603 lines
19 KiB
C++
603 lines
19 KiB
C++
//--------------------------------------------------------------------------------------
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// File: EmptyProject.cpp
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//
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// Copyright (c) Microsoft Corporation. All rights reserved.
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//--------------------------------------------------------------------------------------
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#if _MSC_VER == 1600
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#define POINTER_64 __ptr64
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#endif
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#include "DXUT.h"
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#include "DXUTgui.h"
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#include "resource.h"
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#include <strsafe.h>
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#include <GPLUSDx9.h>
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#include <GPLUSClient.h>
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#include <SDOA4Client.h>
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#include <SDOADx9.h>
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CDXUTDialogResourceManager g_DialogResourceManager;
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CDXUTDialog g_UI;
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#define IDC_BUTTON_LOGOUT 1
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HINSTANCE g_hInstGPLUSDll = 0;
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LPGPlusInitialize g_pInitialize = NULL;
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LPGPlusGetModule g_pGetModule = NULL;
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LPGPlusTerminal g_pTerminal = NULL;
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IGPLUSApp* g_GPlusApp = NULL;
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IGPLUSDx9* g_GPlusDx9 = NULL;
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HINSTANCE g_hInstIGWDll = 0;
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LPigwInitialize igwInitialize = NULL;
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LPigwGetModule igwGetModule = NULL;
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LPigwTerminal igwTerminal = NULL;
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ISDOADx9* g_SDOADx9 = NULL;
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ISDOAApp* g_SDOAApp = NULL;
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/* 释放GPLUS */
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void UnloadGPLUS()
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{
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g_GPlusDx9 = NULL;
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g_GPlusApp = NULL;
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g_pInitialize = NULL;
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if (g_pTerminal)
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{ // 释放DLL前总是先调用gpTerminal
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g_pTerminal();
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g_pTerminal = NULL;
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}
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if (g_hInstGPLUSDll)
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{
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FreeLibrary(g_hInstGPLUSDll);
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g_hInstGPLUSDll = NULL;
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}
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}
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/* 加载GPLUS */
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void LoadGPLUS()
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{
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WCHAR strExePath[MAX_PATH] = {0};
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WCHAR strExeName[MAX_PATH] = {0};
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WCHAR* strLastSlash = NULL;
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GetModuleFileNameW( NULL, strExePath, MAX_PATH );
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strExePath[MAX_PATH-1]=0;
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strLastSlash = wcsrchr( strExePath, TEXT('\\') );
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if( strLastSlash )
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{ // 得到EXE所在路径
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StringCchCopyW( strExeName, MAX_PATH, &strLastSlash[1] );
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*strLastSlash = 0;
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strLastSlash = wcsrchr( strExeName, TEXT('.') );
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if( strLastSlash )
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*strLastSlash = 0;
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}
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WCHAR strGameWidgetDll[MAX_PATH] = {0};
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StringCchPrintfW( strGameWidgetDll, MAX_PATH, L"%s\\GPlus\\GPlusBridge.dll", strExePath );
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int appId = 200010900;
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FILE* f = fopen("./appid.txt","r");
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if(f != NULL){
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char value[1024] = {0};
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if(fgets(value,1024,f))
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{
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appId = atoi(value);
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}
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fclose(f);
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}
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UnloadGPLUS();
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BOOL bLoadOk = FALSE;
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if ( GetFileAttributesW(strGameWidgetDll) != 0xFFFFFFFF )
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{ // 找到组件则加载
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g_hInstGPLUSDll = LoadLibrary(strGameWidgetDll);
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if (g_hInstGPLUSDll)
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{
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//获取导出函数
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g_pInitialize = (LPGPlusInitialize)GetProcAddress( g_hInstGPLUSDll, "GPlusInitialize" );
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g_pGetModule = (LPGPlusGetModule)GetProcAddress( g_hInstGPLUSDll, "GPlusGetModule" );
