90 lines
2.5 KiB
C++
90 lines
2.5 KiB
C++
// Copyright (C) 2003 Dolphin Project.
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// This program is free software: you can redistribute it and/or modify
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// it under the terms of the GNU General Public License as published by
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// the Free Software Foundation, version 2.0.
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU General Public License 2.0 for more details.
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// A copy of the GPL 2.0 should have been included with the program.
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// If not, see http://www.gnu.org/licenses/
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// Official Git repository and contact information can be found at
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// http://code.google.com/p/dolphin-emu/
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#pragma once
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#include <d3d11.h>
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#include <MathUtil.h>
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namespace DX11
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{
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namespace D3D
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{
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// Font creation flags
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#define D3DFONT_BOLD 0x0001
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#define D3DFONT_ITALIC 0x0002
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// Font rendering flags
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#define D3DFONT_CENTERED 0x0001
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class CD3DFont
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{
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ID3D11ShaderResourceView* m_pTexture;
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ID3D11Buffer* m_pVB;
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ID3D11InputLayout* m_InputLayout;
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ID3D11PixelShader* m_pshader;
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ID3D11VertexShader* m_vshader;
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ID3D11BlendState* m_blendstate;
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ID3D11RasterizerState* m_raststate;
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const int m_dwTexWidth;
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const int m_dwTexHeight;
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unsigned int m_LineHeight;
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float m_fTexCoords[128-32][4];
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public:
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CD3DFont();
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// 2D text drawing function
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// Initializing and destroying device-dependent objects
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int Init();
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int Shutdown();
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int DrawTextScaled(float x, float y,
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float size,
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float spacing, u32 dwColor,
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const char* strText);
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};
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extern CD3DFont font;
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void InitUtils();
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void ShutdownUtils();
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void SetPointCopySampler();
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void SetLinearCopySampler();
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void drawShadedTexQuad(ID3D11ShaderResourceView* texture,
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const D3D11_RECT* rSource,
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int SourceWidth,
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int SourceHeight,
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ID3D11PixelShader* PShader,
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ID3D11VertexShader* VShader,
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ID3D11InputLayout* layout,
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float Gamma = 1.0f);
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void drawShadedTexSubQuad(ID3D11ShaderResourceView* texture,
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const MathUtil::Rectangle<float>* rSource,
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int SourceWidth,
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int SourceHeight,
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const MathUtil::Rectangle<float>* rDest,
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ID3D11PixelShader* PShader,
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ID3D11VertexShader* Vshader,
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ID3D11InputLayout* layout,
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float Gamma = 1.0f);
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void drawClearQuad(u32 Color, float z, ID3D11PixelShader* PShader, ID3D11VertexShader* Vshader, ID3D11InputLayout* layout);
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void drawColorQuad(u32 Color, float x1, float y1, float x2, float y2);
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}
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} |