395 lines
9.6 KiB
C++
395 lines
9.6 KiB
C++
// THIS CODE AND INFORMATION IS PROVIDED "AS IS" WITHOUT WARRANTY OF
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// ANY KIND, EITHER EXPRESSED OR IMPLIED, INCLUDING BUT NOT LIMITED TO
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// THE IMPLIED WARRANTIES OF MERCHANTABILITY AND/OR FITNESS FOR A
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// PARTICULAR PURPOSE.
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//
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// Copyright (c) Microsoft Corporation. All rights reserved
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#include "Direct2DHelloWorld.h"
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//
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// Provides the entry point to the application.
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//
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int WINAPI WinMain(
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HINSTANCE /*hInstance*/,
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HINSTANCE /*hPrevInstance*/,
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LPSTR /*lpCmdLine*/,
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int /*nCmdShow*/
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)
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{
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// Ignore the return value because we want to run the program even in the
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// unlikely event that HeapSetInformation fails.
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HeapSetInformation(NULL, HeapEnableTerminationOnCorruption, NULL, 0);
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if (SUCCEEDED(CoInitialize(NULL)))
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{
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{
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DemoApp app;
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if (SUCCEEDED(app.Initialize()))
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{
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app.RunMessageLoop();
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}
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}
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CoUninitialize();
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}
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return 0;
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}
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//
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// Initialize members.
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//
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DemoApp::DemoApp() :
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m_hwnd(NULL),
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m_pD2DFactory(NULL),
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m_pDWriteFactory(NULL),
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m_pRenderTarget(NULL),
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m_pTextFormat(NULL),
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m_pBlackBrush(NULL)
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{
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}
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//
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// Release resources.
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//
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DemoApp::~DemoApp()
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{
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SafeRelease(&m_pD2DFactory);
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SafeRelease(&m_pDWriteFactory);
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SafeRelease(&m_pRenderTarget);
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SafeRelease(&m_pTextFormat);
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SafeRelease(&m_pBlackBrush);
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}
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//
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// Creates the application window and initializes
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// device-independent resources.
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//
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HRESULT DemoApp::Initialize()
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{
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HRESULT hr;
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// Initialize device-indpendent resources, such
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// as the Direct2D factory.
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hr = CreateDeviceIndependentResources();
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if (SUCCEEDED(hr))
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{
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// Register the window class.
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WNDCLASSEX wcex = { sizeof(WNDCLASSEX) };
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wcex.style = CS_HREDRAW | CS_VREDRAW;
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wcex.lpfnWndProc = DemoApp::WndProc;
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wcex.cbClsExtra = 0;
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wcex.cbWndExtra = sizeof(LONG_PTR);
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wcex.hInstance = HINST_THISCOMPONENT;
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wcex.hbrBackground = NULL;
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wcex.lpszMenuName = NULL;
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wcex.hCursor = LoadCursor(NULL, IDC_ARROW);
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wcex.lpszClassName = L"D2DDemoApp";
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RegisterClassEx(&wcex);
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// Create the application window.
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//
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// Because the CreateWindow function takes its size in pixels, we
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// obtain the system DPI and use it to scale the window size.
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FLOAT dpiX, dpiY;
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m_pD2DFactory->GetDesktopDpi(&dpiX, &dpiY);
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m_hwnd = CreateWindow(
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L"D2DDemoApp",
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L"Direct2D Demo Application",
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WS_OVERLAPPEDWINDOW,
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CW_USEDEFAULT,
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CW_USEDEFAULT,
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static_cast<UINT>(ceil(640.f * dpiX / 96.f)),
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static_cast<UINT>(ceil(480.f * dpiY / 96.f)),
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NULL,
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NULL,
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HINST_THISCOMPONENT,
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this
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);
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hr = m_hwnd ? S_OK : E_FAIL;
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if (SUCCEEDED(hr))
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{
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ShowWindow(m_hwnd, SW_SHOWNORMAL);
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UpdateWindow(m_hwnd);
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}
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}
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return hr;
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}
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//
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// Create resources which are not bound
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// to any device. Their lifetime effectively extends for the
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// duration of the app. These resources include the Direct2D and
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// DirectWrite factories, and a DirectWrite Text Format object
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// (used for identifying particular font characteristics).
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//
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HRESULT DemoApp::CreateDeviceIndependentResources()
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{
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static const WCHAR msc_fontName[] = L"Verdana";
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static const FLOAT msc_fontSize = 50;
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HRESULT hr;
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ID2D1GeometrySink *pSink = NULL;
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// Create a Direct2D factory.
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hr = D2D1CreateFactory(D2D1_FACTORY_TYPE_SINGLE_THREADED, &m_pD2DFactory);
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if (SUCCEEDED(hr))
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{
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// Create a DirectWrite factory.
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hr = DWriteCreateFactory(
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DWRITE_FACTORY_TYPE_SHARED,
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__uuidof(m_pDWriteFactory),
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reinterpret_cast<IUnknown **>(&m_pDWriteFactory)
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);
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}
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if (SUCCEEDED(hr))
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{
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// Create a DirectWrite text format object.
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hr = m_pDWriteFactory->CreateTextFormat(
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msc_fontName,
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NULL,
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DWRITE_FONT_WEIGHT_NORMAL,
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DWRITE_FONT_STYLE_NORMAL,
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DWRITE_FONT_STRETCH_NORMAL,
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msc_fontSize,
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L"", //locale
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&m_pTextFormat
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);
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}
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if (SUCCEEDED(hr))
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{
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// Center the text horizontally and vertically.
