Table Of Contents
Unzip the project in any directory of your choosing. The main workspace
can be opened using the "DXSmithLib.dsw" workspace. The program requires
at least DirectX 7.0 to compile and run.
[editor's note--the programs have been compiled and run successfully using
VS6 on a Win2K machine with DirectX 9.0 SDK installed]
- testwin - A simple demonstration program (see above screenshot)
- testgui - Tests a gui full-screen. It is a command line app. Run the
batch file "use_testgui.bat". The mouse_cursor.bmp MUST be in a sub-dir called
data located in the directory that testgui.exe is located.
- testsprite - View a sprite full screen to see how it looks on a black
background. It is mainly an example of using a sprite in a simple program.
It takes only one parameter: the name of a spritebank (file.spr) created by
SpriteEdit. The .SPR file and its required .BMP files must be in a
directory called data, located where the exe is.
- SpriteEdit - The sprite editor
- GuiEdit - The GUI editor
DXSmith is a wrapper around Microsoft's DirectX graphic libraries. The
current version wraps the Direct Draw 2D graphics, I/O, sound, and music for
DX7. No 3D functions are wrapped or used. The DXSmith wrapper provides a set of
higher level functions that are easier to use and learn than the DirectX API.
DXSmith makes it easier for beginners to use DirectX. DirectX is a very flexible
API, but that very flexibility also makes it fairly complicated. DXSmith also
provides tools to create and draw animated sprites, and simple GUI's without
using MFC calls. A number of GDI calls are also wrapped to provide higher level
functions like lines, circles, text, and pie sections. DXSmith also provides
"resource management". Place all your data files in a sub-directory, or
libraries in the sub-directory and the resource manager will load, unload, and
track the resources in memory.
DXSmith provides everything for the amateur game programmer to get started
with DirectX.
- The I/O library provides the graphic primitives, user input, and sound and
music functions that are the building blocks of all other DXSmith utilities.
- See testwin for an example of using the DXSmith lib. TestWin is a bare-bones
windows program that uses the DXSmith i/o library. It is an excellent example of
using the library, and is simple enough to easily modify for your own use.
- Test1 is a console program that exercises all key parts of the library.
- TestGUI allows you to test gui panels created with GUIEdit.
int
GetLastError(CString *errStr);
Return the last error code and string set
by a
CgsdxIO()
function.
GSDX_OK
is returned if no
errors have yet occurred.
errStr: the last error string is copied to this.
RETURNS: Last error code.
DWORD
GetINI(LPCSTR pSectionName, LPCSTR pKeyName, LPCSTR \
pDefault, char
*pReturnedString, DWORD sizeRetStr, LPCSTR pFileName);
Read text data from a normal text INI file.
pSectionName |
name of the section to read the data from. Do not include the "[ ]" in the
section name. |
pKeyName |
name of the key within the section to read. |
pDefault |
value to return if the section or key is not found. |
pReturnedString |
string to copy the requested value to from the INI file. |
sizeRetStr |
length of pReturnedString. If the length of the data exceeds sizeRetStr it
will be truncated. |
pFileName |
name of the INI file to read from. If the filename includes a path (detected
by searching for the back-slash "\" character) the resource paths are not
searched. If the filename has no path, then the currently registered resource
paths are searched for the INI file. |
RETURNS: Length of the string copied to pReturnedString.
Example:
char str[90];
GetINI("main_section", "one_key", "default_value", str, 90, "foobar.ini");
DWORD
GetINI(LPCSTR pSectionName, LPCSTR pKeyName, long \
defaultValue, long
*pReturnedLong, LPCSTR pFileName);
Read integer data from a normal text INI file. Attempts to convert the text
to an integer.
pSectionName |
name of the section to read the data from. Do not include the "[ ]" in the
section name. |
pKeyName |
name of the key within the section to read. |
pDefault |
value to return if the section or key is not found. |
pReturnedLong |
integer to copy the requested value to from the INI file. |
pFileName |
name of the INI file to read from. If the filename includes a path (detected
by searching for the back-slash "\" character) the resource paths are not
searched. If the filename has no path, then the currently registered resource
paths are searched for the INI file. |
RETURNS: Length of the string representing the integer copied to
pReturnedLong
.
Example:
long val;
GetINI("main_section", "one_key", 999, &val, "foobar.ini");
int SetINI(LPCSTR pSectionName, LPCSTR pKeyName, LPCSTR pString, LPCSTR pFileName);
Write text data to a normal text INI file.
pSectionName |
name of the section to write the data to. Do not include the "[ ]" in the
section name. |
pKeyName |
name of the key within the section to set. |
pString |
value to set the key to. |
pFileName |
name of the INI file to write to. If the filename includes a path (detected
by searching for the back-slash "\" character) the resource paths are not
searched. If the filename has no path, then the currently registered resource
paths are searched for the INI file. |
RETURNS: Non-zero on success.
Example:
SetINI("main_section", "one_key", "key_value", "foobar.ini");
int
SetINI(LPCSTR pSectionName, LPCSTR pKeyName, long value, LPCSTR
pFileName);
Write integer data to a normal text INI file. Converts the integer to
text.
pSectionName |
name of the section to write the data to. Do not include the "[ ]" in the
section name. |
pKeyName |
name of the key within the section to set. |
value |
value to set the key to. |
pFileName |
name of the INI file to write to. If the filename includes a path (detected
by searching for the back-slash "\" character) the resource paths are not
searched. If the filename has no path, then the currently registered resource
paths are searched for the INI file. |
RETURNS: Non-zero on success.
Example:
SetINI("main_section", "one_key", 1234, "foobar.ini");
int Blit(RECT *pDest, gsdxBitmap_t *pSrc, int transparent=1, HDC
hdc=NULL);
Draw a bitmap to the off-screen buffer. Call Flip()
to display
the current off-screen buffer. Use pDest to set the size and location of the
bitmap. By changing the destination size you can scale the bitmap to any desired
size. Clipping is supported. If clipping is disabled be sure that
pDest
does not exceed the off-screen buffer's boundaries.
pDest |
the destination position and size of the bitmap to be blitted. Note that the
(right - left) equals the width, not the width -1, and (bottom - top) equals the
height. |
pScr |
source bitmap, loaded by LoadBitpmap() . Transparent--if
non-zero then all pixels matching the top-left pixel are transparent.
