Maybe the best solution for embeding Flash (I am wrong)
by Huan Li · 05/08/2009 (2:00 am) · 1 comments
There's good flash-embeding resource found from GameDev.net.
The original link is:
www.gamedev.net/community/forums/topic.asp?topic_id=503535
That post had been retired,so i post it here for discussing.
you guys, please discussing this:)
The original link is:
www.gamedev.net/community/forums/topic.asp?topic_id=503535
That post had been retired,so i post it here for discussing.
/********************************************************************
created: 2008/08/02
created: 2:8:2008 17:18
filename: e:Visual Studio 2005ProjectsSamplesSwfViewerDxFlashViewer.h
file path: e:Visual Studio 2005ProjectsSamplesSwfViewer
file base: DxFlashViewer
file ext: h
author: xoyojank
purpose: A DirectX Flash Viewer
*********************************************************************/
#pragma once
#include <d3dx9.h>
#include <atlbase.h>
#include <atlcom.h>
#include <atlwin.h>
#pragma comment(lib,"atl")
#import "flash.ocx"
using namespace ShockwaveFlashObjects;
class DxFlashViewer
{
public:
DxFlashViewer(void);
~DxFlashViewer(void);
bool Init( IDirect3DDevice9* pDevice, HWND hWnd, int width, int height );
void OpenFlash(const char* filename);
void UpdateTexture();
IDirect3DTexture9* GetTexturePtr();
int GetViewerWidth() const;
int GetViewerHeight() const;
int GetTextureWidth() const;
int GetTextureHeight() const;
void OnWindowMessage(UINT msg, WPARAM wParam, LPARAM lParam);
private:
int mViewerWidth;
int mViewerHeight;
int mTextureWidth;
int mTextureHeight;
IDirect3DTexture9* mTexture;
IDirect3DDevice9* mDevice;
HWND mViewerWnd;
IShockwaveFlash* mFlashCtrl;
IOleInPlaceObjectWindowless* mWndlessObject;
};/********************************************************************
created: 2008/08/02
created: 2:8:2008 17:19
filename: e:Visual Studio 2005ProjectsSamplesSwfViewerDxFlashViewer.cpp
file path: e:Visual Studio 2005ProjectsSamplesSwfViewer
file base: DxFlashViewer
file ext: cpp
author: xoyojank
purpose: A DirectX Flash Viewer
*********************************************************************/
#include "StdAfx.h"
#include "DxFlashViewer.h"
DxFlashViewer::DxFlashViewer(void)
: mViewerWidth(0)
, mViewerHeight(0)
, mTextureWidth(0)
, mTextureHeight(0)
, mTexture(NULL)
, mDevice(NULL)
, mViewerWnd(0)
, mFlashCtrl(NULL)
, mWndlessObject(NULL)
{
}
DxFlashViewer::~DxFlashViewer(void)
{
DestroyWindow(this->mViewerWnd);
if (NULL != this->mTexture)
{
this->mTexture->Release();
this->mTexture = NULL;
}
if (NULL != this->mFlashCtrl)
{
this->mFlashCtrl->Release();
this->mFlashCtrl = NULL;
}
if (NULL != this->mWndlessObject)
{
this->mWndlessObject->Release();
this->mWndlessObject = NULL;
}
}
bool DxFlashViewer::Init( IDirect3DDevice9* pDevice, HWND hWnd, int width, int height )
{
if (NULL == pDevice || width <= 0 || height <= 0)
return false;
this->mDevice = pDevice;
this->mViewerWidth = width;
this->mViewerHeight = height;
// calculate texture size required (next power of two above browser window size)
for ( mTextureWidth = 1; mTextureWidth < mViewerWidth; mTextureWidth <<= 1 );
for ( mTextureHeight = 1; mTextureHeight < mViewerHeight; mTextureHeight <<= 1 );
// create the browser window in the background
WNDCLASSEX wc;
ZeroMemory(&wc, sizeof(WNDCLASSEX));
wc.cbSize = sizeof(WNDCLASSEX);
wc.lpfnWndProc = DefWindowProc;
wc.lpszClassName = "FlashViewer";
RegisterClassEx(&wc);
this->mViewerWnd = CreateWindowEx(0, "FlashViewer", "FlashViewer", WS_POPUP
, 0, 0, width, height, hWnd, NULL, NULL, 0);
if (!this->mViewerWnd)
return false;
//embed the player in the window
HRESULT hr;
hr = CoCreateInstance(__uuidof(ShockwaveFlash), 0, CLSCTX_ALL, __uuidof(IShockwaveFlash), (void **)&(this->mFlashCtrl));
if (FAILED(hr))
return false;
hr = this->mFlashCtrl->put_WMode(L"transparent");
hr = AtlAxAttachControl(this->mFlashCtrl, this->mViewerWnd, NULL);