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m_pTextFormat->SetTextAlignment(DWRITE_TEXT_ALIGNMENT_CENTER);
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m_pTextFormat->SetParagraphAlignment(DWRITE_PARAGRAPH_ALIGNMENT_CENTER);
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}
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SafeRelease(&pSink);
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return hr;
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}
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//
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// This method creates resources which are bound to a particular
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// Direct3D device. It's all centralized here, in case the resources
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// need to be recreated in case of Direct3D device loss (eg. display
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// change, remoting, removal of video card, etc).
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//
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HRESULT DemoApp::CreateDeviceResources()
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{
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HRESULT hr = S_OK;
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if (!m_pRenderTarget)
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{
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RECT rc;
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GetClientRect(m_hwnd, &rc);
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D2D1_SIZE_U size = D2D1::SizeU(
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rc.right - rc.left,
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rc.bottom - rc.top
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);
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// Create a Direct2D render target.
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hr = m_pD2DFactory->CreateHwndRenderTarget(
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D2D1::RenderTargetProperties(),
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D2D1::HwndRenderTargetProperties(m_hwnd, size),
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&m_pRenderTarget
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);
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if (SUCCEEDED(hr))
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{
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// Create a black brush.
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hr = m_pRenderTarget->CreateSolidColorBrush(
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D2D1::ColorF(D2D1::ColorF::Black),
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&m_pBlackBrush
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);
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}
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}
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return hr;
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}
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//
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// Discard device-specific resources which need to be recreated
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// when a Direct3D device is lost
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//
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void DemoApp::DiscardDeviceResources()
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{
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SafeRelease(&m_pRenderTarget);
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SafeRelease(&m_pBlackBrush);
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}
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//
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// The main window message loop.
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//
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void DemoApp::RunMessageLoop()
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{
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MSG msg;
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while (GetMessage(&msg, NULL, 0, 0))
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{
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TranslateMessage(&msg);
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DispatchMessage(&msg);
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}
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}
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//
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// Called whenever the application needs to display the client
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// window. This method writes "Hello, World"
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//
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// Note that this function will not render anything if the window
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// is occluded (e.g. when the screen is locked).
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// Also, this function will automatically discard device-specific
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// resources if the Direct3D device disappears during function
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// invocation, and will recreate the resources the next time it's
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// invoked.
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//
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HRESULT DemoApp::OnRender()
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{
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HRESULT hr;
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hr = CreateDeviceResources();
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if (SUCCEEDED(hr) && !(m_pRenderTarget->CheckWindowState() & D2D1_WINDOW_STATE_OCCLUDED))
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{
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static const WCHAR sc_helloWorld[] = L"Hello, World!";
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// Retrieve the size of the render target.
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D2D1_SIZE_F renderTargetSize = m_pRenderTarget->GetSize();
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m_pRenderTarget->BeginDraw();
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m_pRenderTarget->SetTransform(D2D1::Matrix3x2F::Identity());
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m_pRenderTarget->Clear(D2D1::ColorF(D2D1::ColorF::White));
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m_pRenderTarget->DrawText(
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sc_helloWorld,
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ARRAYSIZE(sc_helloWorld) - 1,
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m_pTextFormat,
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D2D1::RectF(0, 0, renderTargetSize.width, renderTargetSize.height),
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m_pBlackBrush
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);
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hr = m_pRenderTarget->EndDraw();
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if (hr == D2DERR_RECREATE_TARGET)
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{
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hr = S_OK;
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DiscardDeviceResources();
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}
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}
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return hr;
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}
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//
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// If the application receives a WM_SIZE message, this method
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// resizes the render target appropriately.
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//
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void DemoApp::OnResize(UINT width, UINT height)
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{
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if (m_pRenderTarget)
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{
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D2D1_SIZE_U size;
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size.width = width;
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size.height = height;
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// Note: This method can fail, but it's okay to ignore the
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// error here -- it will be repeated on the next call to
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// EndDraw.
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m_pRenderTarget->Resize(size);
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}
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}
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//
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// The window message handler.
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//
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LRESULT CALLBACK DemoApp::WndProc(HWND hwnd, UINT message, WPARAM wParam, LPARAM lParam)
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{
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LRESULT result = 0;
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if (message == WM_CREATE)
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{
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LPCREATESTRUCT pcs = (LPCREATESTRUCT)lParam;
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DemoApp *pDemoApp = (DemoApp *)pcs->lpCreateParams;
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::SetWindowLongPtrW(
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hwnd,
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GWLP_USERDATA,
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reinterpret_cast<LONG_PTR>(pDemoApp)
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);
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result = 1;
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}
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else
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{
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DemoApp *pDemoApp = reinterpret_cast<DemoApp *>(
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::GetWindowLongPtrW(
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hwnd,
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GWLP_USERDATA
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));
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bool wasHandled = false;
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if (pDemoApp)
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{
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switch (message)
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{
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case WM_SIZE:
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{
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UINT width = LOWORD(lParam);
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UINT height = HIWORD(lParam);
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pDemoApp->OnResize(width, height);
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}
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wasHandled = true;
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result = 0;
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break;
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case WM_PAINT:
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case WM_DISPLAYCHANGE:
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{
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PAINTSTRUCT ps;
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BeginPaint(hwnd, &ps);
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pDemoApp->OnRender();
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EndPaint(hwnd, &ps);
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}
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wasHandled = true;
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result = 0;
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break;
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case WM_DESTROY:
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{
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PostQuitMessage(0);
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}
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wasHandled = true;
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result = 1;
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break;
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}
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}
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if (!wasHandled)
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{
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result = DefWindowProc(hwnd, message, wParam, lParam);
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}
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}
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return result;
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}
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