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Ubermeowmix

DX11 DirectX, why can't I do this?

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Looking specifically for why I can't call these two seperate functions:
 
LoadString( );
LoadSprite( );
 
It compiles but the Fon't aren't there!?
 

#include "D3DTextDemo.h"

#include <xnamath.h>



struct VertexPos

{

    XMFLOAT3 pos;

    XMFLOAT2 tex0;

};



D3DTextDemo::D3DTextDemo( ) : solidColorVS_( 0 ),

                              solidColorPS_( 0 ),

                              inputLayout_( 0 ),

                              vertexBuffer_( 0 ),

                              colorMap_( 0 ),

                              colorMapSampler_( 0 ),



                              iCurrMouseButton( 0 ),

                              bMousePressed( false ),



                              mvpCB_( 0 ),

                              alphaBlendState_( 0 ),

                              spriteTooBig( false )

{

}



D3DTextDemo::~D3DTextDemo( )

{



}



bool D3DTextDemo::LoadContent( )

{

    LoadString( );



    LoadSprite( );



    return true;

}



bool D3DTextDemo::LoadString()

{

    ID3DBlob* vsBuffer = 0;



    bool compileResult = CompileD3DShader( "TextureMap.fx",

                                           "VS_Main",

                                           "vs_4_0",

                                           &vsBuffer );



    if( compileResult == false )

    {

        MessageBox(0,

                   "Error loading vertex shader!",

                   "Compile Error",

                   MB_OK );

        return false;

    }



    HRESULT d3dResult;



    d3dResult = d3dDevice_->CreateVertexShader( vsBuffer->GetBufferPointer( ),

                                                vsBuffer->GetBufferSize( ),

                                                0,

                                                &solidColorVS_ );



    if( FAILED( d3dResult ) )

    {

        if( vsBuffer )

            vsBuffer->Release( );



        return false;

    }



    D3D11_INPUT_ELEMENT_DESC solidColorLayout[] =

    {

        {

            "POSITION",

            0,

            DXGI_FORMAT_R32G32B32_FLOAT,

            0,

            0,

            D3D11_INPUT_PER_VERTEX_DATA,

            0

        },

        {

            "TEXCOORD",

            0,

            DXGI_FORMAT_R32G32_FLOAT,

            0,

            12,

            D3D11_INPUT_PER_VERTEX_DATA,

            0

        }

    };



    unsigned int totalLayoutElements = ARRAYSIZE( solidColorLayout );



    d3dResult = d3dDevice_->CreateInputLayout( solidColorLayout,

                                               totalLayoutElements,

                                               vsBuffer->GetBufferPointer( ),

                                               vsBuffer->GetBufferSize( ),

                                               &inputLayout_ );



    vsBuffer->Release( );



    if( FAILED( d3dResult ) )

    {

        return false;

    }



    ID3DBlob* psBuffer = 0;



    compileResult = CompileD3DShader( "TextureMap.fx",

                                      "PS_Main",

                                      "ps_4_0",

                                      &psBuffer );



    if( compileResult == false )

    {

        MessageBox(0,

                   "Error loading pixel shader!",

                   "Compile error",

                   MB_OK );

        return false;

    }



    d3dResult = d3dDevice_->CreatePixelShader( psBuffer->GetBufferPointer( ),

                                               psBuffer->GetBufferSize( ),

                                               0,

                                               &solidColorPS_ );



    psBuffer->Release( );



    if( FAILED( d3dResult ) )

    {

        return false;

    }



    d3dResult = D3DX11CreateShaderResourceViewFromFile( d3dDevice_,

                                                        "KKfont.dds",

                                                        0,

                                                        0,

                                                        &colorMap_,

                                                        0 );

    if( FAILED( d3dResult ) )

    {

        DXTRACE_MSG( "Failed to load the texture image!" );

        return false;

    }



    D3D11_SAMPLER_DESC colorMapDesc;