if (FAILED(hr))
return false;
hr = this->mFlashCtrl->QueryInterface(__uuidof(IOleInPlaceObjectWindowless), (void**)&this->mWndlessObject);
if (FAILED(hr))
return false;
// create the render texture for Direct3D
hr = this->mDevice->CreateTexture(this->mTextureWidth, this->mTextureHeight
, 0, NULL, D3DFMT_X8R8G8B8, D3DPOOL_MANAGED, &this->mTexture, NULL);
if (FAILED(hr))
return false;
return true;
}
void DxFlashViewer::OpenFlash( const char* filename )
{
this->mFlashCtrl->put_Movie(_bstr_t(filename));
}
IDirect3DTexture9* DxFlashViewer::GetTexturePtr()
{
return this->mTexture;
}
int DxFlashViewer::GetViewerWidth() const
{
return this->mViewerWidth;
}
int DxFlashViewer::GetViewerHeight() const
{
return this->mViewerHeight;
}
int DxFlashViewer::GetTextureWidth() const
{
return this->mTextureWidth;
}
int DxFlashViewer::GetTextureHeight() const
{
return this->mTextureHeight;
}
void DxFlashViewer::UpdateTexture()
{
if(NULL == this->mViewerWnd)
return;
RECT rect = {0, 0, this->mViewerWidth, this->mViewerHeight};
IDirect3DSurface9* pSurface = NULL;
this->mTexture->GetSurfaceLevel(0, &pSurface);
if (NULL != pSurface)
{
HDC hdcTexture;
HRESULT hr = pSurface->GetDC(&hdcTexture);
if(FAILED(hr)) return;
::SetMapMode(hdcTexture, MM_TEXT);
::OleDraw(this->mFlashCtrl, DVASPECT_CONTENT, hdcTexture, &rect);
pSurface->ReleaseDC(hdcTexture);
pSurface->Release();
}
}
void DxFlashViewer::OnWindowMessage( UINT msg, WPARAM wParam, LPARAM lParam )
{
LRESULT lr;
if (NULL != mWndlessObject)
{
mWndlessObject->OnWindowMessage(msg, wParam, lParam, &lr);
}
}/********************************************************************
created: 2008/08/02
created: 2:8:2008 17:21
filename: e:Visual Studio 2005ProjectsSamplesSwfViewerSwfViewer.cpp
file path: e:Visual Studio 2005ProjectsSamplesSwfViewer
file base: SwfViewer
file ext: cpp
author: xoyojank
purpose: Test flash in DirectX app
*********************************************************************/
#include "stdafx.h"
#include <d3d9.h>
#pragma warning( disable : 4996 ) // disable deprecated warning
#include <strsafe.h>
#pragma warning( default : 4996 )
#include "DxFlashViewer.h"
// A structure for our custom vertex type
struct CUSTOMVERTEX
{
float x, y, z, rhw; // The transformed position for the vertex
float u, v; // The texcoord
};
CUSTOMVERTEX ScreenQuadVertex[] =
{
{ 0.0f, 0.0f, 0.5f, 1.0f, 0.0f, 0.0f, }, // x, y, z, rhw, u, v
{ 800.0f, 0.0f, 0.5f, 1.0f, 800.0f/1024, 0.0f, },
{ 0.0f, 600.0f, 0.5f, 1.0f, 0.0f, 600.0f/1024, },
{ 800.0f, 600.0f, 0.5f, 1.0f, 800.0f/1024, 600.0f/1024, },
};
// Our custom FVF, which describes our custom vertex structure
#define D3DFVF_CUSTOMVERTEX (D3DFVF_XYZRHW|D3DFVF_TEX1)
CComModule _Module;
//-----------------------------------------------------------------------------
// Global variables
//-----------------------------------------------------------------------------
LPDIRECT3D9 g_pD3D = NULL; // Used to create the D3DDevice
LPDIRECT3DDEVICE9 g_pd3dDevice = NULL; // Our rendering device
IDirect3DVertexBuffer9* g_pVertexBuffer = NULL;
DxFlashViewer* g_pViewer = NULL;
//-----------------------------------------------------------------------------
// Name: InitD3D()
// Desc: Initializes Direct3D
//-----------------------------------------------------------------------------
HRESULT InitD3D( HWND hWnd )
{
// Create the D3D object.
if( NULL == ( g_pD3D = Direct3DCreate9( D3D_SDK_VERSION ) ) )
return E_FAIL;
// Set up the structure used to create the D3DDevice
D3DPRESENT_PARAMETERS d3dpp;
ZeroMemory( &d3dpp, sizeof(d3dpp) );
d3dpp.Windowed = TRUE;
d3dpp.SwapEffect = D3DSWAPEFFECT_DISCARD;
d3dpp.BackBufferFormat = D3DFMT_UNKNOWN;
// Create the D3DDevice
if( FAILED( g_pD3D->CreateDevice( D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, hWnd,
D3DCREATE_SOFTWARE_VERTEXPROCESSING,
&d3dpp, &g_pd3dDevice ) ) )
{
return E_FAIL;
}
// Create the vertex buffer.
