C/C++ 实现屏幕绘制字体
新建一个空项目,根据自己的D3D库路径导入D3D
新建一个预编译.h头文件:
#pragma once#include
#include
#pragma comment(lib, "d3d9.lib")
#pragma comment(lib, "d3dx9.lib")
#include
#pragma comment(lib, "dwmapi.lib")#include
#includeusing namespace std; D3D绘制.h:
#pragma once
#include"预编译.h"/*
D3D相关的一些东西
如果不想用static变量用全局变量的话,千万别再头文件声明,在cpp文件声明后
再在头文件extern 类型名 变量名
*/
static MARGINS Margin;
static LPDIRECT3D9 g_pD3D = NULL;
static LPDIRECT3DDEVICE9 g_pd3dDevice = NULL;
static D3DPRESENT_PARAMETERS g_d3dpp = {};
static ID3DXLine* pLine = 0;
static ID3DXFont* Font;static HWND 辅助窗口句柄, GameHwnd;
static RECT 窗口矩形;
static int 窗口宽, 窗口高;//注册窗口需要用到的窗口类
static WNDCLASSEX wClass;//画矩形,文字之类的单独放在这个函数里
typedef void(*Draw)();
static Draw Render;//窗口消息处理函数
LRESULT WinProc(HWND hWnd, UINT Message, WPARAM wParam, LPARAM lParam);bool 初始化D3D();void 创建透明窗口(HWND 游戏窗口句柄, Draw 绘制函数);void 窗口消息循环();void 画线(D3DCOLOR Color, float X1, float Y1, float X2, float Y2, float Width);void 绘制文字(float X, float Y, const char* Str, D3DCOLOR Color);void 画框(float X, float Y, float W, float H, float Width, D3DCOLOR Color);void 绘制开始();void 绘制结束(); D3D绘制.cpp:
#include "D3D绘制.h"bool 初始化D3D()
{/*D3D这玩意比较复杂,如果单纯是想搞点辅助什么的,复制粘贴我的足够了,如果想深入学习,可能得另找资料了,下面的这些基本是固定的,想知道是用来干啥的可以自行百度,我这个人比较懒。。。*/if ((g_pD3D = Direct3DCreate9(D3D_SDK_VERSION)) == NULL)return false;// 创建D3D设备ZeroMemory(&g_d3dpp, sizeof(g_d3dpp));g_d3dpp.Windowed = TRUE;g_d3dpp.SwapEffect = D3DSWAPEFFECT_DISCARD;g_d3dpp.BackBufferFormat = D3DFMT_UNKNOWN;g_d3dpp.EnableAutoDepthStencil = TRUE;g_d3dpp.AutoDepthStencilFormat = D3DFMT_D16;g_d3dpp.PresentationInterval = D3DPRESENT_INTERVAL_ONE;if (g_pD3D->CreateDevice(D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, 辅助窗口句柄, D3DCREATE_HARDWARE_VERTEXPROCESSING, &g_d3dpp, &g_pd3dDevice) < 0)return false;if (pLine == NULL)D3DXCreateLine(g_pd3dDevice, &pLine);//创建D3D字体D3DXCreateFontW(g_pd3dDevice, 16, 0, FW_DONTCARE, D3DX_DEFAULT, FALSE, DEFAULT_CHARSET, OUT_DEFAULT_PRECIS, DEFAULT_QUALITY, FF_DONTCARE, L"Vernada", &Font);return true;
}void 创建透明窗口(HWND 游戏窗口句柄, Draw 绘制函数)
{if (绘制函数 == NULL || 游戏窗口句柄 == 0) return;GameHwnd = 游戏窗口句柄;Render = 绘制函数;//初始化窗口类wClass.cbClsExtra = NULL;wClass.cbSize = sizeof(WNDCLASSEX);wClass.cbWndExtra = NULL;wClass.hbrBackground = (HBRUSH)CreateSolidBrush(RGB(0, 0, 0));wClass.hCursor = LoadCursor(0, IDC_ARROW);wClass.hIcon = LoadIcon(0, IDI_APPLICATION);wClass.hIconSm = LoadIcon(0, IDI_APPLICATION);wClass.hInstance = GetModuleHandle(NULL);wClass.lpfnWndProc = (WNDPROC)WinProc;wClass.lpszClassName = L" ";wClass.lpszMenuName = L" ";wClass.style = CS_VREDRAW | CS_HREDRAW;//注册窗口if (RegisterClassEx(&wClass) == 0){MessageBox(NULL, L"创建窗口出错!", L"提示!", 0);exit(1);}//创建窗口GetWindowRect(GameHwnd, &窗口矩形);窗口宽 = 窗口矩形.right - 窗口矩形.left;窗口高 = 窗口矩形.bottom - 窗口矩形.top;辅助窗口句柄 = CreateWindowEx(WS_EX_TOPMOST | WS_EX_TRANSPARENT | WS_EX_LAYERED, L" ", L" ", WS_POPUP, 1, 1, 窗口宽, 窗口高, 0, 0, 0, 0);//显示窗口SetLayeredWindowAttributes(辅助窗口句柄, 0, RGB(0, 0, 0), LWA_COLORKEY);ShowWindow(辅助窗口句柄, SW_SHOW);初始化D3D();
