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mirror of https://github.com/borgesdan/xn65 synced 2024-12-29 21:54:47 +01:00

Remove xna-dx.hpp

This commit is contained in:
Danilo 2024-09-06 21:59:19 -03:00
parent 049a0cb0f6
commit 82a1a82f4b

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@ -1,885 +0,0 @@
#ifndef XNA_XNADX_HPP
#define XNA_XNADX_HPP
#define NOMINMAX
//---------------- DX INCLUDES ----------------//
//DirectX
#if defined(_XBOX_ONE) && defined(_TITLE)
#include <d3d11_x.h>
#define NO_D3D11_DEBUG_NAME
#endif
#include "dxgi.h"
#include "d3d11.h"
#include <d3d11_1.h>
#include <d3d11_2.h>
#include <d3d11_3.h>
#include <d3d11_4.h>
#include <d3d11shader.h>
#include <d3d11shadertracing.h>
#include <d3dcommon.h>
#include <d3dcsx.h>
//DirectXTK
#include <DirectXMath.h>
#include <Audio.h>
#include <BufferHelpers.h>
#include <CommonStates.h>
#include <DDSTextureLoader.h>
#include <DirectXHelpers.h>
#include <Effects.h>
#include <GamePad.h>
#include <GeometricPrimitive.h>
#include <GraphicsMemory.h>
#include <Keyboard.h>
#include <Model.h>
#include <Mouse.h>
#include <PostProcess.h>
#include <PrimitiveBatch.h>
#include <ScreenGrab.h>
#include <SimpleMath.h>
#include <SpriteBatch.h>
#include <SpriteFont.h>
#include <VertexTypes.h>
#include <WICTextureLoader.h>
//Windows
#include <Windows.h>
#include <windowsx.h>
#include <Windows.Foundation.h>
#include <wrl\wrappers\corewrappers.h>
#include <wrl\client.h>
//---------------- USINGS ----------------//
template <typename T>
using comptr = Microsoft::WRL::ComPtr<T>;
//---------------- INCLUDES ----------------//
#include "xna.hpp"
//---------------- CLASSES ----------------//
namespace xna {
//---------------- HELPERS ----------------//
struct DxHelpers {
static constexpr RECT RectangleToDx(Rectangle const& value) {
RECT rect{};
rect.top = value.Top();
rect.left = value.Left();
rect.right = value.Right();
rect.bottom = value.Bottom();
return rect;
}
static constexpr D3D11_VIEWPORT ViewportToDx(Viewport const& value) {
D3D11_VIEWPORT _view{};
_view.TopLeftX = value.X;
_view.TopLeftY = value.Y;
_view.Width = value.Width;
_view.Height = value.Height;
_view.MinDepth = value.MinDetph;
_view.MaxDepth = value.MaxDepth;
return _view;
}
static constexpr DirectX::XMVECTOR VectorToDx(Vector2 const& value) {
DirectX::XMVECTOR v{};
v.m128_f32[0] = value.X;
v.m128_f32[1] = value.Y;
return v;
}
static constexpr DirectX::XMVECTOR VectorToDx(Vector3 const& value) {
DirectX::XMVECTOR v{};
v.m128_f32[0] = value.X;
v.m128_f32[1] = value.Y;
v.m128_f32[2] = value.Z;
return v;
}
static constexpr DirectX::XMFLOAT3 Vector3ToDx(Vector3 const& value) {
DirectX::XMFLOAT3 v{};
v.x = value.X;
v.y = value.Y;
v.z = value.Z;
return v;
}