return g_pd3dDevice->CreateVertexBuffer( 4*sizeof(CUSTOMVERTEX),0, D3DFVF_CUSTOMVERTEX
, D3DPOOL_DEFAULT, &(g_pVertexBuffer), NULL );
}
//-----------------------------------------------------------------------------
// Name: Cleanup()
// Desc: Releases all previously initialized objects
//-----------------------------------------------------------------------------
VOID Cleanup()
{
if (NULL != g_pViewer)
{
delete g_pViewer;
}
if( g_pd3dDevice != NULL )
g_pd3dDevice->Release();
if( g_pD3D != NULL )
g_pD3D->Release();
}
//-----------------------------------------------------------------------------
// Name: Render()
// Desc: Draws the scene
//-----------------------------------------------------------------------------
VOID Render()
{
// Clear the backbuffer to a blue color
g_pd3dDevice->Clear( 0, NULL, D3DCLEAR_TARGET, D3DCOLOR_XRGB(0,0,255), 1.0f, 0 );
if (NULL != g_pViewer)
{
g_pViewer->UpdateTexture();
}
// Begin the scene
if( SUCCEEDED( g_pd3dDevice->BeginScene() ) )
{
// Now we fill the vertex buffer.
VOID* pVertexBuffer;
if( FAILED(g_pVertexBuffer->Lock( 0, sizeof(ScreenQuadVertex), (void**)&pVertexBuffer, 0 ) ) )
return;
memcpy( pVertexBuffer, ScreenQuadVertex, sizeof(ScreenQuadVertex) );
g_pVertexBuffer->Unlock();
// use the browser texture
g_pd3dDevice->SetTexture( 0, g_pViewer->GetTexturePtr() );
// draw the single quad full screen (orthographic)
g_pd3dDevice->SetStreamSource( 0, g_pVertexBuffer, 0, sizeof(CUSTOMVERTEX) );
g_pd3dDevice->SetFVF( D3DFVF_CUSTOMVERTEX );
g_pd3dDevice->DrawPrimitive( D3DPT_TRIANGLESTRIP, 0, 2 );
// End the scene
g_pd3dDevice->EndScene();
}
// Present the backbuffer contents to the display
g_pd3dDevice->Present( NULL, NULL, NULL, NULL );
}
//-----------------------------------------------------------------------------
// Name: MsgProc()
// Desc: The window's message handler
//-----------------------------------------------------------------------------
LRESULT WINAPI MsgProc( HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam )
{
switch( msg )
{
case WM_MOUSEACTIVATE:
case WM_MOUSEMOVE:
case WM_LBUTTONDOWN:
case WM_LBUTTONUP:
g_pViewer->OnWindowMessage(msg, wParam, lParam);
return 0;
case WM_DESTROY:
Cleanup();
PostQuitMessage( 0 );
return 0;
}
return DefWindowProc( hWnd, msg, wParam, lParam );
}
//-----------------------------------------------------------------------------
// Name: wWinMain()
// Desc: The application's entry point
//-----------------------------------------------------------------------------
int APIENTRY WinMain(HINSTANCE hInstance,
HINSTANCE hPrevInstance,
LPSTR lpCmdLine,
int nCmdShow)
{
// Register the window class
WNDCLASSEX wc = { sizeof(WNDCLASSEX), CS_CLASSDC, MsgProc, 0L, 0L,
GetModuleHandle(NULL), NULL, NULL, NULL, NULL,
TEXT("DxFlashViewer"), NULL };
RegisterClassEx( &wc );
CoInitialize(NULL);
AtlAxWinInit();
// Create the application's window
HWND hWnd = CreateWindow( TEXT("DxFlashViewer"), TEXT("DxFlashViewer"),
WS_OVERLAPPEDWINDOW, CW_USEDEFAULT, CW_USEDEFAULT, 800, 600,
NULL, NULL, wc.hInstance, NULL );
// Initialize Direct3D
if( SUCCEEDED(InitD3D(hWnd)) )
{
g_pViewer = new DxFlashViewer();
// Show the window
ShowWindow( hWnd, SW_SHOWDEFAULT );
UpdateWindow( hWnd );
if (!g_pViewer->Init(g_pd3dDevice, hWnd, 800, 600))
{
MessageBox(NULL, "Failed to init.", NULL, 0);
return 0;
}
g_pViewer->OpenFlash("E:My VideosTestGame.swf");
// Enter the message loop
MSG msg;
ZeroMemory( &msg, sizeof(msg) );
while( msg.message!=WM_QUIT )
{
if( PeekMessage( &msg, NULL, 0U, 0U, PM_REMOVE ) )
{
TranslateMessage( &msg );
DispatchMessage( &msg );
}
else
{
Render();
}
}
}
CoUninitialize();
UnregisterClass( TEXT("DxFlashViewer"), wc.hInstance );
return 0;
}you guys, please discussing this:)
About the author
Torque 3D Owner Huan Li
The code above contains an OCX api OleDraw(...) which is very low performance.
In the example given in this resource, it's a 800*600 swf file. OleDraw(...) needs 60 or more ms to render one frame.
So i think i am wrong, this is not a suitable solution for completely embeding flash.