    ZeroMemory( &colorMapDesc, sizeof( colorMapDesc ) );

    colorMapDesc.AddressU = D3D11_TEXTURE_ADDRESS_WRAP;

    colorMapDesc.AddressV = D3D11_TEXTURE_ADDRESS_WRAP;

    colorMapDesc.AddressW = D3D11_TEXTURE_ADDRESS_WRAP;

    colorMapDesc.ComparisonFunc = D3D11_COMPARISON_NEVER;

    colorMapDesc.Filter = D3D11_FILTER_MIN_MAG_MIP_LINEAR;

    colorMapDesc.MaxLOD = D3D11_FLOAT32_MAX;



    d3dResult = d3dDevice_->CreateSamplerState( &colorMapDesc,

                                                &colorMapSampler_ );



    if( FAILED( d3dResult ) )

    {

        DXTRACE_MSG( "Failed to create color map sampler state!" );

        return false;

    }



    D3D11_BUFFER_DESC vertexDesc;

    ZeroMemory( &vertexDesc, sizeof( vertexDesc ) );

    vertexDesc.Usage = D3D11_USAGE_DYNAMIC;

    vertexDesc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;

    vertexDesc.BindFlags = D3D11_BIND_VERTEX_BUFFER;



    const int sizeOfSprite = sizeof( VertexPos ) * 6;

    //const int maxLetters = 300;



    vertexDesc.ByteWidth = sizeOfSprite * maxLetters;



    d3dResult = d3dDevice_->CreateBuffer( &vertexDesc, 0, &vertexBuffer_ );



    if( FAILED( d3dResult ) )

    {

        DXTRACE_MSG( "Failed to create the vertex buffer!" );

        return false;

    }



    return true;

}



bool D3DTextDemo::LoadSprite()

{

    ID3DBlob* vsBuffer = 0;



    bool compileResult = CompileD3DShader( "TextureMapSprite.fx", "VS_Main", "vs_4_0", &vsBuffer );



    if( compileResult == false )

    {

        DXTRACE_MSG( "Error compiling the vertex shader!" );

        return false;

    }



    HRESULT d3dResult;



    d3dResult = d3dDevice_->CreateVertexShader( vsBuffer->GetBufferPointer( ),

        vsBuffer->GetBufferSize( ), 0, &solidColorVS_ );



    if( FAILED( d3dResult ) )

    {

        DXTRACE_MSG( "Error creating the vertex shader!" );



        if( vsBuffer )

            vsBuffer->Release( );



        return false;

    }



    D3D11_INPUT_ELEMENT_DESC solidColorLayout[] =

    {

        { "POSITION", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 0, D3D11_INPUT_PER_VERTEX_DATA, 0 },

        { "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, 12, D3D11_INPUT_PER_VERTEX_DATA, 0 }

    };



    unsigned int totalLayoutElements = ARRAYSIZE( solidColorLayout );



    d3dResult = d3dDevice_->CreateInputLayout( solidColorLayout, totalLayoutElements,

        vsBuffer->GetBufferPointer( ), vsBuffer->GetBufferSize( ), &inputLayout_ );



    vsBuffer->Release( );



    if( FAILED( d3dResult ) )

    {

        DXTRACE_MSG( "Error creating the input layout!" );

        return false;

    }



    ID3DBlob* psBuffer = 0;



    compileResult = CompileD3DShader( "TextureMap.fx",

                                      "PS_Main",

                                      "ps_4_0",

                                      &psBuffer );



    if( compileResult == false )

    {

        DXTRACE_MSG( "Error compiling pixel shader!" );

        return false;

    }



    d3dResult = d3dDevice_->CreatePixelShader( psBuffer->GetBufferPointer( ),

                                               psBuffer->GetBufferSize( ),

                                               0,

                                               &solidColorPS_ );



    psBuffer->Release( );



    if( FAILED( d3dResult ) )

    {

        DXTRACE_MSG( "Error creating pixel shader!" );

        return false;

    }



    d3dResult = D3DX11CreateShaderResourceViewFromFile( d3dDevice_,

        "Waiter_001.dds", 0, 0, &colorMap_, 0 );



    if( FAILED( d3dResult ) )

    {

        DXTRACE_MSG( "Failed to load the texture image!" );

        return false;

