWindowBoundsRect( rcWindowBounds ); // Check if the window client rect has changed if( rcClientOld.right - rcClientOld.left != rcWindowClient.right - rcWindowClient.left || rcClientOld.bottom - rcClientOld.top != rcWindowClient.bottom - rcWindowClient.top ) { // A new window size will require a new backbuffer // size, so the 3D structures must be changed accordingly. DXUTPause( true, true ); pDeviceSettings = GetDXUTState().GetCurrentDeviceSettings(); pDeviceSettings->pp.BackBufferWidth = rcWindowClient.right - rcWindowClient.left; pDeviceSettings->pp.BackBufferHeight = rcWindowClient.bottom - rcWindowClient.top; // Reset the 3D environment IDirect3DDevice9* pd3dDevice = DXUTGetD3DDevice(); if( pd3dDevice ) { if( FAILED( hr = DXUTReset3DEnvironment() ) ) { if( D3DERR_DEVICELOST == hr ) { // The device is lost, so wait until it can be reset GetDXUTState().SetDeviceLost( true ); } else if( DXUTERR_RESETTINGDEVICEOBJECTS == hr || DXUTERR_MEDIANOTFOUND == hr ) { DXUTDisplayErrorMessage( hr ); DXUTShutdown(); return; } else // DXUTERR_RESETTINGDEVICE { // Reset failed, but the device wasn't lost so something bad happened, // so recreate the device to try to recover pDeviceSettings = GetDXUTState().GetCurrentDeviceSettings(); if( FAILED( DXUTChangeDevice( pDeviceSettings, NULL, true ) ) ) { DXUTShutdown(); return; } } } } DXUTPause( false, false ); } DXUTCheckForWindowMonitorChange(); } //-------------------------------------------------------------------------------------- // Prepare the window for a possible change between windowed mode and full screen mode // by adjusting the window style and its menu. //-------------------------------------------------------------------------------------- void DXUTAdjustWindowStyle( HWND hWnd, bool bWindowed ) { if( bWindowed ) { // If different device windows are used for windowed mode and fullscreen mode, // hide the fullscreen window so that it doesn't obscure the screen. if( GetDXUTState().GetHWNDDeviceFullScreen() != GetDXUTState().GetHWNDDeviceWindowed() ) { ::ShowWindow( GetDXUTState().GetHWNDDeviceFullScreen(), SW_HIDE ); } // Set windowed-mode style SetWindowLong( hWnd, GWL_STYLE, GetDXUTState().GetWinStyle() ); if( GetDXUTState().GetMenu() != NULL ) { SetMenu( hWnd, GetDXUTState().GetMenu() ); } } else { // If different device windows are used for windowed mode and fullscreen mode, // restore and show the fullscreen device window. if( GetDXUTState().GetHWNDDeviceFullScreen() != GetDXUTState().GetHWNDDeviceWindowed() ) { if( ::IsIconic( GetDXUTState().GetHWNDDeviceFullScreen() ) ) ::ShowWindow( GetDXUTState().GetHWNDDeviceFullScreen(), SW_RESTORE ); ::ShowWindow( GetDXUTState().GetHWNDDeviceFullScreen(), SW_SHOW ); } // Set full screen mode style SetWindowLong( hWnd, GWL_STYLE, WS_POPUP|WS_SYSMENU|WS_VISIBLE ); if( GetDXUTState().GetMenu() ) { HMENU hMenu = GetMenu( hWnd ); GetDXUTState().SetMenu( hMenu ); SetMenu( hWnd, NULL ); } } } //-------------------------------------------------------------------------------------- // Handles app's message loop and rendering when idle. If DXUTCreateDevice*() or DXUTSetDevice() // has not already been called, it will call DXUTCreateWindow() with the default parameters. //-------------------------------------------------------------------------------------- HRESULT DXUTMainLoop( HACCEL hAccel ) { HRESULT hr; // Not allowed to call this from inside the device callbacks or reenter if( GetDXUTState().GetInsideDeviceCallback() || GetDXUTState().GetInsideMainloop() ) { if( GetDXUTState().GetExitCode() == 0 ) GetDXUTState().SetExitCode(1); return DXUT_ERR_MSGBOX( L"DXUTMainLoop", E_FAIL ); } GetDXUTState().SetInsideMainloop( true ); // If DXUTCreateDevice*() or DXUTSetDevice() has not already been called, // then call DXUTCreateDevice() with the default parameters. if( !GetDXUTState().GetDeviceCreated() ) { if( GetDXUTState().GetDeviceCreateCalled() ) { if( GetDXUTState().GetExitCode() == 0 ) GetDXUTState().SetExitCode(1); return E_FAIL; // DXUTCreateDevice() must first succeed for this function to succeed } hr = DXUTCreateDevice(); if( FAILED(hr) ) { if( GetDXUTState().GetExitCode() == 0 ) GetDXUTState().SetExitCode(1); return hr; } } HWND hWnd = DXUTGetHWND(); // DXUTInit() must have been called and succeeded for this function to proceed // DXUTCreateWindow() or DXUTSetWindow() must have been called and succeeded for this function to proceed // DXUTCreateDevice() or DXUTCreateDeviceFromSettings() or DXUTSetDevice() must have been called and succeeded for this function to proceed if( !GetDXUTState().GetDXUTInited() || !GetDXUTState().GetWindowCreated() || !GetDXUTState().GetDeviceCreated() ) { if( GetDXUTState().GetExitCode() == 0 ) GetDXUTState().SetExitCode(1); return DXUT_ERR_MSGBOX( L"DXUTMainLoop", E_FAIL ); } // Now we're ready to receive and process Windows messages. bool bGotMsg; MSG msg; msg.message = WM_NULL; PeekMessage( &msg, NULL, 0U, 0U, PM_NOREMOVE ); while( WM_QUIT != msg.message ) { // Use PeekMessage() so we can use idle time to render the scene. bGotMsg = ( PeekMessage( &msg, NULL, 0U, 0U, PM_REMOVE ) != 0 ); if( bGotMsg ) { // Translate and dispatch the message if( hAccel == NULL || hWnd == NULL || 0 == TranslateAccelerator( hWnd, hAccel, &msg ) ) { TranslateMessage( &msg ); DispatchMessage( &msg ); } } else { // Render a frame during idle time (no messages are waiting) DXUTRender3DEnvironment(); } } // Cleanup the accelerator table if( hAccel != NULL ) DestroyAcceleratorTable( hAccel ); GetDXUTState().SetInsideMainloop( false ); return S_OK; } //-------------------------------------------------------------------------------------- // Render the 3D environment by: // - Checking if the device is lost and trying to reset it if it is // - Get the elapsed time since the last frame // - Calling the app's framemove and render callback // - Calling