Transparency not supported in GDI mode. |
hdc |
if not NULL the specified hdc is used instead of the default full-screen
hdc. |
RETURNS: Zero on success. A GSDX_ERROR_ code on failure.
Blit
int Blit(POINT *pDest, gsdxBitmap_t *src, int transparent=1, HDC
hdc=NULL);
Draw a bitmap to the off-screen buffer. Call Flip()
to display
the current off-screen buffer. Use pDest
to set location of the
bitmap. The bitmap is displayed at its original size. If clipping is disabled be
sure that blitted bitmap does not exceed the off-screen buffer's boundaries.
pDest |
the destination position of the bitmap to be blitted. |
pScr |
source bitmap, loaded by LoadBitpmap() .
Transparent--if non-zero then all pixels matching the top-left pixel are
transparent. Not supported in GDI mode. |
hdc |
if not NULL the specified hdc is used instead of the default
full-screen hdc. |
RETURNS: Zero on success. A GSDX_ERROR_ code on failure.
DWORD CgsdxIO::ConvertRGB(DWORD rgb);
Convert an RGB colour
for use with the current video mode. Not required for any function that uses GDI
(
Line(), Ellipse(), PieFill()
). Should be used for any DirectX
function that takes a color parameter (
Blit()
). Only valid for
full-screen modes, and requires that
InitGraphics()
be called
previously.
RETURNS: A DWORD that is the converted colour.
int EnableClipping(int enable=1);
Enable and disable
clipping. Must call
SetClipping()
before enabling
clipping.
enable: if no-zero clipping is enabled, if zero clipping is
disabled.
RETURNS: Zero on success. A GSDX_ERROR_ code on failure.
int EllipseFill(int left, int top, int right, int bottom, DWORD colour,
HDC hdc);
Draw a filled ellipse in the rectangle bounded by left, top,
right, bottom. Colour is a RGB colour.
RETURNS: Zero on success.
int Flip(void);
Display the current off-screen buffer, and
make the currently displayed buffer the off-screen buffer. The normal
procedure is to call the various drawing functions until the complete frame is
ready, then call
Flip()
to display it.
RETURNS: Zero on
success. A GSDX_ERROR_ code on failure.
inline gsdxMode_t *GetGraphicModeInfo(int index);
Return
information for the selected graphics mode. Must call
GetModes()
before calling this function. Use
GetNumGraphicModes()
to get the
number of detected graphics modes.
index: index of graphics mode to get
information for. Indexes start at zero.
typedef struct
{
int width, height;
int colorBits;
}
gsdxMode_t;
RETURNS: Zero on success. A GSDX_ERROR_ code on failure.
int GetModes(void);
Detect all the supported video modes.
After calling this function
GetGraphicModeInfo()
and
GetNumGraphicModes()
can be called to get information on all
supported graphics modes.
RETURNS: Zero on success. A GSDX_ERROR_... code
on failure.
inline int GetNumGraphicModes(void);
Returns the number of
detected video modes. Must call
GetModes()
before calling this
function.
RETURNS:
Number of detected video modes.
int InitGraphics(int width, int height, int colorDepth, DWORD
options);
Initialize the graphics mode. For the full-screen option
setup a primary buffer and off-screen buffer. Use
GetModes()
and
GetGraphicsModeInfo()
to detect support widths, heights, and color
depths. If the GDI mode is selected the current video mode is NOT changed, and
no buffers are prepared.
This function must be called before any other graphics function is
called.
width |
width of the screen in pixels. |
height |
height of the screen in pixels. |
colorDepth |
number of bits per pixel. |
options |
full-screen or GDI. If full screen the GDSX_CONSOLE_MODE option must also be
used if the exe if a console application. |
GSDX_FULL_SCREEN |
Exclusive full screen mode with double buffering. |
GSDX_WINDOWED_GDI |
Retain the current video mode. (NOTE: some functions will not be supported
or have reduced function). |
GSDX_CONSOLE_MODE |
Only use with the full screen option if the exe is a console application.
Failing to use this option with console applications will cause the application
to crash. |
RETURNS: Zero on success. A GSDX_ERROR_ code on failure.
int IsMode(int width, int height, int colorDepth);
Returns non-zero if the specified video mode is supported in full-screen
mode.
width |
width in pixels of mode to check. |
height |
height in pixels of mode to check. |
colorDepth |
colorDepth, in bits, of mode to check. |
RETURNS: Non-zero if the specified video mode is support, zero if the mode is
not supported.
int Line(int x0, int y0, int x1, int y1, int width, DWORD
colour);
Draw line from (x0, y0) to (x1, y1) using the width and color specified. Note
that the value passed to color depends on the pixel format of the selected
mode.
x0 |
starting X position |
y0 |
starting Y position |
x1 |
ending X position |
y1 |
ending Y position |
width |
width of the line in pixels |
colour |
colour of the line. Note that same value of colour will give different
colours on the screen depending on the current video mode and pixel format for
that mode. |
RETURNS: Zero on success. A GSDX_ERROR_ code on failure.
gsdxBitmap_t *LoadBitmap(LPCSTR pFileName, RECT *pRect);
Load a bitmap from a file and prepare it to be blitted for the currently
selected video mode. InitResource()
must be called first.
If the image is already loaded the currently loaded image is used for the
bitmap. One image can have many bitmaps stored on it. Each bitmap will point to
the area of the main image containing its region.
