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Psychopathetica

C++ DirectInput Mouse Issue

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I'm trying to use GetDeviceState to obtain mouse information such as mouse movement and clicks but using GetDeviceState causes the program to give me an Unhandled Exception at... error over in the first line at the sub Mouse_Controls(). The program I have when compliled is error free and warning free. Also using GetDeviceState for keyboard works ok. It's only the mouse part that pops up an error. I'm pretty much stumped but this is what I have so far. Could anyone tell me whats wrong with the mouse part of the code? Any help is appreciated.

[code]
#include <windows.h>
#include <d3d9.h>
#include <d3dx9.h>
#include <dinput.h>
#include <math.h>

#pragma comment (lib, "d3d9.lib")
#pragma comment (lib, "d3dx9.lib")
#pragma comment (lib, "dinput8.lib")
#pragma comment (lib, "dxguid.lib")

struct CUSTOM_VERTEX
{
float X, Y, Z;
DWORD Color;
};

#define CUSTOM_VERTEX_FORMAT (D3DFVF_XYZ | D3DFVF_DIFFUSE)

#define PI 3.141592654f
#define FOV (float)PI / 4.0f
#define ASPECT_RATIO 4.0f / 3.0f
#define NEAR_Z 1.0f
#define FAR_Z 10000.0f

LPDIRECT3D9 D3D;
LPDIRECT3DDEVICE9 Device;
D3DDISPLAYMODE Display_Mode;
D3DPRESENT_PARAMETERS Screen;

LPDIRECTINPUT8 DI;

HWND hWnd;
MSG msg;
HINSTANCE hInstance;
int Width;
int Height;

bool Fullscreen_Enabled;
bool Running;

D3DXMATRIX View_Matrix;
D3DXMATRIX Projection_Matrix;

D3DVECTOR Camera_Position;
D3DVECTOR Camera_Angle;

LPDIRECTINPUTDEVICE8 Mouse_Device;
DIMOUSESTATE Mouse_State;
D3DXVECTOR2 Mouse;

LPDIRECTINPUTDEVICE8 Keyboard_Device;
BYTE Keyboard_State[256];

CUSTOM_VERTEX Create_Custom_Vertex();
void DirectX_Initialize();
void DirectInput_Initialize();
void DirectInput_Initialize_Mouse();
void Mouse_Controls();
void DirectInput_Initialize_Keyboard();
void DirectInput_Key_State();
void Keyboard_Controls();
void Setup_Matrices();
void Settings();
void Create_Polygon();
void Draw_Polygon();
void Render();
void Game_Loop();
void Main();
void Shutdown();

CUSTOM_VERTEX Vertex_List[3];

LRESULT CALLBACK WindowProcedure(HWND hWnd, UINT message, WPARAM wParam, LPARAM lParam);

void DirectX_Initialize()
{
D3D = Direct3DCreate9(D3D_SDK_VERSION);
memset(&Screen, 0, sizeof(D3DPRESENT_PARAMETERS));

if (Fullscreen_Enabled == true)
{
Display_Mode.Width = 800;
Display_Mode.Height = 600;
Display_Mode.Format = D3DFMT_R5G6B5;
Screen.Windowed = FALSE;
Screen.BackBufferCount = 1;
Screen.BackBufferWidth = Display_Mode.Width;
Screen.BackBufferHeight = Display_Mode.Height;
Screen.hDeviceWindow = hWnd;
}
else
{
D3D->GetAdapterDisplayMode(D3DADAPTER_DEFAULT, &Display_Mode);
Screen.Windowed = TRUE;
}

Screen.SwapEffect = D3DSWAPEFFECT_DISCARD;
Screen.BackBufferFormat = D3DFMT_R5G6B5;
Screen.EnableAutoDepthStencil = TRUE;
Screen.AutoDepthStencilFormat = D3DFMT_D16;

D3D->CreateDevice(D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, hWnd, D3DCREATE_SOFTWARE_VERTEXPROCESSING, &Screen, &Device);
}

void DirectInput_Initialize()
{
DirectInput8Create(hInstance, DIRECTINPUT_VERSION, IID_IDirectInput8, (void**)&DI, NULL);
}

void DirectInput_Initialize_Mouse()
{
DI->CreateDevice(GUID_SysMouse, &Mouse_Device, NULL);
Mouse_Device->SetDataFormat(&c_dfDIMouse);
Mouse_Device->SetCooperativeLevel(hWnd, DISCL_FOREGROUND | DISCL_NONEXCLUSIVE);
Mouse_Device->Acquire();
}

void Mouse_Controls()
{
//THIS IS WHERE I GET THE ERROR!!
//--------------------------------------------------------------------------------------------------------
Mouse_Device->GetDeviceState(sizeof(DIMOUSESTATE), (LPVOID)&Mouse_State);
//--------------------------------------------------------------------------------------------------------
Mouse.x += Mouse_State.lX;
Mouse.y += Mouse_State.lY;

if (Mouse.x > Width) Mouse.x = (float)Width;
if (Mouse.y < 0) Mouse.x = 0;

if (Mouse.x > Height) Mouse.y = (float)Height;
if (Mouse.y < 0) Mouse.y = 0;

Camera_Angle.x += Mouse_State.lY;
Camera_Angle.y += Mouse_State.lX;
}

void DirectInput_Initialize_Keyboard()
{
DI->CreateDevice(GUID_SysKeyboard, &Keyboard_Device, NULL);
Keyboard_Device->SetDataFormat(&c_dfDIKeyboard);
Keyboard_Device->SetCooperativeLevel(hWnd, DISCL_BACKGROUND | DISCL_NONEXCLUSIVE);
Keyboard_Device->Acquire();
}

bool DirectInput_Key_State(int Key_Code)
{
Keyboard_Device->GetDeviceState(256, (LPVOID)Keyboard_State);
return Keyboard_State[Key_Code] && 0x80;
}

void Keyboard_Controls()
{
#define Camera_Speed 5;

if (DirectInput_Key_State(DIK_ESCAPE)) DestroyWindow(hWnd);

if (DirectInput_Key_State(DIK_W))
{
Camera_Position.x = Camera_Position.x - (float)sin(Camera_Angle.y * (float)PI / 180) * Camera_Speed;
Camera_Position.z = Camera_Position.z - (float)cos(Camera_Angle.y * (float)PI / 180) * Camera_Speed;
}

if (DirectInput_Key_State(DIK_S))
{
Camera_Position.x = Camera_Position.x + (float)sin(Camera_Angle.y * (float)PI / 180) * Camera_Speed;
Camera_Position.z = Camera_Position.z + (float)cos(Camera_Angle.y * (float)PI / 180) * Camera_Speed;
}
}

void Settings()
{
Device->SetRenderState(D3DRS_ZENABLE, TRUE);
Device->SetRenderState(D3DRS_ZWRITEENABLE, TRUE);
Device->SetRenderState(D3DRS_CULLMODE, D3DCULL_NONE);
Device->SetRenderState(D3DRS_LIGHTING, FALSE);
}

void Setup_Matrices()
{
D3DXMatrixLookAtRH(&View_Matrix, &D3DXVECTOR3 (Camera_Position.x, Camera_Position.y, Camera_Position.z), &D3DXVECTOR3 (Camera_Angle.x, Camera_Angle.y, Camera_Angle.z), &D3DXVECTOR3 (0.0f, 1.0f, 0.0f));
Device->SetTransform(D3DTS_VIEW, &View_Matrix);

