51testing 发表于 2008-1-9 12:18:32

游戏UI设计

1.1 Surfaces之封装CXSurface
1、Surfaces是什么:
  通俗的讲surfaces就是一个二维的矩形平面。在DX9中,与其对应的com接口为IDirect3DSurface9,LPDIRECT3DSURFACE9。
2、Surfaces的作用:
  作为一个矩形平面,surfaces用来在屏幕上显示平面图象,即从文件中读取图象数据呈现给用户。
3、IDirect3DSurface9的使用一般过程:
  声明: LPDIRECT3DSURFACE9
  创建: CreateOffscreenPlainSurface(…)
  获取图象信息: D3DXGetImageInfoFromFile(…)
  装载到surfaces中: D3DXLoadSurfaceFromFile(…)
  获取back buffer地址: GetBackBuffer(…)
  显示: UpdateSurface(…)
  释放内存 Release()
代码段如下:
LPDIRECT3DSURFACE9 g_Surface =NULL;
D3DXIMAGE_INFO Info;
D3DXGetImageInfoFromFile("D:\image.jpg", &Info);
g_pd3dDevice->CreateOffscreenPlainSurface(Info.Width, Info.Height, Info.Format, &g_Surface, NULL);
D3DXLoadSurfaceFromFile(g_Surface, NULL, NULL, "D:\image.jpg", NULL, D3DX_FILTER_NONE, 0xFF000000, NULL);
//--------------------------------------------------------------------------------------------------
LPDIRECT3DSURFACE9 BackBuffer = NULL;
g_pd3dDevice->GetBackBuffer(0,0,D3DBACKBUFFER_TYPE_MONO, &BackBuffer);
g_pd3dDevice->UpdateSurface(g_Surface, NULL, BackBuffer, NULL);
if(BackBuffer != NULL)
    BackBuffer->Release();
//---------------------------------------------------------------------------------------------------
if(g_Surface!= NULL)
    g_Surface ->Release();
  由上述过程可以看到,IDirect3DSurface9的使用虽然不十分复杂,但有点不方便 ——创建和释放总要成对出现,使用过程中还穿插着LPDIRECT3DDEVICE9接口。这些若用一个类封装起来,使用就要方便的多。
4、如何封装:
  按照surfaces的功能,创建它就用来显示图象。因此要有读取图象的接口和显示图象的接口。又要与LPDIRECT3DDEVICE9设备接口关联,因此需要一个设置设备的接口。如下所示:
1、声明及释放
  声明: LPDIRECT3DSURFACE9
  释放内存 Release()
2、关联图像:LoadFromFile
  获取图象信息: D3DXGetImageInfoFromFile(…)
  创建: CreateOffscreenPlainSurface(…)
  装载到surfaces中: D3DXLoadSurfaceFromFile(…)
3、显示图象 Render
  获取缓存地址: GetBackBuffer(…)
  显示: UpdateSurface(…)
4、关联设备接口 SetDevice
所以CXSurface的定义如下:
class CXSurface
{
protected:
    LPDIRECT3DSURFACE9 m_Surface;
    LPDIRECT3DSURFACE9 m_BackBuffer; //Back buffer
    LPDIRECT3DDEVICE9 m_pDevice; //Direct3D的设备指针
public:
    CXSurface(LPDIRECT3DDEVICE9 pDevice);
    ~CXSurface();
    HRESULT LoadFromFile(LPCSTR Path);
    void Render(void);
};

1.2 Textures & Sprite 之封装CXTexture & CXSprite
1、何为Textures
  Textures是在屏幕上显示的平面图形,它能够提供比 surface 更多的图形处理效果——移动、缩放、旋转及作为纹理皮肤粘贴在3D模型上。在Direct3D中,其封装的接口为IDirect3DTexture9。
2、何为Sprite
  IDirect3DTexture9能从文件中读取纹理数据,但由于Textures不能直接复制到 back buffer,因此在屏幕上绘制Textures之前,需要另一个接口——ID3DXSprite(精灵)。ID3DXSprite能够把若干个Textures 复制给back buffer,因此需要ID3DXSprite的一个实例就可以绘制所有的纹理。
  所以,IDirect3DTexture9用来存放程序所需的纹理,但它本身又不能绘制纹理,需要借助接口ID3DXSprite。
3、IDirect3DTexture9和ID3DXSprite的使用过程
  定义:~
  创建:D3DXCreateTextureFromFile
     D3DXCreateSprite
  创建变换矩阵: D3DXMatrixTransformation2D
  变换: SetTransform
  绘制图象: Draw
  释放内存: ~
代码如下:
D3DXCreateTextureFromFile(g_pd3dDevice, "c:\\image.bmp”, &g_Texture);
D3DXCreateSprite(g_pd3dDevice, &g_Sprite);
//--------------------------------------------------------------------------
D3DXVECTOR2 Translation;
Translation.x = 500;
Translation.y = 500;
D3DXVECTOR2 Scaling;
Scaling.x = 1.0;f
Scaling.y = 1.0f;
D3DXMATRIX Mat;
D3DXMatrixTransformation2D(&Mat, NULL, 0, &Scaling, NULL, 0, &Translation);
g_Sprite->Begin(0);
g_Sprite->SetTransform(&
g_Sprite->Draw(g_Texture,
g_Sprite->End();
4、 如何封装
