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1.1 Surfaces之封装CXSurface
  1、Surfaces是什么:   通俗的讲surfaces就是一个二维的矩形平面。在DX9中,与其对应的com接口为IDirect3DSurface9,LPDIRECT3DSURFACE9。
  2、Surfaces的作用:   作为一个矩形平面,surfaces用来在屏幕上显示平面图象,即从文件中读取图象数据呈现给用户。
  3、IDirect3DSurface9的使用一般过程:   声明: LPDIRECT3DSURFACE9   创建: CreateOffscreenPlainSurface(…)   获取图象信息: D3DXGetImageInfoFromFile(…)   装载到surfaces中: D3DXLoadSurfaceFromFile(…)   获取back buffer地址: GetBackBuffer(…)   显示: UpdateSurface(…)   释放内存 Release()
  代码段如下:
  LPDIRECT3DSURFACE9 g_Surface =NULL; D3DXIMAGE_INFO Info; D3DXGetImageInfoFromFile("D:\image.jpg", &Info); g_pd3dDevice->CreateOffscreenPlainSurface(Info.Width, Info.Height, Info.Format, &g_Surface, NULL); D3DXLoadSurfaceFromFile(g_Surface, NULL, NULL, "D:\image.jpg", NULL, D3DX_FILTER_NONE, 0xFF000000, NULL);
  //-------------------------------------------------------------------------------------------------- LPDIRECT3DSURFACE9 BackBuffer = NULL; g_pd3dDevice->GetBackBuffer(0,0,D3DBACKBUFFER_TYPE_MONO, &BackBuffer); g_pd3dDevice->UpdateSurface(g_Surface, NULL, BackBuffer, NULL); if(BackBuffer != NULL)     BackBuffer->Release();
  //--------------------------------------------------------------------------------------------------- if(g_Surface!= NULL)     g_Surface ->Release();
    由上述过程可以看到,IDirect3DSurface9的使用虽然不十分复杂,但有点不方便 ——创建和释放总要成对出现,使用过程中还穿插着LPDIRECT3DDEVICE9接口。这些若用一个类封装起来,使用就要方便的多。
  4、如何封装:   按照surfaces的功能,创建它就用来显示图象。因此要有读取图象的接口和显示图象的接口。又要与LPDIRECT3DDEVICE9设备接口关联,因此需要一个设置设备的接口。如下所示:
  1、声明及释放   声明: LPDIRECT3DSURFACE9   释放内存 Release()
  2、关联图像:LoadFromFile   获取图象信息: D3DXGetImageInfoFromFile(…)   创建: CreateOffscreenPlainSurface(…)   装载到surfaces中: D3DXLoadSurfaceFromFile(…)
  3、显示图象 Render   获取缓存地址: GetBackBuffer(…)   显示: UpdateSurface(…)
  4、关联设备接口 SetDevice
  所以CXSurface的定义如下:
  class CXSurface { protected:     LPDIRECT3DSURFACE9 m_Surface;     LPDIRECT3DSURFACE9 m_BackBuffer; //Back buffer     LPDIRECT3DDEVICE9 m_pDevice; //Direct3D的设备指针 public:     CXSurface(LPDIRECT3DDEVICE9 pDevice);     ~CXSurface();     HRESULT LoadFromFile(LPCSTR Path);     void Render(void); };
 
  1.2 Textures & Sprite 之封装CXTexture & CXSprite
  1、何为Textures   Textures是在屏幕上显示的平面图形,它能够提供比 surface 更多的图形处理效果——移动、缩放、旋转及作为纹理皮肤粘贴在3D模型上。在Direct3D中,其封装的接口为IDirect3DTexture9。
  2、何为Sprite   IDirect3DTexture9能从文件中读取纹理数据,但由于Textures不能直接复制到 back buffer,因此在屏幕上绘制Textures之前,需要另一个接口——ID3DXSprite(精灵)。ID3DXSprite能够把若干个Textures 复制给back buffer,因此需要ID3DXSprite的一个实例就可以绘制所有的纹理。   所以,IDirect3DTexture9用来存放程序所需的纹理,但它本身又不能绘制纹理,需要借助接口ID3DXSprite。
  3、IDirect3DTexture9和ID3DXSprite的使用过程   定义:~   创建:D3DXCreateTextureFromFile      D3DXCreateSprite   创建变换矩阵: D3DXMatrixTransformation2D   变换: SetTransform   绘制图象: Draw   释放内存: ~
  代码如下:
  D3DXCreateTextureFromFile(g_pd3dDevice, "c:\\image.bmp”, &g_Texture); D3DXCreateSprite(g_pd3dDevice, &g_Sprite);
  //-------------------------------------------------------------------------- D3DXVECTOR2 Translation; Translation.x = 500; Translation.y = 500; D3DXVECTOR2 Scaling; Scaling.x = 1.0;f Scaling.y = 1.0f; D3DXMATRIX Mat; D3DXMatrixTransformation2D(&Mat, NULL, 0, &Scaling, NULL, 0, &Translation); g_Sprite->Begin(0); g_Sprite->SetTransform(& g_Sprite->Draw(g_Texture, g_Sprite->End();
