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Help drawing stuff in DX 9.0b

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Mike29936    132
My code draws the picture, but it doesn''t scale right. Well, it does scale, but only part of the picture is scaled. When I test at resolution 1280x1024, the entire picture is scaled fine and everything works. When I test at resolution 1024x768, less of the picture is scaled, and only 1/2 the picture is scaled in 800x600(the original size of the picture). I''m trying to scale a background image so it''ll work with any resolution. The picture is 800x600. Here''s the header file for my drawing class:
// draw.h: interface for the draw class.



#if !defined(AFX_DRAW_H__55130969_BD47_4DA2_AC78_D50D08110527__INCLUDED_)
#define AFX_DRAW_H__55130969_BD47_4DA2_AC78_D50D08110527__INCLUDED_

#if _MSC_VER > 1000
#pragma once
#endif // _MSC_VER > 1000

#include "main.h"

const bool BACKBUFFER	=false;
const bool PRIMARY		=true;
class draw {
	vector<IDirect3DTexture9 *> textures;//List of pictures

	deque<D3DXIMAGE_INFO> textureinfo;//List of picture information, for retrieval later

	deque<ID3DXFont *> fonts;//List of fonts

	deque<char *> picturesource;//Stores file names of pictures

	char *folder;
	int clearcolor;
	int currentfont;
	bool target;
	IDirect3D9		*direct3d;//The Direct3D object

	D3DDISPLAYMODE displaymode;//Holds display information

	IDirect3DDevice9 *device;//The device object

	ID3DXSprite *sprite;//Sprite object for drawing pictures

	IDirect3DSurface9 *backbuffer;//Surface for backbuffer

	ID3DXFont *font;//Interface which draws text

	bool drawing;
	HDC lockdc;
	HDC Lock(void);
	void Unlock(void);

	int background;
	int width,height;

	BOOL Clear(void);
	BOOL Flip(void);

	void SetTarget(bool thetarget);
	void SetFolder(char *thefolder);
	void SetFont(int target) {
	void initialize(HWND hwnd);
	void kill(void);
	void SetClearColor(int color);
	void LoadFont(char *file,char *characters,int charwidth,int charheight,int width,int height);
	void ReloadSurfaces(void);
	void SetBackground(COLORREF color);
	void DrawLine(int x,int y,int x2,int y2, COLORREF color);
	int DrawText(char *text,int x,int y,D3DCOLOR color);
	int DrawText(char *text,int x,int y,int x2,int y2,D3DCOLOR color,int format);
	int DrawText(char *text,int x,int y,int x2,int y2,D3DCOLOR color) {
		return DrawText(text,x,y,x2,y2,color,DT_LEFT);
	void DrawNumber(int number,int x,int y,COLORREF color);
	void DrawPictureRepeat(int picture,int picwidth,int picheight,int x,int y, int endx,int endy);
	int StartDraw(void);
	int EndDraw(void);
	int DrawColor(int x,int y,int width,int height,int color);
	int LoadSurface(char *file);
	int LoadTexture(char * file);
	int AddFont(int height,int width,long weight,bool italic,const char fontname[32]);
	int DrawPicture(int x, int y, int picture, RECT *rect);
	int DrawPicture(int x, int y,int width,int height, int picture, RECT *rect);
	int NumberOfPictures(void) {
		return textures.size();
	IDirect3DTexture9 *ReturnTexture(int picture);
	int GetTextureWidth(int picture);
	int GetTextureHeight(int picture);


#endif // !defined(AFX_DRAW_H__55130969_BD47_4DA2_AC78_D50D08110527__INCLUDED_)

The texture loading function:
//Function loads a picture into a texture. Argument is filename of picture.
int draw::LoadTexture(char *file) {
	picturesource.push_back(file);//Push back filename of picture

