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自学教程:C++ D3DXCreateFont函数代码示例

51自学网 2021-06-01 20:17:04
  C++
这篇教程C++ D3DXCreateFont函数代码示例写得很实用,希望能帮到您。

本文整理汇总了C++中D3DXCreateFont函数的典型用法代码示例。如果您正苦于以下问题:C++ D3DXCreateFont函数的具体用法?C++ D3DXCreateFont怎么用?C++ D3DXCreateFont使用的例子?那么恭喜您, 这里精选的函数代码示例或许可以为您提供帮助。

在下文中一共展示了D3DXCreateFont函数的30个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于我们的系统推荐出更棒的C++代码示例。

示例1: D3DXCreateFont

/// <summary>Manages the creation of all resources required by this/// class to draw text.</summary>/// <params name="pDevice">LPDIRECT3DDEVICE9 to create data with. Must be/// the same device later used to render.</params>/// <returns>true if successful, false if failed.</returns>bool D3DDisplayManager::_CreateFont(LPDIRECT3DDEVICE9 pDevice){	// TODO: scale font size with resolution?	if (!pFont) {		// Create a font if we haven't already		HRESULT hr = D3DXCreateFont(pDevice, 18, 0, FW_NORMAL, 0, FALSE, DEFAULT_CHARSET, OUT_DEFAULT_PRECIS,			DEFAULT_QUALITY, DEFAULT_PITCH | FF_DONTCARE, TEXT("Arial"), &pFont);		if (FAILED(hr))			return false;	}	if (!pTitleFont) {		HRESULT hr = D3DXCreateFont(pDevice, 20, 0, FW_BOLD, 0, FALSE, DEFAULT_CHARSET, OUT_DEFAULT_PRECIS,			DEFAULT_QUALITY, DEFAULT_PITCH | FF_DONTCARE, TEXT("Arial"), &pTitleFont);		if (FAILED(hr))			return false;	}	if (!pFontSprite) {		HRESULT hr = D3DXCreateSprite(pDevice, &pFontSprite);		if (FAILED(hr))			return false;	}	if (!pLine) {		HRESULT hr = D3DXCreateLine(pDevice, &pLine);		if (FAILED(hr))			return false;		pLine->SetAntialias(false);		pLine->SetGLLines(true);	}	return true;}
开发者ID:rivenz,项目名称:LoL-Ability-Timers,代码行数:34,


示例2: D3DXCreateFont

void DirectXHook::initFontsIfRequired(){	normalSizeFontHeight = (int)(0.017 * *verticalRes);	largeSizeFontHeight = (int)(0.034 * *verticalRes); 	if (!normalSizeFont || normalSizeFontHeight != normalSizeCurrentFontHeight) {		if (normalSizeFont)		{			normalSizeFont->Release();		}		D3DXCreateFont(pDevice, normalSizeFontHeight, 0, FW_NORMAL, 1, 0, DEFAULT_CHARSET, OUT_DEFAULT_PRECIS, ANTIALIASED_QUALITY, DEFAULT_PITCH | FF_DONTCARE, "Verdana", &normalSizeFont);		normalSizeCurrentFontHeight = normalSizeFontHeight;	}	if (!largeSizeFont || largeSizeFontHeight != largeSizeCurrentFontHeight) {		if (largeSizeFont)		{			largeSizeFont->Release();		}		D3DXCreateFont(pDevice, largeSizeFontHeight, 0, FW_NORMAL, 1, 0, DEFAULT_CHARSET, OUT_DEFAULT_PRECIS, ANTIALIASED_QUALITY, DEFAULT_PITCH | FF_DONTCARE, "Tahoma", &largeSizeFont);		largeSizeCurrentFontHeight = largeSizeFontHeight;	}}
开发者ID:ChurroV2,项目名称:ElDorito,代码行数:25,


