Glatzemann 972f7121e8 renamed CurrentCreator to DefaultCreator project wide
extended InputSystem selector in WindowsGame sample
fixed some interface issues in XInput InputSystem
added FormatConvert to InputSystem XInput to translate GamePadButtons from XInput to ANX
2011-11-11 15:21:41 +00:00

178 lines
6.9 KiB
C#

#region Using Statements
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using ANX.Framework.NonXNA;
#endregion // Using Statements
#region License
//
// This file is part of the ANX.Framework created by the "ANX.Framework developer group".
//
// This file is released under the Ms-PL license.
//
//
//
// Microsoft Public License (Ms-PL)
//
// This license governs use of the accompanying software. If you use the software, you accept this license.
// If you do not accept the license, do not use the software.
//
// 1.Definitions
// The terms "reproduce," "reproduction," "derivative works," and "distribution" have the same meaning
// here as under U.S. copyright law.
// A "contribution" is the original software, or any additions or changes to the software.
// A "contributor" is any person that distributes its contribution under this license.
// "Licensed patents" are a contributor's patent claims that read directly on its contribution.
//
// 2.Grant of Rights
// (A) Copyright Grant- Subject to the terms of this license, including the license conditions and limitations
// in section 3, each contributor grants you a non-exclusive, worldwide, royalty-free copyright license to
// reproduce its contribution, prepare derivative works of its contribution, and distribute its contribution
// or any derivative works that you create.
// (B) Patent Grant- Subject to the terms of this license, including the license conditions and limitations in
// section 3, each contributor grants you a non-exclusive, worldwide, royalty-free license under its licensed
// patents to make, have made, use, sell, offer for sale, import, and/or otherwise dispose of its contribution
// in the software or derivative works of the contribution in the software.
//
// 3.Conditions and Limitations
// (A) No Trademark License- This license does not grant you rights to use any contributors' name, logo, or trademarks.
// (B) If you bring a patent claim against any contributor over patents that you claim are infringed by the software, your
// patent license from such contributor to the software ends automatically.
// (C) If you distribute any portion of the software, you must retain all copyright, patent, trademark, and attribution
// notices that are present in the software.
// (D) If you distribute any portion of the software in source code form, you may do so only under this license by including
// a complete copy of this license with your distribution. If you distribute any portion of the software in compiled or
// object code form, you may only do so under a license that complies with this license.
// (E) The software is licensed "as-is." You bear the risk of using it. The contributors give no express warranties, guarantees,
// or conditions. You may have additional consumer rights under your local laws which this license cannot change. To the
// extent permitted under your local laws, the contributors exclude the implied warranties of merchantability, fitness for a
// particular purpose and non-infringement.
#endregion // License
namespace ANX.Framework.Graphics
{
public class VertexBuffer : GraphicsResource, IGraphicsResource
{
private VertexDeclaration vertexDeclaration;
private int vertexCount;
private BufferUsage bufferUsage;
private INativeBuffer nativeVertexBuffer;
public VertexBuffer(GraphicsDevice graphicsDevice, Type vertexType, int vertexCount, BufferUsage usage)
: this(graphicsDevice, VertexBuffer.TypeToVertexDeclaration(vertexType), vertexCount, usage)
{
}
public VertexBuffer(GraphicsDevice graphicsDevice, VertexDeclaration vertexDeclaration, int vertexCount, BufferUsage usage)
: base(graphicsDevice)
{
this.vertexCount = vertexCount;
this.vertexDeclaration = vertexDeclaration;
this.bufferUsage = usage;
this.nativeVertexBuffer = AddInSystemFactory.Instance.GetDefaultCreator<IRenderSystemCreator>().CreateVertexBuffer(graphicsDevice, vertexDeclaration, vertexCount, usage);
}
public BufferUsage BufferUsage
{
get
{
return this.bufferUsage;
}
}
public int VertexCount
{
get
{
return this.vertexCount;
}
}
public VertexDeclaration VertexDeclaration
{
get
{
return this.vertexDeclaration;
}
}
public void GetData<T>(int offsetInBytes, T[] data, int startIndex, int elementCount, int vertexStride) where T : struct
{
throw new NotImplementedException();
}
public void GetData<T>(T[] data) where T : struct
{
throw new NotImplementedException();
}
public void GetData<T>(T[] data, int startIndex, int elementCount) where T : struct
{
throw new NotImplementedException();
}
public void SetData<T>(int offsetInBytes, T[] data, int startIndex, int elementCount, int vertexStride) where T : struct
{
//this.nativeVertexBuffer.SetData<T>(GraphicsDevice, offsetInBytes, data, startIndex, elementCount, vertexStride);
throw new NotImplementedException();
}
public void SetData<T>(T[] data) where T : struct
{
this.nativeVertexBuffer.SetData<T>(GraphicsDevice, data);
}
public void SetData<T>(T[] data, int startIndex, int elementCount) where T : struct
{
this.nativeVertexBuffer.SetData<T>(GraphicsDevice, data, startIndex, elementCount);
}
private static VertexDeclaration TypeToVertexDeclaration(Type t)
{
IVertexType vt = Activator.CreateInstance(t) as IVertexType;
if (vt != null)
{
return vt.VertexDeclaration;
}
return null;
}
public override void Dispose()
{
if (nativeVertexBuffer != null)
{
nativeVertexBuffer.Dispose();
nativeVertexBuffer = null;
}
if (vertexDeclaration != null)
{
// do not dispose the VertexDeclaration here, because it's only a reference
vertexDeclaration = null;
}
}
[Obsolete("This is not a original XNA property")]
public INativeBuffer NativeVertexBuffer
{
get
{
return this.nativeVertexBuffer;
}
}
protected override void Dispose(Boolean disposeManaged)
{
throw new NotImplementedException();
}
}
}