static constexpr DirectX::XMVECTOR VectorToDx(Vector4 const& value) {
DirectX::XMVECTOR v{};
v.m128_f32[0] = value.X;
v.m128_f32[1] = value.Y;
v.m128_f32[2] = value.Z;
v.m128_f32[3] = value.W;
return v;
}
static constexpr DirectX::XMMATRIX MatrixToDx(Matrix const& value) {
auto m = DirectX::XMMATRIX(
value.M11,
value.M12,
value.M13,
value.M14,
value.M21,
value.M22,
value.M23,
value.M24,
value.M31,
value.M32,
value.M33,
value.M34,
value.M41,
value.M42,
value.M43,
value.M44
);
return m;
}
static constexpr DirectX::SpriteSortMode SpriteSortToDx(SpriteSortMode value) {
return static_cast<DirectX::SpriteSortMode>(static_cast<int>(value));
}
static constexpr DXGI_FORMAT SurfaceFormatToDx(SurfaceFormat format)
{
switch (format)
{
case SurfaceFormat::Color://21
return DXGI_FORMAT_R8G8B8A8_UNORM;
case SurfaceFormat::Bgr565: //23
return DXGI_FORMAT_B5G6R5_UNORM;
case SurfaceFormat::Bgra5551://25
return DXGI_FORMAT_B5G5R5A1_UNORM;
case SurfaceFormat::Bgra4444://26
return DXGI_FORMAT_B4G4R4A4_UNORM;
case SurfaceFormat::Dxt1://827611204
return DXGI_FORMAT_BC1_UNORM;
case SurfaceFormat::Dxt3://861165636
return DXGI_FORMAT_BC2_UNORM;
case SurfaceFormat::Dxt5://894720068
return DXGI_FORMAT_BC3_UNORM;
case SurfaceFormat::NormalizedByte2://60
return DXGI_FORMAT_R8G8_SNORM;
case SurfaceFormat::NormalizedByte4://63
return DXGI_FORMAT_R8G8B8A8_SNORM;
case SurfaceFormat::Rgba1010102://31
return DXGI_FORMAT_R10G10B10A2_UNORM;
case SurfaceFormat::Rg32://34
return DXGI_FORMAT_R16G16_UNORM;
case SurfaceFormat::Rgba64://36
return DXGI_FORMAT_R16G16B16A16_UNORM;
case SurfaceFormat::Alpha8://28
return DXGI_FORMAT_A8_UNORM;
case SurfaceFormat::Single://114
return DXGI_FORMAT_R32_FLOAT;
case SurfaceFormat::Vector2://115
return DXGI_FORMAT_R32G32_FLOAT;
case SurfaceFormat::Vector4://116
return DXGI_FORMAT_R32G32B32A32_FLOAT;
case SurfaceFormat::HalfSingle://111
return DXGI_FORMAT_R16_FLOAT;
case SurfaceFormat::HalfVector2://112
return DXGI_FORMAT_R16G16_FLOAT;
case SurfaceFormat::HalfVector4://113
return DXGI_FORMAT_R16G16B16A16_FLOAT;
case SurfaceFormat::HdrBlendable://113
return DXGI_FORMAT_R16G16B16A16_FLOAT;
default://0
return DXGI_FORMAT_UNKNOWN;
}
}
static constexpr SurfaceFormat SurfaceFormatToXna(DXGI_FORMAT format) {
switch (format)
{
case DXGI_FORMAT_R8G8B8A8_UNORM:
case DXGI_FORMAT_B8G8R8A8_UNORM:
return SurfaceFormat::Color;
case DXGI_FORMAT_B5G6R5_UNORM:
return SurfaceFormat::Bgr565;
case DXGI_FORMAT_B5G5R5A1_UNORM:
return SurfaceFormat::Bgra5551;
case DXGI_FORMAT_B4G4R4A4_UNORM:
return SurfaceFormat::Bgra4444;
case DXGI_FORMAT_BC2_UNORM:
return SurfaceFormat::Dxt3;
case DXGI_FORMAT_BC3_UNORM:
return SurfaceFormat::Dxt5;
case DXGI_FORMAT_R8G8_SNORM:
return SurfaceFormat::NormalizedByte2;