The returned bitmap must be `deleted' when the bitmap is no longer
required. This only deletes this particular bitmap (which includes a
pointer to the main source image), NOT the main source image in memory. Call
UnLoadAllBitmaps()
to unload all the main source images.
pFileName |
name of the bitmap to be loaded. The resource paths and libraries
are searched if there is no path included in the name. Currently only BMP
format files are supported, and must have the .bmp file extenstion. |
pRect |
if NULL the returned bitmap is the whole source image. If pRect
is not NULL and right and bottom are not zero then it defines the region of the
source image to return as the bitmap. This enables multiple bitmaps to be stored
in one image file. If pREct is not NULL, but right and bottom are zero then
pRect is filled in with the size of the whole source
image. |
RETURNS: Pointer to the loaded bitmap.
int PieFill(int left, int top, int right, int bottom, \
int x1, int
y1, int x2, int y2, DWORD colour,HDC hdc=NULL);
Draw pie-shaped filled
section. The Pie is `cut' from an ellipse bounded by left, top, right, bottom,
and bounded by lines starting at the centre of the bounding box and going out
through (x1,y1) and (x2,y2) in a counter-clock wise direction.
int RectFill(RECT *rect, DWORD color, HDC hdc=NULL);
Draw a solid filled rectangle. Note that the same value of color will give
different colors on screen depending on the current video mode's pixel format.
Use ConvertRGB()
to change an RGB()
value to a video
mode specific value. This function may be faster than Line()
for
vertical and horizontal lines.
rect |
defines the rectangular region to be filled. |
color |
colour of the filled rectangle. Note that the same value of color will give
different colours on screen depending on the current video mode's pixel
format. |
RETURNS: Zero on success. A GSDX_ERROR_ code on failure.
int SetBlitOptions(DWORD optionFlags);
Not
implemented.
RETURNS: Zero on success. A GSDX_ERROR_ code on failure.
int SetClipping(RECT *pClipRect, int numRects=1);
Define multiple clipping regions. Use EnableClipping()
after
calling this function to enable the defined clipping regions. All
Blits()
and RectFills()
that fall outside of the
defined regions will be clipped (not displayed). A second call to
SetClipping()
deletes the previous clipping regions and sets up the
new regions.
pClipRects |
array of RECTS, each of which defines one clipping
region. |
numRects |
number of RECTS in pClipRects. |
RETURNS: Zero on success. A GSDX_ERROR_ code on failure.
Example:
RECT *clips, r;
clips=new RECT[2];
clips[0].right=900;
clips[0].left=100;
clips[0].top=100;
clips[0].bottom=500;
clips[1].right=90;
clips[1].left=0;
clips[1].top=0;
clips[1].bottom=90;
SetClipping(clips, 2);
r.left=100;
r.right=900;
r.top=100;
r.bottom=500;
SetClipping(&r);
EnableClipping();
int UnLoadAllBitmaps(void);
Unloads ALL main source bitmap
images. All loaded bitmaps MUST be `deleted' in addition to calling this
function.
RETURNS: Zero on success. A GSDX_ERROR_... code on failure.
int DrawText(HFONT font, int x, int y, DWORD fore, DWORD back,
\
LPCSTR s, SIZE *size=NULL, HDC hdc=NULL);
int
DrawText(HFONT font, int x, int y, DWORD fore, DWORD back, \
LPCSTR s, int
len, SIZE *size, HDC hdc);
int DrawText(HFONT font, int x, int y, DWORD fore, DWORD back, char
\
a, SIZE *size, HDC hdc);
Draw text on the screen using the specified font, colour, and position.
font |
if NULL, use the default font. If not NULL it must be a font created
by CreateFont() . |
x, y |
position on the screen of the top left pixel of the text. |
fore |
colour of the text. Note that the same value of colour will display
different colours depending on the pixel format of the current video
mode. |
back |
background colour. Use GSDX_TRANSPARENT_TEXT for a transparent
background. |
s |
if using the version without `len' s is a null terminated string. If
len is specified then s is at least len long. |
len |
length of the string s. |
size |
if not NULL it is filled with the region that the text was drawn to.
|
hdc |
if not NULL it over-rides the default full-screen
hdc. |
RETURNS:
Zero on success. A GSDX_ERROR_ code on failure.
int DeleteFont(HFONT font);
Delete a font created with
CreateFont()
.
RETURNS: Zero on success. A GSDX_ERROR_ code
on failure.
HFONT CreateFont(int height, int weight, int proportional=1, int
serif=1);
Create a font to be used with DrawText()
.
height |
logical height of the font. Not quite the same as pixels. |
weight |
how `thick' the font is. 0 is `don't care' and the default will be
used. Must be between 0 and 1000. |
proportional |
set to non-zero for a proportional font (each letter is a different
width), or zero for a fixed-width font (each letter is the same width).
Generally, proportional fonts look nicer. |
serif |
set to non-zero for a serif font, zero for a non-serif font. Serif
fonts have the little bars at the letters ends (eg Times), and non-serif lack
these little bars (eg Arial). |
These MS defined values can be used:
FW_THIN |
100 |
FW_EXTRALIGHT |
200 |
FW_LIGHT |
300 |
FW_NORMAL |
400 |
FW_MEDIUM |
500 |
FW_SEMIBOLD |
600 |
FW_BOLD |
700 |
FW_EXTRABOLD |
800 |
FW_HEAVY |
900 |
RETURNS: A pointer to a font that can be used with
DrawText()
.
Example:
HFONT font=NULL;
font=CreateFont(24, FW_MEDIUM, 0, 1);
DrawText(font, 10, 100, RGB(255, 0,0), 0, "Hi World");
DeleteFont(font);
int GetTextSize(HFONT font, char *s, SIZE *size, HDC
hdc=NULL);
Get the dimensions of the string s for the font. size.cx is
the width, size.cy is the height.
RETURNS: Zero if
successful.
Example:
HFONT font;
SIZE size;
Font=CreateFont(24, 300, 1,1);
GetTextSize(font, "hi world", &size);
int UnLoadAllFonts(void);
Completely delete all fonts created
with
CreateFont()
.
RETURNS: Zero on success. A GSDX_ERROR_
code on failure.
int AddResourcePath(LPCSTR path);
Add a path to the list of
paths search by the resource loading functions.