    }



    D3D11_SAMPLER_DESC colorMapDesc;

    ZeroMemory( &colorMapDesc, sizeof( colorMapDesc ) );

    colorMapDesc.AddressU = D3D11_TEXTURE_ADDRESS_WRAP;

    colorMapDesc.AddressV = D3D11_TEXTURE_ADDRESS_WRAP;

    colorMapDesc.AddressW = D3D11_TEXTURE_ADDRESS_WRAP;

    colorMapDesc.ComparisonFunc = D3D11_COMPARISON_NEVER;

    colorMapDesc.Filter = D3D11_FILTER_MIN_MAG_MIP_LINEAR;

    colorMapDesc.MaxLOD = D3D11_FLOAT32_MAX;



    d3dResult = d3dDevice_->CreateSamplerState( &colorMapDesc, &colorMapSampler_ );



    if( FAILED( d3dResult ) )

    {

        DXTRACE_MSG( "Failed to create color map sampler state!" );

        return false;

    }



    ID3D11Resource* colorTex;

    colorMap_->GetResource( &colorTex);



    D3D11_TEXTURE2D_DESC colorTexDesc;

    ( ( ID3D11Texture2D* )colorTex )->GetDesc( &colorTexDesc );

    colorTex->Release( );



    float halfWidth = ( float )colorTexDesc.Width / 2.0f;

    float halfHeight = ( float )colorTexDesc.Height / 2.0f;



    VertexPos vertices[] =

    {

        { XMFLOAT3(  halfWidth,  halfHeight, 1.0f ), XMFLOAT2( 1.0f, 0.0f ) },

        { XMFLOAT3(  halfWidth, -halfHeight, 1.0f ), XMFLOAT2( 1.0f, 1.0f ) },

        { XMFLOAT3( -halfWidth, -halfHeight, 1.0f ), XMFLOAT2( 0.0f, 1.0f ) },



        { XMFLOAT3( -halfWidth, -halfHeight, 1.0f ), XMFLOAT2( 0.0f, 1.0f ) },

        { XMFLOAT3( -halfWidth,  halfHeight, 1.0f ), XMFLOAT2( 0.0f, 0.0f ) },

        { XMFLOAT3(  halfWidth,  halfHeight, 1.0f ), XMFLOAT2( 1.0f, 0.0f ) },

    };



    D3D11_BUFFER_DESC vertexDesc;

    ZeroMemory( &vertexDesc, sizeof( vertexDesc ) );

    vertexDesc.Usage = D3D11_USAGE_DEFAULT;

    vertexDesc.BindFlags = D3D11_BIND_VERTEX_BUFFER;

    vertexDesc.ByteWidth = sizeof( VertexPos ) * 6;



    D3D11_SUBRESOURCE_DATA resourceData;

    ZeroMemory( &resourceData, sizeof( resourceData ) );

    resourceData.pSysMem = vertices;



    d3dResult = d3dDevice_->CreateBuffer( &vertexDesc,

                                          &resourceData,

                                          &vertexBuffer_ );



    if( FAILED( d3dResult ) )

    {

        DXTRACE_MSG( "Failed to create vertex buffer!" );

        return false;

    }



    D3D11_BUFFER_DESC constDesc;

    ZeroMemory( &constDesc, sizeof( constDesc ) );

    constDesc.BindFlags = D3D11_BIND_CONSTANT_BUFFER;

    constDesc.ByteWidth = sizeof( XMMATRIX );

    constDesc.Usage = D3D11_USAGE_DEFAULT;



    d3dResult = d3dDevice_->CreateBuffer( &constDesc,

                                          0,

                                          &mvpCB_ );



    if( FAILED( d3dResult ) )

    {

        return false;

    }



    XMFLOAT2 sprite1Pos( 0.0f, 0.0f );

    XMFLOAT2 sprite1ScaleMod( 1.0f, 1.0f );



    sprites_[0].SetPosition( sprite1Pos );

    sprites_[0].SetScale( sprite1ScaleMod );

    sprites_[0].SetDimensions( Dx11DemoBase::GetWindowWidth( ), Dx11DemoBase::GetWindowHeight( ), ( float )colorTexDesc.Width, ( float )colorTexDesc.Height );



