├── back.png
├── icon.ico
├── koma1.png
├── koma2.png
├── koma3.png
├── koma4.png
├── koma5.png
├── koma6.png
├── koma7.png
├── koma8.png
├── koma9.png
├── koma10.png
├── koma11.png
├── koma12.png
├── resource.h
├── installer.ism
├── hakoirimusume.rc
├── privacy.md
├── LICENSE.TXT
├── hakoirimusume.sln
├── README.md
├── hakoirimusume.vcxproj.filters
├── .gitattributes
├── .gitignore
├── hakoirimusume.vcxproj
└── Source.cpp
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/privacy.md:
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1 | ## Privacy Policy
2 |
3 | The app "Hakoiri Musume" respects your privacy and is designed to be used safely and securely without collecting any personal data.
4 |
5 | ---
6 |
7 | ### 1. Data Collection
8 |
9 | This app **does not collect, store, or transmit any user data**, including but not limited to:
10 |
11 | - Personal information such as name, address, phone number, or email
12 | - Gameplay history or progress
13 | - Device information, location data, or IP address
14 |
15 | ---
16 |
17 | ### 2. Store Analytics
18 |
19 | Basic aggregated data provided by app stores (such as installation numbers or crash reports) may be used **internally** to improve the app’s quality. However, **this data is never shared with third parties**.
20 |
21 | ---
22 |
23 | ### 3. Ads and Tracking
24 |
25 | This app **does not contain any advertisements, analytics tools, or tracking mechanisms**.
26 |
27 | ---
28 |
29 | ### 4. Policy Changes
30 |
31 | If there are any future changes to the app that affect user privacy, this policy will be updated accordingly. Major changes will be announced within the app or on the app store listing.
32 |
33 | ---
34 |
--------------------------------------------------------------------------------
/LICENSE.TXT:
--------------------------------------------------------------------------------
1 | MIT License (MIT)
2 |
3 | Copyright (c) 2021 kenjinote (hack.jp)
4 |
5 | Permission is hereby granted, free of charge, to any person obtaining a copy
6 | of this software and associated documentation files (the "Software"), to deal
7 | in the Software without restriction, including without limitation the rights
8 | to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
9 | copies of the Software, and to permit persons to whom the Software is
10 | furnished to do so, subject to the following conditions:
11 |
12 | The above copyright notice and this permission notice shall be included in all
13 | copies or substantial portions of the Software.
14 |
15 | THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
16 | IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
17 | FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
18 | AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
19 | LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
20 | OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
21 | SOFTWARE.
22 |
--------------------------------------------------------------------------------
/hakoirimusume.sln:
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1 |
2 | Microsoft Visual Studio Solution File, Format Version 12.00
3 | # Visual Studio 14
4 | VisualStudioVersion = 14.0.25123.0
5 | MinimumVisualStudioVersion = 10.0.40219.1
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7 | EndProject
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24 | EndGlobalSection
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27 | EndGlobalSection
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29 |
--------------------------------------------------------------------------------
/README.md:
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1 | # hakoirimusume
2 |
3 | 
4 |
5 | ### 🔹Basic Rules of "Hakoiri Musume" (The Damsel in the Box)
6 |
7 | "Hakoiri Musume" is a classic sliding block puzzle game from Japan. It looks simple at first glance, but it’s surprisingly deep and addictive.
8 |
9 | ---
10 |
11 | ### 🔹The Rules
12 |
13 | - The puzzle is played on a **rectangular board**, typically 5 rows by 4 columns.
14 | - Various blocks (representing the daughter, retainers, obstacles, etc.) are placed inside the board to start.
15 | - The blocks come in different sizes: **1×1, 1×2, 2×1, and 2×2**.
16 | - Blocks can be **slid vertically or horizontally**, but not diagonally or by jumping.
17 | - Blocks cannot be moved outside the board or over each other.
18 |
19 | ---
20 |
21 | ### 🔹The Goal
22 |
23 | - The main objective is to **slide the largest block** (usually representing the "daughter" or "princess") **to the designated exit**, typically at the **bottom center** of the board.
24 |
25 | ---
26 |
27 | ### 🔹Tips for Playing
28 |
29 | - Carefully move the smaller blocks to **make space for the large block to move**.
30 | - The fewer moves you use, the better.
31 | - Like a game of chess or shogi, it’s possible to get into a “deadlock” state—so **planning ahead and trial-and-error are key**.
32 |
33 | ---
34 |
35 | It’s intuitive to play but really tests your brain, making it fun for both kids and adults!
36 | Have you tried playing it before?
