template project, first version

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rachelchu
2017-10-11 15:01:05 +02:00
commit 8e902224cf
794 changed files with 326190 additions and 0 deletions

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//--------------------------------------------------------------------------------------
// DXUTLockFreePipe.h
//
// See the "Lockless Programming Considerations for Xbox 360 and Microsoft Windows"
// article for more details.
//
// http://msdn.microsoft.com/en-us/library/ee418650.aspx
//
// THIS CODE AND INFORMATION IS PROVIDED "AS IS" WITHOUT WARRANTY OF
// ANY KIND, EITHER EXPRESSED OR IMPLIED, INCLUDING BUT NOT LIMITED TO
// THE IMPLIED WARRANTIES OF MERCHANTABILITY AND/OR FITNESS FOR A
// PARTICULAR PURPOSE.
//
// Copyright (c) Microsoft Corporation. All rights reserved.
//
// http://go.microsoft.com/fwlink/?LinkId=320437
//--------------------------------------------------------------------------------------
#pragma once
#include <sal.h>
#include <algorithm>
#pragma pack(push)
#pragma pack(8)
#include <windows.h>
#pragma pack (pop)
extern "C"
void _ReadWriteBarrier();
#pragma intrinsic(_ReadWriteBarrier)
// Prevent the compiler from rearranging loads
// and stores, sufficiently for read-acquire
// and write-release. This is sufficient on
// x86 and x64.
#define DXUTImportBarrier _ReadWriteBarrier
#define DXUTExportBarrier _ReadWriteBarrier
//
// Pipe class designed for use by at most two threads: one reader, one writer.
// Access by more than two threads isn't guaranteed to be safe.
//
// In order to provide efficient access the size of the buffer is passed
// as a template parameter and restricted to powers of two less than 31.
//
template <BYTE cbBufferSizeLog2> class DXUTLockFreePipe
{
public:
DXUTLockFreePipe() : m_readOffset( 0 ),
m_writeOffset( 0 )
{
}
DWORD GetBufferSize() const
{
return c_cbBufferSize;
}
__forceinline unsigned long BytesAvailable() const
{
return m_writeOffset - m_readOffset;
}
bool __forceinline Read( _Out_writes_(cbDest) void* pvDest, _In_ unsigned long cbDest )
{
// Store the read and write offsets into local variables--this is
// essentially a snapshot of their values so that they stay constant
// for the duration of the function (and so we don't end up with cache
// misses due to false sharing).
DWORD readOffset = m_readOffset;
DWORD writeOffset = m_writeOffset;
// Compare the two offsets to see if we have anything to read.
// Note that we don't do anything to synchronize the offsets here.
// Really there's not much we *can* do unless we're willing to completely
// synchronize access to the entire object. We have to assume that as we
// read, someone else may be writing, and the write offset we have now
// may be out of date by the time we read it. Fortunately that's not a
// very big deal. We might miss reading some data that was just written.
// But the assumption is that we'll be back before long to grab more data
// anyway.
//
// Note that this comparison works because we're careful to constrain
// the total buffer size to be a power of 2, which means it will divide
// evenly into ULONG_MAX+1. That, and the fact that the offsets are
// unsigned, means that the calculation returns correct results even
// when the values wrap around.
DWORD cbAvailable = writeOffset - readOffset;
if( cbDest > cbAvailable )
{
return false;
}
// The data has been made available, but we need to make sure
// that our view on the data is up to date -- at least as up to
// date as the control values we just read. We need to prevent
// the compiler or CPU from moving any of the data reads before
// the control value reads. This import barrier serves this
// purpose, on Xbox 360 and on Windows.
// Reading a control value and then having a barrier is known
// as a "read-acquire."
DXUTImportBarrier();
unsigned char* pbDest = ( unsigned char* )pvDest;
unsigned long actualReadOffset = readOffset & c_sizeMask;
unsigned long bytesLeft = cbDest;
//
// Copy from the tail, then the head. Note that there's no explicit
// check to see if the write offset comes between the read offset
// and the end of the buffer--that particular condition is implicitly
// checked by the comparison with AvailableToRead(), above. If copying
// cbDest bytes off the tail would cause us to cross the write offset,
// then the previous comparison would have failed since that would imply
// that there were less than cbDest bytes available to read.
//
unsigned long cbTailBytes = std::min( bytesLeft, c_cbBufferSize - actualReadOffset );
memcpy( pbDest, m_pbBuffer + actualReadOffset, cbTailBytes );
bytesLeft -= cbTailBytes;
if( bytesLeft )
{
memcpy( pbDest + cbTailBytes, m_pbBuffer, bytesLeft );
}
// When we update the read offset we are, effectively, 'freeing' buffer
// memory so that the writing thread can use it. We need to make sure that
// we don't free the memory before we have finished reading it. That is,
// we need to make sure that the write to m_readOffset can't get reordered
// above the reads of the buffer data. The only way to guarantee this is to
// have an export barrier to prevent both compiler and CPU rearrangements.
DXUTExportBarrier();
// Advance the read offset. From the CPUs point of view this is several
// operations--read, modify, store--and we'd normally want to make sure that
// all of the operations happened atomically. But in the case of a single
// reader, only one thread updates this value and so the only operation that
// must be atomic is the store. That's lucky, because 32-bit aligned stores are
// atomic on all modern processors.
//
readOffset += cbDest;
m_readOffset = readOffset;
return true;
}
bool __forceinline Write( _In_reads_(cbSrc) const void* pvSrc, _In_ unsigned long cbSrc )
{
// Reading the read offset here has the same caveats as reading
// the write offset had in the Read() function above.
DWORD readOffset = m_readOffset;
DWORD writeOffset = m_writeOffset;
// Compute the available write size. This comparison relies on
// the fact that the buffer size is always a power of 2, and the
// offsets are unsigned integers, so that when the write pointer
// wraps around the subtraction still yields a value (assuming
// we haven't messed up somewhere else) between 0 and c_cbBufferSize - 1.
DWORD cbAvailable = c_cbBufferSize - ( writeOffset - readOffset );
if( cbSrc > cbAvailable )
{
return false;
}
// It is theoretically possible for writes of the data to be reordered
// above the reads to see if the data is available. Improbable perhaps,
// but possible. This barrier guarantees that the reordering will not
// happen.
DXUTImportBarrier();
// Write the data
const unsigned char* pbSrc = ( const unsigned char* )pvSrc;
unsigned long actualWriteOffset = writeOffset & c_sizeMask;
unsigned long bytesLeft = cbSrc;
// See the explanation in the Read() function as to why we don't
// explicitly check against the read offset here.
unsigned long cbTailBytes = std::min( bytesLeft, c_cbBufferSize - actualWriteOffset );
memcpy( m_pbBuffer + actualWriteOffset, pbSrc, cbTailBytes );
bytesLeft -= cbTailBytes;
if( bytesLeft )
{
memcpy( m_pbBuffer, pbSrc + cbTailBytes, bytesLeft );
}
// Now it's time to update the write offset, but since the updated position
// of the write offset will imply that there's data to be read, we need to
// make sure that the data all actually gets written before the update to
// the write offset. The writes could be reordered by the compiler (on any
// platform) or by the CPU (on Xbox 360). We need a barrier which prevents
// the writes from being reordered past each other.
//
// Having a barrier and then writing a control value is called "write-release."
DXUTExportBarrier();
// See comments in Read() as to why this operation isn't interlocked.
writeOffset += cbSrc;
m_writeOffset = writeOffset;
return true;
}
private:
// Values derived from the buffer size template parameter
//
const static BYTE c_cbBufferSizeLog2 = __min( cbBufferSizeLog2, 31 );
const static DWORD c_cbBufferSize = ( 1 << c_cbBufferSizeLog2 );
const static DWORD c_sizeMask = c_cbBufferSize - 1;
// Leave these private and undefined to prevent their use
DXUTLockFreePipe( const DXUTLockFreePipe& );
DXUTLockFreePipe& operator =( const DXUTLockFreePipe& );
// Member data
//
BYTE m_pbBuffer[c_cbBufferSize];
// Note that these offsets are not clamped to the buffer size.
// Instead the calculations rely on wrapping at ULONG_MAX+1.
// See the comments in Read() for details.
volatile DWORD __declspec( align( 4 ) ) m_readOffset;
volatile DWORD __declspec( align( 4 ) ) m_writeOffset;
};

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//--------------------------------------------------------------------------------------
// File: Camera.h
//
// Helper functions for Direct3D programming.
//
// THIS CODE AND INFORMATION IS PROVIDED "AS IS" WITHOUT WARRANTY OF
// ANY KIND, EITHER EXPRESSED OR IMPLIED, INCLUDING BUT NOT LIMITED TO
// THE IMPLIED WARRANTIES OF MERCHANTABILITY AND/OR FITNESS FOR A
// PARTICULAR PURPOSE.
//
// Copyright (c) Microsoft Corporation. All rights reserved.