case DXGI_FORMAT_R8G8B8A8_SNORM:
return SurfaceFormat::NormalizedByte4;
case DXGI_FORMAT_R10G10B10A2_UNORM:
return SurfaceFormat::Rgba1010102;
case DXGI_FORMAT_R16G16_UNORM:
return SurfaceFormat::Rg32;
case DXGI_FORMAT_R16G16B16A16_UNORM:
return SurfaceFormat::Rgba64;
case DXGI_FORMAT_A8_UNORM:
return SurfaceFormat::Alpha8;
case DXGI_FORMAT_R32_FLOAT:
return SurfaceFormat::Single;
case DXGI_FORMAT_R32G32_FLOAT:
return SurfaceFormat::Vector2;
case DXGI_FORMAT_R32G32B32A32_FLOAT:
return SurfaceFormat::Vector4;
case DXGI_FORMAT_R16_FLOAT:
return SurfaceFormat::HalfSingle;
case DXGI_FORMAT_R16G16_FLOAT:
return SurfaceFormat::HalfVector2;
case DXGI_FORMAT_R16G16B16A16_FLOAT:
return SurfaceFormat::HalfVector4;
default:
return SurfaceFormat::Unknown;
}
}
static constexpr Blend BlendToXna(D3D11_BLEND blend) {
switch (blend) {
case D3D11_BLEND_ZERO:
return Blend::Zero;
case D3D11_BLEND_ONE:
return Blend::One;
case D3D11_BLEND_SRC_COLOR:
return Blend::SourceColor;
case D3D11_BLEND_INV_SRC_COLOR:
return Blend::InverseSourceColor;
case D3D11_BLEND_SRC_ALPHA:
return Blend::SourceAlpha;
case D3D11_BLEND_INV_SRC_ALPHA:
return Blend::InverseSourceAlpha;
case D3D11_BLEND_DEST_ALPHA:
return Blend::DestinationAlpha;
case D3D11_BLEND_INV_DEST_ALPHA:
return Blend::InverseDestinationAlpha;
case D3D11_BLEND_DEST_COLOR:
return Blend::DestinationColor;
case D3D11_BLEND_INV_DEST_COLOR:
return Blend::InverseDestinationColor;
case D3D11_BLEND_SRC_ALPHA_SAT:
return Blend::SourceAlphaSaturation;
case D3D11_BLEND_BLEND_FACTOR:
return Blend::BlendFactor;
case D3D11_BLEND_INV_BLEND_FACTOR:
return Blend::InverseBlendFactor;
case D3D11_BLEND_SRC1_COLOR:
return Blend::Source1Color;
case D3D11_BLEND_INV_SRC1_COLOR:
return Blend::InverseSource1Color;
case D3D11_BLEND_SRC1_ALPHA:
return Blend::Source1Alpha;
case D3D11_BLEND_INV_SRC1_ALPHA:
return Blend::InverseSource1Alpha;
default:
return Blend::Zero;
}
}
static constexpr D3D11_BLEND BlendToDx(Blend blend) {
switch (blend)
{
case xna::Blend::Zero:
return D3D11_BLEND_ZERO;
case xna::Blend::One:
return D3D11_BLEND_ONE;
case xna::Blend::SourceColor:
return D3D11_BLEND_SRC_COLOR;
case xna::Blend::InverseSourceColor:
return D3D11_BLEND_INV_SRC_COLOR;
case xna::Blend::SourceAlpha:
return D3D11_BLEND_SRC_ALPHA;
case xna::Blend::InverseSourceAlpha:
return D3D11_BLEND_INV_SRC_ALPHA;
case xna::Blend::DestinationAlpha:
return D3D11_BLEND_DEST_ALPHA;
case xna::Blend::InverseDestinationAlpha:
return D3D11_BLEND_INV_DEST_ALPHA;
case xna::Blend::DestinationColor:
return D3D11_BLEND_DEST_COLOR;
case xna::Blend::InverseDestinationColor:
return D3D11_BLEND_INV_DEST_COLOR;
case xna::Blend::SourceAlphaSaturation:
return D3D11_BLEND_SRC_ALPHA_SAT;
case xna::Blend::BlendFactor:
return D3D11_BLEND_BLEND_FACTOR;
case xna::Blend::InverseBlendFactor:
return D3D11_BLEND_INV_BLEND_FACTOR;
case xna::Blend::Source1Color:
return D3D11_BLEND_SRC1_COLOR;
case xna::Blend::InverseSource1Color:
return D3D11_BLEND_INV_SRC1_COLOR;
case xna::Blend::Source1Alpha:
return D3D11_BLEND_SRC1_ALPHA;
case xna::Blend::InverseSource1Alpha:
return D3D11_BLEND_INV_SRC1_ALPHA;
default:
return D3D11_BLEND_ZERO;
}
}
static constexpr D3D11_BLEND_OP BlendOperationToDx(BlendOperation op) {
return static_cast<D3D11_BLEND_OP>(static_cast<int>(op) + 1);
}
static constexpr BlendOperation BlendOperationToXna(D3D11_BLEND_OP op) {
return static_cast<BlendOperation>(static_cast<int>(op) - 1);
}
static constexpr D3D11_COLOR_WRITE_ENABLE ColorWriteChannelsToDx(ColorWriteChannels colorWrite) {
switch (colorWrite)
{
case xna::ColorWriteChannels::Red:
return D3D11_COLOR_WRITE_ENABLE_RED;
case xna::ColorWriteChannels::Green:
return D3D11_COLOR_WRITE_ENABLE_GREEN;
case xna::ColorWriteChannels::Blue:
return D3D11_COLOR_WRITE_ENABLE_BLUE;
case xna::ColorWriteChannels::Alpha:
return D3D11_COLOR_WRITE_ENABLE_ALPHA;
case xna::ColorWriteChannels::All:
return D3D11_COLOR_WRITE_ENABLE_ALL;
default:
return D3D11_COLOR_WRITE_ENABLE_ALL;
}
}
static constexpr D3D11_TEXTURE_ADDRESS_MODE TextureAddresModeToDx(TextureAddressMode value) {
return static_cast<D3D11_TEXTURE_ADDRESS_MODE>(static_cast<int>(value) + 1);
}
static constexpr TextureAddressMode TextureAddresModeToXna(D3D11_TEXTURE_ADDRESS_MODE value) {
return static_cast<TextureAddressMode>(value - 1);
}
};
struct PlatformInit {
static void Init() {
InitRegisteredTypes();
InitActivadors();
}
static void InitRegisteredTypes();
static void InitActivadors();
private:
template <typename T>
static void insertRegisteredReader(String const& readerName) {
const auto reader = typeof<T>();
//Type::NameOfRegisteredTypes.insert({ "xna::" + readerName, reader });
Type::NameOfRegisteredTypes.insert({ reader->FullName(), reader });
Type::NameOfRegisteredTypes.insert({ "Microsoft.Xna.Framework.Content." + readerName, reader });
}
template <typename T>
static void insertRegisteredReader(String const& readerName, String const& microsoftNameFullName) {
const auto reader = typeof<T>();
//Type::NameOfRegisteredTypes.insert({ "xna::" + readerName, reader });
Type::NameOfRegisteredTypes.insert({ reader->FullName(), reader });
Type::NameOfRegisteredTypes.insert({ microsoftNameFullName, reader });
}
template <typename T>
static void insertActivadorReader() {
ContentTypeReaderActivador::SetActivador(typeof<T>(), []() -> sptr<ContentTypeReader> {
auto obj = snew<T>();
return reinterpret_pointer_cast<ContentTypeReader>(obj);
});
}
};
// Helper class for animation and simulation timing.
