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DrawText not working?


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#1 NZT   Members   -  Reputation: 100

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Posted 02 April 2012 - 05:49 PM

Okay, so I can't seem to get the DrawText function to work (I'm a beginner in Directx). I'm following ToyMaker's DX9 Tutorial. I have sufficient error checking, none of them are indicating any failures anywhere. I'm also not receiving any compile-time nor run-time errors/warnings. I have properly configured my project to include the necessary Directx9 headers & libraries, as well. This is a default Win32 Windows application.

I'm using Microsoft Visual C++ Express edition on a 64 bit version of Windows 7.

Source Code: (Highlighted Version)
// DirectxText.cpp: Application entry point
#include "stdafx.h"
#include "DirectxText.h"
#include <d3d9.h>
#include <d3dx9.h>
#include <Windows.h>
#pragma comment (lib, "d3d9.lib")
#pragma comment (lib, "d3dx9.lib")
#define MAX_LOADSTRING 100
// Window size (width & height)
#define WINDOW_WIDTH 600
#define WINDOW_HEIGHT 400
// Window positions (x & y)
#define WINDOW_POSX 500
#define WINDOW_POSY 400
// Use code segments only available for debugging purposes
#ifndef DEBUG
#define DEBUG
#endif
// ---------------------------------------------------------------------------
// Global Variables:
HWND g_hWnd;		 // Handle (identifier) for main window
HINSTANCE g_hInst;		// Current instance
TCHAR g_szTitle[MAX_LOADSTRING];	// Title bar text
TCHAR g_szWindowClass[MAX_LOADSTRING];   // Main window's class name
// ---------------------------------------------------------------------------

// ---------------------------------------------------------------------------
// Forward declarations for Win32 functions
USHORT	MyRegisterClass(HINSTANCE hInstance);  // USHORT is explicitly defined in WinDef.h
int	 InitInstance(HINSTANCE, int);
LRESULT CALLBACK WndProc(HWND, UINT, WPARAM, LPARAM);
INT_PTR CALLBACK About(HWND, UINT, WPARAM, LPARAM);
// ---------------------------------------------------------------------------

// ---------------------------------------------------------------------------
// Directx
HRESULT D3D_Init(HWND hWnd);	// Initialize Directx globals
HRESULT D3D_Display();	  // Render a frame
bool D3D_Cleanup();	  // Gracefully release COM objects
IDirect3D9 *g_pD3D = NULL;	// D3D interface
IDirect3DDevice9 *g_pD3Ddev = NULL;  // D3D device interface
ID3DXFont *g_pD3DFont = NULL;  
// ---------------------------------------------------------------------------