示例3: ObjectInit

bool ObjectInit(HWND hwnd){	srand(unsigned(time(nullptr)));	PlaySound(_T("コミネリサ - Resuscitated Hope.wav"), nullptr, SND_ASYNC | SND_FILENAME | SND_LOOP);	D3DXCreateFont(gPD3DDevice, 30, 0, 0, 0, 0, 0, 0, 0, 0, _T("微软雅黑"), &gPTextAdapterFont);	D3DXCreateFont(gPD3DDevice, 20, 0, 0, 0, 0, 0, 0, 0, 0, _T("华文中宋"), &gPTextHelperFont);	D3DXCreateFont(gPD3DDevice, 30, 0, 0, 0, 0, 0, 0, 0, 0, _T("黑体"), &gPTextInfoFont);	D3DXCreateFont(gPD3DDevice, 36, 0, 0, 0, 0, 0, 0, 0, 0, _T("楷体"), &gPTextFPSFont);	//////////////////////////////////////////////////////////////////////////	// Load mesh and materials here  	//////////////////////////////////////////////////////////////////////////	LPD3DXBUFFER pAdjBuffer;	LPD3DXBUFFER pMtrlBuffer;	D3DXLoadMeshFromX(_T("loli.X"), D3DXMESH_MANAGED, gPD3DDevice, &pAdjBuffer, &pMtrlBuffer, nullptr, &gDwNumMtrl, &gPCharacter);	D3DXMATERIAL* pMaterial = (D3DXMATERIAL*)(pMtrlBuffer->GetBufferPointer());	gPMaterial = new D3DMATERIAL9[gDwNumMtrl];	gPTexture = new LPDIRECT3DTEXTURE9[gDwNumMtrl];	for (DWORD i = 0; i < gDwNumMtrl; i++)	{		gPMaterial[i] = pMaterial->MatD3D;		gPMaterial[i].Ambient = gPMaterial[i].Diffuse;		gPTexture[i] = nullptr;		D3DXCreateTextureFromFileA(gPD3DDevice, pMaterial[i].pTextureFilename, &gPTexture[i]);	}	pAdjBuffer->Release();	SAFE_RELEASE(pMtrlBuffer);	// 设置渲染状态	gPD3DDevice->SetRenderState(D3DRS_CULLMODE, D3DCULL_CCW);   //开启背面消隐	gPD3DDevice->SetRenderState(D3DRS_AMBIENT, D3DXCOLOR(1.0f, 1.0f, 1.0f, 1.0f)); //设置环境光	return true;}
开发者ID:wakqaz4,项目名称:MyGame,代码行数:34,


示例4: MessageBox

void GameScene::Initialize(HWND& hWnd){	if(!Manage_Scene::Initialized())	{		Manage_Scene::Initialize(hWnd);	}		/*	if (!SUCCEEDED(D3DXCreateTextureFromFileEx(gDevice->g_pd3dDevice, background, D3DX_DEFAULT_NONPOW2, D3DX_DEFAULT_NONPOW2, 1, NULL, D3DFMT_UNKNOWN, D3DPOOL_MANAGED,		D3DX_FILTER_NONE, D3DX_FILTER_NONE, NULL, NULL, NULL, &backGroundTexture)))	{		MessageBox(NULL,_T("Image Load error"),NULL,NULL);	}	*/	ZeroMemory(&g_GoalLine, sizeof(g_GoalLine));	D3DXCreateTextureFromFileEx(gDevice->g_pd3dDevice, _T(IMG_FIREBALLOON), D3DX_DEFAULT_NONPOW2, D3DX_DEFAULT_NONPOW2, 1, NULL, D3DFMT_UNKNOWN, D3DPOOL_MANAGED,		D3DX_FILTER_NONE, D3DX_FILTER_NONE, NULL, NULL, NULL, &balloonTexture);	D3DXCreateTextureFromFileEx(gDevice->g_pd3dDevice, _T(IMG_BG), D3DX_DEFAULT_NONPOW2, D3DX_DEFAULT_NONPOW2, 1, NULL, D3DFMT_UNKNOWN, D3DPOOL_MANAGED,		D3DX_FILTER_NONE, D3DX_FILTER_NONE, NULL, NULL, NULL, &backGroundTexture); 	D3DXCreateTextureFromFileEx(gDevice->g_pd3dDevice, _T(IMG_GOALLINE), D3DX_DEFAULT_NONPOW2, D3DX_DEFAULT_NONPOW2, 1, NULL, D3DFMT_UNKNOWN, D3DPOOL_MANAGED,		D3DX_FILTER_NONE, D3DX_FILTER_NONE, NULL, NULL, NULL, &g_GoalLine.Texture);	D3DXCreateFont(gDevice->g_pd3dDevice, 30,15, 255, 1, FALSE, DEFAULT_CHARSET, OUT_DEFAULT_PRECIS,		DEFAULT_QUALITY, DEFAULT_PITCH | FF_DONTCARE, _T("
C++ D3DXCreateSprite函数代码示例
C++ D3DXCreateEffectFromFile函数代码示例
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