The resource loading
functions search these directories:
exe_path/DATA
CD_DRIVE:/DATA
Paths
added by
AddResourcePath()
path: null terminated path to
add.
RETURNS: Zero on success. A GSDX_ERROR_ code on
failure.
Example:
AddResourcePath("file:");
int GetFullResourcePath(LPCSTR pName, char *fullPath);
Search for pName in the resource directories, and return its full-path in
fullPath if found.
pName |
name of the file to find. Do not include any path, do include the
extension. |
fullPath |
the full path and filename will be copied to fullPath if the file is found.
Be sure fullPath is long enough for the longest legal path and
filename. |
RETURNS:
Zero on success. A GSDX_ERROR_ code on failure.
Example:
char path[MAX_PATH = 1];
GetFullResourcePath("foo.map", path);
path will be set to something like:
c:\data\foo.map
void * GetResource(DWORD index);
Get a pointer to a
previously loaded resource. Does NOT increase its count. Does not load it if not
found.
index: index of a previously loaded resource, as returned by
LoadResource()
RETURNS: Zero on success. A GSDX_ERROR_ code
on failure.
Example:
long index;
Mapt_t *map1, *map1_alias;
map1=LoadResource("foo.map", &index);
map1_alias=GetResource(index);
int InitResource(DWORD options);
Must be called before using
ANY resource related function.
LoadBitmap()
and
LoadSound()
also requires that this be called as they use the
resource functions. Does not depend on
InitGraphics()
. Default
paths are added: exe_path\data, and cd_drive:\data where exe_path is the path
that the exe ran from. cd_drive is the drive letter for any cd drive
detected.
For example:
Foo.exe is run from c:\myexe on a computer with
two cd drives, e: and f: and calls
InitResource()
The default
paths that are searched will be:
C:\myexe\data
E:\data
F:\data
options: not defined, set to zero.
RETURNS: Zero on success. A
GSDX_ERROR_ code on failure.
void * LoadResource(LPCSTR pName, DWORD *pIndex=NULL, DWORD
*pSize=NULL);
Load a file into memory. The resource paths are searched for the file.
Libraries in the resource paths are also searched. The last `good' path or
library is searched first - always call LoadResource()
on files in
the same directory in batches if possible. If the file is already loaded its
count is increased and the existing pointer is returned.
pName |
name of file to load into memory. |
pIndex |
pointer to a DOWRD to return the INDEX in. Can be used by
GetResource() to quickly get a pointer to a previously loaded
resource. Using GetResource() is MUCH faster than calling
LoadResource() . |
pSize |
pointer to a DWORD to hold the size, in bytes, of the file loaded into
memory. |
RETURNS: NULL on error, a pointer to the loaded file if OK. Call
GetLastError()
to get detailed error information.
Example:
Map_t *map;
DWORD index, size;
map=LoadResource("foo.map");
map=LoadResource("foo.map", &index, &size);
int UnLoadAllResources(void);
Unload all currently loaded
resources. Ignores the count.
RETURNS: Zero on success. A GSDX_ERROR_
code on failure.
int UnLoadResource(LPCSTR pName);
int UnLoadResource(DWORD index);
Decrement a resource count, and unloads from memory it if its count reaches
zero.
pName |
name of a previously loaded resource without a
path. |
index |
index of a resource as returned by
LoadResource() |
RETURNS: Zero on success. A GSDX_ERROR_ code on failure.
int InitSound(DWORD options, WORD bits=8, WORD rate=22050);
Initializes sound and music. InitSound()
MUST be called first.
No sound or music functions will work until InitSound
is
called.
options |
not defined, use zero. |
bits |
sample size for digital sound. |
rate |
sampling rate for digital sound. |
NOTES: For best performance all digital sounds should be created using the
same bits and rate value which should be set correctly when InitSound() is
called.
RETURNS: Zero on success. A GSDX_ERROR_ code on failure.
int LoadSound(LPCSTR pName, DWORD *pID);
Pre-Load a sound so that it can be played by Playsound()
.
InitResource()
must be called before this is called.
pName |
name of the WAV file to pre-load. The resource paths and libraries are
searched. |
pID |
the ID of the sound is copied to pID and is used to play the sound
using PlaySound() . |
RETURNS: Zero on success. A GSDX_ERROR_ code on failure.
int PlayMusic(LPCSTR pName, int loop=1);
Load and play a MIDI song. If a song is playing, it will be stopped and
unloaded before the next is started.
pName |
name of the MID file to play. The resource paths are searched, but
libraries cannot be used to store MIDI songs. If pName is NULL the current
song is stopped and unloaded. |
loop |
set to non-zero to loop forever. |
RETURNS: Zero on success. A GSDX_ERROR_ code on failure.
int PlaySound(DWORD id, int loop=0, int pan=0, int
pan_speed=0);
Plays a previously loaded sound.
id |
id value set by LoadSound() . |
loop |
set to non-zero to loop forever. Set to -1 to stop a currently playing
sound. Does not unload the sound if it is stopped. |
pan |
not implemented, set to zero. |
pan_speed |
not implemented, set to zero. |
RETURNS: Zero on success. A GSDX_ERROR_ code on failure.
int UnLoadAllSounds(void);
Stops and unloads all loaded
sounds. A sound must be reloaded using
LoadSound()
after
UnLoadAllSounds()
is called before it can be played
again.
RETURNS: Zero on success. A GSDX_ERROR_ code on failure.
int AcquireAllDevices(void);
Used to re-acquire all I/O
devices if they are lost. Often used in the
WndProc()
function for
the WM_ACTIVATE message.
RETURNS: Zero on success.
DWORD GetAutoRepeat(void);
Return the current Keyboard
auto-repeat rate in milliseconds.
DWORD GetAutoRepeatStart(void);
Return the current delay
before the keyboard auto-repeat starts in milliseconds.
int GetCapState(void);
RETURNS: Zero if CAPSLOCK is off,
non-zero if it is on.
gsdxEvent_t * GetEvent(gsdxEvent_t *pEvent=NULL);
This
function should be called frequently to ensure all user i/o is processed
correctly. This function updates internal data structures that are used by the
i/o state functions. Even if you never use any events and only poll the i/o
devices this function MUST be called frequently (a minimum of 60Hz is
recommended).