int APIENTRY _tWinMain(HINSTANCE hInstance,
					 HINSTANCE hPrevInstance,
					 LPTSTR	lpCmdLine,
					 int	   nCmdShow)
{
UNREFERENCED_PARAMETER(hPrevInstance);
UNREFERENCED_PARAMETER(lpCmdLine);
MSG msg;
ZeroMemory(&msg, sizeof(MSG));
HACCEL hAccelTable;
// Initialize global strings
LoadString(hInstance, IDS_APP_TITLE, g_szTitle, MAX_LOADSTRING);
LoadString(hInstance, IDC_DIRECTXTEXT, g_szWindowClass, MAX_LOADSTRING);
MyRegisterClass(hInstance);
// Perform application initialization:
if (!InitInstance (hInstance, nCmdShow))
  return false;
hAccelTable = LoadAccelerators(hInstance, MAKEINTRESOURCE(IDC_DIRECTXTEXT));
// Main message loop:
while (msg.message != WM_QUIT)
{
  if (PeekMessage(&msg, NULL, 0, 0, PM_REMOVE))
  {
   TranslateMessage(&msg);
   DispatchMessage(&msg);
  }
  else
  {
#ifdef DEBUG
   // Only perform if DEBUG mode is specified:
   if(FAILED(D3D_Display()))
	MessageBox(g_hWnd, "D3D_Display failed!", "Main Message Loop", MB_ICONEXCLAMATION | MB_OK);
#else
   D3D_Display();
#endif
  }
}
#ifdef DEBUG
// Only perform if DEBUG mode is specified:
if(!D3D_Cleanup)
  MessageBox(g_hWnd, "D3D_Cleanup failed, live COM objects may still reside in memory!", "Error", MB_ICONEXCLAMATION | MB_OK);
#else
D3D_Cleanup();
#endif
return (int) msg.wParam;
}
USHORT MyRegisterClass(HINSTANCE hInstance)
{
WNDCLASSEX wcex;
ZeroMemory(&wcex, sizeof(WNDCLASSEX));
wcex.cbSize   = sizeof(WNDCLASSEX);
wcex.style   = CS_HREDRAW | CS_VREDRAW;
wcex.lpfnWndProc = WndProc;
wcex.cbClsExtra  = 0;
wcex.cbWndExtra  = 0;
wcex.hInstance  = hInstance;
wcex.hIcon   = LoadIcon(hInstance, MAKEINTRESOURCE(IDI_DIRECTXTEXT));
wcex.hCursor  = LoadCursor(NULL, IDC_ARROW);
wcex.hbrBackground = (HBRUSH)(COLOR_WINDOW+1);
wcex.lpszMenuName = MAKEINTRESOURCE(IDC_DIRECTXTEXT);
wcex.lpszClassName = g_szWindowClass;
wcex.hIconSm  = LoadIcon(wcex.hInstance, MAKEINTRESOURCE(IDI_SMALL));
return RegisterClassEx(&wcex);
}
int InitInstance(HINSTANCE hInstance, int nCmdShow)
{
  g_hInst = hInstance; // Store instance handle in our global variable
   g_hWnd = CreateWindow(g_szWindowClass, g_szTitle, WS_OVERLAPPEDWINDOW,
	 WINDOW_POSX, WINDOW_POSY, WINDOW_WIDTH, WINDOW_HEIGHT, NULL, NULL, hInstance, NULL);
   if (!g_hWnd)
	  return false;
   if(SUCCEEDED(D3D_Init(g_hWnd)))
   {
   ShowWindow(g_hWnd, nCmdShow);
   UpdateWindow(g_hWnd);
   return true;
   }
   else
	return false;
}
LRESULT CALLBACK WndProc(HWND g_hWnd, UINT message, WPARAM wParam, LPARAM lParam)
{
int wmId, wmEvent;
PAINTSTRUCT ps;
HDC hdc;
switch (message)
{
case WM_COMMAND:
  wmId	= LOWORD(wParam);
  wmEvent = HIWORD(wParam);
  switch (wmId)
  {
  case IDM_EXIT:
   DestroyWindow(g_hWnd);
   break;
  default:
   return DefWindowProc(g_hWnd, message, wParam, lParam);
  }
  break;
case WM_KEYDOWN: // Escape key was pressed, time to bounce!
  if(wParam == VK_ESCAPE)
   PostQuitMessage(0);
  break;
case WM_PAINT:
  hdc = BeginPaint(g_hWnd, &ps);
  #ifdef DEBUG
   if(FAILED(D3D_Display()))
	MessageBox(g_hWnd, "D3D_Display failed!", "Main Message Loop", MB_ICONEXCLAMATION | MB_OK);
#else
   D3D_Display();
#endif
  EndPaint(g_hWnd, &ps);
  break;
case WM_DESTROY:
  PostQuitMessage(0);
  break;
default:
  return DefWindowProc(g_hWnd, message, wParam, lParam);
}
return 0;
}
HRESULT D3D_Init(HWND hWnd)
{
if(FAILED(g_pD3D = Direct3DCreate9(D3D_SDK_VERSION)))
  return false;
D3DPRESENT_PARAMETERS d3dpp;
ZeroMemory(&d3dpp, sizeof(D3DPRESENT_PARAMETERS));
d3dpp.Windowed = true;
d3dpp.SwapEffect = D3DSWAPEFFECT_DISCARD;
d3dpp.hDeviceWindow = g_hWnd;
d3dpp.BackBufferFormat = D3DFMT_X8R8G8B8;
d3dpp.BackBufferWidth  = WINDOW_WIDTH;
d3dpp.BackBufferHeight = WINDOW_HEIGHT;
HRESULT hr = g_pD3D->CreateDevice(D3DADAPTER_DEFAULT,
  D3DDEVTYPE_HAL,
  NULL,
  D3DCREATE_SOFTWARE_VERTEXPROCESSING,
  &d3dpp,
  &g_pD3Ddev);
if(FAILED(hr))
  return hr;
hr = 0;
// Create font object:
hr = D3DXCreateFont(g_pD3Ddev, 20, 5, FW_BOLD, 0, FALSE, DEFAULT_CHARSET, OUT_DEFAULT_PRECIS,
  DEFAULT_QUALITY, DEFAULT_PITCH | FF_DONTCARE, TEXT("Arial"), &g_pD3DFont);

if(FAILED(hr))
  return hr;
// Purple background:
hr = g_pD3Ddev->Clear(0,
  NULL,
  D3DCLEAR_TARGET,
  D3DCOLOR_XRGB(100, 0, 255),
  1.0f,
  0);
if(FAILED(hr))
  return hr;
  return D3D_OK;
}
HRESULT D3D_Display()
{
char Text[] = "Hello World!";	  // Text to output
HRESULT hr = 0;		  // Function return code(s)
D3DCOLOR fontColor = D3DCOLOR_ARGB(255,0,255,0); // Red text (A, R, G, B)
// Create a rectangle to indicate where on the screen the text shall be drawn:
RECT rct;
ZeroMemory(&rct, sizeof(RECT));
rct.left = 2;
rct.right = 50;
rct.top = 10;
rct.bottom = rct.top + 20;
if(g_pD3DFont->DrawText(NULL, Text, sizeof(Text), &rct, 0, fontColor) == 0)
#ifdef DEBUG
  // Only perform if DEBUG mode is specified:
  MessageBox(g_hWnd, "DrawText function failed!", "D3D_Display", MB_ICONEXCLAMATION | MB_OK);
#else
  return false;
#endif
hr = g_pD3Ddev->Present(NULL, NULL, NULL, NULL);
if(FAILED(hr))
  return hr;
}
bool D3D_Cleanup()
{
if(g_pD3DFont)
  g_pD3DFont->Release();
if(g_pD3Ddev)
  g_pD3Ddev->Release();
if(g_pD3D)
  g_pD3D->Release();
if(!g_pD3DFont && !g_pD3Ddev && !g_pD3D)
  return true;
else
  return false;
}


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#2 Asesh   Members   -  Reputation: 268

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Posted 02 April 2012 - 06:32 PM

ok, you need to fill the first parameter to DrawText method which is a pointer to an existing ID3DXSprite interface. Use D3DXCreateSprite to do so. And after that:

// Prepare the device for drawing sprites
if(SUCCEEDED(m_pD3DXSprite->Begin(D3DXSPRITE_SORT_TEXTURE | D3DXSPRITE_ALPHABLEND)))
{
  // Render data on the screen
  m_pD3DXFont->DrawText(m_pD3DXSprite, m_szFPSData, -1, &oClientRect[0], 0, 0xFFFFFFFF); // FPS data
  m_pD3DXFont->DrawText(m_pD3DXSprite, m_oString.data(), -1, &oClientRect[1], 0, 0XFFFF0000); // Specified string

  // End target sprite drawing
  m_pD3DXSprite->End();
}





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