-
March 31st, 2011, 10:49 PM
#1
DirectX9 FullScreen Issues
I'm new to Windows programming and DirectX, but I feel I'm moving along at a good pace, but I seem to have hit a wall. I just learned about fullscreen mode with DirectX, and I successfully programmed a working program that just drew a rectangle the size of the screen that constantly changed colors. Now I am trying to make a program that draws a rectangle of random size, randomly on the screen, and then have it bounce around the screen without going off (while changing its color). This program works 100% in windowed mode, but in fullscreen mode I get an error when the Direct3D Device is trying to be created... here is the code (for fullscreen mode, only thing i change between fullscreen and windowed mode is the d3dpp.windowed = true/false);
here is the code...
Code:
//Bouncing Screen Project
#include<windows.h>
#include<time.h>
#include<d3d9.h>
#include<d3dx9.h>
#include<string>
using namespace std;
#pragma comment(lib, "d3dx9.lib")
#pragma comment(lib, "d3d9.lib")
#define KEY_DOWN(vk_code) ((GetAsyncKeyState(vk_code)) & 0x8000) ? 1 : 0)
bool gameover = false;
bool goingup = true, goingright = true;
const int SCREENH = 640;
const int SCREENW = 480;
RECT rect;
//Direct 3D Objects
LPDIRECT3D9 d3d = NULL;
LPDIRECT3DDEVICE9 d3ddev = NULL;
LPDIRECT3DSURFACE9 backbuffer;
LPDIRECT3DSURFACE9 surface;
bool Game_Init(HWND window)
{
d3d = Direct3DCreate9(D3D_SDK_VERSION);
if(d3d == 0)
{
MessageBox(window, "Error Initilizing Direct3D", "Error", MB_OK);
return false;
}
D3DPRESENT_PARAMETERS d3dpp;
ZeroMemory(&d3dpp, sizeof(d3dpp));
d3dpp.Windowed = false;
d3dpp.SwapEffect = D3DSWAPEFFECT_DISCARD;
d3dpp.BackBufferFormat = D3DFMT_X8R8G8B8;
d3dpp.BackBufferCount = 1;
d3dpp.BackBufferWidth = SCREENW;
d3dpp.BackBufferHeight = SCREENH;
d3dpp.hDeviceWindow = window;
d3d->CreateDevice(D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, window, D3DCREATE_SOFTWARE_VERTEXPROCESSING, &d3dpp, &d3ddev);
if(d3ddev == NULL) //<------------- Is equal to true when run in fullscreen mode
{
MessageBox(window, "Error creating Direct3D Device", "Error", MB_OK);
return false;
}
srand(time(NULL));
d3ddev->Clear(0, NULL, D3DCLEAR_TARGET, D3DCOLOR_XRGB(0, 0, 0), 1.0f, 0);
d3ddev->GetBackBuffer(0, 0, D3DBACKBUFFER_TYPE_MONO, &backbuffer);
int boxh = rand() % 100;
int boxw = rand() % 100;
boxh++;
boxw++;
HRESULT result = d3ddev->CreateOffscreenPlainSurface(boxw, boxh,
D3DFMT_X8R8G8B8,
D3DPOOL_DEFAULT,
&surface,
NULL);
rect.top = rand() % SCREENH;
rect.bottom = rect.top + boxh;
while(rect.bottom > SCREENH)
{
rect.bottom--;
rect.top--;
}
rect.left = rand() % SCREENW;
rect.right = rect.left + boxw;
while(rect.right > SCREENW)
{
rect.right--;
rect.left--;
}
if(!SUCCEEDED(result))
return false;
return true;
}
void Game_Run(HWND hWnd)
{
if(!d3ddev)
return;
d3ddev->Clear(0, NULL, D3DCLEAR_TARGET, D3DCOLOR_XRGB(0, 0, 0), 1.0f, 0);
if(d3ddev->BeginScene())
{
int r = rand() % 255, g = rand() % 255, b = rand() % 255;
d3ddev->ColorFill(surface, NULL, D3DCOLOR_XRGB(r, g, b));
d3ddev->StretchRect(surface, NULL, backbuffer, &rect, D3DTEXF_NONE);
d3ddev->EndScene();
}
d3ddev->Present(NULL, NULL, NULL, NULL);
if(goingup)
{
if((rect.top - 1) < 0)
{
goingup = false;
rect.top++;
rect.bottom++;
}
else
{
rect.top--;
rect.bottom--;
}
}
else if(!goingup)
{
if((rect.bottom + 1) > SCREENH)
{
goingup = true;
rect.top--;
rect.bottom--;
}
else
{
rect.top++;
rect.bottom++;
}
}
if(goingright)
{
if((rect.right + 1) > SCREENW)
{
goingright = false;
rect.right--;
rect.left--;
}
else
{
rect.right++;
rect.left++;
}
}
else if(!goingright)
{
if((rect.left - 1) < 0)
{
goingright = true;
rect.right++;
rect.left++;
}
else
{
rect.right--;
rect.left--;
}
}
if(KEY_DOWN(VK_ESCAPE)
PostMessage(hWnd, WM_DESTROY, 0, 0);
}
void Game_End(HWND hWnd)
{
if(surface)
surface->Release();
if(d3ddev)
d3ddev->Release();
if(d3d)
d3d->Release();
}
LRESULT WINAPI WinProc(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam)
{
switch(msg)
{
case WM_DESTROY:
gameover = true;
PostQuitMessage(0);
return 0;
}
return DefWindowProc(hWnd, msg, wParam, lParam);
}
int WINAPI WinMain(HINSTANCE hInstance, HINSTANCE hPrevInstance, LPSTR lpCmdLine, int nCmdShow)
{
WNDCLASSEX wc;
wc.cbSize = sizeof(WNDCLASSEX);
wc.style = CS_HREDRAW | CS_VREDRAW;
wc.cbClsExtra = 0;
wc.cbWndExtra = 0;
wc.hbrBackground = (HBRUSH)GetStockObject(WHITE_BRUSH);
wc.hCursor = LoadCursor(NULL, IDC_ARROW);
wc.hIcon = NULL;
wc.hIconSm = NULL;
wc.hInstance = hInstance;
wc.lpfnWndProc = WinProc;
wc.lpszClassName = "Bouncy";
wc.lpszMenuName = NULL;
RegisterClassEx(&wc);
HWND window = CreateWindow("Bouncy", "Bouncy", WS_EX_TOPMOST | WS_VISIBLE | WS_POPUP, CW_USEDEFAULT, CW_USEDEFAULT, SCREENW, SCREENH, NULL, NULL, hInstance, NULL);
if(window == 0)
return 0;
ShowWindow(window, nCmdShow);
UpdateWindow(window);
MessageBox(window, "About to load Direct3D...", "BreakPoint", MB_OK);
if(!Game_Init(window))
return 0;
MSG message;
while(!gameover)
{
if(PeekMessage(&message, NULL, 0, 0, PM_REMOVE))
{
TranslateMessage(&message);
DispatchMessage(&message);
}
Game_Run(window);
}
Game_End(window);
return message.wParam;
}
-
April 4th, 2011, 10:28 AM
#2
Re: DirectX9 FullScreen Issues
Try running with the DirectX debugging applet. It should point out any errors you may have.
Gort...Klaatu, Barada Nikto!
Posting Permissions
- You may not post new threads
- You may not post replies
- You may not post attachments
- You may not edit your posts
-
Forum Rules
|
Click Here to Expand Forum to Full Width
|