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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: D3DXCreateFontvoid 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: ObjectInitbool 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: MessageBoxvoid 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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