If pEvent is NULL the user I/O is processed, but the latest
event is discarded. All state information (eg joystick and mouse x, y position)
is updated each time this function is called.
InitIO()
must be
called with the events desired turned on. If a gsdxEvent_t pointer is passed in
then the oldest event is copied to it.
Events:
- Keyboard: each key press and release is an event.
Joystick:
- X,Y, Rudder: moving to left/right/top/bottom or returning to centre
generates an event.
- Throttle (Z): each movement of more than 100th of the total throttle range
generates an event.
- Buttons: all presses and releases generate an event.
- HAT: any change generates an event.
Mouse:
- Buttons: each press and release generates an event.
- X, Y: any movement generates an event.
- Wheel: each `click' generates an event.
Please see the definition of gsdxEvent_t for details on the data returned in
an event.
pEvent: pointer to gsdxEvent_t to hold the event
information.
RETURNS: NULL if no event is ready, or no event passed in.
Returns a pointer to pEvent if an event is available.
DWORD GetIoMode(void);
Return the current I/O mode. A bitmask containing these options:
GSDX_IO_WANT_MOUSE_EVENTS |
GSDX_IO_WANT_KEY_EVENTS |
GSDX_IO_WANT_JOYSTICK_EVENTS |
GSDX_IO_KEY_AUTO_REPEAT |
GSDX_IO_WANT_ALL_EVENTS |
int GetJoystickInfo(gsdxJoystickInfo_t *pJinfo, int
index=0);
Return information about the detected joysticks.
pJinfo |
pointer to structure to hold the information for the selected
joystick. |
index |
index number of the joystick to get information on. Joysticks index
start at zero (0). |
Use GetNumberOfJoysticks()
to get the maximum index.
typedef struct
{
int num_buttons;
int num_axis;
int num_povs;
}
gsdxJoystickInfo_t;
RETURNS: Zero on success. A GSDX_ERROR_ code on failure.
int GetJoystickState(gsdxJoystickState_t *pState, int
index=0);
Return the current state of the selected joystick, that is, the current X, Y
throttle, etc. values.
pState |
pointer to structure to hold the selected joysticks state. |
index |
index to select joystick, indexes start at
zero. |
typedef struct
{
int x, y, z;
int rx, ry, rz;
int pov[GSDX_MAX_POV];
DWORD buttons;
}
gsdxJoystickState_t;
Example:
gsdxJoystickState_t joyState;
char temp[100], *t1;
DWORD mask;
GetEvent(NULL);
GetJoyStickState(&joyState);
t1=temp;
for ( mask=1,i=0; i < 10; i++, mask<<=1 )
{
if ( (mask & joyState.buttons) )
*t1='*';
else
*t1=' ';
t1++;
}
RETURNS: Zero on success. A GSDX_ERROR_ code on failure.
inline int GetNumberOfJoysticks(void);
Get the number of
active joysticks detected.
RETURNS: Number of active joysticks detected.
int GetNumState(void);
RETURNS: Zero if the NUMLOCK is off,
non-zero if it is on.
int GetMouseInfo(gsdxMouseInfo_t *pMinfo);
Return information
on the type of mouse detected.
pMinfo: pointer to a gsdxMouseInfo_t to
hold the mouse information.
typedef struct
{
int num_buttons;
int num_axis;
}
gsdxMouseInfo_t;
RETURNS: Zero on success. A GSDX_ERROR_ code on failure.
int GetMouseState(gsdxMouseState_t *pState);
Return the
current state of the mouse, X, Y, wheel position, buttons.
pState:
pointer to structure to hold the current mouse state.
typedef struct
{
int x, y, z;
int dx, dy, dz;
DWORD buttons;
int max_x, max_y, max_z;
}
gsdxMouseState_t;
RETURNS: Zero on success. A GSDX_ERROR_ code on failure.
int GetScrollState(void);
RETURNS: Zero if the SCROLLOCK is
off, non-zero if it is on.
int InitIO(DWORD options=GSDX_IO_WANT_ALL_EVENTS);
Must be
called before using any other i/o functions.
InitGraphics()
MUST be
called before InitIO() is called.
options: controls the type of events generated by GetEvent()
.
Use a logical OR to combine the desired events.
GSDX_IO_WANT_MOUSE_EVENTS |
GSDX_IO_WANT_KEY_EVENTS |
GSDX_IO_WANT_JOYSTICK_EVENTS |
GSDX_IO_KEY_AUTO_REPEAT |
GSDX_IO_WANT_ALL_EVENTS |
RETURNS: Zero on success. A GSDX_ERROR_ code on failure.
int IsKeyDown(DWORD index);
Return the current status of one
key on the keyboard. Note that due to limitations of keyboard hardware that only
a limited number of keys can be held down simultaneously.
index: the DIK_
code (as defined by the MS include file) of the key to query.
RETURNS:
Zero if the key is not currently pressed, no-zero if it is currently
pressed.