37 |
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/.gitignore:
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116 |
117 |
118 |
119 |
120 |
121 |
122 | Level3
123 |
124 |
125 | MaxSpeed
126 | true
127 | true
128 | WIN32;NDEBUG;_WINDOWS;%(PreprocessorDefinitions)
129 | MultiThreaded
130 |
131 |
132 | Windows
133 | true
134 | true
135 | No
136 |
137 |
138 |
139 |
140 |
141 |
142 |
143 |
144 | Level3
145 |
146 |
147 | MaxSpeed
148 | true
149 | true
150 | NDEBUG;_WINDOWS;%(PreprocessorDefinitions)
151 | MultiThreaded
152 |
153 |
154 | Windows
155 | true
156 | true
157 | No
158 |
159 |
160 |
161 |
162 |
163 |
164 |
165 |
166 |
167 |
168 |
169 |
170 |
171 |
172 |
173 |
174 |
175 |
176 |
177 |
178 |
179 |
180 |
181 |
182 |
183 |
184 |
185 |
186 |
187 |
188 |
189 |
190 |
191 |
192 |
--------------------------------------------------------------------------------
/Source.cpp:
--------------------------------------------------------------------------------
1 | #include
2 | #include
3 | #include
4 | #include
5 | #include
6 | // DPI認識のためのヘッダーを追加
7 | #include
8 |
9 | // Direct2DおよびWICのライブラリをリンク
10 | #pragma comment(lib, "d2d1.lib")
11 | #pragma comment(lib, "dwrite.lib")
12 | #pragma comment(lib, "windowscodecs.lib")
13 |
14 | #include "resource.h" // リソース定義ファイル (IDB_PNG1など)
15 |
16 | // インターフェースポインターを安全に解放するマクロ
17 | template inline void SafeRelease(T** ppT)
18 | {
19 | if (*ppT != NULL)
20 | {
21 | (*ppT)->Release();
22 | *ppT = NULL;
23 | }
24 | }
25 |
26 | TCHAR szClassName[] = TEXT("Window");
27 |
28 | // 論理単位 (DIP) での定義
29 | // Direct2Dはこれらの値をDIPとして扱い、DPIに応じて自動的にスケーリングします。
30 | #define MASU_WIDTH_DIP 32
31 | #define MASU_HEIGHT_DIP 32
32 |
33 | #define X_NUM 10
34 | #define Y_NUM 12
35 |
36 | // ウィンドウの論理サイズ (DIP)
37 | #define WINDOW_WIDTH_DIP (MASU_WIDTH_DIP * X_NUM)
38 | #define WINDOW_HEIGHT_DIP (MASU_HEIGHT_DIP * Y_NUM)
39 |
40 | // --- DPI グローバル変数 ---
41 | // 現在のDPIスケールファクター (DPI / 96.0)。マウス座標変換に使用。
42 | float g_dpiScale = 1.0f;
43 |
44 | // --- Direct2D/WIC/DWrite グローバル変数 ---
45 | ID2D1Factory* pD2DFactory = nullptr;
46 | IWICImagingFactory* pWICFactory = nullptr;
47 | ID2D1HwndRenderTarget* pRT = nullptr;
48 | ID2D1Bitmap* pBitmap[14] = { nullptr }; // Direct2Dビットマップを格納する配列
49 | ID2D1SolidColorBrush* pTextBrush = nullptr;
50 | IDWriteFactory* pDWriteFactory = nullptr;
51 | IDWriteTextFormat* pTextFormat = nullptr;
52 |
53 | // --- グローバルゲーム変数 (元のコードから維持) ---
54 | int* g_x = nullptr;
55 | int* g_y = nullptr;
56 | int* g_sx = nullptr;
57 | int* g_sy = nullptr;
58 | int* g_imgno = nullptr;
59 | int* g_field = nullptr;
60 | int g_nLast = 0; // 駒の総数
61 | int g_nStage = 1; // 現在のレベル
62 |
63 | // --------------------------------------------------------------------------------
64 | // --- WIC/Direct2D リソース管理ヘルパー関数 (変更なし) ---
65 | // --------------------------------------------------------------------------------
66 |
67 | // WICとDirect2Dを使用してリソースからビットマップを読み込む
68 | HRESULT LoadBitmapFromResource(
69 | ID2D1RenderTarget* pRenderTarget,
70 | IWICImagingFactory* pIWICFactory,
71 | HMODULE hModule,
72 | LPCWSTR lpName,
73 | LPCWSTR lpType,
74 | ID2D1Bitmap** ppBitmap
75 | )
76 | {
77 | HRSRC hResInfo = FindResource(hModule, lpName, lpType);
78 | if (!hResInfo) return E_FAIL;
79 |
80 | DWORD nSize = SizeofResource(hModule, hResInfo);
81 | if (!nSize) return E_FAIL;
82 |
83 | HGLOBAL hResData = LoadResource(hModule, hResInfo);
