Using CEGUI 0.5.0b with Visual C++ 2005 Express using self-compiled CEGUIBase_d.lib and DLL.
Code:
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// include the basic windows header files and the Direct3D header file
#include <d3d9.h>
#include <windows.h>
#include <windowsx.h>
#include "CEGUI.h"
#include "CEGUIPropertyHelper.h"
#include "CEGUIDefaultResourceProvider.h"
#include "RendererModules/directX9GUIRenderer/d3d9renderer.h"
#ifdef _MSC_VER
# if defined(DEBUG) || defined (_DEBUG)
# pragma comment (lib, "DirectX9GUIRenderer_d.lib")
# else
# pragma comment (lib, "DirectX9GUIRenderer.lib")
# endif
#endif
// include the Direct3D Library file
#pragma comment (lib, "d3d9.lib")
// global declarations
LPDIRECT3D9 d3d; // the pointer to our Direct3D interface
LPDIRECT3DDEVICE9 d3ddev; // the pointer to the device class
CEGUI::DirectX9Renderer *aRend;
CEGUI::System *aSys;
// 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
// the WindowProc function prototype
LRESULT CALLBACK WindowProc(HWND hWnd, UINT message, WPARAM wParam, LPARAM lParam);
// the entry point for any Windows program
int WINAPI WinMain(HINSTANCE hInstance,
HINSTANCE hPrevInstance,
LPSTR lpCmdLine,
int nCmdShow)
{
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;
wc.lpszClassName = (LPSTR)"WindowClass";
RegisterClassEx(&wc);
hWnd = CreateWindowEx(NULL,
(LPSTR)"WindowClass",
(LPSTR)"Our First Direct3D Program",
WS_OVERLAPPEDWINDOW,
300, 300,
640, 480,
NULL,
NULL,
hInstance,
NULL);
ShowWindow(hWnd, nCmdShow);
// set up and initialize Direct3D
initD3D(hWnd);
aRend = new CEGUI::DirectX9Renderer(d3ddev, 3000);
using namespace CEGUI;
aSys = new CEGUI::System(aRend);
CEGUI::DefaultResourceProvider* resp = static_cast<CEGUI::DefaultResourceProvider*>
(CEGUI::System::getSingleton().getResourceProvider());
resp->setResourceGroupDirectory("schemes", "schemes/");
resp->setResourceGroupDirectory("imagesets", "imagesets/");
resp->setResourceGroupDirectory("fonts", "fonts/");
resp->setResourceGroupDirectory("layouts", "layouts/");
resp->setResourceGroupDirectory("looknfeels", "looknfeel/");
resp->setResourceGroupDirectory("lua_scripts", "lua_scripts/");
SchemeManager& scmMgr = SchemeManager::getSingleton();
//CEGUI::SchemeManager::getSingleton().loadScheme("WindowsLook.scheme");
scmMgr.loadScheme("WindowsLook.scheme", "schemes");
CEGUI::WindowManager& winman = CEGUI::WindowManager::getSingleton();
//scmMgr.getSingleton().getScheme("WindowsLook.scheme");
//scmMgr.getSingleton().loadResources("WindowsLook.scheme");
Window* root = winman.createWindow("DefaultWindow", "Root");
PushButton* btn = static_cast<PushButton*>(winman.getWindow("Root"));
root->addChildWindow(btn);
btn->setSize(UVector2(cegui_reldim(0.25f), cegui_reldim(0.1f)));
btn->setText("Exit Demo");
btn->setPosition(UVector2(cegui_reldim(0.25f), cegui_reldim(0.5f)));
//System::getSingleton().setGUISheet(root);
// enter the main loop:
MSG msg;
while(TRUE)
{
DWORD starting_point = GetTickCount();
if (PeekMessage(&msg, NULL, 0, 0, PM_REMOVE))
{
if (msg.message == WM_QUIT)
break;
TranslateMessage(&msg);
DispatchMessage(&msg);
}
render_frame();
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); // create the Direct3D interface
D3DPRESENT_PARAMETERS d3dpp; // create a struct to hold various device information
ZeroMemory(&d3dpp, sizeof(d3dpp)); // clear out the struct for use
d3dpp.Windowed = TRUE; // program windowed, not fullscreen
d3dpp.SwapEffect = D3DSWAPEFFECT_DISCARD; // discard old frames
d3dpp.hDeviceWindow = hWnd; // set the window to be used by Direct3D
// 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);
return;
}
// this is the function used to render a single frame
void render_frame(void)
{
// clear the window to a deep blue
d3ddev->Clear(0, NULL, D3DCLEAR_TARGET, NULL, 1.0f, 0);
d3ddev->BeginScene(); // begins the 3D scene
aSys->getSingleton().renderGUI();
// do 3D rendering on the back buffer here
d3ddev->EndScene(); // ends the 3D scene
d3ddev->Present(0 ,0 ,0 ,0); // displays the created frame on the screen
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;
}
My CEGUI.log file's last few lines proclaim:
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26/05/2007 00:22:13 (InfL1) ---- Renderer module is: CEGUI::DirectX81Renderer - Official Direct3D 9 based renderer module for CEGUI ----
26/05/2007 00:22:13 (InfL1) ---- XML Parser module is: CEGUI::TinyXMLParser - Official tinyXML based parser module for CEGUI ----
26/05/2007 00:22:13 (InfL1) ---- Scripting module is: None ----
26/05/2007 00:22:13 (InfL1) Attempting to load Scheme from file 'WindowsLook.scheme'.
26/05/2007 00:22:13 (Error) Exception: DefaultResourceProvider::load - WindowsLook.scheme does not exist
26/05/2007 00:22:13 (Error) Scheme::Scheme - loading of Scheme from file 'WindowsLook.scheme' failed.
the scheme folders are located inside the executable's directory.
The error window that pops up gives the information that the error happened with description "...".