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Home › Forum › Programming › Game Development › DirectX/D3D Development › DPrint -A wrapper for DirectX-

DPrint -A wrapper for DirectX-

Posts 1–15 of 21 · Page 1 of 2
why06
why06
DPrint -A wrapper for DirectX-

Print
DPrint DirectX Wrapper + Helper v.1.0


Created By: why06 For: MPGH.net



[15 Typefaces] [No Need to know DirectX] [Simplifies Using Fonts]

Are you tired of the trouble of creating font pointers only to have to spend more time creating custom Reset() function for Each Font?! Then if thats not enough, the fonts are very limited in their own right. Sure you can change the color, but you can't change the size, or style, or boldness, or even italics without creating an entirely new font, which incurs more managing and more hassle! Don't you wish there was some magic code that handled all the complicated D3D stuff for you so all you had to do is say exactly what kind of font u want when u need it and don't have to worry about what happens to that font afterwords?

-OR-

Are you a beginning game hacker, probably overwhelmed, by the complexity of hacks. After spending hours searching for values pointers don't you wish you too could used D3D in your hack without having to learn all the arcane functions of DirectX, well look no further!



DPrint does all this and more! This is only version one, but it already handles a lot of problems concerning using simple DirectX in any hack. It's created specifically for game hackers, so it's small and easy to include directly in your code. And if that's not all starting today it will be open source meaning hackers all around the world can share their own code, by adding it to the project. I eventually hope for DPrint to include a much wider variety of typefaces, allow for custom typefaces, and even Multi-lingual fonts instead of just English, but one step at a time. Now I'm going to demonstrate how to use it.


Step 1: Create A DPrint Object
Code:
//********************************************************************************
//funtion: DPrint()
//purpose: Contructs new Dprint object
//********************************************************************************
				/*These First three are unimportant, put 0 if you dont want to use*/
DPrint(int startx, 		//This is important for DPrint::Println see later
	int starty,		//marks the starting y location for DPrint::Println
	int vertical_spacing, 	//the spacing between each new line also for Println
	LPDIRECT3DDEVICE9 pdevice);	//You still need a pDevice, but that is all!
Once DPrint is created it will manage all your Fonts for you, plus you can call its helper function to do things like Draw boxes, calculate the length of your printed text, etc. (More Functions to be added)

Step 2: Create A FFORMAT Object
Code:
FFORMAT Format;
		Format.fontsize = 40;
		Format.fontweight = 200;
		Format.typeface = TYPEFACE::TIMESNEWROMAN;
		Format.italic = true;
Pretty self-explanatory huh!

Step 3: Print to Screen
Code:
   /*Rect for Location*/  /*Color u want*/                 /*Covered this*/ /*Ur text!*/
print->Print(&formatrect, D3DCOLOR_ARGB(255, 0, 0, 255), &Format, "OMG YEAH!");
And your done! Printing in 3 Easy steps and you don't have to worry about all the step afterwards to make sure you delete your old fonts, and saving the pointers for the fonts you use often. DPrint does all of that or it wont do it if you specify you want auto filtering off, this is how it gives advanced users the freedom they want novices the power they need.

Hope this helps someone out there!
#1 · edited 15y ago · 15y ago
WH
whit
Very nice release man..
but why the coders lounge?
oh yea nobody go's to the directx section
#2 · edited 15y ago · 15y ago
why06
why06
Exactly!

Course I'm planning to release the code in the DirectX section, so no one will ever find it. lol. jk, but prbly true :/
#3 · 15y ago
Hassan
Hassan
Looks very cool, but its just for C++
#4 · 15y ago
Hell_Demon
Hell_Demon
best commercial ever =3
#5 · 15y ago
Lolland
Lolland
Deliciously awesome.
#6 · 15y ago
why06
why06
Quote Originally Posted by Hell_Demon View Post
best commercial ever =3
Lol. I try
#7 · 15y ago
vinvin148
vinvin148
nice release and nice commercial
#8 · 15y ago
why06
why06
UPDATE: I've also included a Hello World app, based off of Hell_Demon's code. (Thx HD ) I included it just to give people a chance to try it out without having to create their own code.

@Hassan: sry idk how yet to port any of DirectX to VB, let alone this. =/
#9 · edited 15y ago · 15y ago
GodHack2
GodHack2
wow this is awesome lets see

OMG YEAH!
#10 · edited 15y ago · 15y ago
NextGen1
NextGen1
Looks very good, good job, nice release.

@ Topic of VB and Wrapper. Managed C++ is the solution, if it is managed then we can access public types that are CLS complient, or platform invoke on a dll. Either case, wrapper = great, always


#11 · edited 15y ago · 15y ago
Astral Witch
Astral Witch
if the library comes with the dll you can import the functions from VB & C#, no problem there

great job why
#12 · 15y ago
NextGen1
NextGen1
@ Astral, That's what I said, however it depends on if the wrapper is RCW or CCW , If it is CCW then we will need him to write a RCW for it.
#13 · 15y ago
why06
why06
Erm... acronyms RCW? CCW?

TBH, I thought VB could use DirectX, so I never really got why I never see any DirectX hacks programmed in VB. :/
#14 · 15y ago
Void
Void
Quote Originally Posted by NextGen1 View Post
@ Astral, That's what I said, however it depends on if the wrapper is RCW or CCW , If it is CCW then we will need him to write a RCW for it.
i dont see why that has anything to do with this.

either way, all he has to do is export the functions as a C function ( this way you don't get those annoying characters in the function names ) and import then using GetProcAddress. otherwise known as explicit linking, there shouldnt be a problem at all using these functions in VB

Linking Explicitly
#15 · 15y ago
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