84 | if (!hResData) return E_FAIL;
85 |
86 | void* pData = LockResource(hResData);
87 | if (!pData) return E_FAIL;
88 |
89 | // IStreamを作成
90 | IStream* pStream = nullptr;
91 | HRESULT hr = CreateStreamOnHGlobal(NULL, TRUE, &pStream);
92 | if (SUCCEEDED(hr))
93 | {
94 | // リソースデータをストリームに書き込む
95 | hr = pStream->Write(pData, nSize, NULL);
96 | }
97 |
98 | IWICBitmapDecoder* pDecoder = nullptr;
99 | IWICBitmapFrameDecode* pSource = nullptr;
100 | IWICFormatConverter* pConverter = nullptr;
101 |
102 | if (SUCCEEDED(hr))
103 | {
104 | // ストリームからWICデコーダーを作成
105 | hr = pIWICFactory->CreateDecoderFromStream(pStream, NULL, WICDecodeMetadataCacheOnLoad, &pDecoder);
106 | }
107 |
108 | if (SUCCEEDED(hr))
109 | {
110 | // 最初のフレームを取得
111 | hr = pDecoder->GetFrame(0, &pSource);
112 | }
113 |
114 | if (SUCCEEDED(hr))
115 | {
116 | // フォーマットコンバーターを作成
117 | hr = pIWICFactory->CreateFormatConverter(&pConverter);
118 | }
119 |
120 | if (SUCCEEDED(hr))
121 | {
122 | // RENDER TARGETのピクセルフォーマットに変換
123 | hr = pConverter->Initialize(
124 | pSource,
125 | GUID_WICPixelFormat32bppPBGRA, // D2D1_ALPHA_MODE_PREMULTIPLIED に対応
126 | WICBitmapDitherTypeNone,
127 | NULL,
128 | 0.0,
129 | WICBitmapPaletteTypeCustom
130 | );
131 | }
132 |
133 | if (SUCCEEDED(hr))
134 | {
135 | // Direct2Dビットマップを作成
136 | hr = pRenderTarget->CreateBitmapFromWicBitmap(pConverter, NULL, ppBitmap);
137 | }
138 |
139 | // WICオブジェクトの解放
140 | SafeRelease(&pStream);
141 | SafeRelease(&pDecoder);
142 | SafeRelease(&pSource);
143 | SafeRelease(&pConverter);
144 |
145 | return hr;
146 | }
147 |
148 | // ハードウェアに依存するリソースを作成
149 | HRESULT CreateDeviceResources(HWND hWnd)
150 | {
151 | HRESULT hr = S_OK;
152 |
153 | if (!pRT)
154 | {
155 | // 現在のウィンドウのDPIを取得し、RenderTargetPropertiesに明示的に設定します。
156 | UINT dpi = GetDpiForWindow(hWnd);
157 | FLOAT dpiFloat = (FLOAT)dpi;
158 |
159 | RECT rc;
160 | GetClientRect(hWnd, &rc);
161 |
162 | // クライアント領域のサイズ(物理ピクセル)をDirect2Dに渡す
163 | D2D1_SIZE_U size = D2D1::SizeU(rc.right - rc.left, rc.bottom - rc.top);
164 |
165 | // HWNDレンダーターゲットを作成
166 | // DPIプロパティに現在のDPIを明示的に設定
167 | hr = pD2DFactory->CreateHwndRenderTarget(
168 | D2D1::RenderTargetProperties(
169 | D2D1_RENDER_TARGET_TYPE_DEFAULT,
170 | D2D1::PixelFormat(DXGI_FORMAT_UNKNOWN, D2D1_ALPHA_MODE_UNKNOWN),
171 | dpiFloat, // DPI X
172 | dpiFloat // DPI Y
173 | ),
174 | D2D1::HwndRenderTargetProperties(hWnd, size),
175 | &pRT
176 | );
177 |
178 | if (SUCCEEDED(hr))
179 | {
180 | // テキストブラシを作成
181 | hr = pRT->CreateSolidColorBrush(D2D1::ColorF(D2D1::ColorF::Black), &pTextBrush);
182 | }
183 |
184 | if (SUCCEEDED(hr))
185 | {
186 | // 全ての画像をDirect2Dビットマップとして読み込む
187 | HMODULE hModule = (HMODULE)GetWindowLongPtr(hWnd, GWLP_HINSTANCE);
188 | for (int i = 0; i < 14; i++)
189 | {
190 | hr = LoadBitmapFromResource(pRT, pWICFactory, hModule, MAKEINTRESOURCE(IDB_PNG1 + i), TEXT("PNG"), &pBitmap[i]);
191 | if (FAILED(hr)) break;
192 | }
193 | }
194 | }
195 | return hr;
196 | }
197 |
198 | // ハードウェアに依存するリソースを破棄
199 | void DiscardDeviceResources()
200 | {
201 | SafeRelease(&pRT);
202 | SafeRelease(&pTextBrush);
203 | // **修正**: ビットマップ配列のループ条件を i < 14 に修正
204 | for (int i = 0; i < 14; i++)
205 | {
206 | SafeRelease(&pBitmap[i]);
207 | }
208 | }
209 |
210 | // --------------------------------------------------------------------------------
211 | // --- ゲームロジック関数 (DIP定数名に合わせて修正) ---