D3DXMatrixPerspectiveFovRH(&Projection_Matrix, FOV, ASPECT_RATIO, NEAR_Z, FAR_Z);
Device->SetTransform(D3DTS_PROJECTION, &Projection_Matrix);
}

CUSTOM_VERTEX Create_Custom_Vertex(float X, float Y, float Z, DWORD Color)
{
CUSTOM_VERTEX Vertex;

Vertex.X = X;
Vertex.Y = Y;
Vertex.Z = Z;
Vertex.Color = Color;

return Vertex;
}

void Create_Polygon()
{
Vertex_List[0] = Create_Custom_Vertex(-50.0f, 100.0f, 0.0f, D3DCOLOR_XRGB(255, 255, 255));
Vertex_List[1] = Create_Custom_Vertex(50.0f, 100.0f, 0.0f, D3DCOLOR_XRGB(255, 255, 255));
Vertex_List[2] = Create_Custom_Vertex(-50.0f, 0.0f, 0.0f, D3DCOLOR_XRGB(255, 255, 255));
Vertex_List[3] = Create_Custom_Vertex(50.0f, 0.0f, 0.0f, D3DCOLOR_XRGB(255, 255, 255));
}

void Draw_Polygon()
{
Device->SetFVF(CUSTOM_VERTEX_FORMAT);
Device->DrawPrimitiveUP(D3DPT_TRIANGLESTRIP, 2, Vertex_List, sizeof(CUSTOM_VERTEX));
}

void Render()
{
Device->Clear(0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, D3DCOLOR_XRGB(0, 0, 0), 1.0f, 0);
Device->BeginScene();
//Rendering code goes here
Setup_Matrices();
Create_Polygon();
Draw_Polygon();
Device->EndScene();
Device->Present(NULL, NULL, NULL, NULL);
}

void Game_Loop()
{
while (Running == true)
{
if (PeekMessage(&msg,NULL,0,0,PM_REMOVE) > 0)
{
if (WM_QUIT == msg.message) break;
TranslateMessage (&msg);
DispatchMessage (&msg);
}
else
Mouse_Controls();
Keyboard_Controls();
Render();
}
}

void Main()
{
Camera_Position.x = 0.0f;
Camera_Position.y = 0.0f;
Camera_Position.z = 250.0f;

DirectX_Initialize();
DirectInput_Initialize();
DirectInput_Initialize_Mouse();
DirectInput_Initialize_Keyboard();
Settings();
Setup_Matrices();
Running = true;
}

void Shutdown()
{
Running = false;
Mouse_Device->Release();
Keyboard_Device->Release();
Device->Release();
D3D->Release();
PostQuitMessage (0);
HANDLE Process;
Process = OpenProcess(PROCESS_ALL_ACCESS , true , GetCurrentProcessId());
TerminateProcess(Process , 0);
}

int WINAPI WinMain (HINSTANCE hinstance, HINSTANCE hPrevInstance, LPSTR lpszArgument, int nCmdShow)
{

WNDCLASSEX wc = {sizeof(WNDCLASSEX), CS_VREDRAW|CS_HREDRAW|CS_OWNDC, WindowProcedure, 0, 0, hinstance, NULL, LoadCursor(NULL, IDC_ARROW), NULL, NULL, "DX_TUT", NULL};
RegisterClassEx(&wc);

if (MessageBox(hWnd, "Click Yes to go to fullscreen (Recommended)", "", MB_ICONQUESTION | MB_YESNO) == IDYES)
Fullscreen_Enabled = true;

if (Fullscreen_Enabled == true)
hWnd = CreateWindowEx (0, "DX_TUT", "DirectX Tutorial", WS_VISIBLE | WS_POPUP | WS_CLIPSIBLINGS | WS_CLIPCHILDREN, CW_USEDEFAULT, CW_USEDEFAULT, 330, 250, HWND_DESKTOP, NULL, hinstance, NULL);
else
hWnd = CreateWindowEx (0, "DX_TUT", "DirectX Tutorial", WS_OVERLAPPEDWINDOW, CW_USEDEFAULT, CW_USEDEFAULT, 330, 250, HWND_DESKTOP, NULL, hinstance, NULL);
hInstance = hinstance;
ShowWindow (hWnd, nCmdShow);

if (Fullscreen_Enabled == true)
{
Width = 800;
Height = 600;
}
else
{
Width = 330;
Height = 250;
}

Main();
Game_Loop();
return msg.wParam;
}

LRESULT CALLBACK WindowProcedure (HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam)
{
switch (msg)
{
case WM_DESTROY:
Shutdown();
break;
default:
return DefWindowProc (hWnd, msg, wParam, lParam);
}
return 0;
}
[/code]

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Washu    7829
DirectInput as a means of getting keyboard and mouse states is generally not recommended anymore (by microsoft or anyone really).

It simply creates a thread and pumps windows messages to generate the state. Something you can do in your main message handler on your own.

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Evil Steve    2017
What Washu said.

As for the actual problem, what is the *exact* error you get, what line does it occur on, and are you sure your interfaces are all created? (An issue you wouldn't have with window messages...)

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This is where I get the error:
[b]Mouse_Device->GetDeviceState(sizeof(DIMOUSESTATE), (LPVOID)&Mouse_State);[/b]

Located over in the routine Mouse_Controls() in the first line like I said. And the error I receive is this:

[code]
Unhandled exception at 0x003a187c in DX Tut.exe: 0xC0000005: Access violation reading location 0x42480000.
[/code]

Everythings fine with the windows messages and interfaces.

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programci_84    336
Are you sure that mouse device is created successfully? Why don't you check return values in DirectInput_Initialize(), DirectInput_Initialize_Mouse() functions? Like this:
[code] HRESULT DirectInput_Initialize()
{
HRESULT hrD = DirectInput8Create (hInstance, DIRECTINPUT_VERSION, IID_IDirectInput8, (LPVOID*)&amp;DI, 0);
return hrD;
}

HRESULT DirectInput_Initialize_Mouse()
{
HRESULT hrM;
hrM = DI->CreateDevice (...);
if (SUCCEEDED(hrM))
{
hrM = Mouse_Device->SetDataFormat (...);
hrM = Mouse_Device->SetCooperativeLevel ( ... );
hrM = Mouse_Device->Acquire ();
}

return hrM;
}
[/code]

While debugging step-by-step, you can check the values hrD and hrM.

btw, like the others said, you must not use DirectInput for neither mouse nor keyboard. Standard window message handling is better. Also, you can try raw input. Take a look at [url="http://www.toymaker.info/Games/html/raw_input.html"]here[/url] and [url="http://msdn.microsoft.com/en-us/library/windows/desktop/ms645536%28v=vs.85%29.aspx"]here[/url].

hth.
-R

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Yes I tried that and sure enough it passed:

[code]
HRESULT DirectInput_Initialize()
{
HRESULT hr;

hr = DirectInput8Create(hInstance, DIRECTINPUT_VERSION, IID_IDirectInput8, (void**)&DI, NULL);
return hr;
}