}void 窗口消息循环()
{while (1){//使辅助窗口一直盖在游戏窗口上if (GameHwnd){GetWindowRect(GameHwnd, &窗口矩形);窗口宽 = 窗口矩形.right - 窗口矩形.left;窗口高 = 窗口矩形.bottom - 窗口矩形.top;DWORD dwStyle = GetWindowLong(GameHwnd, GWL_STYLE);if (dwStyle & WS_BORDER){窗口矩形.top += 23;窗口高 -= 23;}MoveWindow(辅助窗口句柄, 窗口矩形.left, 窗口矩形.top, 窗口宽, 窗口高, true);}//处理窗口消息MSG Message;ZeroMemory(&Message, sizeof(Message));if (PeekMessage(&Message, 0, 0, 0, PM_REMOVE)){DispatchMessage(&Message);TranslateMessage(&Message);}Sleep(1);}if (g_pd3dDevice) { g_pd3dDevice->Release(); g_pd3dDevice = NULL; }if (g_pD3D) { g_pD3D->Release(); g_pD3D = NULL; }CloseWindow(辅助窗口句柄);::UnregisterClass(wClass.lpszClassName, wClass.hInstance);
}LRESULT WinProc(HWND hWnd, UINT Message, WPARAM wParam, LPARAM lParam)
{switch (Message){case WM_PAINT:if(g_pd3dDevice)Render();//就是这里调用了我们的画框画线之类的函数break;case WM_CREATE:DwmExtendFrameIntoClientArea(hWnd, &Margin);break;case WM_DESTROY:{g_pD3D->Release();g_pd3dDevice->Release();exit(1);return 0;}default:return DefWindowProc(hWnd, Message, wParam, lParam);break;}return 0;
}void 画线(D3DCOLOR Color, float X1, float Y1, float X2, float Y2, float Width)
{D3DXVECTOR2 Vertex[2] = { {X1,Y1},{X2,Y2} };pLine->SetWidth(Width);pLine->Draw(Vertex, 2, Color);
}void 绘制文字(float X, float Y, const char* Str, D3DCOLOR Color)
{RECT Rect = { (LONG)X,(LONG)Y };Font->DrawTextA(NULL, Str, -1, &Rect, DT_CALCRECT, Color);Font->DrawTextA(NULL, Str, -1, &Rect, DT_LEFT, Color);
}void 画框(float X, float Y, float W, float H, float Width, D3DCOLOR Color)
{D3DXVECTOR2 Vertex[5] = { {X,Y},{X + W,Y},{X + W,Y + H},{X,Y + H},{X,Y} };pLine->SetWidth(Width);pLine->Draw(Vertex, 5, Color);
}void 绘制开始()
{g_pd3dDevice->Clear(0, 0, D3DCLEAR_TARGET, 0, 1.0f, 0);g_pd3dDevice->BeginScene();
}void 绘制结束()
{g_pd3dDevice->EndScene();g_pd3dDevice->Present(0, 0, 0, 0);
} 调用例子:
#include"D3D绘制.h"int 线粗 = 2;
D3DCOLOR 红色 = D3DCOLOR_ARGB(255, 255, 255, 255);void 绘制()
{绘制开始();画线(D3DCOLOR_ARGB(255, 0, 0, 255), 20, 20, 66, 66,线粗);画框(100, 100, 100, 100, 线粗, D3DCOLOR_ARGB(255, 255, 255, 0));绘制文字(200, 200, "", D3DCOLOR_ARGB(255, 255, 0, 255));绘制结束();
}HWND 游戏窗口 = (HWND)0x50A00;
void 开始()
{创建透明窗口(游戏窗口, 绘制);窗口消息循环();
}int main()
{CreateThread(NULL, 0, (LPTHREAD_START_ROUTINE)开始, NULL, 0, NULL);while (1){cout << "输入233关闭:" << endl;int a=0;cin >> a;if (a == 233){return 0;}}return 0;
}
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