//
// http://go.microsoft.com/fwlink/?LinkId=320437
//--------------------------------------------------------------------------------------
#pragma once
//--------------------------------------------------------------------------------------
class CD3DArcBall
{
public:
CD3DArcBall();
// Functions to change behavior
void Reset();
void SetTranslationRadius( _In_ float fRadiusTranslation )
{
m_fRadiusTranslation = fRadiusTranslation;
}
void SetWindow( _In_ INT nWidth, _In_ INT nHeight, _In_ float fRadius = 0.9f )
{
m_nWidth = nWidth;
m_nHeight = nHeight;
m_fRadius = fRadius;
m_vCenter.x = float(m_nWidth) / 2.0f;
m_vCenter.y = float(m_nHeight) / 2.0f;
}
void SetOffset( _In_ INT nX, _In_ INT nY ) { m_Offset.x = nX; m_Offset.y = nY; }
// Call these from client and use GetRotationMatrix() to read new rotation matrix
void OnBegin( _In_ int nX, _In_ int nY ); // start the rotation (pass current mouse position)
void OnMove( _In_ int nX, _In_ int nY ); // continue the rotation (pass current mouse position)
void OnEnd(); // end the rotation
// Or call this to automatically handle left, middle, right buttons
LRESULT HandleMessages( _In_ HWND hWnd, _In_ UINT uMsg, _In_ WPARAM wParam, _In_ LPARAM lParam );
// Functions to get/set state
DirectX::XMMATRIX GetRotationMatrix() const
{
using namespace DirectX;
XMVECTOR q = XMLoadFloat4( &m_qNow );
return DirectX::XMMatrixRotationQuaternion( q );
}
DirectX::XMMATRIX GetTranslationMatrix() const { return DirectX::XMLoadFloat4x4( &m_mTranslation ); }
DirectX::XMMATRIX GetTranslationDeltaMatrix() const { return DirectX::XMLoadFloat4x4( &m_mTranslationDelta ); }
bool IsBeingDragged() const { return m_bDrag; }
DirectX::XMVECTOR GetQuatNow() const { return DirectX::XMLoadFloat4( &m_qNow ); }
void SetQuatNow( _In_ DirectX::FXMVECTOR& q ) { DirectX::XMStoreFloat4( &m_qNow, q ); }
static DirectX::XMVECTOR QuatFromBallPoints( _In_ DirectX::FXMVECTOR vFrom, _In_ DirectX::FXMVECTOR vTo )
{
using namespace DirectX;
XMVECTOR dot = XMVector3Dot( vFrom, vTo );
XMVECTOR vPart = XMVector3Cross( vFrom, vTo );
return XMVectorSelect( dot, vPart, g_XMSelect1110 );
}
protected:
DirectX::XMFLOAT4X4 m_mRotation; // Matrix for arc ball's orientation
DirectX::XMFLOAT4X4 m_mTranslation; // Matrix for arc ball's position
DirectX::XMFLOAT4X4 m_mTranslationDelta;// Matrix for arc ball's position
POINT m_Offset; // window offset, or upper-left corner of window
INT m_nWidth; // arc ball's window width
INT m_nHeight; // arc ball's window height
DirectX::XMFLOAT2 m_vCenter; // center of arc ball
float m_fRadius; // arc ball's radius in screen coords
float m_fRadiusTranslation; // arc ball's radius for translating the target
DirectX::XMFLOAT4 m_qDown; // Quaternion before button down
DirectX::XMFLOAT4 m_qNow; // Composite quaternion for current drag
bool m_bDrag; // Whether user is dragging arc ball
POINT m_ptLastMouse; // position of last mouse point
DirectX::XMFLOAT3 m_vDownPt; // starting point of rotation arc
DirectX::XMFLOAT3 m_vCurrentPt; // current point of rotation arc
DirectX::XMVECTOR ScreenToVector( _In_ float fScreenPtX, _In_ float fScreenPtY )
{
// Scale to screen
float x = -( fScreenPtX - m_Offset.x - m_nWidth / 2 ) / ( m_fRadius * m_nWidth / 2 );
float y = ( fScreenPtY - m_Offset.y - m_nHeight / 2 ) / ( m_fRadius * m_nHeight / 2 );
float z = 0.0f;
float mag = x * x + y * y;
if( mag > 1.0f )
{
float scale = 1.0f / sqrtf( mag );
x *= scale;
y *= scale;
}
else
z = sqrtf( 1.0f - mag );
return DirectX::XMVectorSet( x, y, z, 0 );
}
};
//--------------------------------------------------------------------------------------
// used by CCamera to map WM_KEYDOWN keys
//--------------------------------------------------------------------------------------
enum D3DUtil_CameraKeys
{
CAM_STRAFE_LEFT = 0,
CAM_STRAFE_RIGHT,
CAM_MOVE_FORWARD,
CAM_MOVE_BACKWARD,
CAM_MOVE_UP,
CAM_MOVE_DOWN,
CAM_RESET,
CAM_CONTROLDOWN,
CAM_MAX_KEYS,
CAM_UNKNOWN = 0xFF
};
#define KEY_WAS_DOWN_MASK 0x80
#define KEY_IS_DOWN_MASK 0x01
#define MOUSE_LEFT_BUTTON 0x01
#define MOUSE_MIDDLE_BUTTON 0x02
#define MOUSE_RIGHT_BUTTON 0x04
#define MOUSE_WHEEL 0x08
//--------------------------------------------------------------------------------------
// Simple base camera class that moves and rotates. The base class
// records mouse and keyboard input for use by a derived class, and
// keeps common state.
//--------------------------------------------------------------------------------------
class CBaseCamera
{
public:
CBaseCamera();
// Call these from client and use Get*Matrix() to read new matrices
virtual LRESULT HandleMessages( _In_ HWND hWnd, _In_ UINT uMsg, _In_ WPARAM wParam, _In_ LPARAM lParam );
virtual void FrameMove( _In_ float fElapsedTime ) = 0;
// Functions to change camera matrices
virtual void Reset();
virtual void SetViewParams( _In_ DirectX::FXMVECTOR vEyePt, _In_ DirectX::FXMVECTOR vLookatPt );
virtual void SetProjParams( _In_ float fFOV, _In_ float fAspect, _In_ float fNearPlane, _In_ float fFarPlane );
// Functions to change behavior
virtual void SetDragRect( _In_ const RECT& rc ) { m_rcDrag = rc; }
void SetInvertPitch( _In_ bool bInvertPitch ) { m_bInvertPitch = bInvertPitch; }
void SetDrag( _In_ bool bMovementDrag, _In_ float fTotalDragTimeToZero = 0.25f )
{
m_bMovementDrag = bMovementDrag;
m_fTotalDragTimeToZero = fTotalDragTimeToZero;
}
void SetEnableYAxisMovement( _In_ bool bEnableYAxisMovement ) { m_bEnableYAxisMovement = bEnableYAxisMovement; }
void SetEnablePositionMovement( _In_ bool bEnablePositionMovement ) { m_bEnablePositionMovement = bEnablePositionMovement; }
void SetClipToBoundary( _In_ bool bClipToBoundary, _In_opt_ DirectX::XMFLOAT3* pvMinBoundary, _In_opt_ DirectX::XMFLOAT3* pvMaxBoundary )
{
m_bClipToBoundary = bClipToBoundary;
if( pvMinBoundary ) m_vMinBoundary = *pvMinBoundary;
if( pvMaxBoundary ) m_vMaxBoundary = *pvMaxBoundary;
}
void SetScalers( _In_ float fRotationScaler = 0.01f, _In_ float fMoveScaler = 5.0f )
{
m_fRotationScaler = fRotationScaler;
m_fMoveScaler = fMoveScaler;
}
void SetNumberOfFramesToSmoothMouseData( _In_ int nFrames ) { if( nFrames > 0 ) m_fFramesToSmoothMouseData = ( float )nFrames; }
void SetResetCursorAfterMove( _In_ bool bResetCursorAfterMove ) { m_bResetCursorAfterMove = bResetCursorAfterMove; }
// Functions to get state
DirectX::XMMATRIX GetViewMatrix() const { return DirectX::XMLoadFloat4x4( &m_mView ); }
DirectX::XMMATRIX GetProjMatrix() const { return DirectX::XMLoadFloat4x4( &m_mProj ); }
DirectX::XMVECTOR GetEyePt() const { return DirectX::XMLoadFloat3( &m_vEye ); }
DirectX::XMVECTOR GetLookAtPt() const { return DirectX::XMLoadFloat3( &m_vLookAt ); }
float GetNearClip() const { return m_fNearPlane; }
float GetFarClip() const { return m_fFarPlane; }
bool IsBeingDragged() const { return ( m_bMouseLButtonDown || m_bMouseMButtonDown || m_bMouseRButtonDown ); }
bool IsMouseLButtonDown() const { return m_bMouseLButtonDown; }
bool IsMouseMButtonDown() const { return m_bMouseMButtonDown; }
bool sMouseRButtonDown() const { return m_bMouseRButtonDown; }
protected:
// Functions to map a WM_KEYDOWN key to a D3DUtil_CameraKeys enum
virtual D3DUtil_CameraKeys MapKey( _In_ UINT nKey );
bool IsKeyDown( _In_ BYTE key ) const { return( ( key & KEY_IS_DOWN_MASK ) == KEY_IS_DOWN_MASK ); }
bool WasKeyDown( _In_ BYTE key ) const { return( ( key & KEY_WAS_DOWN_MASK ) == KEY_WAS_DOWN_MASK ); }
DirectX::XMVECTOR ConstrainToBoundary( _In_ DirectX::FXMVECTOR v )
{
using namespace DirectX;
XMVECTOR vMin = XMLoadFloat3( &m_vMinBoundary );
XMVECTOR vMax = XMLoadFloat3( &m_vMaxBoundary );
// Constrain vector to a bounding box
return XMVectorClamp( v, vMin, vMax );
}
void UpdateMouseDelta();
void UpdateVelocity( _In_ float fElapsedTime );
void GetInput( _In_ bool bGetKeyboardInput, _In_ bool bGetMouseInput, _In_ bool bGetGamepadInput );
DirectX::XMFLOAT4X4 m_mView; // View matrix
DirectX::XMFLOAT4X4 m_mProj; // Projection matrix
DXUT_GAMEPAD m_GamePad[DXUT_MAX_CONTROLLERS]; // XInput controller state
DirectX::XMFLOAT3 m_vGamePadLeftThumb;
DirectX::XMFLOAT3 m_vGamePadRightThumb;
double m_GamePadLastActive[DXUT_MAX_CONTROLLERS];
int m_cKeysDown; // Number of camera keys that are down.
