zoukankan      html  css  js  c++  java
  • 实现屏幕绘制字体

    新建一个空项目,根据自己的D3D库路径导入D3D

    新建一个预编译.h头文件:

    #pragma once
     
    #include <d3d9.h>
    #include <d3dx9.h>
    #pragma comment(lib, "d3d9.lib")
    #pragma comment(lib, "d3dx9.lib")
    #include <dwmapi.h>
    #pragma comment(lib, "dwmapi.lib")
     
    #include <iostream>
    #include<Windows.h>
     
    using namespace std;
    

    D3D绘制.h:

    #pragma once
    #include"预编译.h"
     
    /*
    D3D相关的一些东西
    如果不想用static变量用全局变量的话,千万别再头文件声明,在cpp文件声明后
    再在头文件extern 类型名 变量名
    */
    static MARGINS Margin;
    static LPDIRECT3D9              g_pD3D = NULL;
    static LPDIRECT3DDEVICE9        g_pd3dDevice = NULL;
    static D3DPRESENT_PARAMETERS    g_d3dpp = {};
    static ID3DXLine* pLine = 0;
    static ID3DXFont* Font;
     
    static HWND 辅助窗口句柄, GameHwnd;
    static RECT 窗口矩形;
    static int 窗口宽, 窗口高;
     
    //注册窗口需要用到的窗口类
    static WNDCLASSEX wClass;
     
     
    //画矩形,文字之类的单独放在这个函数里
    typedef void(*Draw)();
    static Draw Render;
     
     
    //窗口消息处理函数
    LRESULT WinProc(HWND hWnd, UINT Message, WPARAM wParam, LPARAM lParam);
     
    bool 初始化D3D();
     
    void 创建透明窗口(HWND 游戏窗口句柄, Draw 绘制函数);
     
    void 窗口消息循环();
     
    void 画线(D3DCOLOR Color, float X1, float Y1, float X2, float Y2, float Width);
     
    void 绘制文字(float X, float Y, const char* Str, D3DCOLOR Color);
     
    void 画框(float X, float Y, float W, float H, float Width, D3DCOLOR Color);
     
    void 绘制开始();
     
    void 绘制结束();
    

    D3D绘制.cpp:

    #include "D3D绘制.h"
     
    bool 初始化D3D()
    {
    	/*
    	D3D这玩意比较复杂,如果单纯是想搞点辅助什么的,复制粘贴我的足够了,
    	如果想深入学习,可能得另找资料了,下面的这些基本是固定的,想知道是用来干啥的
    	可以自行百度,我这个人比较懒。。。
    	*/
     
    	if ((g_pD3D = Direct3DCreate9(D3D_SDK_VERSION)) == NULL)
    		return false;
     
    	// 创建D3D设备
    	ZeroMemory(&g_d3dpp, sizeof(g_d3dpp));
    	g_d3dpp.Windowed = TRUE;
    	g_d3dpp.SwapEffect = D3DSWAPEFFECT_DISCARD;
    	g_d3dpp.BackBufferFormat = D3DFMT_UNKNOWN;
    	g_d3dpp.EnableAutoDepthStencil = TRUE;
    	g_d3dpp.AutoDepthStencilFormat = D3DFMT_D16;
    	g_d3dpp.PresentationInterval = D3DPRESENT_INTERVAL_ONE;
    	if (g_pD3D->CreateDevice(D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, 辅助窗口句柄, D3DCREATE_HARDWARE_VERTEXPROCESSING, &g_d3dpp, &g_pd3dDevice) < 0)
    		return false;
     
    	if (pLine == NULL)
    		D3DXCreateLine(g_pd3dDevice, &pLine);
     
