Maximize screen
pas finie, par fois ça crash au démarrage
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05e5959cb1
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@ -27,24 +27,35 @@ bool SystemClass::Initialize()
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// Initialize the width and height of the screen to zero before sending the variables into the function.
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screenWidth = 0;
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screenHeight = 0;
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// Create and initialize the application class object. This object will handle rendering all the graphics for this application.
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m_Application = new ApplicationClass;
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m_initialWindowWidth = 0;
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m_initialWindowHeight = 0;
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m_isDirect3DInitialized = false;
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// Initialize the windows api.
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InitializeWindows(screenWidth, screenHeight);
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// Create and initialize the input object. This object will be used to handle reading the keyboard input from the user.
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m_Input = new InputClass;
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m_Input->Initialize();
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// Create and initialize the application class object. This object will handle rendering all the graphics for this application.
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m_Application = new ApplicationClass;
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result = m_Application->Initialize(screenWidth, screenHeight, m_hwnd);
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if (!result)
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{
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return false;
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}
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m_isDirect3DInitialized = true;
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// If we received a WM_SIZE message before Direct3D was initialized, resize the swap chain now
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if (m_initialWindowWidth > 0 && m_initialWindowHeight > 0)
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{
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m_Application->GetDirect3D()->ResizeSwapChain(m_initialWindowWidth, m_initialWindowHeight);
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}
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// Initialize imgui
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m_imguiManager = new imguiManager;
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m_imguiManager->Initialize(m_hwnd, m_Application->GetDirect3D()->GetDevice(), m_Application->GetDirect3D()->GetDeviceContext());
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@ -188,6 +199,22 @@ LRESULT CALLBACK SystemClass::MessageHandler(HWND hwnd, UINT umsg, WPARAM wparam
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m_Input->KeyUp((unsigned int)wparam);
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return 0;
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}
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case WM_SIZE:
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{
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int newWidth = LOWORD(lparam);
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int newHeight = HIWORD(lparam);
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// If Direct3D is initialized, update the swap chain. Otherwise, store the window dimensions
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if (m_isDirect3DInitialized && m_Application && m_Application->GetDirect3D())
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{
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m_Application->GetDirect3D()->ResizeSwapChain(newWidth, newHeight);
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}
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else
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{
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m_initialWindowWidth = newWidth;
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m_initialWindowHeight = newHeight;
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}
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}
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// Any other messages send to the default message handler as our application won't make use of them.
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default:
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@ -264,7 +291,7 @@ void SystemClass::InitializeWindows(int& screenWidth, int& screenHeight)
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// Create the window with the screen settings and get the handle to it.
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m_hwnd = CreateWindowEx(WS_EX_APPWINDOW, m_applicationName, m_applicationName,
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WS_CLIPSIBLINGS | WS_CLIPCHILDREN ,
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WS_CLIPSIBLINGS | WS_CLIPCHILDREN | WS_SYSMENU | WS_MINIMIZEBOX | WS_MAXIMIZEBOX,
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posX, posY, screenWidth, screenHeight, NULL, NULL, m_hinstance, NULL);
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// Bring the window up on the screen and set it as main focus.
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@ -26,7 +26,6 @@ bool ApplicationClass::Initialize(int screenWidth, int screenHeight, HWND hwnd)
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char textureFilename[128];
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bool result;
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// Create the Direct3D object.