BYTE m_aKeys[CAM_MAX_KEYS]; // State of input - KEY_WAS_DOWN_MASK|KEY_IS_DOWN_MASK
DirectX::XMFLOAT3 m_vKeyboardDirection; // Direction vector of keyboard input
POINT m_ptLastMousePosition; // Last absolute position of mouse cursor
int m_nCurrentButtonMask; // mask of which buttons are down
int m_nMouseWheelDelta; // Amount of middle wheel scroll (+/-)
DirectX::XMFLOAT2 m_vMouseDelta; // Mouse relative delta smoothed over a few frames
float m_fFramesToSmoothMouseData; // Number of frames to smooth mouse data over
DirectX::XMFLOAT3 m_vDefaultEye; // Default camera eye position
DirectX::XMFLOAT3 m_vDefaultLookAt; // Default LookAt position
DirectX::XMFLOAT3 m_vEye; // Camera eye position
DirectX::XMFLOAT3 m_vLookAt; // LookAt position
float m_fCameraYawAngle; // Yaw angle of camera
float m_fCameraPitchAngle; // Pitch angle of camera
RECT m_rcDrag; // Rectangle within which a drag can be initiated.
DirectX::XMFLOAT3 m_vVelocity; // Velocity of camera
DirectX::XMFLOAT3 m_vVelocityDrag; // Velocity drag force
float m_fDragTimer; // Countdown timer to apply drag
float m_fTotalDragTimeToZero; // Time it takes for velocity to go from full to 0
DirectX::XMFLOAT2 m_vRotVelocity; // Velocity of camera
float m_fFOV; // Field of view
float m_fAspect; // Aspect ratio
float m_fNearPlane; // Near plane
float m_fFarPlane; // Far plane
float m_fRotationScaler; // Scaler for rotation
float m_fMoveScaler; // Scaler for movement
bool m_bMouseLButtonDown; // True if left button is down
bool m_bMouseMButtonDown; // True if middle button is down
bool m_bMouseRButtonDown; // True if right button is down
bool m_bMovementDrag; // If true, then camera movement will slow to a stop otherwise movement is instant
bool m_bInvertPitch; // Invert the pitch axis
bool m_bEnablePositionMovement; // If true, then the user can translate the camera/model
bool m_bEnableYAxisMovement; // If true, then camera can move in the y-axis
bool m_bClipToBoundary; // If true, then the camera will be clipped to the boundary
bool m_bResetCursorAfterMove; // If true, the class will reset the cursor position so that the cursor always has space to move
DirectX::XMFLOAT3 m_vMinBoundary; // Min point in clip boundary
DirectX::XMFLOAT3 m_vMaxBoundary; // Max point in clip boundary
};
//--------------------------------------------------------------------------------------
// Simple first person camera class that moves and rotates.
// It allows yaw and pitch but not roll. It uses WM_KEYDOWN and
// GetCursorPos() to respond to keyboard and mouse input and updates the
// view matrix based on input.
//--------------------------------------------------------------------------------------
class CFirstPersonCamera : public CBaseCamera
{
public:
CFirstPersonCamera();
// Call these from client and use Get*Matrix() to read new matrices
virtual void FrameMove( _In_ float fElapsedTime ) override;
// Functions to change behavior
void SetRotateButtons( _In_ bool bLeft, _In_ bool bMiddle, _In_ bool bRight, _In_ bool bRotateWithoutButtonDown = false );
// Functions to get state
DirectX::XMMATRIX GetWorldMatrix() const { return DirectX::XMLoadFloat4x4( &m_mCameraWorld ); }
DirectX::XMVECTOR GetWorldRight() const { return DirectX::XMLoadFloat3( reinterpret_cast<const DirectX::XMFLOAT3*>( &m_mCameraWorld._11 ) ); }
DirectX::XMVECTOR GetWorldUp() const { return DirectX::XMLoadFloat3( reinterpret_cast<const DirectX::XMFLOAT3*>( &m_mCameraWorld._21 ) ); }
DirectX::XMVECTOR GetWorldAhead() const { return DirectX::XMLoadFloat3( reinterpret_cast<const DirectX::XMFLOAT3*>( &m_mCameraWorld._31 ) ); }
DirectX::XMVECTOR GetEyePt() const { return DirectX::XMLoadFloat3( reinterpret_cast<const DirectX::XMFLOAT3*>( &m_mCameraWorld._41 ) ); }
protected:
DirectX::XMFLOAT4X4 m_mCameraWorld; // World matrix of the camera (inverse of the view matrix)
int m_nActiveButtonMask; // Mask to determine which button to enable for rotation
bool m_bRotateWithoutButtonDown;
};
//--------------------------------------------------------------------------------------
// Simple model viewing camera class that rotates around the object.
//--------------------------------------------------------------------------------------
class CModelViewerCamera : public CBaseCamera
{
public:
CModelViewerCamera();
// Call these from client and use Get*Matrix() to read new matrices
virtual LRESULT HandleMessages( _In_ HWND hWnd, _In_ UINT uMsg, _In_ WPARAM wParam, _In_ LPARAM lParam ) override;
virtual void FrameMove( _In_ float fElapsedTime ) override;
// Functions to change behavior
virtual void SetDragRect( _In_ const RECT& rc ) override;
virtual void Reset() override;
virtual void SetViewParams( _In_ DirectX::FXMVECTOR pvEyePt, _In_ DirectX::FXMVECTOR pvLookatPt ) override;
void SetButtonMasks( _In_ int nRotateModelButtonMask = MOUSE_LEFT_BUTTON, _In_ int nZoomButtonMask = MOUSE_WHEEL,
_In_ int nRotateCameraButtonMask = MOUSE_RIGHT_BUTTON )
{
m_nRotateModelButtonMask = nRotateModelButtonMask, m_nZoomButtonMask = nZoomButtonMask;
m_nRotateCameraButtonMask = nRotateCameraButtonMask;
}
void SetAttachCameraToModel( _In_ bool bEnable = false ) { m_bAttachCameraToModel = bEnable; }
void SetWindow( _In_ int nWidth, _In_ int nHeight, _In_ float fArcballRadius=0.9f )
{
m_WorldArcBall.SetWindow( nWidth, nHeight, fArcballRadius );
m_ViewArcBall.SetWindow( nWidth, nHeight, fArcballRadius );
}
void SetRadius( _In_ float fDefaultRadius=5.0f, _In_ float fMinRadius=1.0f, _In_ float fMaxRadius=FLT_MAX )
{
m_fDefaultRadius = m_fRadius = fDefaultRadius; m_fMinRadius = fMinRadius; m_fMaxRadius = fMaxRadius;
m_bDragSinceLastUpdate = true;
}
void SetModelCenter( _In_ const DirectX::XMFLOAT3& vModelCenter ) { m_vModelCenter = vModelCenter; }
void SetLimitPitch( _In_ bool bLimitPitch ) { m_bLimitPitch = bLimitPitch; }
void SetViewQuat( _In_ DirectX::FXMVECTOR q )
{
m_ViewArcBall.SetQuatNow( q );
m_bDragSinceLastUpdate = true;
}
void SetWorldQuat( _In_ DirectX::FXMVECTOR q )
{
m_WorldArcBall.SetQuatNow( q );
m_bDragSinceLastUpdate = true;
}
// Functions to get state
DirectX::XMMATRIX GetWorldMatrix() const { return DirectX::XMLoadFloat4x4( &m_mWorld ); }
void SetWorldMatrix( _In_ DirectX::CXMMATRIX mWorld )
{
XMStoreFloat4x4( &m_mWorld, mWorld );
m_bDragSinceLastUpdate = true;
}
protected:
CD3DArcBall m_WorldArcBall;
CD3DArcBall m_ViewArcBall;
DirectX::XMFLOAT3 m_vModelCenter;
DirectX::XMFLOAT4X4 m_mModelLastRot; // Last arcball rotation matrix for model
DirectX::XMFLOAT4X4 m_mModelRot; // Rotation matrix of model
DirectX::XMFLOAT4X4 m_mWorld; // World matrix of model
int m_nRotateModelButtonMask;
int m_nZoomButtonMask;
int m_nRotateCameraButtonMask;
bool m_bAttachCameraToModel;
bool m_bLimitPitch;
bool m_bDragSinceLastUpdate; // True if mouse drag has happened since last time FrameMove is called.