Present() //-------------------------------------------------------------------------------------- void DXUTRender3DEnvironment() { HRESULT hr; IDirect3DDevice9* pd3dDevice = DXUTGetD3DDevice(); if( NULL == pd3dDevice ) return; if( GetDXUTState().GetDeviceLost() || DXUTIsRenderingPaused() ) { // Window is minimized or paused so yield // CPU time to other processes Sleep( 100 ); } if( !GetDXUTState().GetActive() ) { // Window is not in focus so yield CPU time to other processes Sleep( 20 ); } if( GetDXUTState().GetDeviceLost() && !GetDXUTState().GetRenderingPaused() ) { // Test the cooperative level to see if it's okay to render if( FAILED( hr = pd3dDevice->TestCooperativeLevel() ) ) { if( D3DERR_DEVICELOST == hr ) { // The device has been lost but cannot be reset at this time. // So wait until it can be reset. Sleep( 50 ); return; } // If we are windowed, read the desktop format and // ensure that the Direct3D device is using the same format // since the user could have changed the desktop bitdepth if( DXUTIsWindowed() ) { D3DDISPLAYMODE adapterDesktopDisplayMode; IDirect3D9* pD3D = DXUTGetD3DObject(); DXUTDeviceSettings* pDeviceSettings = GetDXUTState().GetCurrentDeviceSettings(); pD3D->GetAdapterDisplayMode( pDeviceSettings->AdapterOrdinal, &adapterDesktopDisplayMode ); if( pDeviceSettings->AdapterFormat != adapterDesktopDisplayMode.Format ) { DXUTMatchOptions matchOptions; matchOptions.eAdapterOrdinal = DXUTMT_PRESERVE_INPUT; matchOptions.eDeviceType = DXUTMT_PRESERVE_INPUT; matchOptions.eWindowed = DXUTMT_PRESERVE_INPUT; matchOptions.eAdapterFormat = DXUTMT_PRESERVE_INPUT; matchOptions.eVertexProcessing = DXUTMT_CLOSEST_TO_INPUT; matchOptions.eResolution = DXUTMT_CLOSEST_TO_INPUT; matchOptions.eBackBufferFormat = DXUTMT_CLOSEST_TO_INPUT; matchOptions.eBackBufferCount = DXUTMT_CLOSEST_TO_INPUT; matchOptions.eMultiSample = DXUTMT_CLOSEST_TO_INPUT; matchOptions.eSwapEffect = DXUTMT_CLOSEST_TO_INPUT; matchOptions.eDepthFormat = DXUTMT_CLOSEST_TO_INPUT; matchOptions.eStencilFormat = DXUTMT_CLOSEST_TO_INPUT; matchOptions.ePresentFlags = DXUTMT_CLOSEST_TO_INPUT; matchOptions.eRefreshRate = DXUTMT_CLOSEST_TO_INPUT; matchOptions.ePresentInterval = DXUTMT_CLOSEST_TO_INPUT; DXUTDeviceSettings deviceSettings = DXUTGetDeviceSettings(); deviceSettings.AdapterFormat = adapterDesktopDisplayMode.Format; hr = DXUTFindValidDeviceSettings( &deviceSettings, &deviceSettings, &matchOptions ); if( FAILED(hr) ) // the call will fail if no valid devices were found { DXUTDisplayErrorMessage( DXUTERR_NOCOMPATIBLEDEVICES ); DXUTShutdown(); } // Change to a Direct3D device created from the new device settings. // If there is an existing device, then either reset or recreate the scene hr = DXUTChangeDevice( &deviceSettings, NULL, false ); if( FAILED(hr) ) { DXUTShutdown(); } return; } } // Try to reset the device if( FAILED( hr = DXUTReset3DEnvironment() ) ) { if( D3DERR_DEVICELOST == hr ) { // The device was lost again, so continue waiting until it can be reset. Sleep( 50 ); return; } else if( DXUTERR_RESETTINGDEVICEOBJECTS == hr || DXUTERR_MEDIANOTFOUND == hr ) { DXUTDisplayErrorMessage( hr ); DXUTShutdown(); return; } else { // Reset failed, but the device wasn't lost so something bad happened, // so recreate the device to try to recover DXUTDeviceSettings* pDeviceSettings = GetDXUTState().GetCurrentDeviceSettings(); if( FAILED( DXUTChangeDevice( pDeviceSettings, NULL, true ) ) ) { DXUTShutdown(); return; } } } } GetDXUTState().SetDeviceLost( false ); } // Get the app's time, in seconds. Skip rendering if no time elapsed double fTime = DXUTGetGlobalTimer()->GetTime(); float fElapsedTime = (float) DXUTGetGlobalTimer()->GetElapsedTime(); // Store the time for the app if( GetDXUTState().GetConstantFrameTime() ) { fElapsedTime = GetDXUTState().GetTimePerFrame(); fTime = DXUTGetTime() + fElapsedTime; } GetDXUTState().SetTime( fTime ); GetDXUTState().SetElapsedTime( fElapsedTime ); // Update the FPS stats DXUTUpdateFrameStats(); // If the settings dialog exists and is being shown, then // render it instead of rendering the app's scene CD3DSettingsDlg* pD3DSettingsDlg = GetDXUTState().GetD3DSettingsDlg(); if( pD3DSettingsDlg && DXUTGetShowSettingsDialog() ) { if( !GetDXUTState().GetRenderingPaused() ) { // Clear the render target and the zbuffer pd3dDevice->Clear(0, NULL, D3DCLEAR_TARGET, 0x00003F3F, 1.0f, 0); // Render the scene if( SUCCEEDED( pd3dDevice->BeginScene() ) ) { pD3DSettingsDlg->OnRender( fElapsedTime ); pd3dDevice->EndScene(); } } } else { DXUTHandleTimers(); // Animate the scene by calling the app's frame move callback LPDXUTCALLBACKFRAMEMOVE pCallbackFrameMove = GetDXUTState().GetFrameMoveFunc(); if( pCallbackFrameMove != NULL ) { pCallbackFrameMove( pd3dDevice, fTime, fElapsedTime ); pd3dDevice = DXUTGetD3DDevice(); if( NULL == pd3dDevice ) return; } if( !GetDXUTState().GetRenderingPaused() ) { // Render the scene by calling the app's render callback LPDXUTCALLBACKFRAMERENDER pCallbackFrameRender = GetDXUTState().GetFrameRenderFunc(); if( pCallbackFrameRender != NULL ) { pCallbackFrameRender( pd3dDevice, fTime, fElapsedTime ); pd3dDevice = DXUTGetD3DDevice(); if( NULL == pd3dDevice ) return; } } } if( !GetDXUTState().GetRenderingPaused() ) { // Show the frame on the primary surface. hr = pd3dDevice->Present( NULL, NULL, NULL, NULL ); if( FAILED(hr) ) { if( D3DERR_DEVICELOST == hr ) { GetDXUTState().SetDeviceLost( true ); } else if( D3DERR_DRIVERINTERNALERROR == hr ) { // When D3DERR_DRIVERINTERNALERROR is returned from Present(), // the application can do one of the following: // // - End, with the pop-up window saying that the application cannot continue // because of problems in the display adapter and that the user should // contact the adapter manufacturer. // // - Attempt to restart by calling IDirect3DDevice9::Reset, which is essentially the same // path as recovering from a lost