    XMFLOAT2 sprite2Pos( 640.0, 480.0f );

    sprites_[1].SetPosition( sprite2Pos );

    sprites_[1].SetScale( sprite1ScaleMod );

    sprites_[1].SetDimensions( Dx11DemoBase::GetWindowWidth( ), Dx11DemoBase::GetWindowHeight( ), ( float )colorTexDesc.Width, ( float )colorTexDesc.Height );



    XMMATRIX view = XMMatrixIdentity( );

    XMMATRIX projection = XMMatrixOrthographicOffCenterLH( 0.0f, 800.0f, 0.0f, 600.0f, 0.1f, 100.0f );



    vpMatrix_ = XMMatrixMultiply( view, projection );



    D3D11_BLEND_DESC blendDesc;

    ZeroMemory( &blendDesc, sizeof( blendDesc ) );

    blendDesc.RenderTarget[0].BlendEnable = TRUE;

    blendDesc.RenderTarget[0].BlendOp = D3D11_BLEND_OP_ADD;

    blendDesc.RenderTarget[0].SrcBlend = D3D11_BLEND_SRC_ALPHA;

    blendDesc.RenderTarget[0].DestBlend = D3D11_BLEND_ONE;

    blendDesc.RenderTarget[0].BlendOpAlpha = D3D11_BLEND_OP_ADD;

    blendDesc.RenderTarget[0].SrcBlendAlpha = D3D11_BLEND_ZERO;

    blendDesc.RenderTarget[0].DestBlendAlpha = D3D11_BLEND_ZERO;

    blendDesc.RenderTarget[0].RenderTargetWriteMask = 0x0f;



    float blendFactor[4] = { 0.0f, 0.0f, 0.0f, 0.0f };



    d3dDevice_->CreateBlendState( &blendDesc,

                                  &alphaBlendState_ );

    d3dContext_->OMSetBlendState( alphaBlendState_,

                                  blendFactor,

                                  0xFFFFFFFF );



    return true;

}





bool D3DTextDemo::DrawString( const char* message, float startX, float startY )

{

    // size in bytes for a single sprite

    const int sizeOfSrite = sizeof( VertexPos ) * 6;



    // demo's dynamic buffer set up for max letters

    //const int maxLetters = 300;



    int length = strlen( message );



    //clamp for strings too long

    if( length > maxLetters )

        length = maxLetters;



    //chars width on screen

    // this could be pulled in for the height of the loaded font if it's a single line, or even divided by itself if it can be squared.

    float charWidth = 32.0f / 800.0f;

    float charHeight = 32.0f / 600.0f;



    //chars texel width

    // this could be pulled in for the width of the loaded font

    float texelWidth = 32.0f / 1024.0f;

    float texelHeight = 32.0f / 96.0f;



    //verts per-triangle (3) * total triangles (2) = 6

    const int verticesPerLetter = 6;



    D3D11_MAPPED_SUBRESOURCE mapResource;

    HRESULT d3dResult = d3dContext_->Map( vertexBuffer_,

                                          0,

                                          D3D11_MAP_WRITE_DISCARD,

                                          0,

                                          &mapResource );



    if( FAILED( d3dResult ) )

    {

        DXTRACE_MSG( "Failed to map resource!" );

        return false;

    }



    //point to our vertex buffer's internal data.

    VertexPos *spritePtr = ( VertexPos* )mapResource.pData;



    const int indexStart = static_cast<char>( ' ' );

    const int indexEnd = static_cast<char>( '~' );



    int iCurrLetterInc = 0;

    int iLineCount = 0;

    int iLineReset = 0;

    int iCurrCrop = 45;

    

    std::stringstream wss;

    for( int i = 0; i < length; ++i )                                        //FOR LOOP to check each character in message

    {

        //if current char count is over #

            //then increment the line number to X

            //reset the current startX to zero

                //increment the values of startY to incorporate an extra multiple of height

        //set the code going again



        if(iCurrLetterInc >= iCurrCrop)                                    //if i is greater than iCurrCrop, increment the line