float m_fRadius; // Distance from the camera to model
float m_fDefaultRadius; // Distance from the camera to model
float m_fMinRadius; // Min radius
float m_fMaxRadius; // Max radius
DirectX::XMFLOAT4X4 m_mCameraRotLast;
};
//--------------------------------------------------------------------------------------
// Manages the mesh, direction, mouse events of a directional arrow that
// rotates around a radius controlled by an arcball
//--------------------------------------------------------------------------------------
class CDXUTDirectionWidget
{
public:
CDXUTDirectionWidget();
LRESULT HandleMessages( _In_ HWND hWnd, _In_ UINT uMsg, _In_ WPARAM wParam, _In_ LPARAM lParam );
HRESULT OnRender( _In_ DirectX::FXMVECTOR color, _In_ DirectX::CXMMATRIX pmView, _In_ DirectX::CXMMATRIX pmProj, _In_ DirectX::FXMVECTOR vEyePt );
DirectX::XMVECTOR GetLightDirection() const { return DirectX::XMLoadFloat3( &m_vCurrentDir ); }
void SetLightDirection( _In_ DirectX::FXMVECTOR vDir )
{
DirectX::XMStoreFloat3( &m_vCurrentDir, vDir );
m_vDefaultDir = m_vCurrentDir;
}
void SetLightDirection( _In_ DirectX::XMFLOAT3 vDir )
{
m_vDefaultDir = m_vCurrentDir = vDir;
}
void SetButtonMask( _In_ int nRotate = MOUSE_RIGHT_BUTTON ) { m_nRotateMask = nRotate; }
float GetRadius() const { return m_fRadius; }
void SetRadius( _In_ float fRadius ) { m_fRadius = fRadius; }
bool IsBeingDragged() { return m_ArcBall.IsBeingDragged(); }
static HRESULT WINAPI StaticOnD3D11CreateDevice( _In_ ID3D11Device* pd3dDevice, _In_ ID3D11DeviceContext* pd3dImmediateContext );
static void WINAPI StaticOnD3D11DestroyDevice();
protected:
HRESULT UpdateLightDir();
// TODO - need support for Direct3D 11 widget
DirectX::XMFLOAT4X4 m_mRot;
DirectX::XMFLOAT4X4 m_mRotSnapshot;
float m_fRadius;
int m_nRotateMask;
CD3DArcBall m_ArcBall;
DirectX::XMFLOAT3 m_vDefaultDir;
DirectX::XMFLOAT3 m_vCurrentDir;
DirectX::XMFLOAT4X4 m_mView;
};

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//--------------------------------------------------------------------------------------
// File: DXUTguiIME.h
//
// THIS CODE AND INFORMATION IS PROVIDED "AS IS" WITHOUT WARRANTY OF
// ANY KIND, EITHER EXPRESSED OR IMPLIED, INCLUDING BUT NOT LIMITED TO
// THE IMPLIED WARRANTIES OF MERCHANTABILITY AND/OR FITNESS FOR A
// PARTICULAR PURPOSE.
//
// Copyright (c) Microsoft Corporation. All rights reserved.
//
// http://go.microsoft.com/fwlink/?LinkId=320437
//--------------------------------------------------------------------------------------
#pragma once
#include <usp10.h>
#include <dimm.h>
#include "ImeUi.h"
//--------------------------------------------------------------------------------------
// Forward declarations
//--------------------------------------------------------------------------------------
class CDXUTIMEEditBox;
//-----------------------------------------------------------------------------
// IME-enabled EditBox control
//-----------------------------------------------------------------------------
#define MAX_COMPSTRING_SIZE 256
class CDXUTIMEEditBox : public CDXUTEditBox
{
public:
static HRESULT CreateIMEEditBox( _In_ CDXUTDialog* pDialog, _In_ int ID, _In_z_ LPCWSTR strText, _In_ int x, _In_ int y, _In_ int width,
_In_ int height, _In_ bool bIsDefault=false, _Outptr_opt_ CDXUTIMEEditBox** ppCreated=nullptr );
CDXUTIMEEditBox( _In_opt_ CDXUTDialog* pDialog = nullptr );
virtual ~CDXUTIMEEditBox();
static void InitDefaultElements( _In_ CDXUTDialog* pDialog );
static void WINAPI Initialize( _In_ HWND hWnd );
static void WINAPI Uninitialize();
static HRESULT WINAPI StaticOnCreateDevice();
static bool WINAPI StaticMsgProc( _In_ HWND hWnd, _In_ UINT uMsg, _In_ WPARAM wParam, _In_ LPARAM lParam );
static void WINAPI SetImeEnableFlag( _In_ bool bFlag );
virtual void Render( _In_ float fElapsedTime ) override;
virtual bool MsgProc( _In_ UINT uMsg, _In_ WPARAM wParam, _In_ LPARAM lParam ) override;
virtual bool HandleMouse( _In_ UINT uMsg, _In_ const POINT& pt, _In_ WPARAM wParam, _In_ LPARAM lParam ) override;
virtual void UpdateRects() override;
virtual void OnFocusIn() override;
virtual void OnFocusOut() override;
void PumpMessage();
virtual void RenderCandidateReadingWindow( _In_ bool bReading );
virtual void RenderComposition();
virtual void RenderIndicator( _In_ float fElapsedTime );
protected:
static void WINAPI EnableImeSystem( _In_ bool bEnable );
static WORD WINAPI GetLanguage()
{
return ImeUi_GetLanguage();
}
static WORD WINAPI GetPrimaryLanguage()
{
return ImeUi_GetPrimaryLanguage();
}
static void WINAPI SendKey( _In_ BYTE nVirtKey );
static DWORD WINAPI GetImeId( _In_ UINT uIndex = 0 )
{
return ImeUi_GetImeId( uIndex );
};
static void WINAPI CheckInputLocale();
static void WINAPI CheckToggleState();
static void WINAPI SetupImeApi();
static void WINAPI ResetCompositionString();
static void SetupImeUiCallback();
protected:
enum
{
INDICATOR_NON_IME,
INDICATOR_CHS,
INDICATOR_CHT,
INDICATOR_KOREAN,
INDICATOR_JAPANESE
};
struct CCandList
{
CUniBuffer HoriCand; // Candidate list string (for horizontal candidate window)
int nFirstSelected; // First character position of the selected string in HoriCand
int nHoriSelectedLen; // Length of the selected string in HoriCand
RECT rcCandidate; // Candidate rectangle computed and filled each time before rendered
};
static POINT s_ptCompString; // Composition string position. Updated every frame.
static int s_nFirstTargetConv; // Index of the first target converted char in comp string. If none, -1.
static CUniBuffer s_CompString; // Buffer to hold the composition string (we fix its length)
static DWORD s_adwCompStringClause[MAX_COMPSTRING_SIZE];
static CCandList s_CandList; // Data relevant to the candidate list
static WCHAR s_wszReadingString[32];// Used only with horizontal reading window (why?)
static bool s_bImeFlag; // Is ime enabled
// Color of various IME elements
DWORD m_ReadingColor; // Reading string color
DWORD m_ReadingWinColor; // Reading window color
DWORD m_ReadingSelColor; // Selected character in reading string
DWORD m_ReadingSelBkColor; // Background color for selected char in reading str
DWORD m_CandidateColor; // Candidate string color
DWORD m_CandidateWinColor; // Candidate window color
DWORD m_CandidateSelColor; // Selected candidate string color
DWORD m_CandidateSelBkColor; // Selected candidate background color
DWORD m_CompColor; // Composition string color
DWORD m_CompWinColor; // Composition string window color
DWORD m_CompCaretColor; // Composition string caret color
DWORD m_CompTargetColor; // Composition string target converted color
DWORD m_CompTargetBkColor; // Composition string target converted background
DWORD m_CompTargetNonColor; // Composition string target non-converted color
DWORD m_CompTargetNonBkColor;// Composition string target non-converted background
DWORD m_IndicatorImeColor; // Indicator text color for IME
DWORD m_IndicatorEngColor; // Indicator text color for English
DWORD m_IndicatorBkColor; // Indicator text background color
// Edit-control-specific data
int m_nIndicatorWidth; // Width of the indicator symbol
RECT m_rcIndicator; // Rectangle for drawing the indicator button
#if defined(DEBUG) || defined(_DEBUG)
static bool m_bIMEStaticMsgProcCalled;
#endif
};

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//----------------------------------------------------------------------------
// File: dxutres.h
//
// Functions to create DXUT media from arrays in memory
//
// THIS CODE AND INFORMATION IS PROVIDED "AS IS" WITHOUT WARRANTY OF
// ANY KIND, EITHER EXPRESSED OR IMPLIED, INCLUDING BUT NOT LIMITED TO
// THE IMPLIED WARRANTIES OF MERCHANTABILITY AND/OR FITNESS FOR A
// PARTICULAR PURPOSE.
//
// Copyright (c) Microsoft Corporation. All rights reserved.
//
// http://go.microsoft.com/fwlink/?LinkId=320437
//-----------------------------------------------------------------------------
#pragma once
HRESULT WINAPI DXUTCreateGUITextureFromInternalArray( _In_ ID3D11Device* pd3dDevice, _Outptr_ ID3D11Texture2D** ppTexture );

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//--------------------------------------------------------------------------------------
// File: DXUTSettingsDlg.h
//
// THIS CODE AND INFORMATION IS PROVIDED "AS IS" WITHOUT WARRANTY OF
// ANY KIND, EITHER EXPRESSED OR IMPLIED, INCLUDING BUT NOT LIMITED TO
// THE IMPLIED WARRANTIES OF MERCHANTABILITY AND/OR FITNESS FOR A
// PARTICULAR PURPOSE.
//
// Copyright (c) Microsoft Corporation. All rights reserved.