Example:
if ( IsKeyDown(DIK_ESCAPE) )
printf("ESC is pressed\n");
All supported DIK codes (not all keyboards have all these
keys):
[Editor's note: this is a long list]
DIK_ESCAPE
DIK_1
DIK_2
DIK_3
DIK_4
DIK_5
DIK_6
DIK_7
DIK_8
DIK_9
DIK_0
DIK_MINUS
DIK_EQUALS
DIK_BACK
DIK_TAB
DIK_Q
DIK_W
DIK_E
DIK_R
DIK_T
DIK_Y
DIK_U
DIK_I
DIK_O
DIK_P
DIK_LBRACKET
DIK_RBRACKET
DIK_RETURN
DIK_LCONTROL
DIK_A
DIK_S
DIK_D
DIK_F
DIK_G
DIK_H
DIK_J
DIK_K
DIK_L
DIK_SEMICOLON
DIK_APOSTROPHE
DIK_GRAVE
DIK_LSHIFT
DIK_BACKSLASH
DIK_Z
DIK_X
DIK_C
DIK_V
DIK_B
DIK_N
DIK_M
DIK_COMMA
DIK_PERIOD
DIK_SLASH
DIK_RSHIFT
DIK_MULTIPLY
DIK_LMENU
DIK_SPACE
DIK_CAPITAL
DIK_F1
DIK_F2
DIK_F3
DIK_F4
DIK_F5
DIK_F6
DIK_F7
DIK_F8
DIK_F9
DIK_F10
DIK_NUMLOCK
DIK_SCROLL
DIK_NUMPAD7
DIK_NUMPAD8
DIK_NUMPAD9
DIK_SUBTRACT
DIK_NUMPAD4
DIK_NUMPAD5
DIK_NUMPAD6
DIK_ADD
DIK_NUMPAD1
DIK_NUMPAD2
DIK_NUMPAD3
DIK_NUMPAD0
DIK_DECIMAL
DIK_OEM_102
DIK_F11
DIK_F12
DIK_F13
DIK_F14
DIK_F15
DIK_KANA
DIK_ABNT_C1
DIK_CONVERT
DIK_NOCONVERT
DIK_YEN
DIK_ABNT_C2
DIK_NUMPADEQUALS
DIK_PREVTRACK
DIK_AT
DIK_COLON
DIK_UNDERLINE
DIK_KANJI
DIK_STOP
DIK_AX
DIK_UNLABELED
DIK_NEXTTRACK
DIK_NUMPADENTER
DIK_RCONTROL
DIK_MUTE
DIK_CALCULATOR
DIK_PLAYPAUSE
DIK_MEDIASTOP
DIK_VOLUMEDOWN
DIK_VOLUMEUP
DIK_WEBHOME
DIK_NUMPADCOMMA
DIK_DIVIDE
DIK_SYSRQ
DIK_RMENU
DIK_PAUSE
DIK_HOME
DIK_UP
DIK_PRIOR
DIK_LEFT
DIK_RIGHT
DIK_END
DIK_DOWN
DIK_NEXT
DIK_INSERT
DIK_DELETE
DIK_LWIN
DIK_RWIN
DIK_APPS
DIK_POWER
DIK_SLEEP
DIK_WAKE
DIK_WEBSEARCH
DIK_WEBFAVORITES
DIK_WEBREFRESH
DIK_WEBSTOP
DIK_WEBFORWARD
DIK_WEBBACK
DIK_MYCOMPUTER
DIK_MAIL
DIK_MEDIASELECT
void SetAutoRepeat(DWORD rep);
Set the keyboard auto-repeat rate in milliseconds.
void SetAutoRepeatStart(DWORD rep);
Set the keyboard
auto-repeat rate in milliseconds.
void SetIoMode(DWORD ioMode);
Set the i/o mode. Use these values:
GSDX_IO_WANT_MOUSE_EVENTS |
GSDX_IO_WANT_KEY_EVENTS |
GSDX_IO_WANT_JOYSTICK_EVENTS |
GSDX_IO_KEY_AUTO_REPEAT |
GSDX_IO_WANT_ALL_EVENTS (includes
auto-repeat) |
Example:
DWORD currMode;
currMode=GetIoMode();
currMode&=~ GSDX_IO_KEY_AUTO_REPEAT;
SetIoMode(currMode);
currMode=GetIoMode();
currMode|= GSDX_IO_KEY_AUTO_REPEAT;
SetIoMode(currMode);
GuiLib provides functions that display and use simple graphical user
interfaces suitable for use with games without using any MFC or win32 calls. Use
GUIEdit to create GUI panels. Multiple panels can be loaded, but only the
last loaded panel is active and returns events.
CGui::CGui(CgsdxIO *dx);
dx: pointer to a fully initialised
CgsdxIO object. dx is used for all i/o operations, including drawing the gui
panel.
RETURNS: void
Example:
if ( dx.InitResource(0) )
return 0;
if ( dx.InitGraphics(640, 480, 32, GSDX_FULL_SCREEN, g_hInst, g_hMainWnd) )
return 0;
if ( dx.InitSound() )
return 0;
if ( dx.InitIO() )
return 0;
CGui gui(&dx);
CGui::~CGui();
On exit the current gui panel is unloaded.
See testgui for an example of using the gui lib.
int gui_load_gadget(char *fname);
int gui_load_gadget(BYTE *buff);
Load a new gui panel, and prepare it for use. Makes it the active panel
(loads onto tail of panel list)
fname |
name of the gui panel to load. The dx resource loader is used to
locate the file. |
buff |
pointer to a memory buffer holding a raw gui panel
file. |
RETURNS: zero if no errors.
void gui_pop_gadget(void)
Free the last gadget (panel)
from the list and make the previous gadget the current gadget (panel).
void gui_unload_gadget(gui_list_t *gui_list);
Unload one
panel, freeing all memory being used. An advanced function - generally
gui_pop_gadget()
is used to free the last gadget.
int gui_unload_all_gadgets()
Unload ALL gadgets (panels) and
free any memory they use.
void gui_load_mouse(char *mouse_name);
Load a bitmap to be
used as the mouse pointer.
mouse_name: name of a bmp file to be loaded
and used as the mouse pointer. The WHOLE bitmap is used.
void gui_hide_mouse(void);
void gui_show_mouse(void);
Hide or show the mouse. These
calls can be nested. The mouse is hidden initially.
int gui_do_gadget(gsdxEvent_t *event);
Do all logic related
to a gui panel. Does not draw the gui panel. Takes user input and updates the
status of the gui panel. See testgui for a complete example of its use in a
normal windows program. The gadget (panel) last loaded is active.
event: pointer an event to return any user i/o in. The event type will
indicate if it is a gui event, or other type of user i/o. The ID will indicate
which gadget was used if it is a gui event.
RETURNS: non-zero if the user
generated any events.
