Jump to content
  • Advertisement
Sign in to follow this  
NZT

DrawText not working?

This topic is 2451 days old which is more than the 365 day threshold we allow for new replies. Please post a new topic.

If you intended to correct an error in the post then please contact us.

Recommended Posts

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;
}

Share this post


Link to post
Share on other sites
Advertisement
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();
}

Share this post


Link to post
Share on other sites
Sign in to follow this  

  • Advertisement
×

Important Information

By using GameDev.net, you agree to our community Guidelines, Terms of Use, and Privacy Policy.

GameDev.net is your game development community. Create an account for your GameDev Portfolio and participate in the largest developer community in the games industry.

Sign me up!