device. If IDirect3DDevice9::Reset fails with // D3DERR_DRIVERINTERNALERROR, the application should end immediately with the message // that the user should contact the adapter manufacturer. // // The framework attempts the path of resetting the device // GetDXUTState().SetDeviceLost( true ); } } } // Update current frame # int nFrame = GetDXUTState().GetCurrentFrameNumber(); nFrame++; GetDXUTState().SetCurrentFrameNumber( nFrame ); // Check to see if the app should shutdown due to cmdline if( GetDXUTState().GetOverrideQuitAfterFrame() != 0 ) { if( nFrame > GetDXUTState().GetOverrideQuitAfterFrame() ) DXUTShutdown(); } return; } //-------------------------------------------------------------------------------------- // Updates the string which describes the device //-------------------------------------------------------------------------------------- void DXUTUpdateDeviceStats( D3DDEVTYPE DeviceType, DWORD BehaviorFlags, D3DADAPTER_IDENTIFIER9* pAdapterIdentifier ) { // Store device description WCHAR* pstrDeviceStats = GetDXUTState().GetDeviceStats(); if( DeviceType == D3DDEVTYPE_REF ) StringCchCopy( pstrDeviceStats, 256, L"REF" ); else if( DeviceType == D3DDEVTYPE_HAL ) StringCchCopy( pstrDeviceStats, 256, L"HAL" ); else if( DeviceType == D3DDEVTYPE_SW ) StringCchCopy( pstrDeviceStats, 256, L"SW" ); if( BehaviorFlags & D3DCREATE_HARDWARE_VERTEXPROCESSING && BehaviorFlags & D3DCREATE_PUREDEVICE ) { if( DeviceType == D3DDEVTYPE_HAL ) StringCchCat( pstrDeviceStats, 256, L" (pure hw vp)" ); else StringCchCat( pstrDeviceStats, 256, L" (simulated pure hw vp)" ); } else if( BehaviorFlags & D3DCREATE_HARDWARE_VERTEXPROCESSING ) { if( DeviceType == D3DDEVTYPE_HAL ) StringCchCat( pstrDeviceStats, 256, L" (hw vp)" ); else StringCchCat( pstrDeviceStats, 256, L" (simulated hw vp)" ); } else if( BehaviorFlags & D3DCREATE_MIXED_VERTEXPROCESSING ) { if( DeviceType == D3DDEVTYPE_HAL ) StringCchCat( pstrDeviceStats, 256, L" (mixed vp)" ); else StringCchCat( pstrDeviceStats, 256, L" (simulated mixed vp)" ); } else if( BehaviorFlags & D3DCREATE_SOFTWARE_VERTEXPROCESSING ) { StringCchCat( pstrDeviceStats, 256, L" (sw vp)" ); } if( DeviceType == D3DDEVTYPE_HAL ) { // Be sure not to overflow m_strDeviceStats when appending the adapter // description, since it can be long. Note that the adapter description // is initially CHAR and must be converted to WCHAR. StringCchCat( pstrDeviceStats, 256, L": " ); const int cchDesc = sizeof(pAdapterIdentifier->Description); WCHAR szDescription[cchDesc]; MultiByteToWideChar( CP_ACP, 0, pAdapterIdentifier->Description, -1, szDescription, cchDesc ); szDescription[cchDesc-1] = 0; StringCchCat( pstrDeviceStats, 256, szDescription ); } } //-------------------------------------------------------------------------------------- // Updates the frames/sec stat once per second //-------------------------------------------------------------------------------------- void DXUTUpdateFrameStats() { // Keep track of the frame count double fLastTime = GetDXUTState().GetLastStatsUpdateTime(); DWORD dwFrames = GetDXUTState().GetLastStatsUpdateFrames(); double fTime = DXUTGetGlobalTimer()->GetAbsoluteTime(); dwFrames++; GetDXUTState().SetLastStatsUpdateFrames( dwFrames ); // Update the scene stats once per second if( fTime - fLastTime > 1.0f ) { float fFPS = (float) (dwFrames / (fTime - fLastTime)); GetDXUTState().SetFPS( fFPS ); GetDXUTState().SetLastStatsUpdateTime( fTime ); GetDXUTState().SetLastStatsUpdateFrames( 0 ); WCHAR* pstrFrameStats = GetDXUTState().GetFrameStats(); WCHAR* pstrStaticFrameStats = GetDXUTState().GetStaticFrameStats(); StringCchPrintf( pstrFrameStats, 256, pstrStaticFrameStats, fFPS ); pstrFrameStats[255] = 0; } } //-------------------------------------------------------------------------------------- // Updates the static part of the frame stats so it doesn't have be generated every frame //-------------------------------------------------------------------------------------- void DXUTUpdateStaticFrameStats() { DXUTDeviceSettings* pDeviceSettings = GetDXUTState().GetCurrentDeviceSettings(); if( NULL == pDeviceSettings ) return; CD3DEnumeration* pd3dEnum = DXUTPrepareEnumerationObject(); if( NULL == pd3dEnum ) return; CD3DEnumDeviceSettingsCombo* pDeviceSettingsCombo = pd3dEnum->GetDeviceSettingsCombo( pDeviceSettings->AdapterOrdinal, pDeviceSettings->DeviceType, pDeviceSettings->AdapterFormat, pDeviceSettings->pp.BackBufferFormat, pDeviceSettings->pp.Windowed ); if( NULL == pDeviceSettingsCombo ) return; WCHAR strFmt[100]; D3DPRESENT_PARAMETERS* pPP = &pDeviceSettings->pp; if( pDeviceSettingsCombo->AdapterFormat == pDeviceSettingsCombo->BackBufferFormat ) { StringCchCopy( strFmt, 100, DXUTD3DFormatToString( pDeviceSettingsCombo->AdapterFormat, false ) ); } else { StringCchPrintf( strFmt, 100, L"backbuf %s, adapter %s", DXUTD3DFormatToString( pDeviceSettingsCombo->BackBufferFormat, false ), DXUTD3DFormatToString( pDeviceSettingsCombo->AdapterFormat, false ) ); } WCHAR strDepthFmt[100]; if( pPP->EnableAutoDepthStencil ) { StringCchPrintf( strDepthFmt, 100, L" (%s)", DXUTD3DFormatToString( pPP->AutoDepthStencilFormat, false ) ); } else { // No depth buffer strDepthFmt[0] = 0; } WCHAR strMultiSample[100]; switch( pPP->MultiSampleType ) { case D3DMULTISAMPLE_NONMASKABLE: StringCchCopy( strMultiSample, 100, L" (Nonmaskable Multisample)" ); break; case D3DMULTISAMPLE_NONE: StringCchCopy( strMultiSample, 100, L"" ); break; default: StringCchPrintf( strMultiSample, 100, L" (%dx Multisample)", pPP->MultiSampleType ); break; } WCHAR* pstrStaticFrameStats = GetDXUTState().GetStaticFrameStats(); StringCchPrintf( pstrStaticFrameStats, 256, L"%%.02f fps (%dx%d), %s%s%s", pPP->BackBufferWidth, pPP->BackBufferHeight, strFmt, strDepthFmt, strMultiSample ); } //-------------------------------------------------------------------------------------- // Handles