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

265 lines
10 KiB
C#

#region Using Statements
using System;
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 SamplerState : GraphicsResource
{
#region Private Members
private INativeSamplerState nativeSamplerState;
private TextureAddressMode addressU;
private TextureAddressMode addressV;
private TextureAddressMode addressW;
private TextureFilter filter;
private int maxAnisotropy;
private int maxMipLevel;
private float mipMapLevelOfDetailBias;
#endregion // Private Members
public static readonly SamplerState AnisotropicClamp;
public static readonly SamplerState AnisotropicWrap;
public static readonly SamplerState LinearClamp;
public static readonly SamplerState LinearWrap;
public static readonly SamplerState PointClamp;
public static readonly SamplerState PointWrap;
public SamplerState()
{
this.nativeSamplerState = AddInSystemFactory.Instance.GetDefaultCreator<IRenderSystemCreator>().CreateSamplerState();
this.AddressU = TextureAddressMode.Wrap;
this.AddressV = TextureAddressMode.Wrap;
this.AddressW = TextureAddressMode.Wrap;
this.Filter = TextureFilter.Linear;
this.MaxAnisotropy = 0;
this.MaxMipLevel = 0;
this.MipMapLevelOfDetailBias = 0f;
}
private SamplerState(TextureFilter filter, TextureAddressMode addressMode, string name)
{
this.nativeSamplerState = AddInSystemFactory.Instance.GetDefaultCreator<IRenderSystemCreator>().CreateSamplerState();
this.AddressU = addressMode;
this.AddressV = addressMode;
this.AddressW = addressMode;
this.Filter = filter;
this.MaxAnisotropy = 0;
this.MaxMipLevel = 0;
this.MipMapLevelOfDetailBias = 0f;
Name = name;
}
static SamplerState()
{
PointWrap = new SamplerState(TextureFilter.Point, TextureAddressMode.Wrap, "SamplerState.PointWrap");
PointClamp = new SamplerState(TextureFilter.Point, TextureAddressMode.Clamp, "SamplerState.PointClamp");
LinearWrap = new SamplerState(TextureFilter.Linear, TextureAddressMode.Wrap, "SamplerState.LinearWrap");
LinearClamp = new SamplerState(TextureFilter.Linear, TextureAddressMode.Clamp, "SamplerState.LinearClamp");
AnisotropicWrap = new SamplerState(TextureFilter.Anisotropic, TextureAddressMode.Wrap, "SamplerState.AnisotropicWrap");
AnisotropicClamp = new SamplerState(TextureFilter.Anisotropic, TextureAddressMode.Clamp, "SamplerState.AnisotropicClamp");
}
internal INativeSamplerState NativeSamplerState
{
get
{
return this.nativeSamplerState;
}
}
public TextureAddressMode AddressU
{
get
{
return this.addressU;
}
set
{
if (this.nativeSamplerState.IsBound)
{
throw new InvalidOperationException("You are not allowed to change SamplerState properties while it is bound to the GraphicsDevice.");
}
this.addressU = value;
this.nativeSamplerState.AddressU = value;
}
}
public TextureAddressMode AddressV
{
get
{
return this.addressV;
}
set
{
if (this.nativeSamplerState.IsBound)
{
throw new InvalidOperationException("You are not allowed to change SamplerState properties while it is bound to the GraphicsDevice.");
}
this.addressV = value;
this.nativeSamplerState.AddressV = value;
}
}
public TextureAddressMode AddressW
{
get
{
return this.addressW;
}
set
{
if (this.nativeSamplerState.IsBound)
{
throw new InvalidOperationException("You are not allowed to change SamplerState properties while it is bound to the GraphicsDevice.");
}
this.addressW = value;
this.nativeSamplerState.AddressW = value;
}
}
public TextureFilter Filter
{
get
{
return this.filter;
}
set
{
if (this.nativeSamplerState.IsBound)
{
throw new InvalidOperationException("You are not allowed to change SamplerState properties while it is bound to the GraphicsDevice.");
}
this.filter = value;
this.nativeSamplerState.Filter = value;
}
}
public int MaxAnisotropy
{
get
{
return this.maxAnisotropy;
}
set
{
if (this.nativeSamplerState.IsBound)
{
throw new InvalidOperationException("You are not allowed to change SamplerState properties while it is bound to the GraphicsDevice.");
}
this.maxAnisotropy = value;
this.nativeSamplerState.MaxAnisotropy = value;
}
}
public int MaxMipLevel
{
get
{
return this.maxMipLevel;
}
set
{
if (this.nativeSamplerState.IsBound)
{
throw new InvalidOperationException("You are not allowed to change SamplerState properties while it is bound to the GraphicsDevice.");
}
this.maxMipLevel = value;
this.nativeSamplerState.MaxMipLevel = value;
}
}
public float MipMapLevelOfDetailBias
{
get
{
return this.mipMapLevelOfDetailBias;
}
set
{
if (this.nativeSamplerState.IsBound)
{
throw new InvalidOperationException("You are not allowed to change SamplerState properties while it is bound to the GraphicsDevice.");
}
this.mipMapLevelOfDetailBias = value;
this.nativeSamplerState.MipMapLevelOfDetailBias = value;
}
}
public override void Dispose()
{
if (this.nativeSamplerState != null)
{
this.nativeSamplerState.Dispose();
this.nativeSamplerState = null;
}
}
protected override void Dispose(Boolean disposeManaged)
{
base.Dispose(disposeManaged);
}
}
}