HRESULT DirectInput_Initialize_Mouse()
{
HRESULT hr;

hr = DI->CreateDevice(GUID_SysMouse, &Mouse_Device, NULL);

if (SUCCEEDED(hr))
{
hr = Mouse_Device->SetDataFormat(&c_dfDIMouse);
hr = Mouse_Device->SetCooperativeLevel(hWnd, DISCL_FOREGROUND | DISCL_NONEXCLUSIVE);
hr = Mouse_Device->Acquire();
}
else if (FAILED(hr))
{
return 0;
}

return hr;
}
[/code]

Yet for some reason it still doesn't wanna GetDeviceState. I know I can use windows messaging to handle controls, but the only reason I'm sticking with directinput is cause I have the same programs written in C#, VB6, and VB.Net, which all work and all have a similar code structure and wanna keep it all consistant:

C# 2008 / 2010 version
[code]
using System;
using System.Collections.Generic;
using System.ComponentModel;
using System.Data;
using System.Drawing;
using System.Linq;
using System.Text;
using System.Windows.Forms;
using Microsoft.DirectX;
using Microsoft.DirectX.Direct3D;
using Microsoft.DirectX.DirectInput;

namespace DX_Tut
{
public partial class frmMain : Form
{
private const float FOV = (float)Math.PI / 4.0f;
private const float ASPECT_RATIO = 4.0f / 3.0f;
private const float NEAR_Z = 1.0f;
private const float FAR_Z = 10000.0f;

Microsoft.DirectX.Direct3D.Device Device;
DisplayMode Display_Mode;
PresentParameters Screen;

bool Fullscreen_Enabled;
bool Running;

CustomVertex.PositionColored[] Vertex_List = new CustomVertex.PositionColored[4];

Matrix View_Matrix;
Matrix Projection_Matrix;

Vector3 Camera_Position;
Vector3 Camera_Angle;

Microsoft.DirectX.DirectInput.Device Mouse_Device;
MouseState Mouse_State;
Vector2 Mouse;

Microsoft.DirectX.DirectInput.Device Keyboard_Device;
KeyboardState Keyboard_State;

public void DirectX_Initialize()
{
Screen = new PresentParameters();
if (Fullscreen_Enabled == true)
{
Display_Mode.Width = 800;
Display_Mode.Height = 600;
Display_Mode.Format = Format.R5G6B5;
Screen.Windowed = false;
Screen.BackBufferCount = 1;
Screen.BackBufferWidth = Display_Mode.Width;
Screen.BackBufferHeight = Display_Mode.Height;
}
else
{
Screen.Windowed = true;
}
Screen.SwapEffect = SwapEffect.Copy;
Screen.BackBufferFormat = Display_Mode.Format;
Screen.AutoDepthStencilFormat = DepthFormat.D16;
Screen.EnableAutoDepthStencil = true;

Device = new Microsoft.DirectX.Direct3D.Device(0, Microsoft.DirectX.Direct3D.DeviceType.Hardware, this.Handle, CreateFlags.SoftwareVertexProcessing, Screen);
}

void DirectInput_Initialize_Mouse()
{
Mouse_Device = new Microsoft.DirectX.DirectInput.Device(SystemGuid.Mouse);
Mouse_Device.SetDataFormat(DeviceDataFormat.Mouse);
Mouse_Device.SetCooperativeLevel(this, CooperativeLevelFlags.Background | CooperativeLevelFlags.NonExclusive);
Mouse_Device.Acquire();
}

void Mouse_Controls()
{
Mouse_State = Mouse_Device.CurrentMouseState;

Mouse.X += Mouse_State.X;
Mouse.Y += Mouse_State.Y;

if (Mouse.X > this.Width) Mouse.X = this.Width;
if (Mouse.X < 0) Mouse.X = 0;

if (Mouse.Y > this.Height) Mouse.Y = this.Height;
if (Mouse.Y < 0) Mouse.Y = 0;

Camera_Angle.X += Mouse_State.Y;
Camera_Angle.Y += Mouse_State.X;
}

void DirectInput_Initialize_Keyboard()
{
Keyboard_Device = new Microsoft.DirectX.DirectInput.Device(SystemGuid.Keyboard);
Keyboard_Device.SetDataFormat(DeviceDataFormat.Keyboard);
Keyboard_Device.SetCooperativeLevel(this, CooperativeLevelFlags.Background | CooperativeLevelFlags.NonExclusive);
Keyboard_Device.Acquire();
}

bool DirectInput_Key_State(Microsoft.DirectX.DirectInput.Key Key_Code)
{
Keyboard_State = Keyboard_Device.GetCurrentKeyboardState();
return Keyboard_State[Key_Code];
}

void Keyboard_Controls()
{
const int Camera_Speed = 3;

if (DirectInput_Key_State(Key.W)) //Move Forward
{
Camera_Position.X = Convert.ToSingle(Camera_Position.X - Math.Sin(Camera_Angle.Y * Math.PI / 180) * Camera_Speed);
Camera_Position.Z = Convert.ToSingle(Camera_Position.Z - Math.Cos(Camera_Angle.Y * Math.PI / 180) * Camera_Speed);
}

if (DirectInput_Key_State(Key.S)) //Move Backward
{
Camera_Position.X = Convert.ToSingle(Camera_Position.X + Math.Sin(Camera_Angle.Y * Math.PI / 180) * Camera_Speed);
Camera_Position.Z = Convert.ToSingle(Camera_Position.Z + Math.Cos(Camera_Angle.Y * Math.PI / 180) * Camera_Speed);
}

if (DirectInput_Key_State(Key.A)) //Move Left
{
Camera_Position.X = Convert.ToSingle(Camera_Position.X + Math.Cos(Camera_Angle.Y * Math.PI / 180) * Camera_Speed);
Camera_Position.Z = Convert.ToSingle(Camera_Position.Z - Math.Sin(Camera_Angle.Y * Math.PI / 180) * Camera_Speed);
}

if (DirectInput_Key_State(Key.D)) //Move Right
{
Camera_Position.X = Convert.ToSingle(Camera_Position.X - Math.Cos(Camera_Angle.Y * Math.PI / 180) * Camera_Speed);
Camera_Position.Z = Convert.ToSingle(Camera_Position.Z + Math.Sin(Camera_Angle.Y * Math.PI / 180) * Camera_Speed);
}

if (DirectInput_Key_State(Key.Q)) //Look Left
Camera_Angle.Y -= 1;

if (DirectInput_Key_State(Key.E)) //Look Right
Camera_Angle.Y += 1;

if (DirectInput_Key_State(Key.R)) //Look Up
Camera_Angle.X -= 1;

if (DirectInput_Key_State(Key.F)) //Look Down
Camera_Angle.X += 1;

if (DirectInput_Key_State(Key.C)) //Move Up
Camera_Position.Y -= Camera_Speed;

if (DirectInput_Key_State(Key.Z)) //Move Down
Camera_Position.Y += Camera_Speed;
}

void Settings()
{
Device.SetRenderState(RenderStates.ZEnable, true);
Device.SetRenderState(RenderStates.ZBufferWriteEnable, true);
Device.SetRenderState(RenderStates.CullMode, (int)Cull.None);
Device.SetRenderState(RenderStates.Lighting, false);
}

void Setup_Matrices()
{
View_Matrix = Matrix.LookAtRH(Create_Vertex(Camera_Position.X, Camera_Position.Y, Camera_Position.Z), Create_Vertex(0, 0, 0), Create_Vertex(0, 1, 0));
Device.Transform.View = View_Matrix;