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m_Direct3D = new D3DClass;
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if (!m_Direct3D)
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@ -593,4 +593,60 @@ bool D3DClass::RecreateResources()
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IDXGISwapChain* D3DClass::GetSwapChain()
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{
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return m_swapChain;
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}
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void D3DClass::ResizeSwapChain(int newWidth, int newHeight)
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{
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HRESULT result;
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// Release existing DirectX resources
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m_renderTargetView->Release();
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m_depthStencilBuffer->Release();
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// Resize the swap chain
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m_swapChain->ResizeBuffers(0, newWidth, newHeight, DXGI_FORMAT_UNKNOWN, 0);
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if (FAILED(m_swapChain))
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{
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MessageBox(NULL, L"Failed to resize swap chain buffers", L"Error", MB_OK);
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return;
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}
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// Recreate the render target view
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ID3D11Texture2D* backBuffer;
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m_swapChain->GetBuffer(0, __uuidof(ID3D11Texture2D), (LPVOID*)&backBuffer);
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m_device->CreateRenderTargetView(backBuffer, NULL, &m_renderTargetView);
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backBuffer->Release();
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// Recreate the depth/stencil buffer and view
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D3D11_TEXTURE2D_DESC depthBufferDesc;
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ZeroMemory(&depthBufferDesc, sizeof(depthBufferDesc));
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depthBufferDesc.Width = newWidth;
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depthBufferDesc.Height = newHeight;
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depthBufferDesc.MipLevels = 1;
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depthBufferDesc.ArraySize = 1;
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depthBufferDesc.Format = DXGI_FORMAT_D24_UNORM_S8_UINT;
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depthBufferDesc.SampleDesc.Count = 1;
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depthBufferDesc.SampleDesc.Quality = 0;
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depthBufferDesc.Usage = D3D11_USAGE_DEFAULT;
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depthBufferDesc.BindFlags = D3D11_BIND_DEPTH_STENCIL;
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depthBufferDesc.CPUAccessFlags = 0;
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depthBufferDesc.MiscFlags = 0;
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D3D11_DEPTH_STENCIL_VIEW_DESC depthStencilViewDesc;
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ZeroMemory(&depthStencilViewDesc, sizeof(depthStencilViewDesc));
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depthStencilViewDesc.Format = depthBufferDesc.Format;
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depthStencilViewDesc.ViewDimension = D3D11_DSV_DIMENSION_TEXTURE2D;
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depthStencilViewDesc.Texture2D.MipSlice = 0;
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// Other depthStencilDesc settings...
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m_device->CreateTexture2D(&depthBufferDesc, NULL, &m_depthStencilBuffer);
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m_device->CreateDepthStencilView(m_depthStencilBuffer, &depthStencilViewDesc, &m_depthStencilView);
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// Set the new render target and depth/stencil views for rendering
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m_deviceContext->OMSetRenderTargets(1, &m_renderTargetView, m_depthStencilView);
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// Update the viewport
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m_viewport.Width = static_cast<float>(newWidth);
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m_viewport.Height = static_cast<float>(newHeight);
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m_deviceContext->RSSetViewports(1, &m_viewport);
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}
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@ -42,6 +42,7 @@ public:
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ID3D11DeviceContext* GetDeviceContext();
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IDXGISwapChain* m_swapChain;
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IDXGISwapChain* GetSwapChain();
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void ResizeSwapChain(int, int);
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void GetProjectionMatrix(XMMATRIX&);
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void GetWorldMatrix(XMMATRIX&);
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@ -3,6 +3,6 @@ Pos=60,60
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Size=400,400
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[Window][Khaotic Engine]
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Pos=31,27
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Pos=21,21
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Size=694,367
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@ -60,4 +60,9 @@ void imguiManager::WidgetButton()
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void imguiManager::WidgetFPS()
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{
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ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / io->Framerate, io->Framerate);
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}
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void imguiManager::WidgetFullscreen(bool* fullscreen)
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{
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ImGui::Checkbox("Fullscreen", fullscreen);
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}
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@ -22,6 +22,7 @@ public:
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void WidgetSpeedSlider(float* speed);
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void WidgetButton();
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void WidgetFPS();
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void WidgetFullscreen(bool* fullscreen);
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private:
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ImGuiIO* io;
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@ -32,6 +32,10 @@ private:
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InputClass* m_Input;
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ApplicationClass* m_Application;
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imguiManager* m_imguiManager;
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int m_initialWindowWidth;
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int m_initialWindowHeight;
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bool m_isDirect3DInitialized;
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};
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