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#include "xna-dx/framework.hpp"
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using DxSpriteBatch = DirectX::SpriteBatch;
using DxSpriteSortMode = DirectX::SpriteSortMode;
using DxMatrix = DirectX::FXMMATRIX;
using DxSpriteEffects = DirectX::SpriteEffects;
using DirectX::XMFLOAT2;
using DirectX::FXMVECTOR;
using DirectX::XMVECTORF32;
using DirectX::GXMVECTOR;
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using DxSpriteFont = DirectX::SpriteFont;
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using DxGlyph = DirectX::SpriteFont::Glyph;
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namespace xna {
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SpriteFont::SpriteFont(
sptr<Texture2D> const& texture,
std::vector<Rectangle> const& glyphs,
std::vector<Rectangle> const& cropping,
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std::vector<Char> const& charMap,
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Int lineSpacing,
float spacing,
std::vector<Vector3> const& kerning,
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std::optional<Char> const& defaultCharacter)
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{
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Exception::ThrowIfNull(texture, nameof(texture));
Exception::ThrowIfNull(texture->Implementation->ShaderResource.Get(), nameof(texture->Implementation->ShaderResource));
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if(cropping.size() != glyphs.size() || charMap.size() != glyphs.size() || (!kerning.empty() && kerning.size() != glyphs.size()))
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Exception::Throw("Cropping, charmap and kerning (if not empty) must all be the same size.");
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std::vector<DxGlyph> dxGlyps(glyphs.size());
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for (size_t i = 0; i < dxGlyps.size(); ++i) {
DxGlyph g;
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g.Subrect.left = static_cast<LONG>(glyphs[i].Left());
g.Subrect.right = static_cast<LONG>(glyphs[i].Right());
g.Subrect.top = static_cast<LONG>(glyphs[i].Top());
g.Subrect.bottom = static_cast<LONG>(glyphs[i].Bottom());
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g.Character = static_cast<Uint>(charMap[i]);
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if (!kerning.empty()) {
g.XOffset = kerning[i].X;
g.YOffset = static_cast<float>(cropping[i].Y);
g.XAdvance = kerning[i].Z + spacing;
}
else {
g.XOffset = 0;
g.YOffset = 0;
g.XAdvance = spacing;
}
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dxGlyps[i] = g;
}
Implementation = unew<SpriteFontImplementation>();
Implementation->SpriteFont = unew<DxSpriteFont>(
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//ID3D11ShaderResourceView* texture
texture->Implementation->ShaderResource.Get(),
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//Glyph const* glyphs
dxGlyps.data(),
//size_t glyphCount
glyphs.size(),
//float lineSpacing
static_cast<float>(lineSpacing)
);
if (defaultCharacter.has_value()) {
const auto defChar = static_cast<wchar_t>(defaultCharacter.value());
Implementation->SpriteFont->SetDefaultCharacter(defChar);
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}
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}
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Vector2 SpriteFont::MeasureString(String const& text, bool ignoreWhiteSpace) {
const auto size = Implementation->SpriteFont->MeasureString(text.c_str(), ignoreWhiteSpace);
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Vector2 vec2{};
vec2.X = size.m128_f32[0];
vec2.Y = size.m128_f32[1];
return vec2;
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}
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Vector2 SpriteFont::MeasureString(WString const& text, bool ignoreWhiteSpace){
const auto size = Implementation->SpriteFont->MeasureString(text.c_str(), ignoreWhiteSpace);
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Vector2 vec2{};
vec2.X = size.m128_f32[0];
vec2.Y = size.m128_f32[1];
return vec2;
}
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Char SpriteFont::DefaultCharacter() const {
const auto defChar = Implementation->SpriteFont->GetDefaultCharacter();
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return static_cast<Char>(defChar);
}
void SpriteFont::DefaultCharacter(Char value) {
const auto defChar = static_cast<wchar_t>(value);
Implementation->SpriteFont->SetDefaultCharacter(defChar);
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}
Int SpriteFont::LineSpacing() const {
const auto space = Implementation->SpriteFont->GetLineSpacing();
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return static_cast<Int>(space);
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}
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void SpriteFont::LineSpacing(float value) {
Implementation->SpriteFont->SetLineSpacing(value);
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}
SpriteBatch::SpriteBatch(sptr<GraphicsDevice> const& device) : GraphicsResource(device) {
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Exception::ThrowIfNull(device, nameof(device));
Exception::ThrowIfNull(device->Implementation->Context.Get(), nameof(device->Implementation->Context));
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Implementation = unew<SpriteBatchImplementation>();
Implementation->SpriteBatch = snew<DxSpriteBatch>(
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//ID3D11DeviceContext* deviceContext
device->Implementation->Context.Get()
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);
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Viewport(device->Viewport());