212 | // --------------------------------------------------------------------------------
213 |
214 | void clear_field(int nNo)
215 | {
216 | for (int xx = 0; xx < g_sx[nNo]; xx++)
217 | {
218 | for (int yy = 0; yy < g_sy[nNo]; yy++)
219 | {
220 | g_field[g_x[nNo] + xx + (g_y[nNo] + yy) * X_NUM] = 0;
221 | }
222 | }
223 | }
224 |
225 | void put_field(int nNo, LPBOOL pbIsWin)
226 | {
227 | for (int xx = 0; xx < g_sx[nNo]; xx++)
228 | {
229 | for (int yy = 0; yy < g_sy[nNo]; yy++)
230 | {
231 | g_field[g_x[nNo] + xx + (g_y[nNo] + yy) * X_NUM] = nNo;
232 | }
233 | }
234 | if (g_x[1] == 3 && g_y[1] == 7)*pbIsWin = TRUE;
235 | }
236 |
237 | BOOL DownKoma(int nNo, int xx, int yy, LPBOOL pbIsWin)
238 | {
239 | for (int i = 0; i < g_sx[nNo]; i++)
240 | {
241 | if (g_field[(g_x[nNo] + i) + (g_y[nNo] + g_sy[nNo]) * X_NUM] != 0)
242 | {
243 | return FALSE;
244 | }
245 | }
246 | clear_field(nNo);
247 | g_y[nNo]++;
248 | put_field(nNo, pbIsWin);
249 | return TRUE;
250 | }
251 |
252 | BOOL UpKoma(int nNo, int xx, int yy, LPBOOL pbIsWin)
253 | {
254 | for (int i = 0; i < g_sx[nNo]; i++)
255 | {
256 | if (g_field[(g_x[nNo] + i) + (g_y[nNo] - 1) * X_NUM] != 0)
257 | {
258 | return FALSE;
259 | }
260 | }
261 | clear_field(nNo);
262 | g_y[nNo]--;
263 | put_field(nNo, pbIsWin);
264 | return TRUE;
265 | }
266 |
267 | BOOL RightKoma(int nNo, int xx, int yy, LPBOOL pbIsWin)
268 | {
269 | for (int i = 0; i < g_sy[nNo]; i++)
270 | {
271 | if (g_field[(g_x[nNo] + g_sx[nNo]) + (g_y[nNo] + i) * X_NUM] != 0)
272 | {
273 | return FALSE;
274 | }
275 | }
276 | clear_field(nNo);
277 | g_x[nNo]++;
278 | put_field(nNo, pbIsWin);
279 | return TRUE;
280 | }
281 |
282 | BOOL LeftKoma(int nNo, int xx, int yy, LPBOOL pbIsWin)
283 | {
284 | for (int i = 0; i < g_sy[nNo]; i++)
285 | {
286 | if (g_field[(g_x[nNo] - 1) + (g_y[nNo] + i) * X_NUM] != 0)
287 | {
288 | return FALSE;
289 | }
290 | }
291 | clear_field(nNo);
292 | g_x[nNo]--;
293 | put_field(nNo, pbIsWin);
294 | return TRUE;
295 | }
296 |
297 | // レベルデータ関数 (変更なし)
298 | void Level1(int* pnLast) {
299 | const int m_x[] = { 0,3,1,7,1,7,3,5,3,5,1,7 };
300 | const int m_y[] = { 0,1,1,1,5,5,5,5,7,7,9,9 };
301 | const int m_sx[] = { 0,4,2,2,2,2,2,2,2,2,2,2 };
302 | const int m_sy[] = { 0,4,4,4,4,4,2,2,2,2,2,2 };
303 | const int m_imgno[] = { 0,1,2,3,4,5,11,11,11,11,11,11 };
304 | *pnLast = 12;
305 | for (int i = 0; i < *pnLast; i++) { g_x[i] = m_x[i]; g_y[i] = m_y[i]; g_sx[i] = m_sx[i]; g_sy[i] = m_sy[i]; g_imgno[i] = m_imgno[i]; }
306 | }
307 | void Level2(int* pnLast) {
308 | const int m_x[] = { 0,3,1,5,1,5,1,1,7,7,1,7 };
309 | const int m_y[] = { 0,1,5,5,7,7,1,3,1,3,9,9 };
310 | const int m_sx[] = { 0,4,4,4,4,4,2,2,2,2,2,2 };
311 | const int m_sy[] = { 0,4,2,2,2,2,2,2,2,2,2,2 };
312 | const int m_imgno[] = { 0,1,6,7,8,9,11,11,11,11,11,11 };
313 | *pnLast = 12;
314 | for (int i = 0; i < *pnLast; i++) { g_x[i] = m_x[i]; g_y[i] = m_y[i]; g_sx[i] = m_sx[i]; g_sy[i] = m_sy[i]; g_imgno[i] = m_imgno[i]; }
315 | }
316 | void Level3(int* pnLast) {
317 | const int m_x[] = { 0,3,1,7,1,5,1,3,5,7,1,7 };
318 | const int m_y[] = { 0,1,1,1,7,7,5,5,5,5,9,9 };
319 | const int m_sx[] = { 0,4,2,2,4,4,2,2,2,2,2,2 };
320 | const int m_sy[] = { 0,4,4,4,2,2,2,2,2,2,2,2 };
321 | const int m_imgno[] = { 0,1,2,3,8,9,11,11,11,11,11,11 };
322 | *pnLast = 12;