Projection_Matrix = Matrix.PerspectiveFovRH(FOV, ASPECT_RATIO, NEAR_Z, FAR_Z);
Device.Transform.Projection = Projection_Matrix;
}

Vector3 Create_Vertex(float X, float Y, float Z)
{
Vector3 Vertex;

Vertex.X = X;
Vertex.Y = Y;
Vertex.Z = Z;

return Vertex;
}

CustomVertex.PositionColored Create_Custom_Vertex(float X, float Y, float Z, int Color)
{
CustomVertex.PositionColored Vertex = new CustomVertex.PositionColored();
Vertex.Position = new Vector3(X, Y, Z);
Vertex.Color = Color;

return Vertex;
}

void Reset_Device()
{
if (this.WindowState != FormWindowState.Minimized && Fullscreen_Enabled == false)
{
Running = false;
Device.Reset(Screen);
Settings();
Setup_Matrices();
Application.DoEvents();
Running = true;
}
}

void Camera_Control()
{
Matrix Camera_Translation_Matrix;
Matrix Camera_Angle_Matrix_X;
Matrix Camera_Angle_Matrix_Y;

View_Matrix = Matrix.Identity;
Camera_Translation_Matrix = Matrix.Identity;

Camera_Translation_Matrix = Matrix.Translation(Camera_Position.X, Camera_Position.Y, -Camera_Position.Z);
View_Matrix = Matrix.Multiply(View_Matrix, Camera_Translation_Matrix);

Camera_Angle_Matrix_Y = Matrix.RotationY((Convert.ToSingle(Math.PI) * Camera_Angle.Y) / 180);
View_Matrix = Matrix.Multiply(View_Matrix, Camera_Angle_Matrix_Y);

Camera_Angle_Matrix_X = Matrix.RotationX((Convert.ToSingle(Math.PI) * Camera_Angle.X) / 180);
View_Matrix = Matrix.Multiply(View_Matrix, Camera_Angle_Matrix_X);

Device.Transform.View = View_Matrix;
}

void Create_Polygon()
{
Vertex_List[0] = Create_Custom_Vertex(-50, 100, 0, Color.FromArgb(255, 255, 255).ToArgb());
Vertex_List[1] = Create_Custom_Vertex(50, 100, 0, Color.FromArgb(255, 255, 255).ToArgb());
Vertex_List[2] = Create_Custom_Vertex(-50, 0, 0, Color.FromArgb(255, 255, 255).ToArgb());
Vertex_List[3] = Create_Custom_Vertex(50, 0, 0, Color.FromArgb(255, 255, 255).ToArgb());
}

void Draw_Polygon()
{
Device.VertexFormat = CustomVertex.PositionColored.Format;
Device.DrawUserPrimitives(PrimitiveType.TriangleStrip, 2, Vertex_List);
}

void Create_Platform()
{
Vertex_List[0] = Create_Custom_Vertex(-1000, 0, -1000, Color.FromArgb(255, 0, 0).ToArgb());
Vertex_List[1] = Create_Custom_Vertex(1000, 0, -1000, Color.FromArgb(0, 255, 0).ToArgb());
Vertex_List[2] = Create_Custom_Vertex(-1000, 0, 1000, Color.FromArgb(0, 0, 255).ToArgb());
Vertex_List[3] = Create_Custom_Vertex(1000, 0, 1000, Color.FromArgb(255, 0, 255).ToArgb());
}

public void Render()
{
Device.Clear(ClearFlags.Target | ClearFlags.ZBuffer, Color.FromArgb(0, 0, 0), 1.0f, 0);
Device.BeginScene();
Create_Platform();
Draw_Polygon();
Create_Polygon();
Draw_Polygon();
Device.EndScene();
Device.Present();
}

public void Game_Loop()
{
do
{
Mouse_Controls();
Keyboard_Controls();
Camera_Control();
Render();
if (DirectInput_Key_State(Key.Escape)) Shutdown();
Application.DoEvents();
} while (Running == true);
}

public void Main()
{
if (MessageBox.Show("Click Yes to go to fullscreen (Recommended)", "", MessageBoxButtons.YesNo, MessageBoxIcon.Question) == DialogResult.Yes)
Fullscreen_Enabled = true;

this.Show();
this.KeyPreview = true;
this.Width = 330;
this.Height = 250;
this.SetStyle(ControlStyles.AllPaintingInWmPaint | ControlStyles.Opaque, true);
this.Text = "DirectX Tutorial";
if (Fullscreen_Enabled == true)
this.FormBorderStyle = FormBorderStyle.None;

Camera_Position.X = 0;
Camera_Position.Y = -50;
Camera_Position.Z = 250;

DirectX_Initialize();
Settings();
DirectInput_Initialize_Mouse();
DirectInput_Initialize_Keyboard();
Setup_Matrices();
Running = true;
}

public void Shutdown()
{
Running = false;
Mouse_Device.Dispose();
Keyboard_Device.Dispose();
Device.Dispose();
Application.Exit();
}

public frmMain()
{
InitializeComponent();
}

private void frmMain_Load(object sender, EventArgs e)
{
Main();
}

private void frmMain_Paint(object sender, PaintEventArgs e)
{
Game_Loop();
}

private void frmMain_FormClosing(object sender, FormClosingEventArgs e)
{
Shutdown();
}

private void frmMain_Resize(object sender, EventArgs e)
{
Reset_Device();
}
}
}
[/code]

VB.Net 2008 / 2010 version
[code]
Option Explicit On
Option Strict On

Imports Microsoft.DirectX
Imports Microsoft.DirectX.Direct3D
Imports Microsoft.DirectX.DirectInput

Public Class frmMain

Private Const FOV As Single = Math.PI / 4
Private Const ASPECT_RATIO As Single = 4 / 3
Private Const NEAR_Z As Single = 1
Private Const FAR_Z As Single = 10000

Private Device As Direct3D.Device
Private Display_Mode As DisplayMode
Private Screen As New PresentParameters

Private Fullscreen_Enabled As Boolean
Private Running As Boolean

Private Vertex_List(5) As CustomVertex.PositionColored

Private View_Matrix As Matrix
Private Projection_Matrix As Matrix

Private Camera_Position As Vector3
Private Camera_Angle As Vector3

Private Mouse_Device As DirectInput.Device
Private Mouse_State As MouseState
Private Mouse As Vector2

Private Keyboard_Device As DirectInput.Device
Private Keyboard_State As KeyboardState

Private Sub DirectX_Initialize()

If Fullscreen_Enabled = True Then
Display_Mode.Width = 800
Display_Mode.Height = 600
Display_Mode.Format = Direct3D.Format.R5G6B5
Screen.Windowed = False
Screen.BackBufferCount = 1
Screen.BackBufferWidth = Display_Mode.Width
Screen.BackBufferHeight = Display_Mode.Height
Else
Screen.Windowed = True
End If

Screen.SwapEffect = SwapEffect.Copy
Screen.BackBufferFormat = Display_Mode.Format
Screen.AutoDepthStencilFormat = DepthFormat.D16
Screen.EnableAutoDepthStencil = True

Device = New Direct3D.Device(0, Direct3D.DeviceType.Hardware, Me.Handle, CreateFlags.SoftwareVertexProcessing, Screen)

