Zulkhairi

This is part of my code:

m_pFont->DrawText( NULL, test, -1, &rect, DT_CENTER, D3DXCOLOR( 1.0f, 1.0f, 0.0f, 1.0f ) );

when i compile and build the project, its fine, but when i run it, it become error. is there any problem with my code

Here is the full code:

// include the basic windows header files and the Direct3D header file
#include <windows.h>
#include <windowsx.h>
#include <d3d9.h>
#include <d3dx9.h>
//#include <d3d8.h>

// define the screen resolution and keyboard macros
#define SCREEN_WIDTH 1280
#define SCREEN_HEIGHT 1024
#define KEY_DOWN(vk_code) ((GetAsyncKeyState(vk_code) & 0x8000) 1 : 0)
#define KEY_UP(vk_code) ((GetAsyncKeyState(vk_code) & 0x8000) 0 : 1)

// include the Direct3D Library file
#pragma comment (lib, "d3d9.lib")

//LPD3DXFONT font; // global declarations
LPDIRECT3D9 d3d; // the pointer to our Direct3D interface
LPDIRECT3DDEVICE9 d3ddev; // the pointer to the device class
LPDIRECT3DVERTEXBUFFER9 t_buffer = NULL; // the pointer to the vertex buffer

LPD3DXFONT m_pFont;

// function prototypes
void initD3D(HWND hWnd); // sets up and initializes Direct3D
void render_frame(void); // renders a single frame
void cleanD3D(void); // closes Direct3D and releases memory
void init_graphics(void); // 3D declarations
void InitializeFont(); //font

struct CUSTOMVERTEX {FLOAT X, Y, Z, RHW; DWORD COLOR;};
#define CUSTOMFVF (D3DFVF_XYZRHW | D3DFVF_DIFFUSE)

// the WindowProc function prototype
LRESULT CALLBACK WindowProc(HWND hWnd, UINT message, WPARAM wParam, LPARAM lParam);
int a = 255;

//HRESULT WINAPI D3DXCreateFont();

// the entry point for any Windows program
int WINAPI WinMain(HINSTANCE hInstance,
HINSTANCE hPrevInstance,
LPSTR lpCmdLine,
int nCmdShow)
{

// private D3D.Font text;
// private void InitializeFont()
// {
// System.Drawing.Font systemfont = new System.Drawing.Font("Arial", 12.0f, FontStyle.Regular);
// text = new D3D.Font(device, systemfont);
// }


//ID3DXFont font2;

HWND hWnd;
WNDCLASSEX wc;

ZeroMemory(&wc, sizeof(WNDCLASSEX));

wc.cbSize = sizeof(WNDCLASSEX);
wc.style = CS_HREDRAW | CS_VREDRAW;
wc.lpfnWndProc = (WNDPROC)WindowProc;
wc.hInstance = hInstance;
wc.hCursor = LoadCursor(NULL, IDC_ARROW);
// wc.hbrBackground = (HBRUSH)COLOR_WINDOW; // not needed any more
wc.lpszClassName = "WindowClass1";

// d3d.InitializeFont();

RegisterClassEx(&wc);

hWnd = CreateWindowEx(NULL,
"WindowClass1",
"Our Direct3D Program",
WS_EX_TOPMOST | WS_POPUP, // fullscreen values
0, 0, // the starting x and y positions should be 0
SCREEN_WIDTH, SCREEN_HEIGHT, // set the window to 640 x 480
NULL,
NULL,
hInstance,
NULL);

ShowWindow(hWnd, nCmdShow);

// set up and initialize Direct3D
initD3D(hWnd);

// enter the main loop:

//int a = 0;

MSG msg;

while(TRUE)
{
a++;
DWORD starting_point = GetTickCount();

if (PeekMessage(&msg, NULL, 0, 0, PM_REMOVE))
{
if (msg.message == WM_QUIT)
break;

TranslateMessage(&msg);
DispatchMessage(&msg);
}

render_frame();