	D3DXIMAGE_INFO imageinfo;//Declare structure for image information

	//Creates the texture
	IDirect3DTexture9 *texture;//Declare texture
	int check = D3DXCreateTextureFromFileEx(//Load texture
		device,//D3D device
		file,//Load file passed to LoadTexture() function
		D3DX_DEFAULT,//Read width from file
		D3DX_DEFAULT,//Read height from file
		D3DX_DEFAULT,//Set mipmap level to default
		NULL,//Other possibilities are D3DUSAGE_RENDERTARGET,or D3DUSAGE_DYNAMIC. We don''t use those, so set to NULL.
		D3DFMT_UNKNOWN,//Take format from file
		D3DPOOL_MANAGED,//Set memory type to ''managed''
		D3DX_DEFAULT,//Set filter type to default
		D3DX_DEFAULT,//Set mipfilter to default
		background,//Set colorkey value to current background color
		&imageinfo,//Store image information for later
		NULL,//Don''t use palette information
		&texture);//''texture'' is the returned texture
	if (FAILED(check)) {
		string debugstring = "Couldn''t load picture: ";
	textures.push_back(texture);//Push pointer to texture to back
	textureinfo.push_back(imageinfo);//Push image information 
	return textures.size()-1;//Return index to picture
The picture-drawing function:
//Draw a scaled picture

BOOL draw::DrawPicture(int x, int y, int thewidth,int theheight,int picture, RECT *rect) {
	if (drawing==false)
	//Remember the rectangle''s values

	int originalx=rect->right,originaly=rect->bottom;
	bool xchanged=false,ychanged=false;
	if (x <0) {//Clip the left and top of the rectangle. The bottom and right are below.

	if (y<0) {
	//Clip the right and bottom of the rectangle

	if (rect->right>rect->left&&(x+(rect->right-rect->left))>width-1) {//If rectangle needs clipping...

		rect->right-=((rect->right-rect->left)+x)-width;//Clip the rectangle

		xchanged=true;//Set variable so rectangle is restored after it''s clipped and used

	if (rect->bottom>rect->top&&(y+(rect->bottom-rect->top))>height-1) {//See above

	//Calculate scaling vector

	D3DXVECTOR2 result(((float)thewidth)/(rect->right-rect->left),((float)theheight)/(rect->bottom-rect->top));
	//Calculate matrix

	D3DXMATRIX matrix;
	//Set transformation matrix into sprite

	//Draw picture

	h = sprite->Draw(textures[picture],rect,NULL,&D3DXVECTOR3(x,y,0),0xFFFFFFFF);
	if (FAILED(h)) {
		string debugstring = "Couldn''t draw picture: ";
	//If we altered the rectangle while clipping it, set it back to normal

	if (xchanged) if (x>0)rect->right=originalx;else rect->left=originalx;
	if (ychanged) if (y>0)rect->bottom=originaly;else rect->top=originaly;
	if (drawing==false)
	return h;
The GetTextureWidth/Height functions:
int draw::GetTextureWidth(int picture) {
	unsigned int width = textureinfo[picture].Width;//Retrieve picture information structure
	return width;

int draw::GetTextureHeight(int picture) {
	unsigned int height = textureinfo[picture].Height;//Retrieve picture information structure
	return height;
	RECT titlerect={0,0,drawing.GetTextureWidth(title),drawing.GetTextureHeight(title)};
drawing.Flip();//Left-over from my DirectDraw class. Calls Present();
Right now, the code is very un-optimized. The sprite-Begin() and sprite-End() calls are in every DrawPicture() call, etc. But I want to get it working first. I have a feeling the scaling itself works fine, but I''m getting the source rectangle wrong. Any clue as to what''s wrong?

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Mike29936    132
...And it works! The clipping was left over from DirectDraw, and I decided to just leave it there since it worked before. Thanks for your help. Strangely though, when I commented out the clipping before, it just messed it up even more.

There''s another problem drawing, though. Alpha transparency doesn''t seem to be working. I had it working on DX9.0a, and now it isn''t.

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