//
// http://go.microsoft.com/fwlink/?LinkId=320437
//--------------------------------------------------------------------------------------
#pragma once
//--------------------------------------------------------------------------------------
// Header Includes
//--------------------------------------------------------------------------------------
#include "DXUTgui.h"
//--------------------------------------------------------------------------------------
// Control IDs
//--------------------------------------------------------------------------------------
#define DXUTSETTINGSDLG_STATIC -1
#define DXUTSETTINGSDLG_OK 1
#define DXUTSETTINGSDLG_CANCEL 2
#define DXUTSETTINGSDLG_ADAPTER 3
#define DXUTSETTINGSDLG_DEVICE_TYPE 4
#define DXUTSETTINGSDLG_WINDOWED 5
#define DXUTSETTINGSDLG_FULLSCREEN 6
#define DXUTSETTINGSDLG_RESOLUTION_SHOW_ALL 26
#define DXUTSETTINGSDLG_D3D11_ADAPTER_OUTPUT 28
#define DXUTSETTINGSDLG_D3D11_ADAPTER_OUTPUT_LABEL 29
#define DXUTSETTINGSDLG_D3D11_RESOLUTION 30
#define DXUTSETTINGSDLG_D3D11_RESOLUTION_LABEL 31
#define DXUTSETTINGSDLG_D3D11_REFRESH_RATE 32
#define DXUTSETTINGSDLG_D3D11_REFRESH_RATE_LABEL 33
#define DXUTSETTINGSDLG_D3D11_BACK_BUFFER_FORMAT 34
#define DXUTSETTINGSDLG_D3D11_BACK_BUFFER_FORMAT_LABEL 35
#define DXUTSETTINGSDLG_D3D11_MULTISAMPLE_COUNT 36
#define DXUTSETTINGSDLG_D3D11_MULTISAMPLE_COUNT_LABEL 37
#define DXUTSETTINGSDLG_D3D11_MULTISAMPLE_QUALITY 38
#define DXUTSETTINGSDLG_D3D11_MULTISAMPLE_QUALITY_LABEL 39
#define DXUTSETTINGSDLG_D3D11_PRESENT_INTERVAL 40
#define DXUTSETTINGSDLG_D3D11_PRESENT_INTERVAL_LABEL 41
#define DXUTSETTINGSDLG_D3D11_DEBUG_DEVICE 42
#define DXUTSETTINGSDLG_D3D11_FEATURE_LEVEL 43
#define DXUTSETTINGSDLG_D3D11_FEATURE_LEVEL_LABEL 44
#define DXUTSETTINGSDLG_MODE_CHANGE_ACCEPT 58
#define DXUTSETTINGSDLG_MODE_CHANGE_REVERT 59
#define DXUTSETTINGSDLG_STATIC_MODE_CHANGE_TIMEOUT 60
#define DXUTSETTINGSDLG_WINDOWED_GROUP 0x0100
#ifdef USE_DIRECT3D11_3
#define TOTAL_FEATURE_LEVELS 9
#else
#define TOTAL_FEATURE_LEVELS 7
#endif
//--------------------------------------------------------------------------------------
// Dialog for selection of device settings
// Use DXUTGetD3DSettingsDialog() to access global instance
// To control the contents of the dialog, use the CD3D11Enumeration class.
//--------------------------------------------------------------------------------------
class CD3DSettingsDlg
{
public:
CD3DSettingsDlg();
~CD3DSettingsDlg();
void Init( _In_ CDXUTDialogResourceManager* pManager );
void Init( _In_ CDXUTDialogResourceManager* pManager, _In_z_ LPCWSTR szControlTextureFileName );
void Init( _In_ CDXUTDialogResourceManager* pManager, _In_z_ LPCWSTR pszControlTextureResourcename,
_In_ HMODULE hModule );
HRESULT Refresh();
void OnRender( _In_ float fElapsedTime );
HRESULT OnD3D11CreateDevice( _In_ ID3D11Device* pd3dDevice );
HRESULT OnD3D11ResizedSwapChain( _In_ ID3D11Device* pd3dDevice,
_In_ const DXGI_SURFACE_DESC* pBackBufferSurfaceDesc );
void OnD3D11DestroyDevice();
CDXUTDialog* GetDialogControl() { return &m_Dialog; }
bool IsActive() const { return m_bActive; }
void SetActive( _In_ bool bActive )
{
m_bActive = bActive;
if( bActive ) Refresh();
}
LRESULT MsgProc( _In_ HWND hWnd, _In_ UINT uMsg, _In_ WPARAM wParam, _In_ LPARAM lParam );
protected:
friend CD3DSettingsDlg* WINAPI DXUTGetD3DSettingsDialog();
void CreateControls();
void SetSelectedD3D11RefreshRate( _In_ DXGI_RATIONAL RefreshRate );
HRESULT UpdateD3D11Resolutions();
HRESULT UpdateD3D11RefreshRates();
void OnEvent( _In_ UINT nEvent, _In_ int nControlID, _In_ CDXUTControl* pControl );
static void WINAPI StaticOnEvent( _In_ UINT nEvent, _In_ int nControlID, _In_ CDXUTControl* pControl, _In_opt_ void* pUserData );
static void WINAPI StaticOnModeChangeTimer( _In_ UINT nIDEvent, _In_opt_ void* pUserContext );
CD3D11EnumAdapterInfo* GetCurrentD3D11AdapterInfo() const;
CD3D11EnumDeviceInfo* GetCurrentD3D11DeviceInfo() const;
CD3D11EnumOutputInfo* GetCurrentD3D11OutputInfo() const;
CD3D11EnumDeviceSettingsCombo* GetCurrentD3D11DeviceSettingsCombo() const;
void AddAdapter( _In_z_ const WCHAR* strDescription, _In_ UINT iAdapter );
UINT GetSelectedAdapter() const;
void SetWindowed( _In_ bool bWindowed );
bool IsWindowed() const;
// D3D11
void AddD3D11DeviceType( _In_ D3D_DRIVER_TYPE devType );
D3D_DRIVER_TYPE GetSelectedD3D11DeviceType() const;
void AddD3D11AdapterOutput( _In_z_ const WCHAR* strName, _In_ UINT nOutput );
UINT GetSelectedD3D11AdapterOutput() const;
void AddD3D11Resolution( _In_ DWORD dwWidth, _In_ DWORD dwHeight );
void GetSelectedD3D11Resolution( _Out_ DWORD* pdwWidth, _Out_ DWORD* pdwHeight ) const;
void AddD3D11FeatureLevel( _In_ D3D_FEATURE_LEVEL fl );
D3D_FEATURE_LEVEL GetSelectedFeatureLevel() const;
void AddD3D11RefreshRate( _In_ DXGI_RATIONAL RefreshRate );
DXGI_RATIONAL GetSelectedD3D11RefreshRate() const;
void AddD3D11BackBufferFormat( _In_ DXGI_FORMAT format );
DXGI_FORMAT GetSelectedD3D11BackBufferFormat() const;
void AddD3D11MultisampleCount( _In_ UINT count );
UINT GetSelectedD3D11MultisampleCount() const;
void AddD3D11MultisampleQuality( _In_ UINT Quality );
UINT GetSelectedD3D11MultisampleQuality() const;
DWORD GetSelectedD3D11PresentInterval() const;
bool GetSelectedDebugDeviceValue() const;
HRESULT OnD3D11ResolutionChanged ();
HRESULT OnFeatureLevelChanged();
HRESULT OnAdapterChanged();
HRESULT OnDeviceTypeChanged();
HRESULT OnWindowedFullScreenChanged();
HRESULT OnAdapterOutputChanged();
HRESULT OnRefreshRateChanged();
HRESULT OnBackBufferFormatChanged();
HRESULT OnMultisampleTypeChanged();
HRESULT OnMultisampleQualityChanged();
HRESULT OnPresentIntervalChanged();
HRESULT OnDebugDeviceChanged();
void UpdateModeChangeTimeoutText( _In_ int nSecRemaining );
CDXUTDialog* m_pActiveDialog;
CDXUTDialog m_Dialog;
CDXUTDialog m_RevertModeDialog;
int m_nRevertModeTimeout;
UINT m_nIDEvent;
bool m_bActive;
D3D_FEATURE_LEVEL m_Levels[TOTAL_FEATURE_LEVELS];
};
CD3DSettingsDlg* WINAPI DXUTGetD3DSettingsDialog();

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//--------------------------------------------------------------------------------------
// File: ImeUi.h
//
// THIS CODE AND INFORMATION IS PROVIDED "AS IS" WITHOUT WARRANTY OF
// ANY KIND, EITHER EXPRESSED OR IMPLIED, INCLUDING BUT NOT LIMITED TO
// THE IMPLIED WARRANTIES OF MERCHANTABILITY AND/OR FITNESS FOR A
// PARTICULAR PURPOSE.
//
// Copyright (c) Microsoft Corporation. All rights reserved.
