コードをコンパイルしようとすると、コンパイラ コードブロックで次のエラーが表示されます。
c:\blah.cpp|67|error: 'SetLayeredWindowAttributes' was not declared in this scope
windows.h を含めているので、なぜこれが起こるのかわかりません。完全なコードは次のとおりです。
// main.cpp : Defines the entry point for the application. //
#include "C:\Program Files\Microsoft DirectX SDK (August 2008)\Include\D3dx9core.h"
#include "C:\Documents and Settings\Death\My Documents\Downloads\DXSprite\DXSprite\resource.h"
#include <windows.h>
#include <string>
#include <stdio.h> //----------------------------------------------------------------------------- // GLOBALS //----------------------------------------------------------------------------- HWND g_hWnd = NULL; LPDIRECT3D9 g_pD3D = NULL; LPDIRECT3DDEVICE9 g_pD3DDevice = NULL; ID3DXSprite
* g_pD3DXSprite = NULL; LPDIRECT3DTEXTURE9 g_pTexture = NULL; const int SCREEN_WIDTH = 800; const int SCREEN_HEIGHT = 600;
//----------------------------------------------------------------------------- // PROTOTYPES //----------------------------------------------------------------------------- LRESULT CALLBACK WindowProc(HWND hwnd, UINT uMsg, WPARAM wParam, LPARAM lParam); HRESULT InitializeD3D ( ); void RenderFrame ( );
//----------------------------------------------------------------------------- // Name: WinMain() // Desc: The application's entry point //----------------------------------------------------------------------------- int WINAPI WinMain( HINSTANCE hInstance,
HINSTANCE hPrevInstance,
LPSTR lpCmdLine,
int nCmdShow ) { WNDCLASSEX winClass; MSG uMsg; HRESULT hr;
memset(&uMsg,0,sizeof(uMsg));
winClass.lpszClassName = "MY_WINDOWS_CLASS"; winClass.cbSize
= sizeof(WNDCLASSEX); winClass.style = CS_HREDRAW | CS_VREDRAW; winClass.lpfnWndProc = WindowProc; winClass.hInstance
= hInstance; winClass.hIcon = LoadIcon(hInstance, (LPCTSTR)IDC_DXSPRITE);
winClass.hIconSm = LoadIcon(hInstance, (LPCTSTR)IDC_DXSPRITE); winClass.hCursor = LoadCursor(NULL, IDC_ARROW); winClass.hbrBackground = (HBRUSH)GetStockObject(BLACK_BRUSH); winClass.lpszMenuName = NULL; winClass.cbClsExtra = 0; winClass.cbWndExtra = 0;
if( !RegisterClassEx(&winClass) ) return E_FAIL;
g_hWnd = CreateWindowEx( NULL, "MY_WINDOWS_CLASS",
"Direct3D 9 - ID3DXSprite Example",
WS_OVERLAPPEDWINDOW | WS_VISIBLE,
0, 0, SCREEN_WIDTH, SCREEN_HEIGHT, NULL, NULL, hInstance, NULL );
if( g_hWnd == NULL ) return E_FAIL;
ShowWindow( g_hWnd, nCmdShow );
UpdateWindow( g_hWnd ); SetLayeredWindowAttributes(GetActiveWindow(), NULL, 255, LWA_ALPHA); //---------------------------------------------------------------- // Create the DirectX device //---------------------------------------------------------------- if (FAILED( InitializeD3D())) return 0;
//---------------------------------------------------------------- // CREATE THE ID3DXSprite //----------------------------------------------------------------
// Create the ID3DXSprite interface object hr = D3DXCreateSprite(g_pD3DDevice, &g_pD3DXSprite ); if( FAILED(hr) ) return hr;
//---------------------------------------------------------------- // LOAD THE TEXTURE FOR THE SPRITE //----------------------------------------------------------------
// -------------------------------------------------------- // Load the texture. I decided to use the extended // version of the texture loading function just to show what // it would look like. // The texture was created with Photoshop with a transparent // background to start with. Then line cross hairs were added. // // Note - If you don't use a texture image that has a power of // 2 size for the width or height then the image may not load // properly. This image is 256x256. //
D3DXCreateTextureFromFileEx( g_pD3DDevice, "C:\\Documents and Settings\\Death\\My Documents\\45handold2.tga", // Our texture image! D3DX_DEFAULT, // width D3DX_DEFAULT, // height D3DX_DEFAULT, // MIP levels 0, // usage D3DFMT_DXT1, // texture format D3DPOOL_MANAGED, // mem pool D3DX_DEFAULT, // filter D3DX_DEFAULT, // MIP filter 0, // transparent color key NULL, // image info struct NULL, // palette &g_pTexture); // the returned texture, if success
if ( FAILED(hr) ) return hr;
// --------- // Main Loop // --------- while( uMsg.message != WM_QUIT ) { if( PeekMessage( &uMsg, NULL, 0, 0, PM_REMOVE ) ) { TranslateMessage( &uMsg ); DispatchMessage( &uMsg ); } }
