88 lines
2.7 KiB
C++
88 lines
2.7 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 SVN 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 "D3DBase.h"
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#include <math.h>
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#include <MathUtil.h>
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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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//a cut-down variant of the DXSDK CD3DFont class
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class CD3DFont
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{
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LPDIRECT3DTEXTURE9 m_pTexture; // The d3d texture for this font
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LPDIRECT3DVERTEXBUFFER9 m_pVB; // VertexBuffer for rendering text
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//int m_dwTexWidth; // Texture dimensions
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//int m_dwTexHeight;
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float m_fTextScale;
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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 (no longer 3D) text drawing function
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// Initializing and destroying device-dependent objects
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void SetRenderStates();
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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 fXScale, float fYScale,
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float spacing, u32 dwColor,
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const char* strText);
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// Constructor / destructor
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//~CD3DFont();
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};
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extern CD3DFont font;
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void quad2d(float x1, float y1, float x2, float y2, u32 color, float u1=0, float v1=0, float u2=1, float v2=1);
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void drawShadedTexQuad(IDirect3DTexture9 *texture,
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const RECT *rSource,
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int SourceWidth,
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int SourceHeight,
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int DestWidth,
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int DestHeight,
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IDirect3DPixelShader9 *PShader,
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IDirect3DVertexShader9 *Vshader,
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float Gamma = 1.0f);
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void drawShadedTexSubQuad(IDirect3DTexture9 *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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int DestWidth,
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int DestHeight,
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IDirect3DPixelShader9 *PShader,
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IDirect3DVertexShader9 *Vshader,
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float Gamma = 1.0f);
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void drawClearQuad(u32 Color, float z, IDirect3DPixelShader9 *PShader, IDirect3DVertexShader9 *Vshader);
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void drawColorQuad(u32 Color, float x1, float y1, float x2, float y2);
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void SaveRenderStates();
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void RestoreRenderStates();
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}
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