//
// http://go.microsoft.com/fwlink/?LinkId=320437
//--------------------------------------------------------------------------------------
#pragma once
#include <windows.h>
class CImeUiFont_Base
{
public:
virtual void SetHeight( _In_ UINT uHeight )
{
UNREFERENCED_PARAMETER(uHeight);
}; // for backward compatibility
virtual void SetColor( _In_ DWORD color ) = 0;
virtual void SetPosition( _In_ int x, _In_ int y ) = 0;
virtual void GetTextExtent( _In_z_ LPCTSTR szText, _Out_ DWORD* puWidth, _Out_ DWORD* puHeight ) = 0;
virtual void DrawText( _In_z_ LPCTSTR pszText ) = 0;
};
typedef struct
{
// symbol (Henkan-kyu)
DWORD symbolColor;
DWORD symbolColorOff;
DWORD symbolColorText;
BYTE symbolHeight;
BYTE symbolTranslucence;
BYTE symbolPlacement;
CImeUiFont_Base* symbolFont;
// candidate list
DWORD candColorBase;
DWORD candColorBorder;
DWORD candColorText;
// composition string
DWORD compColorInput;
DWORD compColorTargetConv;
DWORD compColorConverted;
DWORD compColorTargetNotConv;
DWORD compColorInputErr;
BYTE compTranslucence;
DWORD compColorText;
// caret
BYTE caretWidth;
BYTE caretYMargin;
} IMEUI_APPEARANCE;
typedef struct // D3DTLVERTEX compatible
{
float sx;
float sy;
float sz;
float rhw;
DWORD color;
DWORD specular;
float tu;
float tv;
} IMEUI_VERTEX;
// IME States
#define IMEUI_STATE_OFF 0
#define IMEUI_STATE_ON 1
#define IMEUI_STATE_ENGLISH 2
// IME const
#define MAX_CANDLIST 10
// IME Flags
#define IMEUI_FLAG_SUPPORT_CARET 0x00000001
bool ImeUi_Initialize( _In_ HWND hwnd, _In_ bool bDisable = false );
void ImeUi_Uninitialize();
void ImeUi_SetAppearance( _In_opt_ const IMEUI_APPEARANCE* pia );
void ImeUi_GetAppearance( _Out_opt_ IMEUI_APPEARANCE* pia );
bool ImeUi_IgnoreHotKey( _In_ const MSG* pmsg );
LPARAM ImeUi_ProcessMessage( _In_ HWND hWnd, _In_ UINT uMsg, _In_ WPARAM wParam, _Inout_ LPARAM& lParam, _Out_ bool* trapped );
void ImeUi_SetScreenDimension( _In_ UINT width, _In_ UINT height );
void ImeUi_RenderUI( _In_ bool bDrawCompAttr = true, _In_ bool bDrawOtherUi = true );
void ImeUi_SetCaretPosition( _In_ UINT x, _In_ UINT y );
void ImeUi_SetCompStringAppearance( _In_ CImeUiFont_Base* pFont, _In_ DWORD color, _In_ const RECT* prc );
bool ImeUi_GetCaretStatus();
void ImeUi_SetInsertMode( _In_ bool bInsert );
void ImeUi_SetState( _In_ DWORD dwState );
DWORD ImeUi_GetState();
void ImeUi_EnableIme( _In_ bool bEnable );
bool ImeUi_IsEnabled();
void ImeUi_FinalizeString( _In_ bool bSend = false );
void ImeUi_ToggleLanguageBar( _In_ BOOL bRestore );
bool ImeUi_IsSendingKeyMessage();
void ImeUi_SetWindow( _In_ HWND hwnd );
UINT ImeUi_GetInputCodePage();
DWORD ImeUi_GetFlags();
void ImeUi_SetFlags( _In_ DWORD dwFlags, _In_ bool bSet );
WORD ImeUi_GetPrimaryLanguage();
DWORD ImeUi_GetImeId( _In_ UINT uIndex );
WORD ImeUi_GetLanguage();
LPCTSTR ImeUi_GetIndicatior();
bool ImeUi_IsShowReadingWindow();
bool ImeUi_IsShowCandListWindow();
bool ImeUi_IsVerticalCand();
bool ImeUi_IsHorizontalReading();
TCHAR* ImeUi_GetCandidate( _In_ UINT idx );
TCHAR* ImeUi_GetCompositionString();
DWORD ImeUi_GetCandidateSelection();
DWORD ImeUi_GetCandidateCount();
BYTE* ImeUi_GetCompStringAttr();
DWORD ImeUi_GetImeCursorChars();
extern void ( CALLBACK*ImeUiCallback_DrawRect )( _In_ int x1, _In_ int y1, _In_ int x2, _In_ int y2, _In_ DWORD color );
extern void* ( __cdecl*ImeUiCallback_Malloc )( _In_ size_t bytes );
extern void ( __cdecl*ImeUiCallback_Free )( _In_ void* ptr );
extern void ( CALLBACK*ImeUiCallback_DrawFans )( _In_ const IMEUI_VERTEX* paVertex, _In_ UINT uNum );
extern void ( CALLBACK*ImeUiCallback_OnChar )( _In_ WCHAR wc );

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//--------------------------------------------------------------------------------------
// File: SDKMesh.h
//
// Disclaimer:
// The SDK Mesh format (.sdkmesh) is not a recommended file format for shipping titles.
// It was designed to meet the specific needs of the SDK samples. Any real-world
// applications should avoid this file format in favor of a destination format that
// meets the specific needs of the application.
//
// THIS CODE AND INFORMATION IS PROVIDED "AS IS" WITHOUT WARRANTY OF
// ANY KIND, EITHER EXPRESSED OR IMPLIED, INCLUDING BUT NOT LIMITED TO
// THE IMPLIED WARRANTIES OF MERCHANTABILITY AND/OR FITNESS FOR A
// PARTICULAR PURPOSE.
//
// Copyright (c) Microsoft Corporation. All rights reserved.
//
// http://go.microsoft.com/fwlink/?LinkId=320437
//--------------------------------------------------------------------------------------
#pragma once
#undef D3DCOLOR_ARGB
#include <d3d9.h>
//--------------------------------------------------------------------------------------
// Hard Defines for the various structures
//--------------------------------------------------------------------------------------
#define SDKMESH_FILE_VERSION 101
#define MAX_VERTEX_ELEMENTS 32
#define MAX_VERTEX_STREAMS 16
#define MAX_FRAME_NAME 100
#define MAX_MESH_NAME 100
#define MAX_SUBSET_NAME 100
#define MAX_MATERIAL_NAME 100
#define MAX_TEXTURE_NAME MAX_PATH
#define MAX_MATERIAL_PATH MAX_PATH
#define INVALID_FRAME ((UINT)-1)
#define INVALID_MESH ((UINT)-1)
#define INVALID_MATERIAL ((UINT)-1)
#define INVALID_SUBSET ((UINT)-1)
#define INVALID_ANIMATION_DATA ((UINT)-1)
#define INVALID_SAMPLER_SLOT ((UINT)-1)
#define ERROR_RESOURCE_VALUE 1
template<typename TYPE> BOOL IsErrorResource( TYPE data )
{
if( ( TYPE )ERROR_RESOURCE_VALUE == data )
return TRUE;
return FALSE;
}
//--------------------------------------------------------------------------------------
// Enumerated Types.
//--------------------------------------------------------------------------------------
enum SDKMESH_PRIMITIVE_TYPE
{
PT_TRIANGLE_LIST = 0,
PT_TRIANGLE_STRIP,
PT_LINE_LIST,
PT_LINE_STRIP,
PT_POINT_LIST,
PT_TRIANGLE_LIST_ADJ,
PT_TRIANGLE_STRIP_ADJ,
PT_LINE_LIST_ADJ,
PT_LINE_STRIP_ADJ,
PT_QUAD_PATCH_LIST,
PT_TRIANGLE_PATCH_LIST,
};
enum SDKMESH_INDEX_TYPE
{
IT_16BIT = 0,
IT_32BIT,
};
enum FRAME_TRANSFORM_TYPE
{
FTT_RELATIVE = 0,
FTT_ABSOLUTE, //This is not currently used but is here to support absolute transformations in the future
};
//--------------------------------------------------------------------------------------
// Structures. Unions with pointers are forced to 64bit.
//--------------------------------------------------------------------------------------
#pragma pack(push,8)
struct SDKMESH_HEADER
{
//Basic Info and sizes
UINT Version;
BYTE IsBigEndian;
UINT64 HeaderSize;
UINT64 NonBufferDataSize;
UINT64 BufferDataSize;
//Stats
UINT NumVertexBuffers;
UINT NumIndexBuffers;
UINT NumMeshes;
UINT NumTotalSubsets;
UINT NumFrames;
UINT NumMaterials;
//Offsets to Data
UINT64 VertexStreamHeadersOffset;
UINT64 IndexStreamHeadersOffset;
UINT64 MeshDataOffset;
UINT64 SubsetDataOffset;
UINT64 FrameDataOffset;
UINT64 MaterialDataOffset;
};
struct SDKMESH_VERTEX_BUFFER_HEADER
{
UINT64 NumVertices;
UINT64 SizeBytes;
UINT64 StrideBytes;
D3DVERTEXELEMENT9 Decl[MAX_VERTEX_ELEMENTS];
union
{
UINT64 DataOffset; //(This also forces the union to 64bits)
ID3D11Buffer* pVB11;
};
};
struct SDKMESH_INDEX_BUFFER_HEADER
{
UINT64 NumIndices;
UINT64 SizeBytes;
UINT IndexType;
union
{
UINT64 DataOffset; //(This also forces the union to 64bits)
ID3D11Buffer* pIB11;
};
};
struct SDKMESH_MESH
{
char Name[MAX_MESH_NAME];
BYTE NumVertexBuffers;
UINT VertexBuffers[MAX_VERTEX_STREAMS];
UINT IndexBuffer;
UINT NumSubsets;
UINT NumFrameInfluences; //aka bones
DirectX::XMFLOAT3 BoundingBoxCenter;
DirectX::XMFLOAT3 BoundingBoxExtents;
union
{
UINT64 SubsetOffset; //Offset to list of subsets (This also forces the union to 64bits)
UINT* pSubsets; //Pointer to list of subsets
};
union
{
UINT64 FrameInfluenceOffset; //Offset to list of frame influences (This also forces the union to 64bits)
UINT* pFrameInfluences; //Pointer to list of frame influences
};
};