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g_pTerminal = (LPGPlusTerminal)GetProcAddress( g_hInstGPLUSDll, "GPlusTerminal" );
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if ( g_pInitialize && g_pGetModule && g_pTerminal)
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{
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int appId = 200010900;
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FILE* f = fopen("./appid.txt","r");
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if(f != NULL){
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char value[1024] = {0};
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if(fgets(value,1024,f))
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{
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appId = atoi(value);
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}
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fclose(f);
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}
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// 注意GPlusAppInfo类型所有字段必须填
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GPlusAppInfo tmpAppInfo = {
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sizeof(GPlusAppInfo), // 结构体大小
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appId, // 接入应用ID,从开发者网站中申请
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L"龙潭虎穴OnLine", // 应用名称
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L"1.0.0.1",
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GPLUS_RENDERTYPE_D3D9, // 客户端支持的图形引擎类型
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0,
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1,
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2,
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};
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//初始化
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if (g_pInitialize(GPLUS_SDK_VERSION, &tmpAppInfo) == GPLUS_OK)
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{ // 初始化组件成功
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bLoadOk = TRUE;
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// 获取组件接口
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g_pGetModule(__uuidof(IGPLUSApp), (void**)&g_GPlusApp);
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g_pGetModule(__uuidof(IGPLUSDx9), (void**)&g_GPlusDx9);
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/* 注意:下面这一段代码,应该在游戏角色登录成功再调用,这里仅作演示用
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if ( g_GPlusDx9 && g_GPlusApp)
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{
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GPlusUserInfo tmpRoleInfo = { sizeof(GPlusUserInfo),
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L"数字id" ,
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L"角色名"} ;
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g_GPlusApp->Login(&tmpRoleInfo);
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}*/
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}
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}
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}
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}
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if (TRUE != bLoadOk)
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{
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UnloadGPLUS();
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}
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}
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/* 释放IGW */
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void CloseIGW()
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{
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if (g_SDOADx9)
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{
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g_SDOADx9->Release();
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g_SDOADx9 = NULL;
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}
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if (g_SDOAApp)
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{
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g_SDOAApp->Release();
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g_SDOAApp = NULL;
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}
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if (igwTerminal)
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{ // 释放DLL前总是先调用igwTerminal
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igwTerminal();
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igwTerminal = NULL;
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}
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if (g_hInstIGWDll)
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{
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FreeLibrary(g_hInstIGWDll);
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g_hInstIGWDll = 0;
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}
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igwInitialize = NULL;
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}
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/* 加载IGW */
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void OpenIGW()
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{
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WCHAR strExePath[MAX_PATH] = {0};
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WCHAR strExeName[MAX_PATH] = {0};
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WCHAR* strLastSlash = NULL;
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GetModuleFileNameW( NULL, strExePath, MAX_PATH );
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strExePath[MAX_PATH-1]=0;
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strLastSlash = wcsrchr( strExePath, TEXT('\\') );
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if( strLastSlash )
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{ // 得到EXE所在路径
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StringCchCopyW( strExeName, MAX_PATH, &strLastSlash[1] );
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*strLastSlash = 0;
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strLastSlash = wcsrchr( strExeName, TEXT('.') );
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if( strLastSlash )
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*strLastSlash = 0;
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}
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WCHAR strGameWidgetDll[MAX_PATH] = {0};
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StringCchPrintfW( strGameWidgetDll, MAX_PATH, L"%s\\GameWidget.dll", strExePath );
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if ( !(GetFileAttributesW(strGameWidgetDll) != 0xFFFFFFFF) )