class StepTimer
{
public:
StepTimer() noexcept(false) :
m_elapsedTicks(0),
m_totalTicks(0),
m_leftOverTicks(0),
m_frameCount(0),
m_framesPerSecond(0),
m_framesThisSecond(0),
m_qpcSecondCounter(0),
m_isFixedTimeStep(false),
m_targetElapsedTicks(TicksPerSecond / 60)
{
if (!QueryPerformanceFrequency(&m_qpcFrequency))
{
throw std::exception();
}
if (!QueryPerformanceCounter(&m_qpcLastTime))
{
throw std::exception();
}
// Initialize max delta to 1/10 of a second.
m_qpcMaxDelta = static_cast<uint64_t>(m_qpcFrequency.QuadPart / 10);
}
// Get elapsed time since the previous Update call.
uint64_t GetElapsedTicks() const noexcept { return m_elapsedTicks; }
double GetElapsedSeconds() const noexcept { return TicksToSeconds(m_elapsedTicks); }
// Get total time since the start of the program.
uint64_t GetTotalTicks() const noexcept { return m_totalTicks; }
double GetTotalSeconds() const noexcept { return TicksToSeconds(m_totalTicks); }
// Get total number of updates since start of the program.
uint32_t GetFrameCount() const noexcept { return m_frameCount; }
// Get the current framerate.
uint32_t GetFramesPerSecond() const noexcept { return m_framesPerSecond; }
// Set whether to use fixed or variable timestep mode.
void SetFixedTimeStep(bool isFixedTimestep) noexcept { m_isFixedTimeStep = isFixedTimestep; }
// Set how often to call Update when in fixed timestep mode.
void SetTargetElapsedTicks(uint64_t targetElapsed) noexcept { m_targetElapsedTicks = targetElapsed; }
void SetTargetElapsedSeconds(double targetElapsed) noexcept { m_targetElapsedTicks = SecondsToTicks(targetElapsed); }
// Integer format represents time using 10,000,000 ticks per second.
static constexpr uint64_t TicksPerSecond = 10000000;
static constexpr double TicksToSeconds(uint64_t ticks) noexcept { return static_cast<double>(ticks) / TicksPerSecond; }
static constexpr uint64_t SecondsToTicks(double seconds) noexcept { return static_cast<uint64_t>(seconds * TicksPerSecond); }
// After an intentional timing discontinuity (for instance a blocking IO operation)
// call this to avoid having the fixed timestep logic attempt a set of catch-up
// Update calls.
void ResetElapsedTime()
{
if (!QueryPerformanceCounter(&m_qpcLastTime))
{
throw std::exception();
}
m_leftOverTicks = 0;
m_framesPerSecond = 0;
m_framesThisSecond = 0;
m_qpcSecondCounter = 0;
}
// Update timer state, calling the specified Update function the appropriate number of times.
template<typename TUpdate>
void Tick(const TUpdate& update)
{
// Query the current time.
LARGE_INTEGER currentTime;
if (!QueryPerformanceCounter(&currentTime))
{
throw std::exception();
}
uint64_t timeDelta = static_cast<uint64_t>(currentTime.QuadPart - m_qpcLastTime.QuadPart);
m_qpcLastTime = currentTime;
m_qpcSecondCounter += timeDelta;
// Clamp excessively large time deltas (e.g. after paused in the debugger).
if (timeDelta > m_qpcMaxDelta)
{
timeDelta = m_qpcMaxDelta;
}
// Convert QPC units into a canonical tick format. This cannot overflow due to the previous clamp.
timeDelta *= TicksPerSecond;
timeDelta /= static_cast<uint64_t>(m_qpcFrequency.QuadPart);
const uint32_t lastFrameCount = m_frameCount;
if (m_isFixedTimeStep)
{
// Fixed timestep update logic
// If the app is running very close to the target elapsed time (within 1/4 of a millisecond) just clamp
// the clock to exactly match the target value. This prevents tiny and irrelevant errors
// from accumulating over time. Without this clamping, a game that requested a 60 fps
// fixed update, running with vsync enabled on a 59.94 NTSC display, would eventually
// accumulate enough tiny errors that it would drop a frame. It is better to just round
// small deviations down to zero to leave things running smoothly.