        {

            iLineCount++;

            iCurrLetterInc = 0;

        }



        int newX = iLineCount * iCurrCrop;

        

        float thisStartX = startX + ( charWidth * static_cast<float>( i - newX ) );

        float thisEndX = thisStartX + charWidth;



        float thisStartY = startY - ( iLineCount * charHeight );                    //because of multiple lines the thisStartY will be lower everytime we start a new line

        float thisEndY = ( startY + charHeight ) - ( iLineCount * charHeight );        //VERY IMPORTANT... the second brackets mean that they are doubling up the x value in the down direction, otherwise it will turn the polygon away from the camera.



        /*

        wss << "i: ";

        wss << i;

        wss << ", ";

        wss << "newX: ";

        wss << newX;

        wss << ", ";

        */



        spritePtr[0].pos = XMFLOAT3( thisEndX,        thisEndY,        1.0f );

        spritePtr[1].pos = XMFLOAT3( thisEndX,        thisStartY,        1.0f );

        spritePtr[2].pos = XMFLOAT3( thisStartX,    thisStartY,        1.0f );

        spritePtr[3].pos = XMFLOAT3( thisStartX,    thisStartY,        1.0f );

        spritePtr[4].pos = XMFLOAT3( thisStartX,    thisEndY,        1.0f );

        spritePtr[5].pos = XMFLOAT3( thisEndX,        thisEndY,        1.0f );



        int texLookup = 0;

        int letter = static_cast<char>( message[i] );



        if( letter < indexStart || letter > indexEnd )

        {

            texLookup = indexStart;                                    //if it's out of bounds use a space

        } else {

            texLookup = ( letter - indexStart ) ;

        }



        float tuStart    = 0.0f;

        float tuEnd        = 0.0f;

        float tuTop        = 0.0f;

        float tuBottom    = 0.0f;



        if( letter > 63 )                                            //if letter is > ?(1024 pixel width 1st line ends) but less than ~ (third row's start)

        {

            if ( letter > 95 )

            {

                tuStart = 0.0f + ( texelWidth * static_cast<float>( texLookup ) );

                tuEnd = tuStart + texelWidth;



                tuTop = 0.0f + ( texelHeight * 2 );

                tuBottom = tuTop + texelHeight;                        //OutputDebugString( "THIRD LINE LOADED!\n" );

            } else {

                tuStart = 0.0f + ( texelWidth * static_cast<float>( texLookup ) );

                tuEnd = tuStart + texelWidth;



                tuTop = 0.0f + ( texelHeight * 1 );

                tuBottom = tuTop + texelHeight;                        //OutputDebugString( "SECOND LINE LOADED!\n" );

            }

        } else {

            tuStart = 0.0f + ( texelWidth * static_cast<float>( texLookup ) );

            tuEnd = tuStart + texelWidth;



            tuTop = 0.0f;

            tuBottom = tuTop + texelHeight;                            //OutputDebugString( "FIRST LINE LOADED!\n" );

        }



        spritePtr[0].tex0 = XMFLOAT2( tuEnd, tuTop );

        spritePtr[1].tex0 = XMFLOAT2( tuEnd, tuBottom );

        spritePtr[2].tex0 = XMFLOAT2( tuStart, tuBottom );

        spritePtr[3].tex0 = XMFLOAT2( tuStart, tuBottom );

        spritePtr[4].tex0 = XMFLOAT2( tuStart, tuTop );

        spritePtr[5].tex0 = XMFLOAT2( tuEnd, tuTop );



        spritePtr += 6;

        iCurrLetterInc++;

    }

    OutputDebugString( wss.str().c_str()  );

    

    d3dContext_->Unmap( vertexBuffer_, 0 );

    d3dContext_->Draw( 6 * length, 0 );



    return true;

}



void D3DTextDemo::UnloadContent( )

