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XFXFramework/include/Graphics/SpriteBatch.h

83 lines
3.5 KiB
C++

/********************************************************
* SpriteBatch.h *
* *
* XFX SpriteBatch definition file *
* Copyright © XFX Team. All Rights Reserved *
********************************************************/
#ifndef _XFX_GRAPHICS_SPRITEBATCH_
#define _XFX_GRAPHICS_SPRITEBATCH_
#include "Enums.h"
#include <Matrix.h>
#include "Sprite.h"
#include "StateBlock.h"
#include <System/Collections/Generic/List.h>
#include <System/Types.h>
#include <Vector2.h>
#include <Vector4.h>
using namespace System;
using namespace System::Collections::Generic;
namespace XFX
{
struct Rectangle;
namespace Graphics
{
struct Color;
class GraphicsDevice;
class SpriteFont;
// Enables a group of sprites to be drawn using the same settings.
class SpriteBatch : public IDisposable, virtual Object
{
private:
GraphicsDevice* device;
bool isDisposed;
bool inBeginEndPair;
SaveStateMode_t saveStateMode;
StateBlock* saveState;
SpriteSortMode_t spriteSortMode;
SpriteBlendMode_t spriteBlendMode;
int spriteQueueCount;
List<Sprite> SpriteList;
void applyGraphicsDeviceSettings();
void Flush();
void restoreRenderState();
protected:
virtual void Dispose(bool disposing);
public:
GraphicsDevice* getGraphicsDevice() const;
bool IsDisposed() const;
EventHandler Disposing;
virtual ~SpriteBatch();
SpriteBatch(GraphicsDevice* graphicsDevice);
void Begin();
void Begin(const SpriteBlendMode_t blendMode);
void Begin(const SpriteBlendMode_t blendMode, const SpriteSortMode_t sortMode, const SaveStateMode_t stateMode);
void Begin(const SpriteBlendMode_t blendMode, const SpriteSortMode_t sortMode, const SaveStateMode_t stateMode, const Matrix transformMatrix);
void Dispose();
void Draw(Texture2D* texture, const Rectangle destinationRectangle, Color color);
void Draw(Texture2D* texture, const Rectangle destinationRectangle, Rectangle sourceRectangle, Color color);
void Draw(Texture2D* texture, const Vector2 position, const Color color);
void Draw(Texture2D* texture, const Vector2 position, const Rectangle sourceRectangle, const Color color);
void Draw(Texture2D* texture, const Vector2 position, const Rectangle sourceRectangle, const Color color, const float rotation, const Vector2 origin, const float scale, const SpriteEffects_t effects, const float layerDepth);
void Draw(Texture2D* texture, const Vector2 position, const Rectangle sourceRectangle, const Color color, const float rotation, const Vector2 origin, const Vector2 scale, const SpriteEffects_t effects, const float layerDepth);
void Draw(Texture2D* texture, const Rectangle destinationRectangle, const Rectangle sourceRectangle, const Color color, const float rotation, const Vector2 origin, const SpriteEffects_t effects, const float layerDepth);
void DrawString(SpriteFont* spriteFont, const char* text, const Vector2 position, const Color color);
void DrawString(SpriteFont* spriteFont, const char* text, const Vector2 position, const Color color, const float rotation, const Vector2 origin, const Vector2 scale, const SpriteEffects_t effects, const float layerDepth);
void DrawString(SpriteFont* spriteFont, const char* text, const Vector2 position, const Color color, const float rotation, const Vector2 origin, const float scale, const SpriteEffects_t effects, const float layerDepth);
void End();
};
}
}
#endif //_XFX_GRAPHICS_SPRITEBATCH_