struct SDKMESH_SUBSET
{
char Name[MAX_SUBSET_NAME];
UINT MaterialID;
UINT PrimitiveType;
UINT64 IndexStart;
UINT64 IndexCount;
UINT64 VertexStart;
UINT64 VertexCount;
};
struct SDKMESH_FRAME
{
char Name[MAX_FRAME_NAME];
UINT Mesh;
UINT ParentFrame;
UINT ChildFrame;
UINT SiblingFrame;
DirectX::XMFLOAT4X4 Matrix;
UINT AnimationDataIndex; //Used to index which set of keyframes transforms this frame
};
struct SDKMESH_MATERIAL
{
char Name[MAX_MATERIAL_NAME];
// Use MaterialInstancePath
char MaterialInstancePath[MAX_MATERIAL_PATH];
// Or fall back to d3d8-type materials
char DiffuseTexture[MAX_TEXTURE_NAME];
char NormalTexture[MAX_TEXTURE_NAME];
char SpecularTexture[MAX_TEXTURE_NAME];
DirectX::XMFLOAT4 Diffuse;
DirectX::XMFLOAT4 Ambient;
DirectX::XMFLOAT4 Specular;
DirectX::XMFLOAT4 Emissive;
float Power;
union
{
UINT64 Force64_1; //Force the union to 64bits
ID3D11Texture2D* pDiffuseTexture11;
};
union
{
UINT64 Force64_2; //Force the union to 64bits
ID3D11Texture2D* pNormalTexture11;
};
union
{
UINT64 Force64_3; //Force the union to 64bits
ID3D11Texture2D* pSpecularTexture11;
};
union
{
UINT64 Force64_4; //Force the union to 64bits
ID3D11ShaderResourceView* pDiffuseRV11;
};
union
{
UINT64 Force64_5; //Force the union to 64bits
ID3D11ShaderResourceView* pNormalRV11;
};
union
{
UINT64 Force64_6; //Force the union to 64bits
ID3D11ShaderResourceView* pSpecularRV11;
};
};
struct SDKANIMATION_FILE_HEADER
{
UINT Version;
BYTE IsBigEndian;
UINT FrameTransformType;
UINT NumFrames;
UINT NumAnimationKeys;
UINT AnimationFPS;
UINT64 AnimationDataSize;
UINT64 AnimationDataOffset;
};
struct SDKANIMATION_DATA
{
DirectX::XMFLOAT3 Translation;
DirectX::XMFLOAT4 Orientation;
DirectX::XMFLOAT3 Scaling;
};
struct SDKANIMATION_FRAME_DATA
{
char FrameName[MAX_FRAME_NAME];
union
{
UINT64 DataOffset;
SDKANIMATION_DATA* pAnimationData;
};
};
#pragma pack(pop)
static_assert( sizeof(D3DVERTEXELEMENT9) == 8, "Direct3D9 Decl structure size incorrect" );
static_assert( sizeof(SDKMESH_HEADER)== 104, "SDK Mesh structure size incorrect" );
static_assert( sizeof(SDKMESH_VERTEX_BUFFER_HEADER) == 288, "SDK Mesh structure size incorrect" );
static_assert( sizeof(SDKMESH_INDEX_BUFFER_HEADER) == 32, "SDK Mesh structure size incorrect" );
static_assert( sizeof(SDKMESH_MESH) == 224, "SDK Mesh structure size incorrect" );
static_assert( sizeof(SDKMESH_SUBSET) == 144, "SDK Mesh structure size incorrect" );
static_assert( sizeof(SDKMESH_FRAME) == 184, "SDK Mesh structure size incorrect" );
static_assert( sizeof(SDKMESH_MATERIAL) == 1256, "SDK Mesh structure size incorrect" );
static_assert( sizeof(SDKANIMATION_FILE_HEADER) == 40, "SDK Mesh structure size incorrect" );
static_assert( sizeof(SDKANIMATION_DATA) == 40, "SDK Mesh structure size incorrect" );
static_assert( sizeof(SDKANIMATION_FRAME_DATA) == 112, "SDK Mesh structure size incorrect" );
#ifndef _CONVERTER_APP_
//--------------------------------------------------------------------------------------
// AsyncLoading callbacks
//--------------------------------------------------------------------------------------
typedef void ( CALLBACK*LPCREATETEXTUREFROMFILE11 )( _In_ ID3D11Device* pDev, _In_z_ char* szFileName,
_Outptr_ ID3D11ShaderResourceView** ppRV, _In_opt_ void* pContext );
typedef void ( CALLBACK*LPCREATEVERTEXBUFFER11 )( _In_ ID3D11Device* pDev, _Outptr_ ID3D11Buffer** ppBuffer,
_In_ D3D11_BUFFER_DESC BufferDesc, _In_ void* pData, _In_opt_ void* pContext );
typedef void ( CALLBACK*LPCREATEINDEXBUFFER11 )( _In_ ID3D11Device* pDev, _Outptr_ ID3D11Buffer** ppBuffer,
_In_ D3D11_BUFFER_DESC BufferDesc, _In_ void* pData, _In_opt_ void* pContext );
struct SDKMESH_CALLBACKS11
{
LPCREATETEXTUREFROMFILE11 pCreateTextureFromFile;
LPCREATEVERTEXBUFFER11 pCreateVertexBuffer;
LPCREATEINDEXBUFFER11 pCreateIndexBuffer;
void* pContext;
};
//--------------------------------------------------------------------------------------
// CDXUTSDKMesh class. This class reads the sdkmesh file format for use by the samples
//--------------------------------------------------------------------------------------
class CDXUTSDKMesh
{
private:
UINT m_NumOutstandingResources;
bool m_bLoading;
//BYTE* m_pBufferData;
HANDLE m_hFile;
HANDLE m_hFileMappingObject;
std::vector<BYTE*> m_MappedPointers;
ID3D11Device* m_pDev11;
ID3D11DeviceContext* m_pDevContext11;
protected:
//These are the pointers to the two chunks of data loaded in from the mesh file
BYTE* m_pStaticMeshData;
BYTE* m_pHeapData;
BYTE* m_pAnimationData;
BYTE** m_ppVertices;
BYTE** m_ppIndices;
//Keep track of the path
WCHAR m_strPathW[MAX_PATH];
char m_strPath[MAX_PATH];
//General mesh info
SDKMESH_HEADER* m_pMeshHeader;
SDKMESH_VERTEX_BUFFER_HEADER* m_pVertexBufferArray;
SDKMESH_INDEX_BUFFER_HEADER* m_pIndexBufferArray;
SDKMESH_MESH* m_pMeshArray;
SDKMESH_SUBSET* m_pSubsetArray;
SDKMESH_FRAME* m_pFrameArray;
SDKMESH_MATERIAL* m_pMaterialArray;
// Adjacency information (not part of the m_pStaticMeshData, so it must be created and destroyed separately )
SDKMESH_INDEX_BUFFER_HEADER* m_pAdjacencyIndexBufferArray;
//Animation
SDKANIMATION_FILE_HEADER* m_pAnimationHeader;
SDKANIMATION_FRAME_DATA* m_pAnimationFrameData;
DirectX::XMFLOAT4X4* m_pBindPoseFrameMatrices;
DirectX::XMFLOAT4X4* m_pTransformedFrameMatrices;
DirectX::XMFLOAT4X4* m_pWorldPoseFrameMatrices;
protected:
void LoadMaterials( _In_ ID3D11Device* pd3dDevice, _In_reads_(NumMaterials) SDKMESH_MATERIAL* pMaterials,
_In_ UINT NumMaterials, _In_opt_ SDKMESH_CALLBACKS11* pLoaderCallbacks = nullptr );
HRESULT CreateVertexBuffer( _In_ ID3D11Device* pd3dDevice,
_In_ SDKMESH_VERTEX_BUFFER_HEADER* pHeader, _In_reads_(pHeader->SizeBytes) void* pVertices,
_In_opt_ SDKMESH_CALLBACKS11* pLoaderCallbacks = nullptr );
HRESULT CreateIndexBuffer( _In_ ID3D11Device* pd3dDevice,
_In_ SDKMESH_INDEX_BUFFER_HEADER* pHeader, _In_reads_(pHeader->SizeBytes) void* pIndices,
_In_opt_ SDKMESH_CALLBACKS11* pLoaderCallbacks = nullptr );
virtual HRESULT CreateFromFile( _In_opt_ ID3D11Device* pDev11,
_In_z_ LPCWSTR szFileName,
_In_opt_ SDKMESH_CALLBACKS11* pLoaderCallbacks11 = nullptr );
virtual HRESULT CreateFromMemory( _In_opt_ ID3D11Device* pDev11,
_In_reads_(DataBytes) BYTE* pData,
_In_ size_t DataBytes,
_In_ bool bCopyStatic,
_In_opt_ SDKMESH_CALLBACKS11* pLoaderCallbacks11 = nullptr );
//frame manipulation
void TransformBindPoseFrame( _In_ UINT iFrame, _In_ DirectX::CXMMATRIX parentWorld );
void TransformFrame( _In_ UINT iFrame, _In_ DirectX::CXMMATRIX parentWorld, _In_ double fTime );
void TransformFrameAbsolute( _In_ UINT iFrame, _In_ double fTime );
//Direct3D 11 rendering helpers
void RenderMesh( _In_ UINT iMesh,
_In_ bool bAdjacent,
_In_ ID3D11DeviceContext* pd3dDeviceContext,
_In_ UINT iDiffuseSlot,
_In_ UINT iNormalSlot,
_In_ UINT iSpecularSlot );
void RenderFrame( _In_ UINT iFrame,
_In_ bool bAdjacent,
_In_ ID3D11DeviceContext* pd3dDeviceContext,
_In_ UINT iDiffuseSlot,
_In_ UINT iNormalSlot,
_In_ UINT iSpecularSlot );
public:
CDXUTSDKMesh();
virtual ~CDXUTSDKMesh();
virtual HRESULT Create( _In_ ID3D11Device* pDev11, _In_z_ LPCWSTR szFileName, _In_opt_ SDKMESH_CALLBACKS11* pLoaderCallbacks = nullptr );
virtual HRESULT Create( _In_ ID3D11Device* pDev11, BYTE* pData, size_t DataBytes, _In_ bool bCopyStatic=false,
_In_opt_ SDKMESH_CALLBACKS11* pLoaderCallbacks = nullptr );
virtual HRESULT LoadAnimation( _In_z_ const WCHAR* szFileName );
virtual void Destroy();
//Frame manipulation
void TransformBindPose( _In_ DirectX::CXMMATRIX world ) { TransformBindPoseFrame( 0, world ); };
void TransformMesh( _In_ DirectX::CXMMATRIX world, _In_ double fTime );
//Direct3D 11 Rendering
virtual void Render( _In_ ID3D11DeviceContext* pd3dDeviceContext,
_In_ UINT iDiffuseSlot = INVALID_SAMPLER_SLOT,
_In_ UINT iNormalSlot = INVALID_SAMPLER_SLOT,
_In_ UINT iSpecularSlot = INVALID_SAMPLER_SLOT );