{

    if( colorMapSampler_ ) colorMapSampler_->Release( );

    if( colorMap_ ) colorMap_->Release( );

    if( solidColorVS_ ) solidColorVS_->Release( );

    if( solidColorPS_ ) solidColorPS_->Release( );

    if( inputLayout_ ) inputLayout_->Release( );

    if( vertexBuffer_ ) vertexBuffer_->Release( );



    if( mvpCB_ ) mvpCB_->Release( );

    if( alphaBlendState_ ) alphaBlendState_->Release( );



    colorMapSampler_ = 0;

    colorMap_ = 0;

    solidColorVS_ = 0;

    solidColorPS_ = 0;

    inputLayout_ = 0;

    vertexBuffer_ = 0;



    mvpCB_ = 0;

    alphaBlendState_ = 0;

}



void D3DTextDemo::Update( float dt )

{

    mouseDevice_->GetDeviceState( sizeof ( mouseState_ ),

                                     ( LPVOID )&mouseState_ );



    /*

        MOUSE STATE

    //constants for mouse buttons (NEW)

    #define DIMOUSE_LEFTBUTTON   0

    #define DIMOUSE_RIGHTBUTTON  1

    #define DIMOUSE_MIDDLEBUTTON 2

    #define DIMOUSE_4BUTTON      3

    #define DIMOUSE_5BUTTON      4

    #define DIMOUSE_6BUTTON      5

    #define DIMOUSE_7BUTTON      6

    #define DIMOUSE_8BUTTON      7

    */



    if( BUTTONDOWN( mouseState_, 0 ) )

    {

        iCurrMouseButton = 0;

        bMousePressed = true;

    }

    else if ( BUTTONDOWN( mouseState_, 1 ) )

    {

        iCurrMouseButton = 1;

        bMousePressed = true;

    }

    else if ( BUTTONDOWN( mouseState_, 2 ) )

    {

        iCurrMouseButton = 2;

        bMousePressed = true;

    }

    else if ( BUTTONDOWN( mouseState_, 3 ) )

    {

        iCurrMouseButton = 3;

        bMousePressed = true;

    }

    else if ( BUTTONDOWN( mouseState_, 4 ) )

    {

        iCurrMouseButton = 4;

        bMousePressed = true;

    }

    else if ( BUTTONDOWN( mouseState_, 5 ) )

    {

        iCurrMouseButton = 5;

        bMousePressed = true;

    }

    else if ( BUTTONDOWN( mouseState_, 6 ) )

    {

        iCurrMouseButton = 6;

        bMousePressed = true;

    }

    else if ( BUTTONDOWN( mouseState_, 7 ) )

    {

        iCurrMouseButton = 7;

        bMousePressed = true;

    } else {

        bMousePressed = false;

    }

    

    memcpy( &prevMouseState_,                //take note that this is a reference

            &mouseState_,                    //take note that this is a reference

            sizeof( mouseState_ ) );



}



void D3DTextDemo::Render( )

{

    if( d3dContext_ == 0 )

        return;



    float clearColor[4] = { 0.2f, 0.22f, 0.24f, 1.0f };

    d3dContext_->ClearRenderTargetView( backBufferTarget_,

                                        clearColor );

    unsigned int stride = sizeof( VertexPos );

    unsigned int offset = 0;



    d3dContext_->IASetInputLayout( inputLayout_ );

    d3dContext_->IASetVertexBuffers( 0,

                                     1,

                                     &vertexBuffer_,

                                     &stride,

                                     &offset );



    d3dContext_->IASetPrimitiveTopology( D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST );

    d3dContext_->VSSetShader( solidColorVS_,

                              0,

                              0 );



    d3dContext_->PSSetShader( solidColorPS_,

                              0,

                              0 );



    d3dContext_->PSSetShaderResources( 0,

                                       1,

                                       &colorMap_  );



    d3dContext_->PSSetSamplers( 0,

                                1,

                                &colorMapSampler_ );

    



    for( int i = 0; i < 2; i++)

    {

        XMMATRIX world = sprites_[i].GetWorldMatrix( );