window messages //-------------------------------------------------------------------------------------- LRESULT CALLBACK DXUTStaticWndProc( HWND hWnd, UINT uMsg, WPARAM wParam, LPARAM lParam ) { // If the settings dialog exists and is being show then pass messages to it CD3DSettingsDlg* pD3DSettingsDlg = GetDXUTState().GetD3DSettingsDlg(); if( pD3DSettingsDlg && DXUTGetShowSettingsDialog() ) { pD3DSettingsDlg->HandleMessages( hWnd, uMsg, wParam, lParam ); } else { // Consolidate the keyboard messages and pass them to the app's keyboard callback if( uMsg == WM_KEYDOWN || uMsg == WM_SYSKEYDOWN || uMsg == WM_KEYUP || uMsg == WM_SYSKEYUP ) { bool bKeyDown = (uMsg == WM_KEYDOWN || uMsg == WM_SYSKEYDOWN); DWORD dwMask = (1 << 29); bool bAltDown = ( (lParam & dwMask) != 0 ); bool* bKeys = GetDXUTState().GetKeys(); bKeys[ (BYTE) (wParam & 0xFF) ] = bKeyDown; LPDXUTCALLBACKKEYBOARD pCallbackKeyboard = GetDXUTState().GetKeyboardFunc(); if( pCallbackKeyboard ) pCallbackKeyboard( (UINT)wParam, bKeyDown, bAltDown ); } // Consolidate the mouse button messages and pass them to the app's mouse callback if( uMsg == WM_LBUTTONDOWN || uMsg == WM_LBUTTONUP || uMsg == WM_LBUTTONDBLCLK || uMsg == WM_MBUTTONDOWN || uMsg == WM_MBUTTONUP || uMsg == WM_MBUTTONDBLCLK || uMsg == WM_RBUTTONDOWN || uMsg == WM_RBUTTONUP || uMsg == WM_RBUTTONDBLCLK || uMsg == WM_XBUTTONDOWN || uMsg == WM_XBUTTONUP || uMsg == WM_XBUTTONDBLCLK || uMsg == WM_MOUSEWHEEL || (GetDXUTState().GetNotifyOnMouseMove() && uMsg == WM_MOUSEMOVE) ) { int xPos = (short)LOWORD(lParam); int yPos = (short)HIWORD(lParam); if( uMsg == WM_MOUSEWHEEL ) { // WM_MOUSEWHEEL passes screen mouse coords // so convert them to client coords POINT pt; pt.x = xPos; pt.y = yPos; ScreenToClient( hWnd, &pt ); xPos = pt.x; yPos = pt.y; } int nMouseWheelDelta = 0; if( uMsg == WM_MOUSEWHEEL ) nMouseWheelDelta = (short) HIWORD(wParam); int nMouseButtonState = LOWORD(wParam); bool bLeftButton = ((nMouseButtonState & MK_LBUTTON) != 0); bool bRightButton = ((nMouseButtonState & MK_RBUTTON) != 0); bool bMiddleButton = ((nMouseButtonState & MK_MBUTTON) != 0); bool bSideButton1 = ((nMouseButtonState & MK_XBUTTON1) != 0); bool bSideButton2 = ((nMouseButtonState & MK_XBUTTON2) != 0); bool* bMouseButtons = GetDXUTState().GetMouseButtons(); bMouseButtons[0] = bLeftButton; bMouseButtons[1] = bMiddleButton; bMouseButtons[2] = bRightButton; bMouseButtons[3] = bSideButton1; bMouseButtons[4] = bSideButton2; LPDXUTCALLBACKMOUSE pCallbackMouse = GetDXUTState().GetMouseFunc(); if( pCallbackMouse ) pCallbackMouse( bLeftButton, bRightButton, bMiddleButton, bSideButton1, bSideButton2, nMouseWheelDelta, xPos, yPos ); } // Pass all messages to the app's MsgProc callback, and don't // process further messages if the apps says not to. LPDXUTCALLBACKMSGPROC pCallbackMsgProc = GetDXUTState().GetWindowMsgFunc(); if( pCallbackMsgProc ) { bool bNoFurtherProcessing = false; LRESULT nResult = pCallbackMsgProc( hWnd, uMsg, wParam, lParam, &bNoFurtherProcessing ); if( bNoFurtherProcessing ) return nResult; } } switch( uMsg ) { case WM_PAINT: { IDirect3DDevice9* pd3dDevice = DXUTGetD3DDevice(); // Handle paint messages when the app is paused if( pd3dDevice && DXUTIsRenderingPaused() && GetDXUTState().GetDeviceObjectsCreated() && GetDXUTState().GetDeviceObjectsReset() ) { HRESULT hr; double fTime = DXUTGetTime(); float fElapsedTime = DXUTGetElapsedTime(); if( pD3DSettingsDlg && DXUTGetShowSettingsDialog() ) { // Clear the render target and the zbuffer pd3dDevice->Clear(0, NULL, D3DCLEAR_TARGET|D3DCLEAR_ZBUFFER, 0x00003F3F, 1.0f, 0); // Render the scene if( SUCCEEDED( pd3dDevice->BeginScene() ) ) { pD3DSettingsDlg->OnRender( fElapsedTime ); pd3dDevice->EndScene(); } } else { LPDXUTCALLBACKFRAMERENDER pCallbackFrameRender = GetDXUTState().GetFrameRenderFunc(); if( pCallbackFrameRender != NULL ) pCallbackFrameRender( pd3dDevice, fTime, fElapsedTime ); } hr = pd3dDevice->Present( NULL, NULL, NULL, NULL ); if( D3DERR_DEVICELOST == hr ) { GetDXUTState().SetDeviceLost( true ); } else if( D3DERR_DRIVERINTERNALERROR == hr ) { // When D3DERR_DRIVERINTERNALERROR is returned from Present(), // the application can do one of the following: // // - End, with the pop-up window saying that the application cannot continue // because of problems in the display adapter and that the user should // contact the adapter manufacturer. // // - Attempt to restart by calling IDirect3DDevice9::Reset, which is essentially the same // path as recovering from a lost device. If IDirect3DDevice9::Reset fails with // D3DERR_DRIVERINTERNALERROR, the application should end immediately with the message // that the user should contact the adapter manufacturer. // // The framework attempts the path of resetting the device // GetDXUTState().SetDeviceLost( true ); } } break; } case WM_SIZE: // Pick up possible changes to window style due to maximize, etc. if( DXUTIsWindowed() && DXUTGetHWND() != NULL ) GetDXUTState().SetWinStyle( GetWindowLong( DXUTGetHWND(), GWL_STYLE ) ); if( SIZE_MINIMIZED == wParam ) { if( GetDXUTState().GetClipCursorWhenFullScreen() && !DXUTIsWindowed() ) ClipCursor( NULL ); DXUTPause( true, true ); // Pause while we're minimized GetDXUTState().SetMinimized( true ); GetDXUTState().SetMaximized( false ); } else if( SIZE_MAXIMIZED == wParam ) { if( GetDXUTState().GetMinimized() ) DXUTPause( false, false ); // Unpause since we're no longer minimized GetDXUTState().SetMinimized( false ); GetDXUTState().SetMaximized( true ); DXUTHandlePossibleSizeChange(); } else if( SIZE_RESTORED == wParam ) { if( GetDXUTState().GetMaximized() ) { GetDXUTState().SetMaximized( false ); DXUTHandlePossibleSizeChange(); } else if( GetDXUTState().GetMinimized() ) { DXUTPause( false, false ); // Unpause since we're no longer minimized GetDXUTState().SetMinimized( false ); DXUTHandlePossibleSizeChange(); } else { // If we're neither maximized nor minimized, the window size // is changing by the user dragging the window edges. In this // case, we don't reset the device yet -- we wait until the // user stops dragging, and a WM_EXITSIZEMOVE message comes. } } break; case WM_GETMINMAXINFO: ((MINMAXINFO*)lParam)->ptMinTrackSize.x = MIN_WINDOW_SIZE_X; ((MINMAXINFO*)lParam)->ptMinTrackSize.y = MIN_WINDOW_SIZE_Y; break; case WM_ENTERSIZEMOVE: // Halt frame movement while the app is sizing or moving DXUTPause( true, true ); break; case WM_EXITSIZEMOVE: DXUTPause( false, false ); DXUTHandlePossibleSizeChange(); break; case WM_SETCURSOR: // Turn off Windows cursor in full screen mode if( !DXUTIsRenderingPaused() && !DXUTIsWindowed() ) { SetCursor( NULL ); IDirect3DDevice9* pd3dDevice = DXUTGetD3DDevice(); if( pd3dDevice && GetDXUTState().GetShowCursorWhenFullScreen() ) pd3dDevice->ShowCursor( true ); return true; // prevent Windows from setting cursor to window class cursor } break; case WM_MOUSEMOVE: if( !DXUTIsRenderingPaused() && !DXUTIsWindowed() ) { IDirect3DDevice9* pd3dDevice = DXUTGetD3DDevice(); if( pd3dDevice ) { POINT ptCursor; GetCursorPos( &ptCursor ); pd3dDevice->SetCursorPosition( ptCursor.x, ptCursor.y, 0 ); } } break; case WM_ACTIVATEAPP: if( wParam == TRUE ) { // Upon returning to this app, potentially disable shortcut keys // (Windows key, accessibility shortcuts) if( DXUTIsWindowed() ) DXUTAllowShortcutKeys( GetDXUTState().GetAllowShortcutKeysWhenWindowed() ); else DXUTAllowShortcutKeys( GetDXUTState().GetAllowShortcutKeysWhenFullscreen() ); GetDXUTState().SetActive( true ); } else { if( GetDXUTState().GetClipCursorWhenFullScreen() && !DXUTIsWindowed() ) ClipCursor( NULL ); // Restore shortcut keys (Windows key, accessibility shortcuts) to original state // // This is important to call here if the shortcuts are disabled, // because if this is not done then the Windows key will continue to // be disabled while this app is running which is very bad. // If the app crashes, the Windows key will return to normal. DXUTAllowShortcutKeys( true ); GetDXUTState().SetActive( false ); } break; case WM_ENTERMENULOOP: // Pause the app when menus are displayed DXUTPause( true, true ); break; case WM_EXITMENULOOP: DXUTPause( false, false ); break; case WM_NCHITTEST: // Prevent the user from selecting the menu in full screen mode if( !DXUTIsWindowed() ) return HTCLIENT; break; case WM_POWERBROADCAST: switch( wParam ) { #ifndef PBT_APMQUERYSUSPEND #define PBT_APMQUERYSUSPEND 0x0000 #endif case PBT_APMQUERYSUSPEND: // At this point, the app should save any data for open // network connections, files, etc., and prepare to go into // a suspended mode. The app can use the MsgProc callback // to handle this if desired. return true; #ifndef PBT_APMRESUMESUSPEND #define PBT_APMRESUMESUSPEND 0x0007 #endif case PBT_APMRESUMESUSPEND: // At this point, the app should recover any data, network // connections, files, etc., and resume running from when // the app was suspended. The app can use the MsgProc callback // to handle this if desired. // QPC may lose consistency when suspending, so reset the timer // upon resume. DXUTGetGlobalTimer()->Reset(); GetDXUTState().SetLastStatsUpdateTime( 0 ); return true; } break; case WM_SYSCOMMAND: // Prevent moving/sizing and power loss in full screen mode switch( wParam ) { case SC_MOVE: case SC_SIZE: case SC_MAXIMIZE: case SC_KEYMENU: case SC_MONITORPOWER: if( !DXUTIsWindowed() ) return 1; break; } break; case WM_SYSCHAR: { if( GetDXUTState().GetHandleDefaultHotkeys() ) { switch( wParam ) { case VK_RETURN: { // Toggle full screen upon alt-enter DWORD dwMask = (1 << 29); if( (lParam & dwMask) != 0 ) { // Toggle the full screen/window mode DXUTPause( true, true ); DXUTToggleFullScreen(); DXUTPause( false, false ); return 0; } } } } break; } case WM_KEYDOWN: { if( GetDXUTState().GetHandleDefaultHotkeys() ) { switch( wParam ) { case VK_F2: { DXUTSetShowSettingsDialog( !DXUTGetShowSettingsDialog() ); break; } case VK_F3: { DXUTPause( true, true ); DXUTToggleREF(); DXUTPause( false, false ); break; } case VK_F8: { bool bWireFrame = GetDXUTState().GetWireframeMode(); bWireFrame = !bWireFrame; GetDXUTState().SetWireframeMode( bWireFrame ); IDirect3DDevice9* pd3dDevice = DXUTGetD3DDevice(); if( pd3dDevice ) pd3dDevice->SetRenderState( D3DRS_FILLMODE, (bWireFrame) ? D3DFILL_WIREFRAME : D3DFILL_SOLID ); break; } case VK_ESCAPE: { // Received key to exit app SendMessage( hWnd, WM_CLOSE, 0, 0 ); } case VK_PAUSE: { bool bTimePaused = DXUTIsTimePaused(); bTimePaused = !bTimePaused; if( bTimePaused ) DXUTPause( true, false ); else DXUTPause( false, false ); break; } } } break; } case WM_CLOSE: { HMENU hMenu; hMenu = GetMenu(hWnd); if( hMenu != NULL ) DestroyMenu( hMenu ); DestroyWindow( hWnd ); UnregisterClass( L"Direct3DWindowClass", NULL ); GetDXUTState().SetHWNDFocus( NULL ); GetDXUTState().SetHWNDDeviceFullScreen( NULL ); GetDXUTState().SetHWNDDeviceWindowed( NULL ); return 0; } case WM_DESTROY: PostQuitMessage(0); break; default: // At this point the message is still not handled. We let the // CDXUTIMEEditBox's static message proc handle the msg. // This is because some IME messages must be handled to ensure // proper functionalities and the static msg proc ensures that // this happens even if no control has the input focus. if( CDXUTIMEEditBox::StaticMsgProc( uMsg, wParam, lParam ) ) return 0; } // Don't allow the F10 key to act as a shortcut to the menu bar // by not passing these messages to the DefWindowProc only when // there's no menu present if( GetDXUTState().GetMenu() == NULL && (uMsg == WM_SYSKEYDOWN || uMsg == WM_SYSKEYUP) && wParam == VK_F10 ) return 0; else return DefWindowProc( hWnd, uMsg, wParam, lParam ); } //-------------------------------------------------------------------------------------- // Resets the state associated with the