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{ // 如果程序运行路径中不存在则换个路径再试
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StringCchPrintfW( strGameWidgetDll, MAX_PATH, L"%s\\..\\..\\..\\..\\bin\\GameWidget.dll", strExePath );
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}
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CloseIGW();
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if ( GetFileAttributesW(strGameWidgetDll) != 0xFFFFFFFF )
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{ // 找到组件则加载
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g_hInstIGWDll = LoadLibraryW(strGameWidgetDll);
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if (g_hInstIGWDll)
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{
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igwInitialize = (LPigwInitialize)GetProcAddress( g_hInstIGWDll, "igwInitialize" );
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igwGetModule = (LPigwGetModule)GetProcAddress( g_hInstIGWDll, "igwGetModule" );
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igwTerminal = (LPigwTerminal)GetProcAddress( g_hInstIGWDll, "igwTerminal" );
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if ( igwInitialize && igwGetModule && igwTerminal)
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{
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// 加载成功
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// 注意AppInfo类型所有字段必须填
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AppInfo tmpAppInfo = {
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sizeof(AppInfo), // 结构体大小,方便扩展
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9999, // 接入应用ID,从开发者网站中申请
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L"龙潭虎穴OnLine", // 应用名称
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L"0.1.2.0", // 应用客户端当前版本号
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SDOA_RENDERTYPE_D3D9, // 客户端支持的图形引擎类型,这里同时支持d3d9和d3d8
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1, // 可同时在一台机器上游戏的最大人数(通常为1,例如:KOF应该是2)
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-1, // 游戏区ID,不可用时传入-1
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-1 // 游戏组ID,不可用时传入-1
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};
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if (igwInitialize(SDOA_SDK_VERSION, &tmpAppInfo) == SDOA_OK)
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{ // 初始化组件成功
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// 获取组件接口
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igwGetModule(__uuidof(ISDOADx9), (void**)&g_SDOADx9);
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igwGetModule(__uuidof(ISDOAApp), (void**)&g_SDOAApp);
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if ( (!g_SDOADx9) || (!g_SDOAApp))
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CloseIGW();
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}
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else // 初始化失败清除环境
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CloseIGW();
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}
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else // 加载DLL失败清除环境
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CloseIGW();
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}
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}
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}
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//--------------------------------------------------------------------------------------
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// Rejects any D3D9 devices that aren't acceptable to the app by returning false
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//--------------------------------------------------------------------------------------
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bool CALLBACK IsD3D9DeviceAcceptable( D3DCAPS9* pCaps, D3DFORMAT AdapterFormat, D3DFORMAT BackBufferFormat,
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bool bWindowed, void* pUserContext )
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{
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// Typically want to skip back buffer formats that don't support alpha blending
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IDirect3D9* pD3D = DXUTGetD3D9Object();
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if( FAILED( pD3D->CheckDeviceFormat( pCaps->AdapterOrdinal, pCaps->DeviceType,
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AdapterFormat, D3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING,
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D3DRTYPE_TEXTURE, BackBufferFormat ) ) )
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return false;
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return true;
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}
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//--------------------------------------------------------------------------------------
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// Before a device is created, modify the device settings as needed
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//--------------------------------------------------------------------------------------
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bool CALLBACK ModifyDeviceSettings( DXUTDeviceSettings* pDeviceSettings, void* pUserContext )
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{
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return true;
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}
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//--------------------------------------------------------------------------------------
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// Create any D3D9 resources that will live through a device reset (D3DPOOL_MANAGED)
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// and aren't tied to the back buffer size
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//--------------------------------------------------------------------------------------
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HRESULT CALLBACK OnD3D9CreateDevice( IDirect3DDevice9* pd3dDevice, const D3DSURFACE_DESC* pBackBufferSurfaceDesc,
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void* pUserContext )
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{
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if (g_GPlusDx9)
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{ // 初始化GPLUS内部图形引擎
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D3DPRESENT_PARAMETERS d3dpp = DXUTGetD3D9PresentParameters ();
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g_GPlusDx9->Initialize( pd3dDevice, &d3dpp, FALSE );
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}