  4、 如何封装   从以上的基本过程可以看到,CXTexture需要完成的功能:提供与LPDIRECT3DDEVICE9的接口,与纹理文件文件关联,对纹理进行处理(缩放、旋转……)。
  class CXTexture { protected:     LPDIRECT3DTEXTURE9 m_Texture;     LPDIRECT3DDEVICE9 m_pDevice;     D3DXVECTOR2 m_RotationCenter;     D3DXVECTOR2 m_Translation;     D3DXVECTOR2 m_Scaling;     FLOAT m_Rotation;     RECT m_SrcRect; public:     CXTexture(LPDIRECT3DDEVICE9 pDevice);     ~CXTexture();
      LPDIRECT3DTEXTURE9 GetTexture() const {return m_Texture;}     void SetTexture(LPDIRECT3DTEXTURE9 Texture) const {m_Texture = Texture;}     LPDIRECT3DDEVICE9 GetDevice() const {return m_pDevice;}     void SetDevice(LPDIRECT3DDEVICE9 pDevice) const {m_pDevice = pDevice;}     D3DXVECTOR2 GetRotationCenter() const {return m_RotationCenter;}     void SetRotationCenter(D3DXVECTOR2 RotationCenter) {m_RotationCenter = RotationCenter;}     D3DXVECTOR2 GetTranslation() const {return m_Translation;}     void SetTranslation (D3DXVECTOR2 Translation) const {m_Translation = Translation;}     D3DXVECTOR2 GetScaling() const {return m_Scaling;}     void SetScaling(D3DXVECTOR2 Scaling) const {m_Scaling = Scaling;}     FLOAT GetRotation() const {return m_Rotation;}     void SetRotation (FLOAT Rotation) const {m_Rotation = Rotation;}     RECT GetRect() const {return m_SrcRect;}     void SetRect(RECT SrcRect) const {m_SrcRect = SrcRect;}     HRESULT LoadFromFile(char* Path); };
  CXSprite的主要功能就是在屏幕上显示 CXTexture,因此需要有与 LPDIRECT3DDEVICE9 接口和 CXTexture连接的函数。
  class CXSprite { protected:     LPD3DXSPRITE m_Sprite;     LPDIRECT3DDEVICE9 m_pDevice; public:     CXSprite (LPDIRECT3DDEVICE9 pDevice);     ~CXSprite ();
      LPD3DXSPRITE GetSprite() const {return m_Sprite;}     void SetSprite(LPD3DXSPRITE Sprite) const {m_Sprite = Sprite;}     LPDIRECT3DDEVICE9 GetDevice() const {return m_pDevice;}     void SetDevice(LPDIRECT3DDEVICE9 pDevice) const {m_pDevice = pDevice;}     HRESULT DrawTexture(CXTexture* Texture); };
 
  1.3 Keyboard & Mouse之封装CXKeyboard & CXMouse
  1、何为Keyboard & Mouse   “地球人都知道”。DX9提供的接口 IDirectInputDevice8。
  2、二者的功能   Keyboard:读取键盘的按键信息   Mouse:读取鼠标的按键、位置信息,设置光标属性(如用图片表示光标)。
  3、使用过程   创建 IDirectInput8 对象 DirectInput8Create   创建 IDirectInput8 设备(键盘、鼠标等) CreateDevice   设置设备属性 SetCooperativeLevel   SetDataFormat   获取设备使用权 Acquire   读取设备传入的数据 GetDeviceState   释放设备及 IDirectInput8 Release
  设置鼠标光标过程:   创建光标图片资源: 参照surfaces   设置光标为指定的图片 SetCursorProperties   设置光标的初始位置 SetCursorPosition   显示光标 ShowCursor
  程序段如下:
  LPDIRECTINPUT8 g_lpDI; LPDIRECTINPUTDEVICE8 g_Keyboard;  LPDIRECTINPUTDEVICE8 g_Mouse
  //======================================================== HRESULT Result = DirectInput8Create(g_hInst, DIRECTINPUT_VERSION, IID_IDirectInput8, (void**)&g_lpDI, NULL);
  if(SUCCEEDED(Result)) {     //创建键盘设备     Result = g_lpDI->CreateDevice(GUID_SysKeyboard, &g_lpDIDevice, NULL);     if(SUCCEEDED(Result))     {         g_lpDIDevice->SetCooperativeLevel(g_hWnd, DISCL_FOREGROUND | DISCL_NONEXCLUSIVE);         g_lpDIDevice->SetDataFormat(&c_dfDIKeyboard);     } }
  //------------------------------------------------------------------------------------------- //获取按键信息 if(SUCCEEDED(g_Keyboard->Acquire())) //Acquire the device {     char KeyState[256];     g_Keyboard->GetDeviceState(sizeof(KeyState),(LPVOID)&KeyState);     //根据KeyState返回的数据就可以判断按下何键 }