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}
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void SpriteBatch::Begin(SpriteSortMode sortMode, BlendState* blendState, SamplerState* samplerState, DepthStencilState* depthStencil, RasterizerState* rasterizerState, Effect* effect, Matrix const& transformMatrix) {
std::function<void __cdecl()> effectFunc = nullptr;
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//if Effect is not null set dxEffectBuffer and inputLayout
if (effect) {
bool dxEffectBufferChanged = false;
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if (!Implementation->EffectBuffer || Implementation->EffectBuffer != effect->impl->dxEffect) {
Implementation->EffectBuffer = effect->impl->dxEffect;
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dxEffectBufferChanged = true;
}
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if (!Implementation->InputLayout || dxEffectBufferChanged) {
void const* shaderByteCode;
size_t byteCodeLength;
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effect->impl->dxEffect->GetVertexShaderBytecode(&shaderByteCode, &byteCodeLength);
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BaseGraphicsDevice->Implementation->Device->CreateInputLayout(
DirectX::VertexPositionColorTexture::InputElements,
DirectX::VertexPositionColorTexture::InputElementCount,
shaderByteCode, byteCodeLength,
Implementation->InputLayout.GetAddressOf());
}
auto& context = BaseGraphicsDevice->Implementation->Context;
effectFunc = [=] {
Implementation->EffectBuffer->Apply(context.Get());
context->IASetInputLayout(Implementation->InputLayout.Get());
};
}
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auto _sortMode = DxHelpers::SpriteSortToDx(sortMode);
auto _transformMatrix = DxHelpers::MatrixToDx(transformMatrix);
Implementation->SpriteBatch->Begin(
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_sortMode,
blendState ? blendState->Implementation->BlendState.Get() : nullptr,
samplerState ? samplerState->Implementation->SamplerState.Get() : nullptr,
depthStencil ? depthStencil->Implementation->DepthStencil.Get() : nullptr,
rasterizerState ? rasterizerState->Implementation->RasterizerState.Get() : nullptr,
effectFunc,
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_transformMatrix
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);
}
void SpriteBatch::End() {
Implementation->SpriteBatch->End();
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}
void SpriteBatch::Draw(Texture2D& texture, Vector2 const& position, Color const& color) {
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const auto _position = DxHelpers::VectorToDx(position);
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const auto v4 = color.ToVector4();
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const auto _color = DxHelpers::VectorToDx(v4);
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Implementation->SpriteBatch->Draw(
texture.Implementation->ShaderResource.Get(),
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_position,
_color
);
}
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void SpriteBatch::Draw(Texture2D& texture, Vector2 const& position, std::optional<Rectangle> const& sourceRectangle, Color const& color) {
const auto _position = DxHelpers::VectorToDx(position);
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const auto v4 = color.ToVector4();
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const auto _color = DxHelpers::VectorToDx(v4);
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RECT _sourceRect{};
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if (sourceRectangle.has_value()) {
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_sourceRect = DxHelpers::RectangleToDx(sourceRectangle.value());
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};
Implementation->SpriteBatch->Draw(
texture.Implementation->ShaderResource.Get(),
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_position,
sourceRectangle ? &_sourceRect : nullptr,
_color);
}
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void SpriteBatch::Draw(Texture2D& texture, Vector2 const& position, std::optional<Rectangle> const& sourceRectangle, Color const& color, float rotation, Vector2 const& origin, float scale, SpriteEffects effects, float layerDepth) {
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const auto _position = DxHelpers::VectorToDx(position);
const auto _origin = DxHelpers::VectorToDx(origin);
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const auto v4 = color.ToVector4();
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const auto _color = DxHelpers::VectorToDx(v4);
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RECT _sourceRect{};
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if (sourceRectangle.has_value()) {
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_sourceRect = DxHelpers::RectangleToDx(sourceRectangle.value());
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};
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const DxSpriteEffects _effects = static_cast<DxSpriteEffects>(effects);
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Implementation->SpriteBatch->Draw(
texture.Implementation->ShaderResource.Get(),
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_position,
sourceRectangle ? &_sourceRect : nullptr,
_color,
rotation,
_origin,
scale,
_effects,
layerDepth);
}
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void SpriteBatch::Draw(Texture2D& texture, Vector2 const& position, std::optional<Rectangle> const& sourceRectangle, Color const& color, float rotation, Vector2 const& origin, Vector2 const& scale, SpriteEffects effects, float layerDepth) {