sample framework //-------------------------------------------------------------------------------------- void DXUTResetFrameworkState() { GetDXUTState().Destroy(); GetDXUTState().Create(); } //-------------------------------------------------------------------------------------- // Closes down the window. When the window closes, it will cleanup everything //-------------------------------------------------------------------------------------- void DXUTShutdown() { HWND hWnd = DXUTGetHWND(); if( hWnd != NULL ) SendMessage( hWnd, WM_CLOSE, 0, 0 ); DXUTCleanup3DEnvironment( true ); // Restore shortcut keys (Windows key, accessibility shortcuts) to original state // This is important to call here if the shortcuts are disabled, // because accessibility setting changes are permanent. // This means that if this is not done then the accessibility settings // might not be the same as when the app was started. // If the app crashes without restoring the settings, this is also true so it // would be wise to backup/restore the settings from a file so they can be // restored when the crashed app is run again. DXUTAllowShortcutKeys( true ); GetDXUTState().SetD3DEnumeration( NULL ); IDirect3D9* pD3D = DXUTGetD3DObject(); SAFE_RELEASE( pD3D ); GetDXUTState().SetD3D( NULL ); } //-------------------------------------------------------------------------------------- // Cleans up the 3D environment by: // - Calls the device lost callback // - Calls the device destroyed callback // - Releases the D3D device //-------------------------------------------------------------------------------------- void DXUTCleanup3DEnvironment( bool bReleaseSettings ) { DXUTGetGlobalDialogResourceManager()->OnLostDevice(); DXUTGetGlobalDialogResourceManager()->OnDestroyDevice(); DXUTGetGlobalResourceCache().OnLostDevice(); DXUTGetGlobalResourceCache().OnDestroyDevice(); IDirect3DDevice9* pd3dDevice = DXUTGetD3DDevice(); if( pd3dDevice != NULL ) { // If the settings dialog exists, then call its OnLostDevice() and OnDestroyedDevice() CD3DSettingsDlg* pD3DSettingsDlg = GetDXUTState().GetD3DSettingsDlg(); if( pD3DSettingsDlg ) { pD3DSettingsDlg->OnLostDevice(); pD3DSettingsDlg->OnDestroyDevice(); } GetDXUTState().SetInsideDeviceCallback( true ); DXUTGetGlobalDialogResourceManager()->OnLostDevice(); DXUTGetGlobalResourceCache().OnLostDevice(); // Call the app's device lost callback LPDXUTCALLBACKDEVICELOST pCallbackDeviceLost = GetDXUTState().GetDeviceLostFunc(); if( pCallbackDeviceLost != NULL ) pCallbackDeviceLost(); GetDXUTState().SetDeviceObjectsReset( false ); // Call the app's device destroyed callback LPDXUTCALLBACKDEVICEDESTROYED pCallbackDeviceDestroyed = GetDXUTState().GetDeviceDestroyedFunc(); if( pCallbackDeviceDestroyed != NULL ) pCallbackDeviceDestroyed(); GetDXUTState().SetDeviceObjectsCreated( false ); GetDXUTState().SetInsideDeviceCallback( false ); // Release the D3D device and in debug configs, displays a message box if there // are unrelease objects. if( pd3dDevice ) { if( pd3dDevice->Release() > 0 ) { DXUTDisplayErrorMessage( DXUTERR_NONZEROREFCOUNT ); DXUT_ERR( L"DXUTCleanup3DEnvironment", DXUTERR_NONZEROREFCOUNT ); } } GetDXUTState().SetD3DDevice( NULL ); if( bReleaseSettings ) { DXUTDeviceSettings* pOldDeviceSettings = GetDXUTState().GetCurrentDeviceSettings(); SAFE_DELETE(pOldDeviceSettings); GetDXUTState().SetCurrentDeviceSettings( NULL ); } D3DSURFACE_DESC* pbackBufferSurfaceDesc = GetDXUTState().GetBackBufferSurfaceDesc(); ZeroMemory( pbackBufferSurfaceDesc, sizeof(D3DSURFACE_DESC) ); D3DCAPS9* pd3dCaps = GetDXUTState().GetCaps(); ZeroMemory( pd3dCaps, sizeof(D3DCAPS9) ); GetDXUTState().SetDeviceCreated( false ); } } //-------------------------------------------------------------------------------------- // Starts a user defined timer callback //-------------------------------------------------------------------------------------- HRESULT DXUTSetTimer( LPDXUTCALLBACKTIMER pCallbackTimer, float fTimeoutInSecs, UINT* pnIDEvent ) { if( pCallbackTimer == NULL ) return DXUT_ERR_MSGBOX( L"DXUTSetTimer", E_INVALIDARG ); HRESULT hr; DXUT_TIMER DXUTTimer; DXUTTimer.pCallbackTimer = pCallbackTimer; DXUTTimer.fTimeoutInSecs = fTimeoutInSecs; DXUTTimer.fCountdown = fTimeoutInSecs; DXUTTimer.bEnabled = true; CGrowableArray* pTimerList = GetDXUTState().GetTimerList(); if( pTimerList == NULL ) { pTimerList = new CGrowableArray; if( pTimerList == NULL ) return E_OUTOFMEMORY; GetDXUTState().SetTimerList( pTimerList ); } if( FAILED( hr = pTimerList->Add( DXUTTimer ) ) ) return hr; if( pnIDEvent ) *pnIDEvent = pTimerList->GetSize(); return S_OK; } //-------------------------------------------------------------------------------------- // Stops a user defined timer callback //-------------------------------------------------------------------------------------- HRESULT DXUTKillTimer( UINT nIDEvent ) { CGrowableArray* pTimerList = GetDXUTState().GetTimerList(); if( pTimerList == NULL ) return S_FALSE; if( nIDEvent < (UINT)pTimerList->GetSize() ) { DXUT_TIMER DXUTTimer = pTimerList->GetAt(nIDEvent); DXUTTimer.bEnabled = false; pTimerList->SetAt(nIDEvent, DXUTTimer); } else { return DXUT_ERR_MSGBOX( L"DXUTKillTimer", E_INVALIDARG ); } return S_OK; } //-------------------------------------------------------------------------------------- // Internal helper function to handle calling the user defined timer callbacks //-------------------------------------------------------------------------------------- void DXUTHandleTimers() { float fElapsedTime = DXUTGetElapsedTime(); CGrowableArray* pTimerList = GetDXUTState().GetTimerList(); if( pTimerList == NULL ) return; // Walk through the list of timer callbacks for( int i=0; iGetSize(); i++ ) { DXUT_TIMER DXUTTimer = pTimerList->GetAt(i); if( DXUTTimer.bEnabled ) { DXUTTimer.fCountdown -= fElapsedTime; // Call the callback if count down expired