End Sub

Private Sub DirectInput_Initialize_Mouse()

Mouse_Device = New DirectInput.Device(SystemGuid.Mouse)
Mouse_Device.SetDataFormat(DeviceDataFormat.Mouse)
Mouse_Device.SetCooperativeLevel(Me, CooperativeLevelFlags.Background Or CooperativeLevelFlags.NonExclusive)
Mouse_Device.Acquire()

End Sub

Private Sub Mouse_Controls()

Mouse_State = Mouse_Device.CurrentMouseState

Mouse.X = Mouse.X + Mouse_State.X
Mouse.Y = Mouse.Y + Mouse_State.Y

If Mouse.X > Me.Width Then Mouse.X = Me.Width
If Mouse.X < 0 Then Mouse.X = 0

If Mouse.Y > Me.Height Then Mouse.Y = Me.Height
If Mouse.Y < 0 Then Mouse.Y = 0

Camera_Angle.X = Camera_Angle.X + Mouse_State.Y
Camera_Angle.Y = Camera_Angle.Y + Mouse_State.X

End Sub

Private Sub DirectInput_Initialize_Keyboard()

Keyboard_Device = New DirectInput.Device(SystemGuid.Keyboard)
Keyboard_Device.SetDataFormat(DeviceDataFormat.Keyboard)
Keyboard_Device.SetCooperativeLevel(Me, CooperativeLevelFlags.Background Or CooperativeLevelFlags.NonExclusive)
Keyboard_Device.Acquire()

End Sub

Private Function DirectInput_Key_State(ByVal Key_Code As DirectInput.Key) As Boolean

Keyboard_State = Keyboard_Device.GetCurrentKeyboardState
Return Keyboard_State.Item(Key_Code)

End Function

Private Sub Keyboard_Controls()

Const Camera_Speed As Long = 3

If DirectInput_Key_State(Key.W) Then 'Move Forward
Camera_Position.X = Convert.ToSingle(Camera_Position.X - Math.Sin(Camera_Angle.Y * Math.PI / 180) * Camera_Speed)
Camera_Position.Z = Convert.ToSingle(Camera_Position.Z - Math.Cos(Camera_Angle.Y * Math.PI / 180) * Camera_Speed)
End If

If DirectInput_Key_State(Key.S) Then 'Move Backward
Camera_Position.X = Convert.ToSingle(Camera_Position.X + Math.Sin(Camera_Angle.Y * Math.PI / 180) * Camera_Speed)
Camera_Position.Z = Convert.ToSingle(Camera_Position.Z + Math.Cos(Camera_Angle.Y * Math.PI / 180) * Camera_Speed)
End If

If DirectInput_Key_State(Key.A) Then 'Move Left
Camera_Position.X = Convert.ToSingle(Camera_Position.X + Math.Cos(Camera_Angle.Y * Math.PI / 180) * Camera_Speed)
Camera_Position.Z = Convert.ToSingle(Camera_Position.Z - Math.Sin(Camera_Angle.Y * Math.PI / 180) * Camera_Speed)
End If

If DirectInput_Key_State(Key.D) Then 'Move Right
Camera_Position.X = Convert.ToSingle(Camera_Position.X - Math.Cos(Camera_Angle.Y * Math.PI / 180) * Camera_Speed)
Camera_Position.Z = Convert.ToSingle(Camera_Position.Z + Math.Sin(Camera_Angle.Y * Math.PI / 180) * Camera_Speed)
End If

If DirectInput_Key_State(Key.Q) Then 'Look Left
Camera_Angle.Y = Camera_Angle.Y - 1
End If

If DirectInput_Key_State(Key.E) Then 'Look Right
Camera_Angle.Y = Camera_Angle.Y + 1
End If

If DirectInput_Key_State(Key.R) Then 'Look Up
Camera_Angle.X = Camera_Angle.X - 1
End If

If DirectInput_Key_State(Key.F) Then 'Look Down
Camera_Angle.X = Camera_Angle.X + 1
End If

If DirectInput_Key_State(Key.C) Then 'Move Up
Camera_Position.Y = Camera_Position.Y - Camera_Speed
End If

If DirectInput_Key_State(Key.Z) Then 'Move Down
Camera_Position.Y = Camera_Position.Y + Camera_Speed
End If

End Sub

Private Sub Settings()

Device.SetRenderState(RenderStates.ZEnable, True)
Device.SetRenderState(RenderStates.ZBufferWriteEnable, True)
Device.SetRenderState(RenderStates.CullMode, Cull.None)
Device.SetRenderState(RenderStates.Lighting, False)

End Sub

Private Sub Reset_Device()

If Me.WindowState <> FormWindowState.Minimized And Fullscreen_Enabled = False Then
Running = False
Device.Reset(Screen)
Settings()
Setup_Matrices()
Application.DoEvents()
Running = True
End If

End Sub

Private Function Create_Vertex(ByVal X As Single, ByVal Y As Single, ByVal Z As Single) As Vector3

Dim Vertex As Vector3

Vertex.X = X
Vertex.Y = Y
Vertex.Z = Z

Return Vertex

End Function

Private Function Create_Custom_Vertex(ByVal X As Single, ByVal Y As Single, ByVal Z As Single, ByVal Color As Integer) As CustomVertex.PositionColored

Dim Vertex As CustomVertex.PositionColored = New CustomVertex.PositionColored

Vertex.Position = New Vector3(X, Y, Z)
Vertex.Color = Color

Return Vertex

End Function

Private Sub Setup_Matrices()

View_Matrix = Matrix.LookAtRH(Create_Vertex(Camera_Position.X, Camera_Position.Y, Camera_Position.Z), Create_Vertex(0, 0, 0), Create_Vertex(0, 1, 0))
Device.Transform.View = View_Matrix

Projection_Matrix = Matrix.PerspectiveFovRH(FOV, ASPECT_RATIO, NEAR_Z, FAR_Z)
Device.Transform.Projection = Projection_Matrix

End Sub

Private Sub Camera_Control()

Dim Camera_Translation_Matrix As Matrix
Dim Camera_Angle_Matrix_X As Matrix
Dim Camera_Angle_Matrix_Y As Matrix

View_Matrix = Matrix.Identity
Camera_Translation_Matrix = Matrix.Identity

Camera_Translation_Matrix = Matrix.Translation(Camera_Position.X, Camera_Position.Y, -Camera_Position.Z)
View_Matrix = Matrix.Multiply(View_Matrix, Camera_Translation_Matrix)

Camera_Angle_Matrix_Y = Matrix.RotationY((Convert.ToSingle(Math.PI) * Camera_Angle.Y) / 180)
View_Matrix = Matrix.Multiply(View_Matrix, Camera_Angle_Matrix_Y)

Camera_Angle_Matrix_X = Matrix.RotationX((Convert.ToSingle(Math.PI) * Camera_Angle.X) / 180)
View_Matrix = Matrix.Multiply(View_Matrix, Camera_Angle_Matrix_X)

Device.Transform.View = View_Matrix

End Sub

Private Sub Create_Polygon()

Vertex_List(0) = Create_Custom_Vertex(-50, 100, 0, Color.FromArgb(255, 255, 255).ToArgb)
Vertex_List(1) = Create_Custom_Vertex(50, 100, 0, Color.FromArgb(255, 255, 255).ToArgb)
Vertex_List(2) = Create_Custom_Vertex(-50, 0, 0, Color.FromArgb(255, 255, 255).ToArgb)
Vertex_List(3) = Create_Custom_Vertex(50, 0, 0, Color.FromArgb(255, 255, 255).ToArgb)