    	//创建D3D字体
    	D3DXCreateFontW(g_pd3dDevice, 16, 0, FW_DONTCARE, D3DX_DEFAULT, FALSE, DEFAULT_CHARSET, OUT_DEFAULT_PRECIS, DEFAULT_QUALITY, FF_DONTCARE, L"Vernada", &Font);
     
    	return true;
    }
     
    void 创建透明窗口(HWND 游戏窗口句柄, Draw 绘制函数)
    {
    	if (绘制函数 == NULL || 游戏窗口句柄 == 0) return;
     
    	GameHwnd = 游戏窗口句柄;
    	Render = 绘制函数;
     
    	//初始化窗口类
    	wClass.cbClsExtra = NULL;
    	wClass.cbSize = sizeof(WNDCLASSEX);
    	wClass.cbWndExtra = NULL;
    	wClass.hbrBackground = (HBRUSH)CreateSolidBrush(RGB(0, 0, 0));
    	wClass.hCursor = LoadCursor(0, IDC_ARROW);
    	wClass.hIcon = LoadIcon(0, IDI_APPLICATION);
    	wClass.hIconSm = LoadIcon(0, IDI_APPLICATION);
    	wClass.hInstance = GetModuleHandle(NULL);
    	wClass.lpfnWndProc = (WNDPROC)WinProc;
    	wClass.lpszClassName = L" ";
    	wClass.lpszMenuName = L" ";
    	wClass.style = CS_VREDRAW | CS_HREDRAW;
     
    	//注册窗口
    	if (RegisterClassEx(&wClass) == 0)
    	{
    		MessageBox(NULL, L"创建窗口出错!", L"提示!", 0);
    		exit(1);
    	}
     
    	//创建窗口
    	GetWindowRect(GameHwnd, &窗口矩形);
    	窗口宽 = 窗口矩形.right - 窗口矩形.left;
    	窗口高 = 窗口矩形.bottom - 窗口矩形.top;
    	辅助窗口句柄 = CreateWindowEx(WS_EX_TOPMOST | WS_EX_TRANSPARENT | WS_EX_LAYERED, L" ", L" ", WS_POPUP, 1, 1, 窗口宽, 窗口高, 0, 0, 0, 0);
     
    	//显示窗口
    	SetLayeredWindowAttributes(辅助窗口句柄, 0, RGB(0, 0, 0), LWA_COLORKEY);
    	ShowWindow(辅助窗口句柄, SW_SHOW);
     
    	初始化D3D();
    }
     
    void 窗口消息循环()
    {
    	while (1)
    	{
    		//使辅助窗口一直盖在游戏窗口上
    		if (GameHwnd)
    		{
    			GetWindowRect(GameHwnd, &窗口矩形);
    			窗口宽 = 窗口矩形.right - 窗口矩形.left;
    			窗口高 = 窗口矩形.bottom - 窗口矩形.top;
    			DWORD dwStyle = GetWindowLong(GameHwnd, GWL_STYLE);
    			if (dwStyle & WS_BORDER)
    			{
    				窗口矩形.top += 23;
    				窗口高 -= 23;
    			}
    			MoveWindow(辅助窗口句柄, 窗口矩形.left, 窗口矩形.top, 窗口宽, 窗口高, true);
    		}
     
    		//处理窗口消息
    		MSG Message;
    		ZeroMemory(&Message, sizeof(Message));
    		if (PeekMessage(&Message, 0, 0, 0, PM_REMOVE))
    		{
    			DispatchMessage(&Message);
    			TranslateMessage(&Message);
    		}
     
    		Sleep(1);
    	}
     
     
    	if (g_pd3dDevice) { g_pd3dDevice->Release(); g_pd3dDevice = NULL; }
    	if (g_pD3D) { g_pD3D->Release(); g_pD3D = NULL; }
    	CloseWindow(辅助窗口句柄);
     
