mirror of
https://github.com/Halofreak1990/XFXFramework
synced 2024-12-26 13:49:34 +01:00
Added 'ValueTypes' Single and Double Added some components in the new System::Net namespace Added the Console class, which can be used to output text to the screen Updated a bunch of structs to include the IComparable and IEquatable interfaces, and inheritance from Object to allow better interoperability between container classes and other types Replaced all exception handling code with a report to stdout.txt - this will, I hope, eventually be reversed, but as of yet, there is no support for exceptions. BEWARE! Even though all libraries correctly compile, you cannot use any class/structure that inherits from a template class, because stupid G++ wants to include exception handling for each template.
86 lines
3.2 KiB
C++
86 lines
3.2 KiB
C++
/********************************************************
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* SpriteBatch.h *
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* *
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* XFX SpriteBatch definition file *
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* Copyright © XFX Team. All Rights Reserved *
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********************************************************/
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#ifndef _XFX_GRAPHICS_SPRITEBATCH_
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#define _XFX_GRAPHICS_SPRITEBATCH_
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#include "Enums.h"
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#include <Matrix.h>
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#include "Sprite.h"
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#include "StateBlock.h"
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#include <System/Collections/Generic/List.h>
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#include <System/Types.h>
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#include <Vector2.h>
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#include <Vector4.h>
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using namespace System;
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using namespace System::Collections::Generic;
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namespace XFX
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{
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struct Rectangle;
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namespace Graphics
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{
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struct Color;
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class GraphicsDevice;
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class SpriteFont;
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// Enables a group of sprites to be drawn using the same settings.
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class SpriteBatch : public IDisposable, virtual Object
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{
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private:
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Texture2D currentTexture;
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GraphicsDevice* device;
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bool isDisposed;
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bool inBeginEndPair;
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SaveStateMode_t saveStateMode;
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StateBlock saveState;
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SpriteSortMode_t spriteSortMode;
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static SpriteBlendMode_t spriteBlendMode;
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int spriteQueueCount;
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List<Sprite> SpriteList;
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void applyGraphicsDeviceSettings();
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void Flush();
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void restoreRenderState();
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protected:
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virtual void Dispose(bool disposing);
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public:
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GraphicsDevice* getGraphicsDevice();
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bool IsDisposed();
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EventHandler Disposing;
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virtual ~SpriteBatch();
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SpriteBatch(GraphicsDevice* graphicsDevice);
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SpriteBatch();
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void Begin();
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void Begin(SpriteBlendMode_t blendMode);
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void Begin(SpriteBlendMode_t blendMode, SpriteSortMode_t sortMode, SaveStateMode_t stateMode);
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void Begin(SpriteBlendMode_t blendMode, SpriteSortMode_t sortMode, SaveStateMode_t stateMode, Matrix transformMatrix);
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void Dispose();
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void Draw(Texture2D texture, Rectangle destinationRectangle, Color color);
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void Draw(Texture2D texture, Rectangle destinationRectangle, Rectangle sourceRectangle, Color color);
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void Draw(Texture2D texture, Vector2 position, Color color);
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void Draw(Texture2D texture, Vector2 position, Rectangle sourceRectangle, Color color);
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void Draw(Texture2D texture, Vector2 position, Rectangle sourceRectangle, Color color, float rotation, Vector2 origin, float scale, SpriteEffects_t effects, float layerDepth);
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void Draw(Texture2D texture, Vector2 position, Rectangle sourceRectangle, Color color, float rotation, Vector2 origin, Vector2 scale, SpriteEffects_t effects, float layerDepth);
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void Draw(Texture2D texture, Rectangle destinationRectangle, Rectangle sourceRectangle, Color color, float rotation, Vector2 origin, SpriteEffects_t effects, float layerDepth);
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void DrawString(SpriteFont spriteFont, char* text, Vector2 position, Color color);
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void DrawString(SpriteFont spriteFont, char* text, Vector2 position, Color color, float rotation, Vector2 origin, Vector2 scale, SpriteEffects_t effects, float layerDepth);
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void DrawString(SpriteFont spriteFont, char* text, Vector2 position, Color color, float rotation, Vector2 origin, float scale, SpriteEffects_t effects, float layerDepth);
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void End();
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};
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}
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}
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#endif //_XFX_GRAPHICS_SPRITEBATCH_
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