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const auto _position = XMFLOAT2(position.X, position.Y);
const auto _origin = XMFLOAT2(origin.X, origin.Y);
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const auto v4 = color.ToVector4();
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const XMVECTORF32 _color = { v4.X, v4.Y, v4.Z, v4.W };
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RECT _sourceRect{};
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if (sourceRectangle.has_value()) {
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_sourceRect = DxHelpers::RectangleToDx(sourceRectangle.value());
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};
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const auto _effects = static_cast<DxSpriteEffects>(effects);
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const XMFLOAT2 _scale = { scale.X, scale.Y };
Implementation->SpriteBatch->Draw(
texture.Implementation->ShaderResource.Get(),
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_position,
sourceRectangle ? &_sourceRect : nullptr,
_color,
rotation,
_origin,
_scale,
_effects,
layerDepth);
}
void SpriteBatch::Draw(Texture2D& texture, Rectangle const& destinationRectangle, Color const& color) {
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RECT _destinationRect = DxHelpers::RectangleToDx(destinationRectangle);
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const auto v4 = color.ToVector4();
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const XMVECTORF32 _color = { v4.X, v4.Y, v4.Z, v4.W };
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Implementation->SpriteBatch->Draw(texture.Implementation->ShaderResource.Get(), _destinationRect, _color);
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}
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void SpriteBatch::Draw(Texture2D& texture, Rectangle const& destinationRectangle, std::optional<Rectangle> const& sourceRectangle, Color const& color) {
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RECT _destinationRect = DxHelpers::RectangleToDx(destinationRectangle);
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const auto v4 = color.ToVector4();
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const XMVECTORF32 _color = { v4.X, v4.Y, v4.Z, v4.W };
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RECT _sourceRect{};
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if (sourceRectangle.has_value()) {
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_sourceRect.top = sourceRectangle->Y;
_sourceRect.left = sourceRectangle->X;
_sourceRect.right = sourceRectangle->X + sourceRectangle->Width;
_sourceRect.bottom = sourceRectangle->Y + sourceRectangle->Height;
};
Implementation->SpriteBatch->Draw(texture.Implementation->ShaderResource.Get(), _destinationRect, sourceRectangle ? &_sourceRect : nullptr, _color);
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}
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void SpriteBatch::Draw(Texture2D& texture, Rectangle const& destinationRectangle, std::optional<Rectangle> const& sourceRectangle, Color const& color, float rotation, Vector2 const& origin, SpriteEffects effects, float layerDepth) {
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RECT _destinationRect = DxHelpers::RectangleToDx(destinationRectangle);
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const auto v4 = color.ToVector4();
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const XMVECTORF32 _color = { v4.X, v4.Y, v4.Z, v4.W };
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RECT _sourceRect{};
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if (sourceRectangle.has_value()) {
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_sourceRect = DxHelpers::RectangleToDx(sourceRectangle.value());
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};
auto _origin = XMFLOAT2(origin.X, origin.Y);
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const auto _effects = static_cast<DxSpriteEffects>(effects);
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Implementation->SpriteBatch->Draw(
texture.Implementation->ShaderResource.Get(),
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_destinationRect,
sourceRectangle ? &_sourceRect : nullptr,
_color,
rotation,
_origin,
_effects,
layerDepth);
}
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void SpriteBatch::DrawString(SpriteFont& spriteFont, String const& text, Vector2 const& position, Color const& color) {
const auto _position = XMFLOAT2(position.X, position.Y);
const auto v4 = color.ToVector4();
const XMVECTORF32 _color = { v4.X, v4.Y, v4.Z, v4.W };
spriteFont.Implementation->SpriteFont->DrawString(
Implementation->SpriteBatch.get(),
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text.c_str(),
_position,
_color
);
}
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void SpriteBatch::DrawString(SpriteFont& spriteFont, String const& text, Vector2 const& position,
Color const& color, float rotation, Vector2 const& origin, float scale, SpriteEffects effects, float layerDepth) {
const auto _position = XMFLOAT2(position.X, position.Y);
const auto _origin = XMFLOAT2(origin.X, origin.Y);
const auto v4 = color.ToVector4();
const XMVECTORF32 _color = { v4.X, v4.Y, v4.Z, v4.W };
const auto _effects = static_cast<DxSpriteEffects>(effects);
spriteFont.Implementation->SpriteFont->DrawString(
Implementation->SpriteBatch.get(),
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text.c_str(),
_position,
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_color,
rotation,
_origin,
scale,
_effects,
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layerDepth
);
}
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}