if (static_cast<uint64_t>(std::abs(static_cast<int64_t>(timeDelta - m_targetElapsedTicks))) < TicksPerSecond / 4000)
{
timeDelta = m_targetElapsedTicks;
}
m_leftOverTicks += timeDelta;
while (m_leftOverTicks >= m_targetElapsedTicks)
{
m_elapsedTicks = m_targetElapsedTicks;
m_totalTicks += m_targetElapsedTicks;
m_leftOverTicks -= m_targetElapsedTicks;
m_frameCount++;
update();
}
}
else
{
// Variable timestep update logic.
m_elapsedTicks = timeDelta;
m_totalTicks += timeDelta;
m_leftOverTicks = 0;
m_frameCount++;
update();
}
// Track the current framerate.
if (m_frameCount != lastFrameCount)
{
m_framesThisSecond++;
}
if (m_qpcSecondCounter >= static_cast<uint64_t>(m_qpcFrequency.QuadPart))
{
m_framesPerSecond = m_framesThisSecond;
m_framesThisSecond = 0;
m_qpcSecondCounter %= static_cast<uint64_t>(m_qpcFrequency.QuadPart);
}
}
private:
// Source timing data uses QPC units.
LARGE_INTEGER m_qpcFrequency;
LARGE_INTEGER m_qpcLastTime;
uint64_t m_qpcMaxDelta;
// Derived timing data uses a canonical tick format.
uint64_t m_elapsedTicks;
uint64_t m_totalTicks;
uint64_t m_leftOverTicks;
// Members for tracking the framerate.
uint32_t m_frameCount;
uint32_t m_framesPerSecond;
uint32_t m_framesThisSecond;
uint64_t m_qpcSecondCounter;
// Members for configuring fixed timestep mode.
bool m_isFixedTimeStep;
uint64_t m_targetElapsedTicks;
};
//---------------- IMPLEMENTATIONS ----------------//
struct SpriteFont::PlatformImplementation {
uptr<DirectX::SpriteFont> dxSpriteFont{ nullptr };
};
struct SpriteBatch::PlatformImplementation {
sptr<DirectX::SpriteBatch> dxSpriteBatch = nullptr;
comptr<ID3D11InputLayout> dxInputLayout = nullptr;
sptr<DirectX::DX11::IEffect> dxEffectBuffer = nullptr;
};
struct GraphicsAdapter::PlatformImplementation {
comptr<IDXGIAdapter1> dxAdapter = nullptr;
comptr<IDXGIFactory1> dxFactory = nullptr;
};
struct BlendRenderTarget {
bool Enabled{ true };
Blend Source{ Blend::SourceAlpha };
Blend Destination{ Blend::InverseSourceAlpha };
BlendOperation Operation{ BlendOperation::Add };
Blend SourceAlpha{ Blend::One };
Blend DestinationAlpha{ Blend::Zero };
BlendOperation OperationAlpha{ BlendOperation::Add };
ColorWriteChannels WriteMask{ ColorWriteChannels::All };
constexpr BlendRenderTarget() = default;
};
struct BlendState::PlatformImplementation {
comptr<ID3D11BlendState> dxBlendState = nullptr;
D3D11_BLEND_DESC dxDescription{};
float blendFactor[4]{ 1.0F, 1.0F, 1.0F, 1.0F };
UINT sampleMask{ 0xffffffff };
};
struct DepthStencilState::PlatformImplementation {
comptr<ID3D11DepthStencilState> dxDepthStencil = nullptr;
D3D11_DEPTH_STENCIL_DESC dxDescription{};
};
struct GamePad::PlatformImplementation {
uptr<DirectX::GamePad> _dxGamePad = unew<DirectX::GamePad>();
void Suspend() const {
if (_dxGamePad)
_dxGamePad->Suspend();
}
void Resume() const {
if (_dxGamePad)
_dxGamePad->Resume();
}
};