virtual void RenderAdjacent( _In_ ID3D11DeviceContext* pd3dDeviceContext,
_In_ UINT iDiffuseSlot = INVALID_SAMPLER_SLOT,
_In_ UINT iNormalSlot = INVALID_SAMPLER_SLOT,
_In_ UINT iSpecularSlot = INVALID_SAMPLER_SLOT );
//Helpers (D3D11 specific)
static D3D11_PRIMITIVE_TOPOLOGY GetPrimitiveType11( _In_ SDKMESH_PRIMITIVE_TYPE PrimType );
DXGI_FORMAT GetIBFormat11( _In_ UINT iMesh ) const;
ID3D11Buffer* GetVB11( _In_ UINT iMesh, _In_ UINT iVB ) const;
ID3D11Buffer* GetIB11( _In_ UINT iMesh ) const;
SDKMESH_INDEX_TYPE GetIndexType( _In_ UINT iMesh ) const;
ID3D11Buffer* GetAdjIB11( _In_ UINT iMesh ) const;
//Helpers (general)
const char* GetMeshPathA() const;
const WCHAR* GetMeshPathW() const;
UINT GetNumMeshes() const;
UINT GetNumMaterials() const;
UINT GetNumVBs() const;
UINT GetNumIBs() const;
ID3D11Buffer* GetVB11At( _In_ UINT iVB ) const;
ID3D11Buffer* GetIB11At( _In_ UINT iIB ) const;
BYTE* GetRawVerticesAt( _In_ UINT iVB ) const;
BYTE* GetRawIndicesAt( _In_ UINT iIB ) const;
SDKMESH_MATERIAL* GetMaterial( _In_ UINT iMaterial ) const;
SDKMESH_MESH* GetMesh( _In_ UINT iMesh ) const;
UINT GetNumSubsets( _In_ UINT iMesh ) const;
SDKMESH_SUBSET* GetSubset( _In_ UINT iMesh, _In_ UINT iSubset ) const;
UINT GetVertexStride( _In_ UINT iMesh, _In_ UINT iVB ) const;
UINT GetNumFrames() const;
SDKMESH_FRAME* GetFrame( _In_ UINT iFrame ) const;
SDKMESH_FRAME* FindFrame( _In_z_ const char* pszName ) const;
UINT64 GetNumVertices( _In_ UINT iMesh, _In_ UINT iVB ) const;
UINT64 GetNumIndices( _In_ UINT iMesh ) const;
DirectX::XMVECTOR GetMeshBBoxCenter( _In_ UINT iMesh ) const;
DirectX::XMVECTOR GetMeshBBoxExtents( _In_ UINT iMesh ) const;
UINT GetOutstandingResources() const;
UINT GetOutstandingBufferResources() const;
bool CheckLoadDone();
bool IsLoaded() const;
bool IsLoading() const;
void SetLoading( _In_ bool bLoading );
BOOL HadLoadingError() const;
//Animation
UINT GetNumInfluences( _In_ UINT iMesh ) const;
DirectX::XMMATRIX GetMeshInfluenceMatrix( _In_ UINT iMesh, _In_ UINT iInfluence ) const;
UINT GetAnimationKeyFromTime( _In_ double fTime ) const;
DirectX::XMMATRIX GetWorldMatrix( _In_ UINT iFrameIndex ) const;
DirectX::XMMATRIX GetInfluenceMatrix( _In_ UINT iFrameIndex ) const;
bool GetAnimationProperties( _Out_ UINT* pNumKeys, _Out_ float* pFrameTime ) const;
};
#endif

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//--------------------------------------------------------------------------------------
// File: SDKMisc.h
//
// Various helper functionality that is shared between SDK samples
//
// THIS CODE AND INFORMATION IS PROVIDED "AS IS" WITHOUT WARRANTY OF
// ANY KIND, EITHER EXPRESSED OR IMPLIED, INCLUDING BUT NOT LIMITED TO
// THE IMPLIED WARRANTIES OF MERCHANTABILITY AND/OR FITNESS FOR A
// PARTICULAR PURPOSE.
//
// Copyright (c) Microsoft Corporation. All rights reserved.
//
// http://go.microsoft.com/fwlink/?LinkId=320437
//--------------------------------------------------------------------------------------
#pragma once
//-----------------------------------------------------------------------------
// Resource cache for textures, fonts, meshs, and effects.
// Use DXUTGetGlobalResourceCache() to access the global cache
//-----------------------------------------------------------------------------
struct DXUTCache_Texture
{
WCHAR wszSource[MAX_PATH];
bool bSRGB;
ID3D11ShaderResourceView* pSRV11;
DXUTCache_Texture() :
pSRV11(nullptr)
{
}
};
class CDXUTResourceCache
{
public:
~CDXUTResourceCache();
HRESULT CreateTextureFromFile( _In_ ID3D11Device* pDevice, _In_ ID3D11DeviceContext *pContext, _In_z_ LPCWSTR pSrcFile,
_Outptr_ ID3D11ShaderResourceView** ppOutputRV, _In_ bool bSRGB=false );
HRESULT CreateTextureFromFile( _In_ ID3D11Device* pDevice, _In_ ID3D11DeviceContext *pContext, _In_z_ LPCSTR pSrcFile,
_Outptr_ ID3D11ShaderResourceView** ppOutputRV, _In_ bool bSRGB=false );
public:
HRESULT OnDestroyDevice();
protected:
friend CDXUTResourceCache& WINAPI DXUTGetGlobalResourceCache();
friend HRESULT WINAPI DXUTInitialize3DEnvironment();
friend HRESULT WINAPI DXUTReset3DEnvironment();
friend void WINAPI DXUTCleanup3DEnvironment( bool bReleaseSettings );
CDXUTResourceCache() { }
std::vector<DXUTCache_Texture> m_TextureCache;
};
CDXUTResourceCache& WINAPI DXUTGetGlobalResourceCache();
//--------------------------------------------------------------------------------------
// Manages the insertion point when drawing text
//--------------------------------------------------------------------------------------
class CDXUTDialogResourceManager;
class CDXUTTextHelper
{
public:
CDXUTTextHelper( _In_ ID3D11Device* pd3d11Device, _In_ ID3D11DeviceContext* pd3dDeviceContext, _In_ CDXUTDialogResourceManager* pManager, _In_ int nLineHeight );
~CDXUTTextHelper();
void Init( _In_ int nLineHeight = 15 );
void SetInsertionPos( _In_ int x, _In_ int y )
{
m_pt.x = x;
m_pt.y = y;
}
void SetForegroundColor( _In_ DirectX::XMFLOAT4 clr ) { m_clr = clr; }
void SetForegroundColor( _In_ DirectX::FXMVECTOR clr ) { XMStoreFloat4( &m_clr, clr ); }
void Begin();
HRESULT DrawFormattedTextLine( _In_z_ const WCHAR* strMsg, ... );
HRESULT DrawTextLine( _In_z_ const WCHAR* strMsg );
HRESULT DrawFormattedTextLine( _In_ const RECT& rc, _In_z_ const WCHAR* strMsg, ... );
HRESULT DrawTextLine( _In_ const RECT& rc, _In_z_ const WCHAR* strMsg );
void End();
protected:
DirectX::XMFLOAT4 m_clr;
POINT m_pt;
int m_nLineHeight;
// D3D11 font
ID3D11Device* m_pd3d11Device;
ID3D11DeviceContext* m_pd3d11DeviceContext;
CDXUTDialogResourceManager* m_pManager;
};
//--------------------------------------------------------------------------------------
// Shared code for samples to ask user if they want to use a REF device or quit
//--------------------------------------------------------------------------------------
void WINAPI DXUTDisplaySwitchingToREFWarning();
//--------------------------------------------------------------------------------------
// Tries to finds a media file by searching in common locations
//--------------------------------------------------------------------------------------
HRESULT WINAPI DXUTFindDXSDKMediaFileCch( _Out_writes_(cchDest) WCHAR* strDestPath,
_In_ int cchDest,
_In_z_ LPCWSTR strFilename );
HRESULT WINAPI DXUTSetMediaSearchPath( _In_z_ LPCWSTR strPath );
LPCWSTR WINAPI DXUTGetMediaSearchPath();
//--------------------------------------------------------------------------------------
// Compiles HLSL shaders
//--------------------------------------------------------------------------------------
HRESULT WINAPI DXUTCompileFromFile( _In_z_ LPCWSTR pFileName,
_In_reads_opt_(_Inexpressible_(pDefines->Name != NULL)) const D3D_SHADER_MACRO* pDefines,
_In_z_ LPCSTR pEntrypoint, _In_z_ LPCSTR pTarget,
_In_ UINT Flags1, _In_ UINT Flags2,
_Outptr_ ID3DBlob** ppCode );
//--------------------------------------------------------------------------------------
// Texture utilities
//--------------------------------------------------------------------------------------
HRESULT WINAPI DXUTCreateShaderResourceViewFromFile( _In_ ID3D11Device* d3dDevice, _In_z_ const wchar_t* szFileName, _Outptr_ ID3D11ShaderResourceView** textureView );
HRESULT WINAPI DXUTCreateTextureFromFile( _In_ ID3D11Device* d3dDevice, _In_z_ const wchar_t* szFileName, _Outptr_ ID3D11Resource** texture );
HRESULT WINAPI DXUTSaveTextureToFile( _In_ ID3D11DeviceContext* pContext, _In_ ID3D11Resource* pSource, _In_ bool usedds, _In_z_ const wchar_t* szFileName );
//--------------------------------------------------------------------------------------
// Returns a view matrix for rendering to a face of a cubemap.
//--------------------------------------------------------------------------------------
DirectX::XMMATRIX WINAPI DXUTGetCubeMapViewMatrix( _In_ DWORD dwFace );

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