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if (g_SDOADx9)
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{ // 初始化IGW内部图形引擎
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D3DPRESENT_PARAMETERS d3dpp = DXUTGetD3D9PresentParameters ();
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g_SDOADx9->Initialize( pd3dDevice, &d3dpp, FALSE );
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}
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HRESULT hr;
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V_RETURN( g_DialogResourceManager.OnD3D9CreateDevice( pd3dDevice ) );
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return S_OK;
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}
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//--------------------------------------------------------------------------------------
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// Create any D3D9 resources that won't live through a device reset (D3DPOOL_DEFAULT)
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// or that are tied to the back buffer size
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//--------------------------------------------------------------------------------------
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HRESULT CALLBACK OnD3D9ResetDevice( IDirect3DDevice9* pd3dDevice, const D3DSURFACE_DESC* pBackBufferSurfaceDesc,
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void* pUserContext )
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{
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if(g_GPlusDx9)
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{ // 通知GPLUS d3d设备重置成功
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D3DPRESENT_PARAMETERS d3dpp = DXUTGetD3D9PresentParameters () ;
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g_GPlusDx9->OnDeviceReset ( &d3dpp ) ;
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}
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if(g_SDOADx9)
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{ // 通知IGW d3d设备重置成功
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D3DPRESENT_PARAMETERS d3dpp = DXUTGetD3D9PresentParameters () ;
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g_SDOADx9->OnDeviceReset ( &d3dpp ) ;
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}
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HRESULT hr;
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V_RETURN( g_DialogResourceManager.OnD3D9ResetDevice() );
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g_UI.SetLocation( 0, 0 );
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g_UI.SetSize( pBackBufferSurfaceDesc->Width, pBackBufferSurfaceDesc->Height );
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return S_OK;
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}
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//--------------------------------------------------------------------------------------
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// Handle updates to the scene. This is called regardless of which D3D API is used
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//--------------------------------------------------------------------------------------
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void CALLBACK OnFrameMove( double fTime, float fElapsedTime, void* pUserContext )
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{
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}
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//--------------------------------------------------------------------------------------
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// Render the scene using the D3D9 device
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//--------------------------------------------------------------------------------------
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void CALLBACK OnD3D9FrameRender( IDirect3DDevice9* pd3dDevice, double fTime, float fElapsedTime, void* pUserContext )
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{
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HRESULT hr;
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// Clear the render target and the zbuffer
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V( pd3dDevice->Clear( 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, D3DCOLOR_ARGB( 0, 45, 50, 170 ), 1.0f, 0 ) );
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// Render the scene
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if( SUCCEEDED( pd3dDevice->BeginScene() ) )
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{
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/* 绘制GPLUS界面 */
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if (g_GPlusDx9)
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g_GPlusDx9->RenderEx();
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/* 绘制IGW界面 */
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if (g_SDOADx9)
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g_SDOADx9->RenderEx();
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V( g_UI.OnRender( fElapsedTime ) );
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V( pd3dDevice->EndScene() );
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}
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}
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BOOL isSDOLogin = false; // 注意一定要是BOOL类型,不能为bool否则可能会导致问题
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LoginResult loginResult;
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BOOL CALLBACK OnLogin(int nErrorCode, const LoginResult* pLoginResult, int nUserData, int nReserved)
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{ // 注意该回调返回true则关闭登录对话框,否则登录对话框仍然显示
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isSDOLogin = (SDOA_ERRORCODE_OK == nErrorCode);
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if (isSDOLogin)
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{
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loginResult = *pLoginResult;
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// 登录成功后,把用户使用的游戏角色信息传入IGW
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if (g_SDOAApp)
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{
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RoleInfo sdoatmpRoleInfo = { sizeof(RoleInfo), L"美貌仙子", 0 } ;
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g_SDOAApp->SetRoleInfo(&sdoatmpRoleInfo); // 设置角色信息,可多次调用,只要用户切换了角色就调用通知IGW
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if ( g_GPlusDx9 && g_GPlusApp)
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{
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wchar_t ID[256]={0};
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MultiByteToWideChar(CP_ACP, 0, pLoginResult->szSndaid, -1, ID, _countof(ID));
