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textBox.cpp
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textBox.cpp
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//=============================================================================
//
// スコア処理 [TextBox.cpp]
// Author :
//
//=============================================================================
#include "main.h"
#include "renderer.h"
#include "textBox.h"
#include "input.h"
#include "sprite.h"
#include "fade.h"
//*****************************************************************************
// マクロ定義
//*****************************************************************************
#define TEXTURE_WIDTH (500.0f) // キャラサイズ
#define TEXTURE_HEIGHT (300.0f) //
#define TEXTURE_MAX (5) // テクスチャの数
//*****************************************************************************
// プロトタイプ宣言
//*****************************************************************************
//*****************************************************************************
// グローバル変数
//*****************************************************************************
static ID3D11Buffer *g_VertexBuffer = NULL; // 頂点情報
static ID3D11ShaderResourceView *g_Texture[TEXTURE_MAX] = { NULL }; // テクスチャ情報
static char *g_TexturName[TEXTURE_MAX] = {
"data/TEXTURE/frame.png",
"data/TEXTURE/cursor.png",
"data/TEXTURE/title_back.png",
"data/TEXTURE/yes_text.png",
"data/TEXTURE/no_text.png",
};
static BOOL g_Load = FALSE;
static TEXTBOX g_TextBox[TEXTURE_MAX];
//=============================================================================
// 初期化処理
//=============================================================================
HRESULT InitTextBox(void)
{
ID3D11Device *pDevice = GetDevice();
//テクスチャ生成
for (int i = 0; i < TEXTURE_MAX; i++)
{
g_Texture[i] = NULL;
D3DX11CreateShaderResourceViewFromFile(GetDevice(),
g_TexturName[i],
NULL,
NULL,
&g_Texture[i],
NULL);
}
// 頂点バッファ生成
D3D11_BUFFER_DESC bd;
ZeroMemory(&bd, sizeof(bd));
bd.Usage = D3D11_USAGE_DYNAMIC;
bd.ByteWidth = sizeof(VERTEX_3D) * 4;
bd.BindFlags = D3D11_BIND_VERTEX_BUFFER;
bd.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
GetDevice()->CreateBuffer(&bd, NULL, &g_VertexBuffer);
// 初期化
for (int i = 0; i < TEXTURE_MAX; i++)
{
g_TextBox[i].use = FALSE;
g_TextBox[i].width = TEXTURE_WIDTH;
g_TextBox[i].height = TEXTURE_HEIGHT;
g_TextBox[i].position = { 0.0f, 0.0f, 0.0f };
g_TextBox[i].cursoPos = 0;
g_TextBox[i].texNo = i;
}
g_TextBox[FRAME_BOX].position = { SCREEN_CENTER_X, SCREEN_CENTER_Y, 0.0f };
g_TextBox[TITLE_TEXT].width = 400.0f;
g_TextBox[TITLE_TEXT].height = 80.0f;
g_TextBox[TITLE_TEXT].position = { SCREEN_CENTER_X, SCREEN_CENTER_Y - 50.0f, 0.0f };
g_TextBox[YES_TEXT].width = 300.0f;
g_TextBox[YES_TEXT].height = 80.0f;
g_TextBox[YES_TEXT].position = { SCREEN_CENTER_X, SCREEN_CENTER_Y, 0.0f };
g_TextBox[NO_TEXT].width = 300.0f;
g_TextBox[NO_TEXT].height = 80.0f;
g_TextBox[NO_TEXT].position = { SCREEN_CENTER_X, SCREEN_CENTER_Y + 50.0f, 0.0f };
g_TextBox[CURSOR].width = 100.0f;
g_TextBox[CURSOR].height = 50.0f;
g_Load = TRUE;
return S_OK;
}
//=============================================================================
// 終了処理
//=============================================================================
void UninitTextBox(void)
{
if (g_Load == FALSE) return;
if (g_VertexBuffer)
{
g_VertexBuffer->Release();
g_VertexBuffer = NULL;
}
for (int i = 0; i < TEXTURE_MAX; i++)
{
if (g_Texture[i])
{
g_Texture[i]->Release();
g_Texture[i] = NULL;
}
}
g_Load = FALSE;
}
//=============================================================================
// 更新処理
//=============================================================================
void UpdateTextBox(void)
{
#ifdef _DEBUG // デバッグ情報を表示する
//char *str = GetDebugStr();
//sprintf(&str[strlen(str)], " PX:%.2f PY:%.2f", g_Pos.x, g_Pos.y);
#endif
}
//=============================================================================
// 描画処理
//=============================================================================
void DrawTextBox(void)
{
// 頂点バッファ設定
UINT stride = sizeof(VERTEX_3D);
UINT offset = 0;
GetDeviceContext()->IASetVertexBuffers(0, 1, &g_VertexBuffer, &stride, &offset);
// マトリクス設定
SetWorldViewProjection2D();
// プリミティブトポロジ設定
GetDeviceContext()->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP);
// マテリアル設定
MATERIAL material;
ZeroMemory(&material, sizeof(material));
material.Diffuse = XMFLOAT4(1.0f, 1.0f, 1.0f, 1.0f);
SetMaterial(material);
for (int i = 0; i < TEXTURE_MAX; i++)
{
if (g_TextBox[i].use)
{
// テクスチャ設定
GetDeviceContext()->PSSetShaderResources(0, 1, &g_Texture[g_TextBox[i].texNo]);
// スコアの位置やテクスチャー座標を反映
float px = g_TextBox[i].position.x;
float py = g_TextBox[i].position.y;
float pw = g_TextBox[i].width;
float ph = g_TextBox[i].height;
float tw = 1.0f; // テクスチャの幅
float th = 1.0f; // テクスチャの高さ
float tx = 0.0f; // テクスチャの左上X座標
float ty = 0.0f; // テクスチャの左上Y座標
// 1枚のポリゴンの頂点とテクスチャ座標を設定
SetSpriteColor(g_VertexBuffer, px, py, pw, ph, tx, ty, tw, th,
XMFLOAT4(1.0f, 1.0f, 1.0f, 1.0f));
// ポリゴン描画
GetDeviceContext()->Draw(4, 0);
}
}
}
void ShowTextBox(BOOL flag)
{
for (int i = 0; i < TEXTURE_MAX; i++)
{
g_TextBox[i].use = flag;
}
}
TEXTBOX * GetTextBox(void)
{
return &g_TextBox[0];
}