Example:
typedef struct
{
HFONT font;
int frame_count;
DWORD last_time, elapsed;
int paused;
int done;
char msg[MSGLEN+1];
CGui *m_pGui;
}
TestInfo_t;
TestInfo_t tt;
int DoTestLogic(CgsdxIO *dx)
{
gsdxEvent_t event;
if ( tt.paused ) return tt.done;
if ( tt.m_pGui->gui_do_gadget(&event) )
{
if ( event.type == GSDX_IO_TYPE_GUI)
{
switch ( event.event.gui.type )
{
case GUI_BUTTON:
sprintf(tt.msg, "Button id %d clicked",
event.event.gui.id);
break;
case GUI_RADIO:
sprintf(tt.msg, "Radio id %d clicked, active = %d",
event.event.gui.id,
event.event.gui.parm1);
break;
case GUI_SLIDER:
sprintf(tt.msg, "Slider id %d height = %d",
event.event.gui.id,
event.event.gui.parm1);
break;
case GUI_STRING_INPUT:
sprintf(tt.msg, "Input id %d",
event.event.gui.id);
break;
case GUI_PLIST:
sprintf(tt.msg, "Plist id %d cursor item = %d",
event.event.gui.id,
event.event.gui.parm1);
break;
}
}
if ( dx->IsKeyDown(DIK_ESCAPE) ) tt.done=1;
}
return tt.done;
}
void gui_draw_gadget(void);
Draw the active gadget (panel).
Should be called once per frame to update the gui panel to reflect user
interaction.
Example:
int DoTestDraw(CgsdxIO *dx)
{
int err=0;
char temp[128];
if ( tt.paused ) return 0;
dx->RectFill(NULL, 0);
tt.m_pGui->gui_draw_gadget();
tt.frame_count++;
if ( tt.frame_count > 100 )
{
tt.elapsed=timeGetTime() - tt.last_time;
tt.last_time=timeGetTime();
tt.frame_count=0;
}
sprintf(temp, "frameRate: %04d", tt.elapsed/10);
dx->DrawText(tt.font, 1,1, RGB(0,255,0), 0, temp);
dx->DrawText(tt.font, 150,1, RGB(0,255,0), 0, tt.msg);
tt.m_pGui->gui_draw_mouse();
dx->Flip();
return err;
}
void CGui::gui_draw_all_gadgets()
Draw ALL currently loaded
gadgets.
GuiEdit is a visual editor for creating gui panels that can be used with the
GUI lib. Gadgets can be added, deleted, copied, moved, resized, and the details
edited. Use TestGui to display and test your gui panels under fullscreen mode.
The TestGui source code also is a good example of using a gui panel created
with GUIEdit.
This version of GuiEdit supports lists, buttons, radio buttons, text, and
sliders.
NOTE! Use ID's higher than 99 for the gadgets you create to avoid conflicts
with system created gadgets.
- Menus
- File
- Save, Load gui panels. Works as expected.
- Edit
- View
- Gui
- Grid - Set grid related options. When the Grid is ON, gadgets can only be
moved and sized on the `grid'
- Default Values - set default values used when creating new gadgets. These
are NOT saved automatically on program exit.
- Save Defaults - save the current defaults. Only one set can be saved.
- Tab Order - When this is turned on the tab-order of each gadget is displayed
at its top-left corner. Click on the gadgets in the order you want them to tab
through. If gadgets are already in order you must still click on them in order.
The next tab number is displayed at the lower-left of the view window. Choose
this option again to leave the tab-order mode.
- Context (Right-click)
- Right-click on a gadget or the main rectangle to bring up this menu.
- Add Gadget - add a gadget at the current mouse position. The top-left corner
of the new gadget will be at the mouse position. Choose the desired gadget from
the sub-menu.
- Properties - will pop up a dialog allowing all options for the gadget under
the mouse to be set.
- Copy - copy the gadget under the mouse.
- Delete - delete the gadget under the mouse.
- Gadgets
- Static Text, Used to place text on the gui panel. Cannot be edited.
- Input Box, Allows the user to enter text. If the `password' option is
enabled then only asterisks `*' are displayed. If the `numbers' option is
selected only digits and the period `.' can be entered. Text entered can be up
to 255 characters long. The input box supports horizontal scrolling.
- Button - text
- Button - bitmap
- Button - sprite, a button that can be clicked on with one of the preceding
items displayed on it.
- Slider, a vertical or horizontal slider.
- Radio buttons, a set of mutually exclusive buttons. Only one can be active.
- Pick-List, display a list of text items and allow one, or multiple items to
be selected.
- General
- Left-click on a gadget and drag to move it. Left-click on a gadget's lower,
right corner and drag to re-size it. Right click on a gadget to access its
properties.
SpriteLib provides simple functions to load and display sprites created with
SpriteEdit. A sprite is a collection of small bitmaps that are animated, eg
bitmaps for a walking character.
CSprite(CgsdxIO *dx);
Create a spriteObject. Each sprite
object can hold multiple sprites, as created with SpriteEdit.
dx: pointer
to a initialized CgsdxIO object.
RETURNS: void
int DrawSprite(int index, int x, int y)
Each sprite in the
currently loaded set is indexed, starting at zero. This function draws one
sprite, using its current frame at position x, y. X, Y is the position of the
top left corner of the sprite (plus adjustments as made in the sprite editor).
RETURNS: zero if no error, non-zero if error.
int IncrementSprite(int sprite_index, int direction);
Make
the next or previous frame of the sprite current. Ignores the changeMode of the
sprite. Useful for sprites with a manual changeMode.
sprite_index |
index of sprite to increment. |
direction |
set to greater than zero for the next frame, set to less than zero for
the previous frame. Will wrap the frame to the beginning/end if max/min frame is
exceeded. |
RETURNS: zero if no error, non-zero if error.
int AnimateSpriteBank(void);
Move all sprites to the next
frame if it is time to move them. Each sprite can have an independent animation
speed which is honoured by this function.