323 | for (int i = 0; i < *pnLast; i++) { g_x[i] = m_x[i]; g_y[i] = m_y[i]; g_sx[i] = m_sx[i]; g_sy[i] = m_sy[i]; g_imgno[i] = m_imgno[i]; }
324 | }
325 | void Level4(int* pnLast) {
326 | const int m_x[] = { 0,3,1,7,1,5,1,3,5,7,1,7 };
327 | const int m_y[] = { 0,1,1,1,5,5,7,7,7,7,9,9 };
328 | const int m_sx[] = { 0,4,2,2,4,4,2,2,2,2,2,2 };
329 | const int m_sy[] = { 0,4,4,4,2,2,2,2,2,2,2,2 };
330 | const int m_imgno[] = { 0,1,2,3,8,9,11,11,11,11,11,11 };
331 | *pnLast = 12;
332 | for (int i = 0; i < *pnLast; i++) { g_x[i] = m_x[i]; g_y[i] = m_y[i]; g_sx[i] = m_sx[i]; g_sy[i] = m_sy[i]; g_imgno[i] = m_imgno[i]; }
333 | }
334 | void Level5(int* pnLast) {
335 | const int m_x[] = { 0,3,1,7,1,7,3,3,5,1,7 };
336 | const int m_y[] = { 0,1,1,1,5,5,5,7,7,9,9 };
337 | const int m_sx[] = { 0,4,2,2,2,2,4,2,2,2,2 };
338 | const int m_sy[] = { 0,4,4,4,4,4,2,2,2,2,2 };
339 | const int m_imgno[] = { 0,1,2,3,4,5,10,11,11,11,11 };
340 | *pnLast = 11;
341 | for (int i = 0; i < *pnLast; i++) { g_x[i] = m_x[i]; g_y[i] = m_y[i]; g_sx[i] = m_sx[i]; g_sy[i] = m_sy[i]; g_imgno[i] = m_imgno[i]; }
342 | }
343 |
344 | //レベル(nLevel)に応じてゲーム画面を初期化する
345 | VOID initGame(int nLevel, int* pnLast)
346 | {
347 | switch (nLevel)
348 | {
349 | case 1:Level1(pnLast); break;
350 | case 2:Level2(pnLast); break;
351 | case 3:Level3(pnLast); break;
352 | case 4:Level4(pnLast); break;
353 | case 5:Level5(pnLast); break;
354 | default:Level1(pnLast); break;
355 | }
356 | for (int i = 0; i < (X_NUM * Y_NUM); i++)g_field[i] = 0;
357 | for (int i = 0; i < X_NUM; i++)g_field[i] = 99;
358 | for (int i = 0; i < X_NUM; i++)g_field[i + 110] = 99;
359 | for (int i = 0; i < Y_NUM; i++)g_field[X_NUM * i] = 99;
360 | for (int i = 0; i < Y_NUM; i++)g_field[9 + X_NUM * i] = 99;
361 | for (int i = 1; i < *pnLast; i++)
362 | {
363 | for (int xx = 0; xx < g_sx[i]; xx++)
364 | {
365 | for (int yy = 0; yy < g_sy[i]; yy++)
366 | {
367 | g_field[g_x[i] + xx + (g_y[i] + yy) * X_NUM] = i;
368 | }
369 | }
370 | }
371 | }
372 |
373 | // --------------------------------------------------------------------------------
374 | // --- ウィンドウプロシージャ (DPI対応ロジックを追加) ---
375 | // --------------------------------------------------------------------------------
376 |
377 | LRESULT CALLBACK WndProc(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam)
378 | {
379 | static BOOL bCapture;
380 | static BOOL bSetTimered;
381 | static BOOL bIsWin = FALSE;
382 | static int nNo;
383 | // マウスイベントの比較用に物理ピクセル座標を保持
384 | static int g_oldx, g_oldy;
385 | HRESULT hr;
386 |
387 | switch (msg)
388 | {
389 | case WM_NCCREATE:
390 | {
391 | // ウィンドウ作成時に初期DPIを取得し、スケールファクターを設定
392 | UINT dpi = GetDpiForWindow(hWnd);
393 | g_dpiScale = (float)dpi / 96.0f;
394 | return DefWindowProc(hWnd, msg, wParam, lParam);
395 | }
396 |
397 | case WM_CREATE:
398 | // Direct2D/WIC/DWrite ファクトリの初期化 (変更なし)
399 | hr = D2D1CreateFactory(D2D1_FACTORY_TYPE_SINGLE_THREADED, &pD2DFactory);
400 | if (FAILED(hr)) return -1;
401 |
402 | hr = CoInitialize(NULL); // WICのためにCOMを初期化
403 | if (FAILED(hr)) return -1;
404 | hr = CoCreateInstance(CLSID_WICImagingFactory, NULL, CLSCTX_INPROC_SERVER, IID_PPV_ARGS(&pWICFactory));
405 | if (FAILED(hr)) return -1;
406 |
407 | hr = DWriteCreateFactory(DWRITE_FACTORY_TYPE_SHARED, __uuidof(IDWriteFactory), reinterpret_cast(&pDWriteFactory));
408 | if (FAILED(hr)) return -1;
409 |
410 | // DWrite TextFormatの作成 (フォントサイズはDIPで指定)