End Sub

Private Sub Draw_Polygon()

Device.VertexFormat = CustomVertex.PositionColored.Format
Device.DrawUserPrimitives(PrimitiveType.TriangleStrip, 2, Vertex_List)

End Sub

Private Sub Create_Platform()

Vertex_List(0) = Create_Custom_Vertex(-1000, 0, -1000, Color.FromArgb(255, 0, 0).ToArgb)
Vertex_List(1) = Create_Custom_Vertex(1000, 0, -1000, Color.FromArgb(0, 255, 0).ToArgb)
Vertex_List(2) = Create_Custom_Vertex(-1000, 0, 1000, Color.FromArgb(0, 0, 255).ToArgb)
Vertex_List(3) = Create_Custom_Vertex(1000, 0, 1000, Color.FromArgb(255, 0, 255).ToArgb)

End Sub

Private Sub Render()

Device.Clear(ClearFlags.Target Or ClearFlags.ZBuffer, Color.FromArgb(255, 0, 0, 0), 1, 0)
Device.BeginScene()
Create_Polygon()
Draw_Polygon()
Create_Platform()
Draw_Polygon()
Device.EndScene()
Device.Present()

End Sub

Private Sub Game_Loop()

Do While Running = True
Mouse_Controls()
Keyboard_Controls()
Camera_Control()
Render()
If DirectInput_Key_State(Key.Escape) Then Shutdown()
Application.DoEvents()
Loop

End Sub

Private Sub Main()

If MessageBox.Show("Click Yes to go to fullscreen (Recommended)", "", MessageBoxButtons.YesNo, MessageBoxIcon.Question) = DialogResult.Yes Then
Fullscreen_Enabled = True
End If

With Me
.Show()
.Width = 330
.Height = 250
.SetStyle(ControlStyles.AllPaintingInWmPaint Or ControlStyles.Opaque, True)
.Text = "DirectX Tutorial"
If Fullscreen_Enabled = True Then .FormBorderStyle = Windows.Forms.FormBorderStyle.None
End With

Camera_Position.X = 0
Camera_Position.Y = -50
Camera_Position.Z = 250

DirectX_Initialize()
DirectInput_Initialize_Mouse()
DirectInput_Initialize_Keyboard()
Settings()
Setup_Matrices()
Running = True

End Sub

Private Sub Shutdown()

Running = False
Mouse_Device.Dispose()
Keyboard_Device.Dispose()
Device.Dispose()
Application.Exit()

End Sub

Private Sub frmMain_Load(ByVal sender As System.Object, ByVal e As System.EventArgs) Handles MyBase.Load

Main()

End Sub

Private Sub frmMain_Closing(ByVal sender As Object, ByVal e As System.ComponentModel.CancelEventArgs) Handles MyBase.Closing

Shutdown()

End Sub

Private Sub frmMain_Paint(ByVal sender As Object, ByVal e As System.Windows.Forms.PaintEventArgs) Handles MyBase.Paint

Game_Loop()

End Sub

Private Sub frmMain_Resize(ByVal sender As Object, ByVal e As System.EventArgs) Handles MyBase.Resize

Reset_Device()

End Sub

End Class
[/code]

VB6 Version
[code]
Option Explicit

Private Type CUSTOM_VERTEX

X As Single
Y As Single
Z As Single
Color As Long

End Type

Private Const CUSTOM_VERTEX_FORMAT As Long = D3DFVF_XYZ Or D3DFVF_DIFFUSE

Private Const PI As Single = 3.141592654
Private Const FOV As Single = PI / 4
Private Const ASPECT_RATIO As Single = 3 / 4
Private Const NEAR_Z As Single = 1
Private Const FAR_Z As Single = 10000

Private DX As DirectX8
Private D3D As Direct3D8
Private Device As Direct3DDevice8
Private Display_Mode As D3DDISPLAYMODE
Private Screen As D3DPRESENT_PARAMETERS

Private DI As DirectInput8

Private Keyboard_Device As DirectInputDevice8
Private Keyboard_State As DIKEYBOARDSTATE

Private Mouse_Device As DirectInputDevice8
Private Mouse_State As DIMOUSESTATE
Private Mouse As D3DVECTOR2

Private Fullscreen_Enabled As Boolean
Private Running As Boolean

Private Vertex_List(3) As CUSTOM_VERTEX

Private View_Matrix As D3DMATRIX
Private Projection_Matrix As D3DMATRIX

Private Camera_Position As D3DVECTOR
Private Camera_Angle As D3DVECTOR

Private Sub DirectX_Initialize()

Set DX = New DirectX8
Set D3D = DX.Direct3DCreate()

If Fullscreen_Enabled = True Then
Display_Mode.Width = 800
Display_Mode.Height = 600
Display_Mode.Format = D3DFMT_R5G6B5
Screen.Windowed = False
Screen.BackBufferCount = 1
Screen.BackBufferWidth = Display_Mode.Width
Screen.BackBufferHeight = Display_Mode.Height
Screen.hDeviceWindow = frmMain.hWnd
Else
D3D.GetAdapterDisplayMode D3DADAPTER_DEFAULT, Display_Mode
Screen.Windowed = True
End If

Screen.SwapEffect = D3DSWAPEFFECT_COPY_VSYNC
Screen.BackBufferFormat = Display_Mode.Format
Screen.AutoDepthStencilFormat = D3DFMT_D16
Screen.EnableAutoDepthStencil = 1

Set Device = D3D.CreateDevice(D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, frmMain.hWnd, D3DCREATE_SOFTWARE_VERTEXPROCESSING, Screen)

End Sub

Private Sub DirectInput_Initialize_Mouse(Window As Form)

Set DI = DX.DirectInputCreate
Set Mouse_Device = DI.CreateDevice("GUID_SYSMOUSE")
Mouse_Device.SetCommonDataFormat DIFORMAT_MOUSE
Mouse_Device.SetCooperativeLevel Window.hWnd, DISCL_FOREGROUND Or DISCL_EXCLUSIVE
Mouse_Device.Acquire

End Sub

Private Sub Mouse_Controls()

Mouse_Device.GetDeviceStateMouse Mouse_State

Mouse.X = Mouse.X + Mouse_State.lX
Mouse.Y = Mouse.Y + Mouse_State.lY

If Mouse.X > frmMain.ScaleWidth Then Mouse.X = frmMain.ScaleWidth
If Mouse.X < 0 Then Mouse.X = 0

If Mouse.Y > frmMain.ScaleHeight Then Mouse.Y = frmMain.ScaleHeight
If Mouse.Y < 0 Then Mouse.Y = 0

Camera_Angle.X = Camera_Angle.X + Mouse_State.lY
Camera_Angle.Y = Camera_Angle.Y + Mouse_State.lX

End Sub

Private Sub DirectInput_Initialize_Keyboard(Window As Form)

Set DI = DX.DirectInputCreate
Set Keyboard_Device = DI.CreateDevice("GUID_SysKeyboard")
Keyboard_Device.SetCommonDataFormat DIFORMAT_KEYBOARD
Keyboard_Device.SetCooperativeLevel Window.hWnd, DISCL_BACKGROUND Or DISCL_NONEXCLUSIVE
Keyboard_Device.Acquire

