Directx+CEGUI把界面集成到游戏中,支持全屏方式(c++)
时间:2010-10-11 来源:°ι 、曲 终
代码
#include
#include
CApiHook hookDx8;
NewD3Device8* lpDevice=0;
CGame game;
LRESULT CALLBACK FilterWndProc(HWND hWnd, UINT message, WPARAM wParam, LPARAM lParam);
IDirect3D8* WINAPI Direct3DCreate8_Mine(UINT SDKVersion);
void OnDllLoad(void)
{
game.Init ();
game.ClientSocketInit();
game.HookOpenResFunc (0);
hookDx8.HookApi ("d3d8.dll","Direct3DCreate8",Direct3DCreate8_Mine);
}
IDirect3D8* WINAPI Direct3DCreate8_Mine(UINT SDKVersion)
{
static int nTimes=0;
IDirect3D8 *d3d8temp=NULL;
IDirect3D8* (WINAPI* Direct3DCreate8Ptr)(UINT SDKVersion)=NULL;
hookDx8.GetOrgAddr (&Direct3DCreate8Ptr);
d3d8temp=Direct3DCreate8Ptr (SDKVersion);
while((++nTimes)>1)
{
if(nTimes==2)
{
TCHAR szGamePath[256]={0};
GetGamePath (szGamePath,sizeof(szGamePath));
TCHAR szSettingFile[256]={0};
wsprintf(szSettingFile,TEXT("%s\\userdata\\systemsettings.ini"),szGamePath);
if(::GetPrivateProfileInt (TEXT("Video"),TEXT("FullScreen"),0,szSettingFile))break;
}
NewIDirect3D8* d3d8=new NewIDirect3D8(d3d8temp);
d3d8temp=(IDirect3D8*)d3d8;
hookDx8.UnHook ();
break;
}
return d3d8temp;
}
HRESULT NewIDirect3D8::CreateDevice(UINT Adapter,D3DDEVTYPE DeviceType,HWND hFocusWindow,
DWORD BehaviorFlags,D3DPRESENT_PARAMETERS* pPresentationParameters,
IDirect3DDevice8** ppReturnedDeviceInterface)
{
HRESULT hr=0;
hGameWnd=hFocusWindow;
game.hGWnd=hFocusWindow;
lpD3D->CreateDevice(Adapter,DeviceType,hFocusWindow,BehaviorFlags,pPresentationParameters,&lpD3DD8bak);
lpDevice=new NewD3Device8(lpD3DD8bak);
/////////////////////////////Init Data/////////////////////////
if(game.OrgWndProc==0)
{
game.OrgWndProc=::GetWindowLong (game.hGWnd ,GWL_WNDPROC );
if(game.OrgWndProc)
{
::SetWindowLong (game.hGWnd ,GWL_WNDPROC ,(LONG)&FilterWndProc);
}
game.HookOpenResFunc (1);
}
///////////////////////////////////////////////////////////////
*ppReturnedDeviceInterface = (IDirect3DDevice8*)lpDevice ;//替换
return hr;
}
LRESULT CALLBACK FilterWndProc(HWND hWnd, UINT message, WPARAM wParam, LPARAM lParam)
{
if(game.CEGUIWndProc (hWnd,message,wParam,lParam))
return ::CallWindowProc ((WNDPROC)game.OrgWndProc,hWnd,message,wParam,lParam);
else
return 1;
}
HRESULT NewD3Device8::EndScene(void)
{
game.MyGuiRender ();
return dxDevice->EndScene();
}
#include
CApiHook hookDx8;
NewD3Device8* lpDevice=0;
CGame game;
LRESULT CALLBACK FilterWndProc(HWND hWnd, UINT message, WPARAM wParam, LPARAM lParam);
IDirect3D8* WINAPI Direct3DCreate8_Mine(UINT SDKVersion);
void OnDllLoad(void)
{
game.Init ();
game.ClientSocketInit();
game.HookOpenResFunc (0);
hookDx8.HookApi ("d3d8.dll","Direct3DCreate8",Direct3DCreate8_Mine);
}
IDirect3D8* WINAPI Direct3DCreate8_Mine(UINT SDKVersion)
{
static int nTimes=0;
IDirect3D8 *d3d8temp=NULL;
IDirect3D8* (WINAPI* Direct3DCreate8Ptr)(UINT SDKVersion)=NULL;
hookDx8.GetOrgAddr (&Direct3DCreate8Ptr);
d3d8temp=Direct3DCreate8Ptr (SDKVersion);
while((++nTimes)>1)
{
if(nTimes==2)
{
TCHAR szGamePath[256]={0};
GetGamePath (szGamePath,sizeof(szGamePath));
TCHAR szSettingFile[256]={0};
wsprintf(szSettingFile,TEXT("%s\\userdata\\systemsettings.ini"),szGamePath);
if(::GetPrivateProfileInt (TEXT("Video"),TEXT("FullScreen"),0,szSettingFile))break;
}
NewIDirect3D8* d3d8=new NewIDirect3D8(d3d8temp);
d3d8temp=(IDirect3D8*)d3d8;
hookDx8.UnHook ();
break;
}
return d3d8temp;
}
HRESULT NewIDirect3D8::CreateDevice(UINT Adapter,D3DDEVTYPE DeviceType,HWND hFocusWindow,
DWORD BehaviorFlags,D3DPRESENT_PARAMETERS* pPresentationParameters,
IDirect3DDevice8** ppReturnedDeviceInterface)
{
HRESULT hr=0;
hGameWnd=hFocusWindow;
game.hGWnd=hFocusWindow;
lpD3D->CreateDevice(Adapter,DeviceType,hFocusWindow,BehaviorFlags,pPresentationParameters,&lpD3DD8bak);
lpDevice=new NewD3Device8(lpD3DD8bak);
/////////////////////////////Init Data/////////////////////////
if(game.OrgWndProc==0)
{
game.OrgWndProc=::GetWindowLong (game.hGWnd ,GWL_WNDPROC );
if(game.OrgWndProc)
{
::SetWindowLong (game.hGWnd ,GWL_WNDPROC ,(LONG)&FilterWndProc);
}
game.HookOpenResFunc (1);
}
///////////////////////////////////////////////////////////////
*ppReturnedDeviceInterface = (IDirect3DDevice8*)lpDevice ;//替换
return hr;
}
LRESULT CALLBACK FilterWndProc(HWND hWnd, UINT message, WPARAM wParam, LPARAM lParam)
{
if(game.CEGUIWndProc (hWnd,message,wParam,lParam))
return ::CallWindowProc ((WNDPROC)game.OrgWndProc,hWnd,message,wParam,lParam);
else
return 1;
}
HRESULT NewD3Device8::EndScene(void)
{
game.MyGuiRender ();
return dxDevice->EndScene();
}
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