411 | hr = pDWriteFactory->CreateTextFormat(
412 | L"Arial", // フォント名
413 | NULL,// フォントコレクション (NULL = システムデフォルト)
414 | DWRITE_FONT_WEIGHT_BOLD,// フォントの太さ
415 | DWRITE_FONT_STYLE_NORMAL,// フォントスタイル
416 | DWRITE_FONT_STRETCH_NORMAL, // フォントストレッチ
417 | 48.0f,// フォントサイズ (DIP)
418 | L"ja-jp",// ロケール
419 | &pTextFormat
420 | );
421 | if (SUCCEEDED(hr))
422 | {
423 | pTextFormat->SetTextAlignment(DWRITE_TEXT_ALIGNMENT_CENTER);
424 | pTextFormat->SetParagraphAlignment(DWRITE_PARAGRAPH_ALIGNMENT_CENTER);
425 | }
426 |
427 | // ゲームメモリの割り当てと初期化 (変更なし)
428 | g_field = (int*)GlobalAlloc(GMEM_FIXED, sizeof(int) * X_NUM * Y_NUM);
429 | g_x = (int*)GlobalAlloc(GMEM_FIXED, sizeof(int) * Y_NUM);
430 | g_y = (int*)GlobalAlloc(GMEM_FIXED, sizeof(int) * Y_NUM);
431 | g_sx = (int*)GlobalAlloc(GMEM_FIXED, sizeof(int) * Y_NUM);
432 | g_sy = (int*)GlobalAlloc(GMEM_FIXED, sizeof(int) * Y_NUM);
433 | g_imgno = (int*)GlobalAlloc(GMEM_FIXED, sizeof(int) * Y_NUM);
434 |
435 | initGame(g_nStage, &g_nLast);
436 | break;
437 |
438 | case WM_DPICHANGED:
439 | {
440 | // DPIが変更されたときの処理
441 | // wParamの上位ワード(HIWORD)からY軸のDPIを取得。
442 | UINT newDpi = HIWORD(wParam);
443 | g_dpiScale = (float)newDpi / 96.0f;
444 |
445 | // RenderTargetとビットマップを破棄し、新しいDPIで再作成する準備をする
446 | DiscardDeviceResources();
447 |
448 | // **修正**: 新しいDPIに基づき、クライアント領域が論理サイズ (DIP) にぴったり合うようにウィンドウサイズを再計算
449 |
450 | // 1. 新しいDPIに基づいた必要なクライアントサイズ (物理ピクセル) を計算
451 | int newClientWidthPx = MulDiv(WINDOW_WIDTH_DIP, newDpi, 96);
452 | int newClientHeightPx = MulDiv(WINDOW_HEIGHT_DIP, newDpi, 96);
453 |
454 | // 2. ウィンドウ全体のスタイルと拡張スタイルを取得
455 | DWORD dwStyle = (DWORD)GetWindowLongPtr(hWnd, GWL_STYLE);
456 | DWORD dwExStyle = (DWORD)GetWindowLongPtr(hWnd, GWL_EXSTYLE);
457 |
458 | // 3. 必要なクライアント領域を保持するためのウィンドウ全体のサイズを計算
459 | RECT newWindowRc = { 0, 0, newClientWidthPx, newClientHeightPx };
460 |
461 | // AdjustWindowRectExForDpiは、クライアント領域 (newWindowRc) を保持するための
462 | // ウィンドウ全体のサイズを計算し、その結果を newWindowRc に書き込みます。
463 | BOOL adjusted = AdjustWindowRectExForDpi(&newWindowRc, dwStyle, FALSE, dwExStyle, newDpi);
464 |
465 | if (adjusted)
466 | {
467 | // lParamが示す推奨矩形から位置情報 (left, top) を取得
468 | RECT* const prcOldWindow = (RECT*)lParam;
469 |
470 | // newWindowRcには、クライアント領域を含むウィンドウ全体の矩形が格納されているため、
471 | // その幅と高さをそのまま利用します。
472 | int finalWidth = newWindowRc.right - newWindowRc.left;
473 | int finalHeight = newWindowRc.bottom - newWindowRc.top;
474 |
475 | // 推奨される位置 (left, top) を使用してウィンドウを再配置
476 | SetWindowPos(hWnd,
477 | NULL,
478 | prcOldWindow->left, // 推奨されたX座標
479 | prcOldWindow->top, // 推奨されたY座標
480 | finalWidth, // 新しいDPIに合わせた正確な幅
481 | finalHeight, // 新しいDPIに合わせた正確な高さ
482 | SWP_NOZORDER | SWP_NOACTIVATE);
483 | }
484 |
485 | InvalidateRect(hWnd, NULL, FALSE);
486 | break;
487 | }
488 |
489 | case WM_SIZE:
490 | {
491 | if (pRT)
492 | {
493 | D2D1_SIZE_U size = D2D1::SizeU(LOWORD(lParam), HIWORD(lParam));
494 | pRT->Resize(size);
495 | }
496 | InvalidateRect(hWnd, NULL, FALSE);
497 | break;
498 | }
499 |
500 | case WM_LBUTTONDOWN:
501 | if (bIsWin == FALSE)
502 | {
503 | const WORD xPos_px = LOWORD(lParam); // 物理ピクセル座標
504 | const WORD yPos_px = HIWORD(lParam); // 物理ピクセル座標
505 |
506 | // 物理ピクセル座標を論理座標 (DIP) に変換
507 | const float logical_x_f = (float)xPos_px / g_dpiScale;
508 | const float logical_y_f = (float)yPos_px / g_dpiScale;
509 |
510 | // グリッド座標を計算 (マス目のインデックス)