RETURNS: zero if no error,
non-zero if error.
int FreeSpriteBank(void);
Free all resources associated with
all sprites in the bank;
RETURNS: zero if no error, non-zero if error.
int LoadSpriteBank(char *fname);
int LoadSpriteBank(BYTE *buff);
Load a sprite bank, as
created by SpriteEdit into memory.
Fname |
name of a spritebank file. Uses the DX resource functions, thus
requires that InitResources() has been called. |
buff |
pointer to memory holding a valid spritebank file
image. |
RETURNS: zero if no error, non-zero if error.
int GetWidest(int index);
int GetHighest(int index);
Return the index of the
Widest/Highest sprite in the current bank.
RETURNS: zero if no error,
non-zero if error.
inline void SetHDC(HDC hdc);
inline void SetSpriteBank(spriteBank_t *bank);
RETURNS: zero
if no error, non-zero if error.
inline spriteBank_t *GetSpriteBank(void);
Returns a pointer
to the internal spriteBank structure. Not reccomended that you use this
function! It allows you to directly change ANY value in the sprite
bank.
See spritelib.h for details of the structure.
inline DWORD GetDrawMode(void);
Get the drawMode. Has no
effect currently.
inline void SetDrawMode(DWORD mode);
Get the drawMode. Has no
effect currently.
inline RECT *GetCollisionRect(int index);
Get the collision
rect of the current frame for the sprite indicated by index.
inline spriteFrame_t *GetCurrentFrame(int index);
Get a pointer to the internal data for the current frame of the sprite
indicated by index. Allows any value of the current frame to be
changed.
See spritelib.h for details of the structure.
inline int GetCurrentFrameNum(int index);
Get the current
frame number (starting at zero) for the sprite indicated by index.
inline int GetNumAttachPoints(int index);
Get the number of
attach points defined for the sprite indicated by index.
inline int GetNumFrames(int index);
Get the number of frames
for the sprite indicated by index.
GetAttachPoints
inline POINT *GetAttachPoints(int index, int
indexAttach);
Get a pointer to the POINT structure for the attach
point for the current frame.
Index |
sprite index; |
IndexAttach |
index of the attach point to get for the current
frame. |
inline POINT *GetAttachPoints(int index);
Get ALL the attach
points for the current frame of the sprite indicted by index. Points are
returned as an array of POINT structures.
inline DWORD GetID(int index);
Return the ID of the sprite
indicated by index. Each sprite can have an ID set in SpriteEdit.
inline void SetID(int index, DWORD id);
Set the ID of a
sprite.
inline DWORD GetDelay(int index);
Get the delay between
changing to the next frame. The delay controls how fast the sprite is animated.
The delay is in milliseconds (not terribly accurate).
inline void SetDelay(int index, DWORD delay);
Set the delay
between frame changes, in milliseconds for a sprite.
inline int GetDX(int index);
inline int GetDY(int index);
Get dx or dy for the current
frame. Dx/Dy is added the position the sprite is drawn at. This is set using the
editor to make sprites line up nicely when animated.
inline DWORD GetChangeMode(int index);
Get the current
changeMode of a sprite. Will be one of:
CHANGE_MANUAL: animation is
OFF
CHANGE_CYCLE: 0 to n, back to n, ...
CHANGE_PONG: 0 to n, n to 0, 0 to
n...
inline void SetChangeMode(int index, DWORD mode);
change the
sprites changemode to one of:
CHANGE_MANUAL: animation is
OFF
CHANGE_CYCLE: 0 to n, back to n, ...
CHANGE_PONG: 0 to n, n to 0, 0 to
n...
inline void SetDX(int index, int dx);
inline void SetDY(int index, int dy);
Set the dx/dy for the
current frame of the sprite. Dx/dy is added to the drawing position.
inline int GetNumSprites(void);
Get the number of sprites in
the bank. Valid index are 0 to the number returned minus one.
A sprite is a small graphic that can be moved across (animated) on the
screen. Each sprite is made up of multiple frames that can be animated also.
SpriteEdit allows you to load a bitmap, and select regions of the bitmap to be
the frames of a sprite. Multiple sprites can be made from a single bitmap, and
multiple bitmaps can be loaded into one "spritebank".
In general:
- Load a bitmap
- Create a new sprite
- Add frames to the sprite
- Save the sprite
- Load Rect: rectangular region of a bitmap surrounding one frame of a sprite.
- Collision Rect: a rectangle, no larger than the current sprite frame,
indicating where collision detection takes place.
- Attach point: a point on the frame used as a reference for other actions, eg
tip of a weapon where bullets would shoot from.
- Frame: one image in a sprite.
- Sprite: a collection of frames that can be animated
- Bitmap: a picture containing artwork for one or more frames.
- File
- Save, Load sprite banks. Works as expected.
- Edit
- View
- Sprite
- Animate Frames - toggle animation
- Display Load Rect - toggle display of Load Rectangle outlines
- Display Collision Rect - toggle display of collision rectangle outlines
- Display Attach Points - toggle display of attach points
- Load Bitmap - load an new bitmap that frames can be selected from
- Add Frame - add a new frame after the current frame
- Add Attach Point - append a new attach point
- Delete Frame - delete the current frame
- Delete Attach Point - delete the LAST attach point
- Properties - Properties for the current sprite, and the current frame
- New Sprite - add a new sprite to this bank
- Delete Sprite - delete the current sprite
- General
- Left click and drag on a visible rectangle to move it. Hold down the SHIFT
key while dragging to resize a rectangle. Hold down the CTRL key while dragging
a collision rectangle to adjust the dx/dy of the current frame.
- When adding a frame the currently displayed bitmap is used.
- When adding a new sprite it is created with one frame that uses the
currently displayed bitmap.
- Loading a bitmap has no effect on the current sprite or frame.
- Toolbar
- The first two arrow icons move to the previous and next frames of the
current sprite. Hold down the shift key while clicking to move the previous and
next bitmaps. The second pair of arrows moves to the previous and next sprite.
- The left and right arrow keys also change frames. The up and down arrow keys
change sprites.