  //==================================================== //创建鼠标 g_lpDI->CreateDevice(GUID_SysMouse, &g_Mouse, NULL); g_Mouse->SetDataFormat(&c_dfDIMouse); g_Mouse->SetCooperativeLevel(g_hWnd, DISCL_EXCLUSIVE | DISCL_FOREGROUND);
  //------------------------------------------------------------------------ //设置鼠标光标 //获取光标图片 D3DXIMAGE_INFO ImageInfo; D3DXGetImageInfoFromFile("C:\\Cursor.jpg”, &ImageInfo); g_pd3dDevice->CreateOffscreenPlainSurface(ImageInfo.Width, ImageInfo.Height, ImageInfo.Format, D3DPOOL_DEFAULT, &g_MouseCursor, NULL); D3DXLoadSurfaceFromFile(g_MouseCursor, NULL, NULL, ("C:\\Cursor.jpg”, NULL, D3DX_FILTER_NONE, 0xFF000000, NULL);
  //设置成指定的光标 g_pd3dDevice->SetCursorProperties(0,0, g_MouseCursor);
  //初试位置 g_pd3dDevice->SetCursorPosition(0,0,D3DCURSOR_IMMEDIATE_UPDATE);
  //显示光标 g_pd3dDevice->ShowCursor(true);
  //------------------------------------------------------------------------- //获取鼠标信息 if(SUCCEEDED(g_Mouse->Acquire())) {     DIMOUSESTATE State;     g_Mouse->GetDeviceState(sizeof(DIMOUSESTATE),(LPVOID)&State);     //信息保存在 State中。 }
  //============================================== //释放设备 if(g_lpDI != NULL)     g_lpDI->Release();
  4、封装   CXKeyboard的封装
  class CXKeyboard { private:     LPDIRECTINPUTDEVICE8 m_pDevice;     char m_KeyState[256]; public:     CXKeyboard (LPDIRECTINPUT8 pInput, HWND hWnd);     ~ CXKeyboard();
      bool IsKeyPressed(int Key);     HRESULT Update(); };
  CXMouseSurface的封装
  为了能制作出动画效果的光标,因此需要一个surfaces列表,因此从CXSurface继承一个CXMouseSurface类,使之能够操作多个图片。
  class CXMouseSurface : public CXSurface { private:     CXMouseSurface* m_pNext;     int MouseSurfaceType;     UINT HotSpotX;     UINT HotSpotY; public:     CXMouseSurface* GetNext() {return m_pNext;}     void SetNext(CXMouseSurface* Surf) {m_pNext = Surf;}     int GetSurfaceType() {return MouseSurfaceType;}     void SetSurfaceType(int Type) {MouseSurfaceType = Type;}     UINT GetHotSpotX() {return HotSpotX;}     UINT GetHotSpotY() {return HotSpotY;}     void SetHotSpotX (UINT X) {HotSpotX = X;}     void SetHotSpotY (UINT Y) {HotSpotY = Y;}     CXMouseSurface(LPDIRECT3DDEVICE9 pDevice) : CXSurface(pDevice) {m_pNext = NULL;}     CXMouseSurface() : CXSurface() {m_pNext = NULL;} };
  CXMouse的封装
  class CXMouse { private:     CXMouseSurface* m_Surface; //指向光标列表     CXMouseSurface* m_CurrentCursorSurface; //当前光标     LPDIRECTINPUTDEVICE8 m_pDevice;     LPDIRECT3DDEVICE9 m_p3DDevice;      DIMOUSESTATE m_State;     LONG m_iX;      LONG m_iY;
  public:     CXMouse (LPDIRECT3DDEVICE9 pDevice, LPDIRECTINPUT8 pInput, HWND hWnd, bool Exclusive);     ~ CXMouse();
      HRESULT Update();     LONG GetXPos();     LONG GetYPos();     bool IsButtonPressed(int Button);     HRESULT SetCursorImage();     HRESULT SetMouseCursor(char* FilePath, UINT HotSpotX, UINT HotSpotY, int Type);     void AddCursorSurface(CXMouseSurface* Surface);     CXMouseSurface* GetFirstSurface() {return m_Surface;}     bool SetCursor(int Type);     CXMouseSurface* GetCurrentCursor() {return m_CurrentCursorSurface;}     void SetCurrentCursor(CXMouseSurface* Surface) {m_CurrentCursorSurface = Surface;}     void SetCursorPosition(int X, int Y);     HRESULT SetCursorVisible(bool Show); };[em06] |   
 
 
 
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