511 | const int grid_x = (int)(logical_x_f / MASU_WIDTH_DIP);
512 | const int grid_y = (int)(logical_y_f / MASU_HEIGHT_DIP);
513 |
514 | // 比較用に物理座標を保持
515 | g_oldx = xPos_px;
516 | g_oldy = yPos_px;
517 |
518 | // 駒の選択はグリッド座標で行う
519 | nNo = g_field[grid_y * X_NUM + grid_x];
520 |
521 | if (nNo == 99)
522 | {
523 | nNo = 0;
524 | }
525 | else if (nNo)
526 | {
527 | bCapture = TRUE;
528 | SetCapture(hWnd);
529 | }
530 | }
531 | break;
532 |
533 | case WM_MOUSEMOVE:
534 | if (bCapture)
535 | {
536 | if (nNo)
537 | {
538 | const WORD xPos_px = LOWORD(lParam);
539 | const WORD yPos_px = HIWORD(lParam);
540 |
541 | // 移動判定は物理ピクセルで行う。閾値に現在のDPIスケールを適用
542 | const float threshold = 20.0f / 32.0f;
543 |
544 | if (
545 | yPos_px - g_oldy > MASU_HEIGHT_DIP * g_dpiScale * threshold && DownKoma(nNo, xPos_px, yPos_px, &bIsWin) ||
546 | g_oldy - yPos_px > MASU_HEIGHT_DIP * g_dpiScale * threshold && UpKoma(nNo, xPos_px, yPos_px, &bIsWin) ||
547 | xPos_px - g_oldx > MASU_WIDTH_DIP * g_dpiScale * threshold && RightKoma(nNo, xPos_px, yPos_px, &bIsWin) ||
548 | g_oldx - xPos_px > MASU_WIDTH_DIP * g_dpiScale * threshold && LeftKoma(nNo, xPos_px, yPos_px, &bIsWin)
549 | )
550 | {
551 | g_oldx = xPos_px;
552 | g_oldy = yPos_px;
553 | InvalidateRect(hWnd, 0, FALSE); // GDIのWM_ERASEBKGND回避のためFALSE
554 | }
555 | }
556 | }
557 | break;
558 |
559 | case WM_LBUTTONUP:
560 | if (bCapture)
561 | {
562 | nNo = 0;
563 | ReleaseCapture();
564 | bCapture = FALSE;
565 | }
566 | break;
567 |
568 | case WM_TIMER:
569 | // タイマー処理 (変更なし)
570 | KillTimer(hWnd, 0x1234);
571 | g_nStage++;
572 | if (g_nStage >= 6)
573 | {
574 | MessageBox(hWnd,
575 | TEXT("全面クリアーしました。\nあなたはすごい!"),
576 | TEXT("おめでとう!"), 0);
577 | PostMessage(hWnd, WM_CLOSE, 0, 0);
578 | }
579 | else
580 | {
581 | bIsWin = FALSE;
582 | bSetTimered = FALSE;
583 | TCHAR szTitle[64];
584 | wsprintf(szTitle, TEXT("箱入り娘。(レベル %d)"), g_nStage);
585 | SetWindowText(hWnd, szTitle);
586 | initGame(g_nStage, &g_nLast);
587 | InvalidateRect(hWnd, 0, FALSE);
588 | }
589 | break;
590 |
591 | case WM_PAINT:
592 | {
593 | // Direct2D描画
594 | hr = CreateDeviceResources(hWnd);
595 | if (SUCCEEDED(hr))
596 | {
597 | PAINTSTRUCT ps;
598 | BeginPaint(hWnd, &ps);
599 |
600 | pRT->BeginDraw();
601 |
602 | // 背景をクリア (白)
603 | pRT->Clear(D2D1::ColorF(D2D1::ColorF::White));
604 |
605 | // Direct2DはDIPで描画するため、以下の座標はDIPで計算する
606 | const FLOAT fWindowWidthDIP = (FLOAT)WINDOW_WIDTH_DIP;
607 | const FLOAT fWindowHeightDIP = (FLOAT)WINDOW_HEIGHT_DIP;
608 | const FLOAT fMasuWidthDIP = (FLOAT)MASU_WIDTH_DIP;
609 | const FLOAT fMasuHeightDIP = (FLOAT)MASU_HEIGHT_DIP;
610 |
611 | if (bIsWin == TRUE)
612 | {
613 | // クリアーしたとき「見事」と2秒間表示する
614 | if (pBitmap[12])
615 | {
616 | // 勝利画面の背景
617 | pRT->DrawBitmap(pBitmap[12], D2D1::RectF(0, 0, fWindowWidthDIP, fWindowHeightDIP));
618 | }
619 |
620 | // DirectWriteで「見事」を描画
621 | if (pTextBrush && pTextFormat)
622 | {
623 | // D2DはDIPで描画するため、RectFもDIPを使用
624 | pTextBrush->SetColor(D2D1::ColorF(D2D1::ColorF::Black));
625 | pRT->DrawText(
626 | L"見事!\n次のレベルへ",
627 | (UINT32)wcslen(L"見事!\n次のレベルへ"),
628 | pTextFormat,
629 | D2D1::RectF(0, fWindowHeightDIP / 4.0f, fWindowWidthDIP, fWindowHeightDIP / 2.0f),
630 | pTextBrush
631 | );
632 | }
633 |
634 | if (!bSetTimered)
635 | {
636 | bSetTimered = TRUE;
637 | SetTimer(hWnd, 0x1234, 1000 * 2, NULL);
638 | }
639 | }
640 | else
641 | {