End Sub

Private Function DirectInput_Key_State(Key_Code As Long) As Long

Keyboard_Device.GetDeviceStateKeyboard Keyboard_State
DirectInput_Key_State = Keyboard_State.Key(Key_Code)

End Function

Private Sub Keyboard_Controls()

Const Camera_Speed As Long = 3

If DirectInput_Key_State(DIK_W) Then 'Move Forward
Camera_Position.X = Camera_Position.X - Sin(Camera_Angle.Y * PI / 180) * Camera_Speed
Camera_Position.Z = Camera_Position.Z - Cos(Camera_Angle.Y * PI / 180) * Camera_Speed
End If

If DirectInput_Key_State(DIK_S) Then 'Move Backward
Camera_Position.X = Camera_Position.X + Sin(Camera_Angle.Y * PI / 180) * Camera_Speed
Camera_Position.Z = Camera_Position.Z + Cos(Camera_Angle.Y * PI / 180) * Camera_Speed
End If

If DirectInput_Key_State(DIK_A) Then 'Move Left
Camera_Position.X = Camera_Position.X + Cos(Camera_Angle.Y * PI / 180) * Camera_Speed
Camera_Position.Z = Camera_Position.Z - Sin(Camera_Angle.Y * PI / 180) * Camera_Speed
End If

If DirectInput_Key_State(DIK_D) Then 'Move Right
Camera_Position.X = Camera_Position.X - Cos(Camera_Angle.Y * PI / 180) * Camera_Speed
Camera_Position.Z = Camera_Position.Z + Sin(Camera_Angle.Y * PI / 180) * Camera_Speed
End If

If DirectInput_Key_State(DIK_Q) Then 'Look Left
Camera_Angle.Y = Camera_Angle.Y - 1
End If

If DirectInput_Key_State(DIK_E) Then 'Look Right
Camera_Angle.Y = Camera_Angle.Y + 1
End If

If DirectInput_Key_State(DIK_R) Then 'Look Up
Camera_Angle.X = Camera_Angle.X - 1
End If

If DirectInput_Key_State(DIK_F) Then 'Look Down
Camera_Angle.X = Camera_Angle.X + 1
End If

If DirectInput_Key_State(DIK_C) Then 'Move Up
Camera_Position.Y = Camera_Position.Y - Camera_Speed
End If

If DirectInput_Key_State(DIK_Z) Then 'Move Down
Camera_Position.Y = Camera_Position.Y + Camera_Speed
End If

End Sub

Private Sub Settings()

Device.SetRenderState D3DRS_ZENABLE, D3DZB_TRUE
Device.SetRenderState D3DRS_ZWRITEENABLE, 1
Device.SetRenderState D3DRS_CULLMODE, D3DCULL_NONE
Device.SetRenderState D3DRS_LIGHTING, 0

End Sub

Private Function Create_Vertex(X As Single, Y As Single, Z As Single) As D3DVECTOR

Create_Vertex.X = X
Create_Vertex.Y = Y
Create_Vertex.Z = Z

End Function

Private Function Create_Custom_Vertex(ByVal X As Single, ByVal Y As Single, ByVal Z As Single, ByVal Color As Long) As CUSTOM_VERTEX

Create_Custom_Vertex.X = X
Create_Custom_Vertex.Y = Y
Create_Custom_Vertex.Z = Z
Create_Custom_Vertex.Color = Color

End Function

Private Sub Setup_Matrices()

D3DXMatrixLookAtRH View_Matrix, Create_Vertex(Camera_Position.X, Camera_Position.Y, Camera_Position.Z), Create_Vertex(0, 0, 0), Create_Vertex(0, 1, 0)
Device.SetTransform D3DTS_VIEW, View_Matrix

D3DXMatrixPerspectiveFovRH Projection_Matrix, FOV, ASPECT_RATIO, NEAR_Z, FAR_Z
Device.SetTransform D3DTS_PROJECTION, Projection_Matrix

End Sub

Public Sub Camera_Control()

Dim Camera_Translation_Matrix As D3DMATRIX
Dim Camera_Angle_Matrix_X As D3DMATRIX
Dim Camera_Angle_Matrix_Y As D3DMATRIX

D3DXMatrixIdentity View_Matrix
D3DXMatrixIdentity Camera_Translation_Matrix

D3DXMatrixTranslation Camera_Translation_Matrix, Camera_Position.X, Camera_Position.Y, -Camera_Position.Z
D3DXMatrixMultiply View_Matrix, View_Matrix, Camera_Translation_Matrix

D3DXMatrixRotationY Camera_Angle_Matrix_Y, (PI * Camera_Angle.Y) / 180
D3DXMatrixMultiply View_Matrix, View_Matrix, Camera_Angle_Matrix_Y

D3DXMatrixRotationX Camera_Angle_Matrix_X, (PI * Camera_Angle.X) / 180
D3DXMatrixMultiply View_Matrix, View_Matrix, Camera_Angle_Matrix_X

Device.SetTransform D3DTS_VIEW, View_Matrix

End Sub

Private Sub Create_Polygon()

Vertex_List(0) = Create_Custom_Vertex(-50, 100, 0, D3DColorXRGB(255, 255, 255))
Vertex_List(1) = Create_Custom_Vertex(50, 100, 0, D3DColorXRGB(255, 255, 255))
Vertex_List(2) = Create_Custom_Vertex(-50, 0, 0, D3DColorXRGB(255, 255, 255))
Vertex_List(3) = Create_Custom_Vertex(50, 0, 0, D3DColorXRGB(255, 255, 255))

End Sub

Private Sub Create_Platform()

Vertex_List(0) = Create_Custom_Vertex(-1000, 0, -1000, D3DColorXRGB(255, 0, 0))
Vertex_List(1) = Create_Custom_Vertex(1000, 0, -1000, D3DColorXRGB(0, 255, 0))
Vertex_List(2) = Create_Custom_Vertex(-1000, 0, 1000, D3DColorXRGB(0, 0, 255))
Vertex_List(3) = Create_Custom_Vertex(1000, 0, 1000, D3DColorXRGB(255, 0, 255))

End Sub

Private Sub Draw_Polygon()

Device.SetVertexShader CUSTOM_VERTEX_FORMAT
Device.DrawPrimitiveUP D3DPT_TRIANGLESTRIP, 2, Vertex_List(0), Len(Vertex_List(0))

End Sub

Private Sub Render()

Device.Clear 0, ByVal 0, D3DCLEAR_TARGET Or D3DCLEAR_ZBUFFER, D3DColorXRGB(0, 0, 0), 1#, 0
Device.BeginScene
'Rendering code goes here
Create_Platform
Draw_Polygon
Create_Polygon
Draw_Polygon
Device.EndScene
Device.Present ByVal 0, ByVal 0, 0, ByVal 0

End Sub

Private Sub Game_Loop()

Do While Running = True
Mouse_Controls
Keyboard_Controls
Camera_Control
Render
If DirectInput_Key_State(DIK_ESCAPE) <> 0 Then Shutdown
DoEvents
Loop

End Sub

Private Sub Main()

If MsgBox("Click Yes to go to fullscreen (Recommended)", vbQuestion Or vbYesNo, "Options") = vbYes Then Fullscreen_Enabled = True

With Me
If Fullscreen_Enabled = True Then .BorderStyle = vbBSNone
.Show
.Caption = "DirectX Tutorial"
End With

Camera_Position.X = 0
Camera_Position.Y = -50
Camera_Position.Z = 250

DirectX_Initialize
Settings
DirectInput_Initialize_Mouse frmMain
DirectInput_Initialize_Keyboard frmMain
Setup_Matrices
Running = True
Game_Loop

End Sub

Private Sub Shutdown()

Running = False
Set Mouse_Device = Nothing
Set Keyboard_Device = Nothing
Set DI = Nothing
Set Device = Nothing
Set D3D = Nothing
Set DX = Nothing
Unload Me

End Sub

Private Sub Form_Load()

Main

End Sub

Private Sub Form_Unload(Cancel As Integer)

Shutdown

End Sub

[/code]

And as you can see it has that similar structure between all of em.