        XMMATRIX mvp = XMMatrixMultiply( world, vpMatrix_ );

        mvp = XMMatrixTranspose( mvp );



        d3dContext_->UpdateSubresource( mvpCB_,

                                        0,

                                        0,

                                        &mvp,

                                        0,

                                        0 );

        d3dContext_->VSSetConstantBuffers( 0,

                                           1,

                                           &mvpCB_ );



        d3dContext_->Draw( 6, 0 );

    }



    ObjectInit( );



    swapChain_->Present( 0, 0 );

}



void D3DTextDemo::ObjectInit( )

{

    // mouse pos needs to take into consideration the screen pos

    //int x = GetCursorPos( &mouseState_.lX );//(int)(mousePosX_);

    //int y = GetCursorPos( (int)&mouseState_.lY );//(int)(mousePosY_);



    std::stringstream strNew;



    RECT currSPos;

    if ( GetWindowRect( hwnd_, &currSPos) )

    {

        

        strNew << "Screen coords: Left";

        strNew << currSPos.left;

        strNew << ", Right: ";

        strNew << currSPos.right;

        strNew << ", Top: ";

        strNew << currSPos.top;

        strNew << ", Bottom: ";

        strNew << currSPos.bottom;

    }

    

    POINT currMousePos;

    if ( GetCursorPos(&currMousePos) )

    {

        int newX = 0;

        if( currMousePos.x < currSPos.left )

        {

            newX = 0;

        } else {

            //int newX = currMousePos.x;

            if( currMousePos.x > currSPos.right)

            {

                newX = 800;

            } else {

                newX = currMousePos.x - currSPos.left;

            }

        }



        int newY = 0;

        if( currMousePos.y < currSPos.top )

        {

            newY = 0;

        } else {

            //int newY = currMousePos.y;

            if( currMousePos.y > currSPos.bottom)

            {

                newY = 600;

            } else {

                newY = currMousePos.y - currSPos.top;

            }

        }



        strNew << " mouseCoords: ";

        strNew << newX;

        strNew << " - ";

        strNew << newY;



        std::string str(strNew.str());

        const char* chr = str.c_str();



        DrawString( chr, -0.9f, 0.9f );

    }



    std::string str(strNew.str());

    const char* chr = str.c_str();



    DrawString( chr, -0.9f, 0.9f );



    if(bMousePressed)

    {

        // kick out whether or not the mouse buttons are being pressed

        std::string aButtonArray[] = { "Left mouse button",

                                       "Right mouse button",

                                       "Middle mouse button",

                                       "Left side std button",

                                       "Left side extra button",

                                       "Random button!",

                                       "Right side std button",

                                       "Right side extra button"};

        std::stringstream strMouseButtonPressed;

        strMouseButtonPressed << aButtonArray[iCurrMouseButton];

        strMouseButtonPressed << " currently pressed!";



        std::string otherStr(strMouseButtonPressed.str());

        const char* buttonOut = otherStr.c_str();



        DrawString( buttonOut, -0.9f, 0.75f );

    }



    DrawString( "The Quick Brown Fox Jumps Over The Lazy Dog", -1.0f, 0.9f );

}
Edited by swiftcoder
Please use [ code ] [ /code ] tags!

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I'm having trouble understanding how directx calls the buffers and draws the object.

 

I don't understand how and when I can add the different elements, so for instance when I load the 2D and 3D elements and which order they go in.

 

It's frustration more than anything, but any help would be appreciated. I'm currently going over the directX input assembly process to see if it makes more sense the second time round.

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Am I right in saying that I have to create vertex buffers for each font, sprite, and 3D object. Pass each of those to the draw function then present after each set has run it's course?

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If I have a BaseClass that loads the directX basics

 

DXbase main windows window and directX initiailization.

        virtual bool LoadContent( );
        virtual void UnloadContent( );

        virtual void Update( float dt ) = 0;
        virtual void Render( ) = 0;

 

FontsClass : public DXbase;

        sharing all the virtual classes above with SpriteClass

 

SpritesClass : public DXbase;

        sharing all the same as FontsClass

 

How do these two derived classes run if they both have public access to DXbase? Do they run one after another or are they stepping on each others toes and screwing the code up. How do I split them into manageable classes that I can use as easily updateable COM objects?

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