struct Keyboard::PlatformImplementation {
PlatformImplementation() {
_dxKeyboard = unew<DirectX::Keyboard>();
}
uptr<DirectX::Keyboard> _dxKeyboard = nullptr;
inline void ProcessMessage(UINT message, WPARAM wParam, LPARAM lParam) const {
if (_dxKeyboard)
_dxKeyboard->ProcessMessage(message, wParam, lParam);
}
};
struct Mouse::PlatformImplementation {
PlatformImplementation() {
_dxMouse = unew<DirectX::Mouse>();
}
inline void ProcessMessage(UINT message, WPARAM wParam, LPARAM lParam) const {
if (_dxMouse)
_dxMouse->ProcessMessage(message, wParam, lParam);
}
uptr<DirectX::Mouse> _dxMouse = nullptr;
};
struct RasterizerState::PlatformImplementation {
comptr<ID3D11RasterizerState> dxRasterizerState = nullptr;
D3D11_RASTERIZER_DESC dxDescription{};
};
struct SamplerState::PlatformImplementation {
comptr<ID3D11SamplerState> _samplerState = nullptr;
D3D11_SAMPLER_DESC _description{};
};
struct SwapChain::PlatformImplementation {
comptr<IDXGISwapChain1> dxSwapChain{ nullptr };
DXGI_SWAP_CHAIN_DESC1 dxDescription{};
DXGI_SWAP_CHAIN_FULLSCREEN_DESC dxFullScreenDescription{};
bool GetBackBuffer(comptr<ID3D11Texture2D>& texture2D) const {
if (!dxSwapChain)
return false;
const auto hr = dxSwapChain->GetBuffer(0, __uuidof(texture2D), (void**)texture2D.GetAddressOf());
return !FAILED(hr);
}
};
struct Texture2D::PlatformImplementation {
comptr<ID3D11Texture2D> dxTexture2D{ nullptr };
comptr<ID3D11ShaderResourceView> dxShaderResource{ nullptr };
D3D11_SUBRESOURCE_DATA dxSubResource{};
D3D11_TEXTURE2D_DESC dxDescription{};
D3D11_SHADER_RESOURCE_VIEW_DESC dxShaderDescription{};
};
struct RenderTarget2D::PlatformImplementation {
comptr<ID3D11RenderTargetView> _renderTargetView = nullptr;
D3D11_RENDER_TARGET_VIEW_DESC _renderTargetDesc{};
};
enum class GameWindowMode : UINT {
Fullscreen = WS_POPUP | WS_VISIBLE,
Windowed = WS_OVERLAPPED | WS_SYSMENU | WS_VISIBLE,
Borderless = WS_EX_TOPMOST | WS_POPUP | WS_VISIBLE,
};
struct GameWindow::PlatformImplementation {
public:
PlatformImplementation(GameWindow* gameWindow): gameWindow(gameWindow){}
constexpr void Mode(GameWindowMode mode) {
_windowStyle = static_cast<int>(mode);
}
constexpr GameWindowMode Mode() const {
return static_cast<GameWindowMode>(_windowStyle);
}
void Position(int width, int height, bool update = true);
void Size(int width, int height, bool update = true);
inline HINSTANCE HInstance() const {
return _hInstance;
}
inline HWND WindowHandle() const {
return _windowHandle;
}
constexpr int Width() const {
return _windowWidth;
}
constexpr int Height() const {
return _windowHeight;
}
inline void Icon(unsigned int icon) {
_windowIcon = LoadIcon(GetModuleHandle(NULL), MAKEINTRESOURCE(icon));
}
inline void Icon(HICON icon) {
_windowIcon = icon;
}
inline void Cursor(unsigned int cursor) {
_windowCursor = LoadCursor(GetModuleHandle(NULL), MAKEINTRESOURCE(cursor));
}