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Overdrive    187
[quote name='Psychopathetica' timestamp='1329695499' post='4914662']
This is where I get the error:
[b]Mouse_Device->GetDeviceState(sizeof(DIMOUSESTATE), (LPVOID)&Mouse_State);[/b]

Located over in the routine Mouse_Controls() in the first line like I said. And the error I receive is this:

[code]
Unhandled exception at 0x003a187c in DX Tut.exe: 0xC0000005: Access violation reading location 0x42480000.
[/code]

Everythings fine with the windows messages and interfaces.
[/quote]

I would assume that
Mouse_Device is null

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Evil Steve    2017
[quote name='Overdrive' timestamp='1329825896' post='4915150']
[quote name='Psychopathetica' timestamp='1329695499' post='4914662']
This is where I get the error:
[b]Mouse_Device->GetDeviceState(sizeof(DIMOUSESTATE), (LPVOID)&Mouse_State);[/b]

Located over in the routine Mouse_Controls() in the first line like I said. And the error I receive is this:

[code]
Unhandled exception at 0x003a187c in DX Tut.exe: 0xC0000005: Access violation reading location 0x42480000.
[/code]

Everythings fine with the windows messages and interfaces.
[/quote]

I would assume that
Mouse_Device is null
[/quote]If it was null, then it'd be an access violation reading 0x00000000. 0x4xxxxxxx looks a bit suspicious for a pointer value, particularly since the low 16 bits are all 0 (Which is perfectly valid, but it's suspicious).

@OP: What does the debugger tell you on that line? What are the values of Mouse_Device and &Mouse_State? Are you sure that Mouse_Device hasn't been Release()d already?

[quote name='Psychopathetica' timestamp='1329802119' post='4915088']
I know I can use windows messaging to handle controls, but the only reason I'm sticking with directinput is cause I have the same programs written in C#, VB6, and VB.Net, which all work and all have a similar code structure and wanna keep it all consistant[/quote]So long as you're not even thinking of using the mouse input for ever doing GUI-style input then it's not too bad. But if you're going to ever display a cursor on-screen, then you *really, really, REALLY* need to ditch DirectInput or else you'll annoy the hell out of your users (Google pointer ballistics and you'll see what I mean - DirectInput has none, "Normal" mouse input does).

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Adam_42    3629
The reason 0x42480000 looks suspicious is that it's the integer representation of 50.0f.

If you search the code you'll see that 50.0f is used initializing the Vertex_List array in the Create_Polygon() function.

A quick inspection of the array declaration says you're going off the end of the array:

[CODE]CUSTOM_VERTEX Vertex_List[3];

void Create_Polygon()
{
Vertex_List[0] = Create_Custom_Vertex(-50.0f, 100.0f, 0.0f, D3DCOLOR_XRGB(255, 255, 255));
Vertex_List[1] = Create_Custom_Vertex(50.0f, 100.0f, 0.0f, D3DCOLOR_XRGB(255, 255, 255));
Vertex_List[2] = Create_Custom_Vertex(-50.0f, 0.0f, 0.0f, D3DCOLOR_XRGB(255, 255, 255));
Vertex_List[3] = Create_Custom_Vertex(50.0f, 0.0f, 0.0f, D3DCOLOR_XRGB(255, 255, 255));
}
[/CODE]

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[quote name='Adam_42' timestamp='1329834699' post='4915170']
The reason 0x42480000 looks suspicious is that it's the integer representation of 50.0f.

If you search the code you'll see that 50.0f is used initializing the Vertex_List array in the Create_Polygon() function.

A quick inspection of the array declaration says you're going off the end of the array:

[CODE]CUSTOM_VERTEX Vertex_List[3];

void Create_Polygon()
{
Vertex_List[0] = Create_Custom_Vertex(-50.0f, 100.0f, 0.0f, D3DCOLOR_XRGB(255, 255, 255));
Vertex_List[1] = Create_Custom_Vertex(50.0f, 100.0f, 0.0f, D3DCOLOR_XRGB(255, 255, 255));
Vertex_List[2] = Create_Custom_Vertex(-50.0f, 0.0f, 0.0f, D3DCOLOR_XRGB(255, 255, 255));
Vertex_List[3] = Create_Custom_Vertex(50.0f, 0.0f, 0.0f, D3DCOLOR_XRGB(255, 255, 255));
}
[/CODE]
[/quote]

Wow you were right! I changed it to CUSTOM_VERTEX Vertex_List[4]; and the Mouse part worked! Thank you so much. Problem solved :D

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Evil Steve    2017
[quote name='Adam_42' timestamp='1329834699' post='4915170']
The reason 0x42480000 looks suspicious is that it's the integer representation of 50.0f.

If you search the code you'll see that 50.0f is used initializing the Vertex_List array in the Create_Polygon() function.

A quick inspection of the array declaration says you're going off the end of the array:

[CODE]CUSTOM_VERTEX Vertex_List[3];

void Create_Polygon()
{
Vertex_List[0] = Create_Custom_Vertex(-50.0f, 100.0f, 0.0f, D3DCOLOR_XRGB(255, 255, 255));
Vertex_List[1] = Create_Custom_Vertex(50.0f, 100.0f, 0.0f, D3DCOLOR_XRGB(255, 255, 255));
Vertex_List[2] = Create_Custom_Vertex(-50.0f, 0.0f, 0.0f, D3DCOLOR_XRGB(255, 255, 255));
Vertex_List[3] = Create_Custom_Vertex(50.0f, 0.0f, 0.0f, D3DCOLOR_XRGB(255, 255, 255));
}
[/CODE]
[/quote]Wow, that's magnificent debug-fu :D

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Adam_42    3629
Thanks [img]http://public.gamedev.net//public/style_emoticons/default/biggrin.png[/img]

I did cheat a bit use a debugger for one thing there - typing [color=#0000ff]0x42480000,f[/color] into a Visual Studio watch window does the hex to float conversion and tells you that it's 50.0f. I didn't compile or run the code myself though.

The more usual way of debugging it would be to spot that the pointer had changed since you initialized it, and then rerun it and put a [url="http://msdn.microsoft.com/en-us/library/350dyxd0.aspx"]data breakpoint[/url] on it just after initialization.

However that's not always possible, especially if the memory that gets trashed isn't in a consistent location, so working backwards from the data that it's been trashed with can come in handy sometimes. For example when what you have is a one-off crash dump instead of a reproducible bug.

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