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GPlusUserInfo gplustmpRoleInfo = { sizeof(GPlusUserInfo),
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ID ,
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sdoatmpRoleInfo.pwcsRoleName} ;
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g_GPlusApp->Login(&gplustmpRoleInfo);
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g_UI.SetVisible(true);
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}
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}
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}
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if (SDOA_ERRORCODE_SHOWMESSAGE == nErrorCode)
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{ // 登录错误消息处理
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if (nReserved != 0)
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{
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LoginMessage* pCurLoginMsg = (LoginMessage*)nReserved;
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if (pCurLoginMsg->dwSize >= sizeof(LoginMessage))
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{ // 兼容性处理
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// 修改错误提示对话框标题
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//SysReAllocString(pCurLoginMsg->pbstrTitle, L"[测试游戏错误提示]");
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// 此时返回FALSE则使用默认提示
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// 此时返回TRUE则使用自定义的提示
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//isSDOLogin = TRUE;
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//::MessageBox(0, *pCurLoginMsg->pbstrContent, *pCurLoginMsg->pbstrTitle, MB_OK);
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}
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}
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}
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return isSDOLogin; // 常规逻辑,登录成功则关闭登录对话框
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}
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//--------------------------------------------------------------------------------------
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// Handle messages to the application
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//--------------------------------------------------------------------------------------
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LRESULT CALLBACK MsgProc( HWND hWnd, UINT uMsg, WPARAM wParam, LPARAM lParam,
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bool* pbNoFurtherProcessing, void* pUserContext )
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{
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if(g_GPlusDx9)
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{ // 把消息交给GPLUS模块处理
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/* if (uMsg >= WM_MOUSEFIRST && uMsg <= WM_MOUSELAST)
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{
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POINT pt;
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GetCursorPos(&pt);
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ScreenToClient(h, &pt);
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if (FALSE == g_SDOADx9->HasUI(&pt)) {
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return FALSE;
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}
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}*/
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LRESULT lResult;
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if (g_GPlusApp->OnWindowProc( hWnd, uMsg, wParam, lParam, &lResult ) == GPLUS_OK )
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{
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*pbNoFurtherProcessing = true;// 不让自身再处理消息
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return lResult;
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}
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}
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if(g_SDOADx9)
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{ // 把消息交给IGW模块处理
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LRESULT lResult;
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if (g_SDOADx9->OnWindowProc( hWnd, uMsg, wParam, lParam, &lResult ) == SDOA_OK )
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{
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*pbNoFurtherProcessing = true;// 不让自身再处理消息
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return lResult;
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}
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}
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if ( (UINT)SDOA_WM_CLIENT_RUN == uMsg )
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{
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// 此刻可以开始登录
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if (g_SDOAApp)
|
||
{
|
||
g_SDOAApp->ShowLoginDialog(OnLogin, 0, 0);
|
||
}
|
||
}
|
||
|
||
*pbNoFurtherProcessing = g_DialogResourceManager.MsgProc( hWnd, uMsg, wParam, lParam );
|
||
if( *pbNoFurtherProcessing )
|
||
return 0;
|
||
|
||
*pbNoFurtherProcessing = g_UI.MsgProc( hWnd, uMsg, wParam, lParam );
|
||
if( *pbNoFurtherProcessing )
|
||
return 0;
|
||
|
||
return 0;
|
||
}
|
||
|
||
|
||
//--------------------------------------------------------------------------------------
|
||
// Release D3D9 resources created in the OnD3D9ResetDevice callback
|
||
//--------------------------------------------------------------------------------------
|
||
void CALLBACK OnD3D9LostDevice( void* pUserContext )
|
||
{
|
||
/* 通知GPLUS d3d设备丢失 */
|
||
if(g_GPlusDx9)
|
||
g_GPlusDx9->OnDeviceLost();
|
||
/* 通知IGW d3d设备丢失 */
|
||
if(g_SDOADx9)
|
||
g_SDOADx9->OnDeviceLost();
|
||
|
||
g_DialogResourceManager.OnD3D9LostDevice();
|
||
}
|
||
|
||
|
||
//--------------------------------------------------------------------------------------
|
||
// Release D3D9 resources created in the OnD3D9CreateDevice callback
|
||
//--------------------------------------------------------------------------------------
|
||
void CALLBACK OnD3D9DestroyDevice( void* pUserContext )
|
||
{
|
||
/* 释放GPLUS图形引擎 */
|
||
if (g_GPlusDx9)
|
||
g_GPlusDx9->Finalize();
|
||
/* 释放IGW图形引擎 */
|
||
if (g_SDOADx9)
|
||
g_SDOADx9->Finalize();
|
||
|
||
g_DialogResourceManager.OnD3D9DestroyDevice();
|
||
}
|
||
|
||
void CALLBACK OnGUIEvent( UINT nEvent, int nControlID, CDXUTControl* pControl, void* pUserContext );
|
||
//--------------------------------------------------------------------------------------
|
||
// Initialize everything and go into a render loop
|
||
//--------------------------------------------------------------------------------------
|
||
INT WINAPI wWinMain( HINSTANCE, HINSTANCE, LPWSTR, int )
|
||
{
|
||
// Enable run-time memory check for debug builds.