// ------------------------- // Release directx resources //
------------------------- if (g_pD3DXSprite) { g_pD3DXSprite->Release(); g_pD3DXSprite = NULL; }
if (g_pTexture) { g_pTexture->Release(); g_pTexture = NULL; }
if (g_pD3DDevice) { g_pD3DDevice->Release(); g_pD3DDevice = NULL; }
UnregisterClass( "MY_WINDOWS_CLASS", winClass.hInstance ); return (int)uMsg.wParam; }
//----------------------------------------------------------------------------- // Name: WindowProc() // Desc: The window's message handler //----------------------------------------------------------------------------- LRESULT CALLBACK WindowProc( HWND hWnd,
UINT msg,
WPARAM wParam,
LPARAM lParam ) {
switch( msg ) {
case WM_KEYDOWN: { switch( wParam ) {
case VK_ESCAPE:
PostQuitMessage(0);
break;
} }
break;
case WM_CLOSE: { PostQuitMessage(0); }
case WM_DESTROY: {
PostQuitMessage(0); }
break;
default: {
RenderFrame(); return DefWindowProc( hWnd, msg, wParam, lParam ); } break; }
return 0; }
//----------------------------------------------------------------------------- // Name: InitializeD3D() // Desc: Create DirectX interface objects // Initialize the view matrix. // Setup render states that will not need changing throughout // the life of the application. //----------------------------------------------------------------------------- HRESULT InitializeD3D( ) { HRESULT hr;
// Create a direct 3D interface object
g_pD3D = Direct3DCreate9( D3D_SDK_VERSION );
if( g_pD3D == NULL ) { // TO DO: Respond to failure of Direct3DCreate9 return E_FAIL; }
D3DDISPLAYMODE d3ddm;
if( FAILED( hr = g_pD3D->GetAdapterDisplayMode( D3DADAPTER_DEFAULT, &d3ddm ) ) ) { // TO DO: Respond to failure of GetAdapterDisplayMode return hr; }
// if( FAILED( hr = g_pD3D->CheckDeviceFormat( D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL,
d3ddm.Format, D3DUSAGE_DEPTHSTENCIL,
D3DRTYPE_SURFACE, D3DFMT_D16 ) ) ) { if( hr == D3DERR_NOTAVAILABLE ) // POTENTIAL PROBLEM: We need at least a 16-bit z-buffer! return hr; }
// // Do we support hardware vertex processing? If so, use it. // If not, downgrade to software. //
D3DCAPS9 d3dCaps;
if( FAILED( hr = g_pD3D->GetDeviceCaps( D3DADAPTER_DEFAULT,
D3DDEVTYPE_HAL, &d3dCaps ) ) ) { // TO DO: Respond to failure of GetDeviceCaps return hr; }
DWORD dwBehaviorFlags = 0;
if( d3dCaps.VertexProcessingCaps != 0 ) dwBehaviorFlags |= D3DCREATE_HARDWARE_VERTEXPROCESSING; else dwBehaviorFlags |= D3DCREATE_SOFTWARE_VERTEXPROCESSING;
// // Everything checks out - create a simple, windowed device. //
D3DPRESENT_PARAMETERS d3dpp; memset(&d3dpp, 0, sizeof(d3dpp));
d3dpp.BackBufferFormat = d3ddm.Format; d3dpp.SwapEffect = D3DSWAPEFFECT_DISCARD; d3dpp.Windowed = TRUE;
d3dpp.EnableAutoDepthStencil = TRUE;
d3dpp.AutoDepthStencilFormat = D3DFMT_D16;
d3dpp.PresentationInterval = D3DPRESENT_INTERVAL_IMMEDIATE;
// Attempt to create a HAL device, end app on failure just to keep things // simple. In other words we are not trying to create a REF device if the // HAL fails.
if( FAILED( hr = g_pD3D->CreateDevice( D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, HWND_DESKTOP,
dwBehaviorFlags, &d3dpp, &g_pD3DDevice ) ) ) { // char blah[100];
// snprintf (blah, 1000, "%d", hr); //MessageBox (NULL,blah,NULL,NULL); }
// If we get here everything worked! return S_OK; }
//----------------------------------------------------------------------------- // Name: RenderFrame() // Desc: Draw the image to the framebuffer. //----------------------------------------------------------------------------- void RenderFrame( ) { if (!g_pD3DDevice && !g_pD3DXSprite && !g_pTexture) return;
// Clear the frame & depth buffer ready for drawing (Black color)
g_pD3DDevice->Clear( 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0x00000000, 1.0f, 0 );
g_pD3DDevice->BeginScene(); { //------------------------- // Render the sprite //
D3DXVECTOR3 vecPos = D3DXVECTOR3(0,0,0);
if (g_pD3DXSprite && g_pTexture) { g_pD3DXSprite->Begin( D3DXSPRITE_ALPHABLEND ); g_pD3DXSprite->Draw(g_pTexture, NULL, NULL, &vecPos, 0xffffffff); g_pD3DXSprite->End(); }
} g_pD3DDevice->EndScene();
// Frame buffer to Front buffer g_pD3DDevice->Present( NULL, NULL, NULL, NULL );
}