642 | // 背景画像 (0番)
643 | if (pBitmap[0])
644 | {
645 | // D2DはDIPで描画するため、RectFもDIPを使用
646 | pRT->DrawBitmap(pBitmap[0], D2D1::RectF(0, 0, fWindowWidthDIP, fWindowHeightDIP));
647 | }
648 |
649 | // 各駒を描画
650 | for (int i = 1; i < g_nLast; i++)
651 | {
652 | int imgIndex = g_imgno[i];
653 | if (pBitmap[imgIndex])
654 | {
655 | // D2DはDIPで描画するため、RectFはDIPで計算する
656 | D2D1_RECT_F destRect = D2D1::RectF(
657 | (FLOAT)g_x[i] * fMasuWidthDIP,
658 | (FLOAT)g_y[i] * fMasuHeightDIP,
659 | (FLOAT)(g_x[i] + g_sx[i]) * fMasuWidthDIP,
660 | (FLOAT)(g_y[i] + g_sy[i]) * fMasuHeightDIP
661 | );
662 | pRT->DrawBitmap(pBitmap[imgIndex], destRect);
663 | }
664 | }
665 | }
666 |
667 | hr = pRT->EndDraw();
668 |
669 | // デバイスが消失した場合、リソースを破棄
670 | if (hr == D2DERR_RECREATE_TARGET)
671 | {
672 | hr = S_OK;
673 | DiscardDeviceResources();
674 | }
675 |
676 | EndPaint(hWnd, &ps);
677 | }
678 | }
679 | break;
680 |
681 | case WM_DESTROY:
682 | KillTimer(hWnd, 0x1234);
683 |
684 | // Direct2D/WIC/DWrite リソースの解放 (変更なし)
685 | DiscardDeviceResources();
686 | SafeRelease(&pD2DFactory);
687 | SafeRelease(&pWICFactory);
688 | SafeRelease(&pDWriteFactory);
689 | SafeRelease(&pTextFormat);
690 | CoUninitialize(); // COMの終了
691 |
692 | // ゲームメモリの解放 (変更なし)
693 | GlobalFree(g_field);
694 | GlobalFree(g_x);
695 | GlobalFree(g_y);
696 | GlobalFree(g_sx);
697 | GlobalFree(g_sy);
698 | GlobalFree(g_imgno);
699 |
700 | PostQuitMessage(0);
701 | break;
702 |
703 | default:
704 | return DefWindowProc(hWnd, msg, wParam, lParam);
705 | }
706 | return 0;
707 | }
708 |
709 | // --------------------------------------------------------------------------------
710 | // --- WinMain (DPI対応ロジックを追加) ---
711 | // --------------------------------------------------------------------------------
712 |
713 | int WINAPI wWinMain(HINSTANCE hInstance, HINSTANCE hPreInst, LPWSTR pCmdLine, int nCmdShow)
714 | {
715 | // **最重要**: プロセス全体のDPI認識コンテキストを設定
716 | // Per-Monitor V2 (モニターごとのDPI変更に反応する最も推奨されるDPIモード)
717 | if (SetProcessDpiAwarenessContext(DPI_AWARENESS_CONTEXT_PER_MONITOR_AWARE_V2) == FALSE)
718 | {
719 | }
720 |
721 | MSG msg;
722 | const WNDCLASS wndclass = { 0,WndProc,0,0,hInstance,LoadIcon(hInstance,MAKEINTRESOURCE(IDI_ICON1)),LoadCursor(0,IDC_ARROW),(HBRUSH)(COLOR_WINDOW + 1),0,szClassName };
723 | if (!RegisterClass(&wndclass)) return 0;
724 |
725 | // 初期DPIを取得し、初期ウィンドウサイズを物理ピクセルで計算
726 | UINT initialDpi = GetDpiForSystem(); // システムの初期DPIを取得 (通常96)
727 |
728 | // 論理サイズ (DIP) を物理ピクセルに変換
729 | int physicalWidth = MulDiv(WINDOW_WIDTH_DIP, initialDpi, 96);
730 | int physicalHeight = MulDiv(WINDOW_HEIGHT_DIP, initialDpi, 96);
731 |
732 | RECT rect;
733 | SetRect(&rect, 0, 0, physicalWidth, physicalHeight);
734 | AdjustWindowRect(&rect, WS_OVERLAPPED | WS_CAPTION | WS_SYSMENU, FALSE);
735 |
736 | const HWND hWnd = CreateWindowEx(0, szClassName, TEXT("箱入り娘。(レベル 1)"),
737 | WS_OVERLAPPED | WS_CAPTION | WS_SYSMENU,
738 | CW_USEDEFAULT,
739 | CW_USEDEFAULT,
740 | rect.right - rect.left,
741 | rect.bottom - rect.top,
742 | 0, 0, hInstance, 0);
743 |
744 | if (!hWnd) return 0;
745 |
746 | ShowWindow(hWnd, SW_SHOWDEFAULT);
747 | UpdateWindow(hWnd);
748 |
749 | while (GetMessage(&msg, 0, 0, 0))
750 | {
751 | TranslateMessage(&msg);
752 | DispatchMessage(&msg);
753 | }
754 |
755 | return (int)msg.wParam;
756 | }
757 |
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