inline void Cursor(HCURSOR cursor) {
_windowCursor = cursor;
}
constexpr float CenterX() const {
return _windowCenterX;
}
constexpr float CenterY() const {
return _windowCenterY;
}
inline void CursorVisibility(bool visible) const {
ShowCursor(visible);
}
inline void Close() const {
PostMessage(_windowHandle, WM_DESTROY, 0, 0);
}
constexpr COLORREF Color() const {
return _windowColor;
}
constexpr void Color(COLORREF color) {
_windowColor = color;
}
constexpr void Color(BYTE r, BYTE g, BYTE b) {
_windowColor = RGB(r, g, b);
}
bool Create();
bool Update();
static LRESULT CALLBACK WinProc(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam);
private:
friend class GameWindow;
GameWindow* gameWindow = nullptr;
HINSTANCE _hInstance{ nullptr };
HWND _windowHandle{ nullptr };
int _windowWidth{ 800 };
int _windowHeight{ 480 };
HICON _windowIcon{ nullptr };
HCURSOR _windowCursor{ nullptr };
COLORREF _windowColor{ RGB(0,0,0) };
String _windowTitle{ "Xna++ Game Development" };
DWORD _windowStyle{ 0 };
int _windowPosX{ 0 };
int _windowPosY{ 0 };
float _windowCenterX{ 0 };
float _windowCenterY{ 0 };
inline void setPosition() {
_windowPosX = GetSystemMetrics(SM_CXSCREEN) / 2 - _windowWidth / 2;
_windowPosY = GetSystemMetrics(SM_CYSCREEN) / 2 - _windowHeight / 2;
}
inline void setCenter() {
_windowCenterX = _windowWidth / 2.0f;
_windowCenterY = _windowHeight / 2.0f;
}
};
struct AudioEngine::PlatformImplementation {
PlatformImplementation() {
_dxAudioEngine = unew<DirectX::AudioEngine>(
#ifdef _DEBUG
DirectX::AudioEngine_Debug
#endif
);
}
~PlatformImplementation() {
if (_dxAudioEngine) {
_dxAudioEngine->Suspend();
}
}
uptr<DirectX::AudioEngine> _dxAudioEngine = nullptr;
};
struct GraphicsDevice::PlatformImplementation {
comptr<ID3D11Device> _device = nullptr;
comptr<ID3D11DeviceContext> _context = nullptr;
comptr<IDXGIFactory1> _factory = nullptr;
sptr<SwapChain> _swapChain = nullptr;
sptr<RenderTarget2D> _renderTarget2D = nullptr;
intptr_t windowHandle{ 0 };
D3D_FEATURE_LEVEL featureLevels[7] =
{
D3D_FEATURE_LEVEL_11_1,
D3D_FEATURE_LEVEL_11_0,
D3D_FEATURE_LEVEL_10_1,
D3D_FEATURE_LEVEL_10_0,
D3D_FEATURE_LEVEL_9_3,
D3D_FEATURE_LEVEL_9_2,
D3D_FEATURE_LEVEL_9_1,
};
D3D_FEATURE_LEVEL currentFeatureLevel{ D3D_FEATURE_LEVEL_11_1 };
private:
friend class GraphicsDevice;
float _backgroundColor[4] = { 0, 0, 0, 0 };
UINT vSyncValue = 1;
};
struct Game::PlatformImplementation {
private:
friend class Game;
xna::StepTimer _stepTimer{};
};
struct SoundEffectInstance::PlatformImplementation {
uptr<DirectX::SoundEffectInstance> _dxInstance = nullptr;
};
struct SoundEffect::PlatformImplementation {
uptr<DirectX::SoundEffect> _dxSoundEffect = nullptr;
};
struct Effect::PlatformImplementation {
sptr<DirectX::IEffect> dxEffect = nullptr;
};
struct BasicEffect::PlatformImplementation {
sptr<DirectX::BasicEffect> dxBasicEffect = nullptr;
};
}
#endif