  从以上的基本过程可以看到,CXTexture需要完成的功能:提供与LPDIRECT3DDEVICE9的接口,与纹理文件文件关联,对纹理进行处理(缩放、旋转……)。
class CXTexture
{
protected:
    LPDIRECT3DTEXTURE9 m_Texture;
    LPDIRECT3DDEVICE9 m_pDevice;
    D3DXVECTOR2 m_RotationCenter;
    D3DXVECTOR2 m_Translation;
    D3DXVECTOR2 m_Scaling;
    FLOAT m_Rotation;
    RECT m_SrcRect;
public:
    CXTexture(LPDIRECT3DDEVICE9 pDevice);
    ~CXTexture();
    LPDIRECT3DTEXTURE9 GetTexture() const {return m_Texture;}
    void SetTexture(LPDIRECT3DTEXTURE9 Texture) const {m_Texture = Texture;}
    LPDIRECT3DDEVICE9 GetDevice() const {return m_pDevice;}
    void SetDevice(LPDIRECT3DDEVICE9 pDevice) const {m_pDevice = pDevice;}
    D3DXVECTOR2 GetRotationCenter() const {return m_RotationCenter;}
    void SetRotationCenter(D3DXVECTOR2 RotationCenter) {m_RotationCenter = RotationCenter;}
    D3DXVECTOR2 GetTranslation() const {return m_Translation;}
    void SetTranslation (D3DXVECTOR2 Translation) const {m_Translation = Translation;}
    D3DXVECTOR2 GetScaling() const {return m_Scaling;}
    void SetScaling(D3DXVECTOR2 Scaling) const {m_Scaling = Scaling;}
    FLOAT GetRotation() const {return m_Rotation;}
    void SetRotation (FLOAT Rotation) const {m_Rotation = Rotation;}
    RECT GetRect() const {return m_SrcRect;}
    void SetRect(RECT SrcRect) const {m_SrcRect = SrcRect;}
    HRESULT LoadFromFile(char* Path);
};
CXSprite的主要功能就是在屏幕上显示 CXTexture,因此需要有与 LPDIRECT3DDEVICE9 接口和 CXTexture连接的函数。
class CXSprite
{
protected:
    LPD3DXSPRITE m_Sprite;
    LPDIRECT3DDEVICE9 m_pDevice;
public:
    CXSprite (LPDIRECT3DDEVICE9 pDevice);
    ~CXSprite ();
    LPD3DXSPRITE GetSprite() const {return m_Sprite;}
    void SetSprite(LPD3DXSPRITE Sprite) const {m_Sprite = Sprite;}
    LPDIRECT3DDEVICE9 GetDevice() const {return m_pDevice;}
    void SetDevice(LPDIRECT3DDEVICE9 pDevice) const {m_pDevice = pDevice;}
    HRESULT DrawTexture(CXTexture* Texture);
};

1.3 Keyboard & Mouse之封装CXKeyboard & CXMouse
1、何为Keyboard & Mouse
  “地球人都知道”。DX9提供的接口 IDirectInputDevice8。
2、二者的功能
  Keyboard:读取键盘的按键信息
  Mouse:读取鼠标的按键、位置信息,设置光标属性(如用图片表示光标)。
3、使用过程
  创建 IDirectInput8 对象 DirectInput8Create
  创建 IDirectInput8 设备(键盘、鼠标等) CreateDevice
  设置设备属性 SetCooperativeLevel
  SetDataFormat
  获取设备使用权 Acquire
  读取设备传入的数据 GetDeviceState
  释放设备及 IDirectInput8 Release
设置鼠标光标过程:
  创建光标图片资源: 参照surfaces
  设置光标为指定的图片 SetCursorProperties
  设置光标的初始位置 SetCursorPosition
  显示光标 ShowCursor
程序段如下:
LPDIRECTINPUT8 g_lpDI;
LPDIRECTINPUTDEVICE8 g_Keyboard;
LPDIRECTINPUTDEVICE8 g_Mouse
//========================================================
HRESULT Result = DirectInput8Create(g_hInst, DIRECTINPUT_VERSION, IID_IDirectInput8, (void**)&g_lpDI, NULL);
if(SUCCEEDED(Result))
{
    //创建键盘设备
    Result = g_lpDI->CreateDevice(GUID_SysKeyboard, &g_lpDIDevice, NULL);
    if(SUCCEEDED(Result))
    {
      g_lpDIDevice->SetCooperativeLevel(g_hWnd, DISCL_FOREGROUND | DISCL_NONEXCLUSIVE);
      g_lpDIDevice->SetDataFormat(&c_dfDIKeyboard);
    }
}
//-------------------------------------------------------------------------------------------
//获取按键信息
if(SUCCEEDED(g_Keyboard->Acquire())) //Acquire the device
{
    char KeyState;
    g_Keyboard->GetDeviceState(sizeof(KeyState),(LPVOID)&KeyState);
    //根据KeyState返回的数据就可以判断按下何键
}