    	::UnregisterClass(wClass.lpszClassName, wClass.hInstance);
    }
     
    LRESULT WinProc(HWND hWnd, UINT Message, WPARAM wParam, LPARAM lParam)
    {
    	switch (Message)
    	{
    	case WM_PAINT:
    		if(g_pd3dDevice)Render();//就是这里调用了我们的画框画线之类的函数
    		break;
     
    	case WM_CREATE:
    		DwmExtendFrameIntoClientArea(hWnd, &Margin);
    		break;
     
    	case WM_DESTROY:
    	{
    		g_pD3D->Release();
    		g_pd3dDevice->Release();
    		exit(1);
    		return 0;
    	}
    	default:
    		return DefWindowProc(hWnd, Message, wParam, lParam);
    		break;
    	}
    	return 0;
    }
     
    void 画线(D3DCOLOR Color, float X1, float Y1, float X2, float Y2, float Width)
    {
    	D3DXVECTOR2 Vertex[2] = { {X1,Y1},{X2,Y2} };
    	pLine->SetWidth(Width);
    	pLine->Draw(Vertex, 2, Color);
    }
     
    void 绘制文字(float X, float Y, const char* Str, D3DCOLOR Color)
    {
    	RECT Rect = { (LONG)X,(LONG)Y };
    	Font->DrawTextA(NULL, Str, -1, &Rect, DT_CALCRECT, Color);
    	Font->DrawTextA(NULL, Str, -1, &Rect, DT_LEFT, Color);
    }
     
    void 画框(float X, float Y, float W, float H, float Width, D3DCOLOR Color)
    {
    	D3DXVECTOR2 Vertex[5] = { {X,Y},{X + W,Y},{X + W,Y + H},{X,Y + H},{X,Y} };
    	pLine->SetWidth(Width);
    	pLine->Draw(Vertex, 5, Color);
    }
     
    void 绘制开始()
    {
    	g_pd3dDevice->Clear(0, 0, D3DCLEAR_TARGET, 0, 1.0f, 0);
    	g_pd3dDevice->BeginScene();
    }
     
    void 绘制结束()
    {
    	g_pd3dDevice->EndScene();
    	g_pd3dDevice->Present(0, 0, 0, 0);
    }
    

    调用例子:

    #include"D3D绘制.h"
     
    int 线粗 = 2;
    D3DCOLOR 红色 = D3DCOLOR_ARGB(255, 255, 255, 255);
     
    void 绘制()
    {
    	绘制开始();
    	画线(D3DCOLOR_ARGB(255, 0, 0, 255), 20, 20, 66, 66,线粗);
    	画框(100, 100, 100, 100, 线粗, D3DCOLOR_ARGB(255, 255, 255, 0));
    	绘制文字(200, 200, "吾无法无天", D3DCOLOR_ARGB(255, 255, 0, 255));
    	绘制结束();
    }
     
    HWND 游戏窗口 = (HWND)0x50A00;
    void 开始()
    {
    	创建透明窗口(游戏窗口, 绘制);
    	窗口消息循环();
    }
     
    int main()
    {
    	CreateThread(NULL, 0, (LPTHREAD_START_ROUTINE)开始, NULL, 0, NULL);
     
    	while (1)
    	{
    		cout << "输入233关闭:" << endl;
    		int a=0;
    		cin >> a;
    		if (a == 233)
    		{
    			return 0;
    		}
    	}
     
    	return 0;
    }
    

    许可协议: 文章中的代码均为学习时整理的笔记,博客中除去明确标注有参考文献的文章,其他文章【均为原创】作品,转载请务必【添加出处】,您添加出处是我创作的动力!
  • 相关阅读:
    cnpm 安装和 command not found
    C#-弄懂泛型和协变、逆变
    2019年阅读
    ES5和ES6数组方法
    ASP.NET MVC中的捆绑和压缩技术
    markdown解析与着色
    Oauth2.0
    同源策略和跨域的解决方案
    windows常用命令
    Java 9 在win10环境搭建
  • 原文地址:https://www.cnblogs.com/LyShark/p/15019108.html
Copyright © 2011-2022 走看看