if( DXUTTimer.fCountdown < 0 ) { DXUTTimer.pCallbackTimer( i ); DXUTTimer.fCountdown = DXUTTimer.fTimeoutInSecs; } pTimerList->SetAt(i, DXUTTimer); } } } //-------------------------------------------------------------------------------------- // Show the settings dialog, and create if needed //-------------------------------------------------------------------------------------- void DXUTSetShowSettingsDialog( bool bShow ) { GetDXUTState().SetShowD3DSettingsDlg( bShow ); if( bShow ) { CD3DSettingsDlg* pD3DSettingsDlg = DXUTPrepareSettingsDialog(); pD3DSettingsDlg->Refresh(); } } //-------------------------------------------------------------------------------------- // External state access functions //-------------------------------------------------------------------------------------- IDirect3D9* DXUTGetD3DObject() { return GetDXUTState().GetD3D(); } IDirect3DDevice9* DXUTGetD3DDevice() { return GetDXUTState().GetD3DDevice(); } const D3DSURFACE_DESC* DXUTGetBackBufferSurfaceDesc() { return GetDXUTState().GetBackBufferSurfaceDesc(); } const D3DCAPS9* DXUTGetDeviceCaps() { return GetDXUTState().GetCaps(); } HWND DXUTGetHWND() { return DXUTIsWindowed() ? GetDXUTState().GetHWNDDeviceWindowed() : GetDXUTState().GetHWNDDeviceFullScreen(); } HWND DXUTGetHWNDFocus() { return GetDXUTState().GetHWNDFocus(); } HWND DXUTGetHWNDDeviceFullScreen() { return GetDXUTState().GetHWNDDeviceFullScreen(); } HWND DXUTGetHWNDDeviceWindowed() { return GetDXUTState().GetHWNDDeviceWindowed(); } const RECT &DXUTGetWindowClientRect() { return GetDXUTState().GetWindowClientRect(); } double DXUTGetTime() { return GetDXUTState().GetTime(); } float DXUTGetElapsedTime() { return GetDXUTState().GetElapsedTime(); } float DXUTGetFPS() { return GetDXUTState().GetFPS(); } LPCWSTR DXUTGetWindowTitle() { return GetDXUTState().GetWindowTitle(); } LPCWSTR DXUTGetFrameStats() { return GetDXUTState().GetFrameStats(); } LPCWSTR DXUTGetDeviceStats() { return GetDXUTState().GetDeviceStats(); } bool DXUTGetShowSettingsDialog() { return GetDXUTState().GetShowD3DSettingsDlg(); } bool DXUTIsRenderingPaused() { return GetDXUTState().GetPauseRenderingCount() > 0; } bool DXUTIsTimePaused() { return GetDXUTState().GetPauseTimeCount() > 0; } int DXUTGetExitCode() { return GetDXUTState().GetExitCode(); } bool DXUTIsKeyDown( BYTE vKey ) { bool* bKeys = GetDXUTState().GetKeys(); if( vKey >= 0xA0 && vKey <= 0xA5 ) // VK_LSHIFT, VK_RSHIFT, VK_LCONTROL, VK_RCONTROL, VK_LMENU, VK_RMENU return GetAsyncKeyState( vKey ) != 0; // these keys only are tracked via GetAsyncKeyState() else if( vKey >= 0x01 && vKey <= 0x06 && vKey != 0x03 ) // mouse buttons (VK_*BUTTON) return DXUTIsMouseButtonDown(vKey); else return bKeys[vKey]; } bool DXUTIsMouseButtonDown( BYTE vButton ) { bool* bMouseButtons = GetDXUTState().GetMouseButtons(); int nIndex = DXUTMapButtonToArrayIndex(vButton); return bMouseButtons[nIndex]; } void DXUTSetMultimonSettings( bool bAutoChangeAdapter ) { GetDXUTState().SetAutoChangeAdapter( bAutoChangeAdapter ); } void DXUTSetCursorSettings( bool bShowCursorWhenFullScreen, bool bClipCursorWhenFullScreen ) { GetDXUTState().SetClipCursorWhenFullScreen(bClipCursorWhenFullScreen); GetDXUTState().SetShowCursorWhenFullScreen(bShowCursorWhenFullScreen); } void DXUTSetConstantFrameTime( bool bEnabled, float fTimePerFrame ) { if( GetDXUTState().GetOverrideConstantFrameTime() ) { bEnabled = GetDXUTState().GetOverrideConstantFrameTime(); fTimePerFrame = GetDXUTState().GetOverrideConstantTimePerFrame(); } GetDXUTState().SetConstantFrameTime(bEnabled); GetDXUTState().SetTimePerFrame(fTimePerFrame); } //-------------------------------------------------------------------------------------- // Return if windowed in the current device. If no device exists yet, then returns false //-------------------------------------------------------------------------------------- bool DXUTIsWindowed() { DXUTDeviceSettings* pDeviceSettings = GetDXUTState().GetCurrentDeviceSettings(); if(pDeviceSettings) return (pDeviceSettings->pp.Windowed != 0); else return false; } //-------------------------------------------------------------------------------------- // Return the present params of the current device. If no device exists yet, then // return blank present params //-------------------------------------------------------------------------------------- D3DPRESENT_PARAMETERS DXUTGetPresentParameters() { DXUTDeviceSettings* pDS = GetDXUTState().GetCurrentDeviceSettings(); if( pDS ) { return pDS->pp; } else { D3DPRESENT_PARAMETERS pp; ZeroMemory( &pp, sizeof(D3DPRESENT_PARAMETERS) ); return pp; } } //-------------------------------------------------------------------------------------- // Return the device settings of the current device. If no device exists yet, then // return blank device settings //-------------------------------------------------------------------------------------- DXUTDeviceSettings DXUTGetDeviceSettings() { DXUTDeviceSettings* pDS = GetDXUTState().GetCurrentDeviceSettings(); if( pDS ) { return *pDS; } else { DXUTDeviceSettings ds; ZeroMemory( &ds, sizeof(DXUTDeviceSettings) ); return ds; } } //-------------------------------------------------------------------------------------- // Display an custom error msg box //-------------------------------------------------------------------------------------- void DXUTDisplayErrorMessage( HRESULT hr ) { WCHAR strBuffer[512]; int nExitCode; bool bFound = true; switch( hr ) { case DXUTERR_NODIRECT3D: nExitCode = 2; StringCchCopy( strBuffer, 512, L"Could not initialize Direct3D. You may want to check that the latest version of DirectX is correctly installed on your system. Also make sure that this program was compiled with header files that match the installed DirectX DLLs." ); break; case DXUTERR_INCORRECTVERSION: nExitCode = 10; StringCchCopy( strBuffer, 512, L"Incorrect version of Direct3D