//====================================================
//创建鼠标
g_lpDI->CreateDevice(GUID_SysMouse, &g_Mouse, NULL);
g_Mouse->SetDataFormat(&c_dfDIMouse);
g_Mouse->SetCooperativeLevel(g_hWnd, DISCL_EXCLUSIVE | DISCL_FOREGROUND);
//------------------------------------------------------------------------
//设置鼠标光标
//获取光标图片
D3DXIMAGE_INFO ImageInfo;
D3DXGetImageInfoFromFile("C:\\Cursor.jpg”, &ImageInfo);
g_pd3dDevice->CreateOffscreenPlainSurface(ImageInfo.Width, ImageInfo.Height, ImageInfo.Format, D3DPOOL_DEFAULT, &g_MouseCursor, NULL);
D3DXLoadSurfaceFromFile(g_MouseCursor, NULL, NULL, ("C:\\Cursor.jpg”, NULL, D3DX_FILTER_NONE, 0xFF000000, NULL);
//设置成指定的光标
g_pd3dDevice->SetCursorProperties(0,0, g_MouseCursor);
//初试位置
g_pd3dDevice->SetCursorPosition(0,0,D3DCURSOR_IMMEDIATE_UPDATE);
//显示光标
g_pd3dDevice->ShowCursor(true);
//-------------------------------------------------------------------------
//获取鼠标信息
if(SUCCEEDED(g_Mouse->Acquire()))
{
    DIMOUSESTATE State;
    g_Mouse->GetDeviceState(sizeof(DIMOUSESTATE),(LPVOID)&State);
    //信息保存在 State中。
}
//==============================================
//释放设备
if(g_lpDI != NULL)
    g_lpDI->Release();
4、封装
  CXKeyboard的封装
class CXKeyboard
{
private:
    LPDIRECTINPUTDEVICE8 m_pDevice;
    char m_KeyState;
public:
    CXKeyboard (LPDIRECTINPUT8 pInput, HWND hWnd);
    ~ CXKeyboard();
    bool IsKeyPressed(int Key);
    HRESULT Update();
};
CXMouseSurface的封装
为了能制作出动画效果的光标,因此需要一个surfaces列表,因此从CXSurface继承一个CXMouseSurface类,使之能够操作多个图片。
class CXMouseSurface : public CXSurface
{
private:
    CXMouseSurface* m_pNext;
    int MouseSurfaceType;
    UINT HotSpotX;
    UINT HotSpotY;
public:
    CXMouseSurface* GetNext() {return m_pNext;}
    void SetNext(CXMouseSurface* Surf) {m_pNext = Surf;}
    int GetSurfaceType() {return MouseSurfaceType;}
    void SetSurfaceType(int Type) {MouseSurfaceType = Type;}
    UINT GetHotSpotX() {return HotSpotX;}
    UINT GetHotSpotY() {return HotSpotY;}
    void SetHotSpotX (UINT X) {HotSpotX = X;}
    void SetHotSpotY (UINT Y) {HotSpotY = Y;}
    CXMouseSurface(LPDIRECT3DDEVICE9 pDevice) : CXSurface(pDevice) {m_pNext = NULL;}
    CXMouseSurface() : CXSurface() {m_pNext = NULL;}
};
CXMouse的封装
class CXMouse
{
private:
    CXMouseSurface* m_Surface; //指向光标列表
    CXMouseSurface* m_CurrentCursorSurface; //当前光标
    LPDIRECTINPUTDEVICE8 m_pDevice;
    LPDIRECT3DDEVICE9 m_p3DDevice;
    DIMOUSESTATE m_State;
    LONG m_iX;
    LONG m_iY;
public:
    CXMouse (LPDIRECT3DDEVICE9 pDevice, LPDIRECTINPUT8 pInput, HWND hWnd, bool Exclusive);
    ~ CXMouse();
    HRESULT Update();
    LONG GetXPos();
    LONG GetYPos();
    bool IsButtonPressed(int Button);
    HRESULT SetCursorImage();
    HRESULT SetMouseCursor(char* FilePath, UINT HotSpotX, UINT HotSpotY, int Type);
    void AddCursorSurface(CXMouseSurface* Surface);
    CXMouseSurface* GetFirstSurface() {return m_Surface;}
    bool SetCursor(int Type);
    CXMouseSurface* GetCurrentCursor() {return m_CurrentCursorSurface;}
    void SetCurrentCursor(CXMouseSurface* Surface) {m_CurrentCursorSurface = Surface;}
    void SetCursorPosition(int X, int Y);
    HRESULT SetCursorVisible(bool Show);
};
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