|
||
#if defined(DEBUG) | defined(_DEBUG)
|
||
_CrtSetDbgFlag( _CRTDBG_ALLOC_MEM_DF | _CRTDBG_LEAK_CHECK_DF );
|
||
#endif
|
||
|
||
/* 加载GPLUS */
|
||
LoadGPLUS();
|
||
|
||
/* 加载IGW */
|
||
OpenIGW();
|
||
// Set the callback functions
|
||
DXUTSetCallbackD3D9DeviceAcceptable( IsD3D9DeviceAcceptable );
|
||
DXUTSetCallbackD3D9DeviceCreated( OnD3D9CreateDevice );
|
||
DXUTSetCallbackD3D9DeviceReset( OnD3D9ResetDevice );
|
||
DXUTSetCallbackD3D9FrameRender( OnD3D9FrameRender );
|
||
DXUTSetCallbackD3D9DeviceLost( OnD3D9LostDevice );
|
||
DXUTSetCallbackD3D9DeviceDestroyed( OnD3D9DestroyDevice );
|
||
DXUTSetCallbackDeviceChanging( ModifyDeviceSettings );
|
||
DXUTSetCallbackMsgProc( MsgProc );
|
||
DXUTSetCallbackFrameMove( OnFrameMove );
|
||
|
||
|
||
// TODO: Perform any application-level initialization here
|
||
|
||
g_UI.Init( &g_DialogResourceManager );
|
||
g_UI.SetCallback( OnGUIEvent );
|
||
g_UI.AddButton( IDC_BUTTON_LOGOUT, L"注销", 200, 10, 125, 22 );
|
||
g_UI.SetVisible(false);
|
||
|
||
// Initialize DXUT and create the desired Win32 window and Direct3D device for the application
|
||
DXUTInit( true, true ); // Parse the command line and show msgboxes
|
||
DXUTSetHotkeyHandling( true, true, true ); // handle the default hotkeys
|
||
DXUTSetCursorSettings( true, true ); // Show the cursor and clip it when in full screen
|
||
DXUTCreateWindow( L"EmptyProject_dx9" );
|
||
DXUTCreateDevice( true, 800, 600 );
|
||
|
||
if (g_pInitialize)
|
||
{ // 加载成功
|
||
wchar_t wszCaption[256];
|
||
swprintf_s(wszCaption, _countof(wszCaption), L"%d:EmptyProject [加载GPLUS成功]", GetCurrentProcessId());
|
||
SetWindowTextW(DXUTGetHWND(), wszCaption);
|
||
}
|
||
|
||
// Start the render loop
|
||
DXUTMainLoop();
|
||
|
||
/* 释放GPLUS */
|
||
UnloadGPLUS();
|
||
|
||
|
||
/* 释放IGW */
|
||
CloseIGW();
|
||
|
||
|
||
return DXUTGetExitCode();
|
||
}
|
||
|
||
|
||
//--------------------------------------------------------------------------------------
|
||
// Handles the GUI events
|
||
//--------------------------------------------------------------------------------------
|
||
void CALLBACK OnGUIEvent( UINT nEvent, int nControlID, CDXUTControl* pControl, void* pUserContext )
|
||
{
|
||
switch( nControlID )
|
||
{
|
||
case IDC_BUTTON_LOGOUT:
|
||
g_SDOAApp->Logout();
|
||
g_GPlusApp->Logout();
|
||
g_UI.SetVisible(false);
|
||
g_SDOAApp->ShowLoginDialog(OnLogin, 0, 0);
|
||
break;
|
||
|
||
}
|
||
}
|
||
|
||
|