and/or D3DX." ); break; case DXUTERR_MEDIANOTFOUND: nExitCode = 4; StringCchCopy( strBuffer, 512, L"Could not find required media. Ensure that the DirectX SDK is correctly installed." ); break; case DXUTERR_NONZEROREFCOUNT: nExitCode = 5; StringCchCopy( strBuffer, 512, L"The D3D device has a non-zero reference count, meaning some objects were not released." ); break; case DXUTERR_CREATINGDEVICE: nExitCode = 6; StringCchCopy( strBuffer, 512, L"Failed creating the Direct3D device." ); break; case DXUTERR_RESETTINGDEVICE: nExitCode = 7; StringCchCopy( strBuffer, 512, L"Failed resetting the Direct3D device." ); break; case DXUTERR_CREATINGDEVICEOBJECTS: nExitCode = 8; StringCchCopy( strBuffer, 512, L"Failed creating Direct3D device objects." ); break; case DXUTERR_RESETTINGDEVICEOBJECTS: nExitCode = 9; StringCchCopy( strBuffer, 512, L"Failed resetting Direct3D device objects." ); break; case DXUTERR_SWITCHEDTOREF: nExitCode = 0; StringCchCopy( strBuffer, 512, L"Switching to the reference rasterizer,\na software device that implements the entire\nDirect3D feature set, but runs very slowly." ); break; case DXUTERR_NOCOMPATIBLEDEVICES: nExitCode = 3; if( GetSystemMetrics(SM_REMOTESESSION) != 0 ) StringCchCopy( strBuffer, 512, L"Direct3D does not work over a remote session." ); else StringCchCopy( strBuffer, 512, L"Could not find any compatible Direct3D devices." ); break; default: bFound = false; nExitCode = 1;break; } GetDXUTState().SetExitCode(nExitCode); bool bShowMsgBoxOnError = GetDXUTState().GetShowMsgBoxOnError(); if( bFound && bShowMsgBoxOnError ) { if( DXUTGetWindowTitle()[0] == 0 ) MessageBox( DXUTGetHWND(), strBuffer, L"DirectX Application", MB_ICONERROR|MB_OK ); else MessageBox( DXUTGetHWND(), strBuffer, DXUTGetWindowTitle(), MB_ICONERROR|MB_OK ); } } //-------------------------------------------------------------------------------------- // Display error msg box to help debug //-------------------------------------------------------------------------------------- HRESULT WINAPI DXUTTrace( const CHAR* strFile, DWORD dwLine, HRESULT hr, const WCHAR* strMsg, bool bPopMsgBox ) { bool bShowMsgBoxOnError = GetDXUTState().GetShowMsgBoxOnError(); if( bPopMsgBox && bShowMsgBoxOnError == false ) bPopMsgBox = false; return DXTrace( strFile, dwLine, hr, strMsg, bPopMsgBox ); } //-------------------------------------------------------------------------------------- // Checks to see if the HWND changed monitors, and if it did it creates a device // from the monitor's adapter and recreates the scene. //-------------------------------------------------------------------------------------- void DXUTCheckForWindowMonitorChange() { // Don't do this if the user doesn't want it if( GetDXUTState().GetAutoChangeAdapter() == false ) return; HRESULT hr; HMONITOR hWindowMonitor = MonitorFromWindow( DXUTGetHWND(), MONITOR_DEFAULTTOPRIMARY ); HMONITOR hAdapterMonitor = GetDXUTState().GetAdapterMonitor(); if( hWindowMonitor != hAdapterMonitor ) { DXUTPause( true, true ); UINT newOrdinal; if( SUCCEEDED( DXUTGetAdapterOrdinalFromMonitor( hWindowMonitor, &newOrdinal ) ) ) { // Find the closest valid device settings with the new ordinal DXUTDeviceSettings deviceSettings = DXUTGetDeviceSettings(); deviceSettings.AdapterOrdinal = newOrdinal; DXUTMatchOptions matchOptions; matchOptions.eAdapterOrdinal = DXUTMT_PRESERVE_INPUT; matchOptions.eDeviceType = DXUTMT_CLOSEST_TO_INPUT; matchOptions.eWindowed = DXUTMT_CLOSEST_TO_INPUT; matchOptions.eAdapterFormat = DXUTMT_CLOSEST_TO_INPUT; matchOptions.eVertexProcessing = DXUTMT_CLOSEST_TO_INPUT; matchOptions.eResolution = DXUTMT_CLOSEST_TO_INPUT; matchOptions.eBackBufferFormat = DXUTMT_CLOSEST_TO_INPUT; matchOptions.eBackBufferCount = DXUTMT_CLOSEST_TO_INPUT; matchOptions.eMultiSample = DXUTMT_CLOSEST_TO_INPUT; matchOptions.eSwapEffect = DXUTMT_CLOSEST_TO_INPUT; matchOptions.eDepthFormat = DXUTMT_CLOSEST_TO_INPUT; matchOptions.eStencilFormat = DXUTMT_CLOSEST_TO_INPUT; matchOptions.ePresentFlags = DXUTMT_CLOSEST_TO_INPUT; matchOptions.eRefreshRate = DXUTMT_CLOSEST_TO_INPUT; matchOptions.ePresentInterval = DXUTMT_CLOSEST_TO_INPUT; hr = DXUTFindValidDeviceSettings( &deviceSettings, &deviceSettings, &matchOptions ); if( SUCCEEDED(hr) ) { // Create a Direct3D device using the new device settings. // If there is an existing device, then it will either reset or recreate the scene. hr = DXUTChangeDevice( &deviceSettings, NULL, false ); if( FAILED(hr) ) { DXUTShutdown(); DXUTPause( false, false ); return; } } } DXUTPause( false, false ); } } //-------------------------------------------------------------------------------------- // Look for an adapter ordinal that is tied to a HMONITOR //-------------------------------------------------------------------------------------- HRESULT DXUTGetAdapterOrdinalFromMonitor( HMONITOR hMonitor, UINT* pAdapterOrdinal ) { *pAdapterOrdinal = 0; CD3DEnumeration* pd3dEnum = DXUTPrepareEnumerationObject(); IDirect3D9* pD3D = DXUTGetD3DObject(); CGrowableArray* pAdapterList = pd3dEnum->GetAdapterInfoList(); for( int iAdapter=0; iAdapterGetSize(); iAdapter++ ) { CD3DEnumAdapterInfo* pAdapterInfo = pAdapterList->GetAt(iAdapter); HMONITOR hAdapterMonitor = pD3D->GetAdapterMonitor( pAdapterInfo->AdapterOrdinal ); if( hAdapterMonitor == hMonitor ) { *pAdapterOrdinal = pAdapterInfo->AdapterOrdinal; return S_OK; } } return E_FAIL; } //-------------------------------------------------------------------------------------- // Internal function to map MK_* to an array index //-------------------------------------------------------------------------------------- int DXUTMapButtonToArrayIndex( BYTE vButton ) { switch( vButton ) { case MK_LBUTTON: return 0; case VK_MBUTTON: case MK_MBUTTON: return 1; case MK_RBUTTON: return 2; case VK_XBUTTON1: case MK_XBUTTON1: return 3; case VK_XBUTTON2: case MK_XBUTTON2: return 4; } return 0; }