// check the 'escape' key
if(KEY_DOWN(VK_ESCAPE))
PostMessage(hWnd, WM_DESTROY, 0, 0);

while ((GetTickCount() - starting_point) < 25);
}

// clean up DirectX and COM
cleanD3D();

return msg.wParam;
}


// this is the main message handler for the program
LRESULT CALLBACK WindowProc(HWND hWnd, UINT message, WPARAM wParam, LPARAM lParam)
{
switch(message)
{
case WM_DESTROY:
{
PostQuitMessage(0);
return 0;
} break;
}

return DefWindowProc (hWnd, message, wParam, lParam);
}


// this function initializes and prepares Direct3D for use
void initD3D(HWND hWnd)
{
d3d = Direct3DCreate9(D3D_SDK_VERSION);

D3DPRESENT_PARAMETERS d3dpp;

ZeroMemory(&d3dpp, sizeof(d3dpp));
d3dpp.Windowed = FALSE;
d3dpp.SwapEffect = D3DSWAPEFFECT_DISCARD;
d3dpp.hDeviceWindow = hWnd;
d3dpp.BackBufferFormat = D3DFMT_X8R8G8B8;
d3dpp.BackBufferWidth = SCREEN_WIDTH;
d3dpp.BackBufferHeight = SCREEN_HEIGHT;

// create a device class using this information and the info from the d3dpp stuct
d3d->CreateDevice(D3DADAPTER_DEFAULT,
D3DDEVTYPE_HAL,
hWnd,
D3DCREATE_SOFTWARE_VERTEXPROCESSING,
&d3dpp,
&d3ddev);

// call the function to initialize the triangle

return;
}


// this is the function used to render a single frame
void render_frame(void)
{
init_graphics(); //just put it here to make sure that it recieve the effect of looping
d3ddev->Clear(0, NULL, D3DCLEAR_TARGET, D3DCOLOR_XRGB(0, 0, 0), 1.0f, 0);

d3ddev->BeginScene();

//////////////////////////////////////////////////////////////////////
char test[] = "12";
RECT rect;
rect.bottom = 400;
rect.left = 0;
rect.right = 100;
rect.top = 300;

m_pFont->DrawText( NULL, test, -1, &rect, DT_CENTER, D3DXCOLOR( 1.0f, 1.0f, 0.0f, 1.0f ) );

/////////////////////////////////////////////////////////////////////////////

// font->DrawText( NULL, m_strDeviceStats, -1, &rc, DT_NOCLIP, D3DXCOLOR( 1.0f, 1.0f, 0.0f, 1.0f ) );

// select which vertex format we are using
d3ddev->SetFVF(CUSTOMFVF);

// select the vertex buffer to display
d3ddev->SetStreamSource(0, t_buffer, 0, sizeof(CUSTOMVERTEX));

// copy the vertex buffer to the back buffer
d3ddev->DrawPrimitive(D3DPT_TRIANGLELIST, 0, 1);

d3ddev->EndScene();

d3ddev->Present(NULL, NULL, NULL, NULL);

return;
}


// this is the function that cleans up Direct3D and COM
void cleanD3D(void)
{
d3ddev->Release(); // close and release the 3D device
d3d->Release(); // close and release Direct3D

return;
}


// this is the function that puts the 3D models into video RAM
void init_graphics(void)
{

//a = a + 1;

// create the vertices using the CUSTOMVERTEX struct
CUSTOMVERTEX t_vert[] =
{
{ 120.0f+a, 50.0f, 0.5f, 1.0f, D3DCOLOR_XRGB(0, a, 255), },
{ 160.0f+a, 100.0f, 0.5f, 1.0f, D3DCOLOR_XRGB(0, 255, 0), },
{ 80.0f+a, 100.0f, 0.5f, 1.0f, D3DCOLOR_XRGB(255, 0, 0), },
};

// create a vertex buffer interface called t_buffer
d3ddev->CreateVertexBuffer(3*sizeof(CUSTOMVERTEX),
0,
CUSTOMFVF,
D3DPOOL_MANAGED,
&t_buffer,
NULL);

VOID* pVoid; // a void pointer

// lock t_buffer and load the vertices into it
t_buffer->Lock(0, 0, (void**)&pVoid, 0);
memcpy(pVoid, t_vert, sizeof(t_vert));
t_buffer->Unlock();

return;
}




Re: Game Technologies: Graphics DrawText method

Bad Habit

It doesn¡¯t seem as if you¡¯ve initialised the font interface, you might have but I can¡¯t see it there. Have a look at the D3DXCreateFont() function. Also add the d3dx9.lib.