Magic_Game/src/core/render.h

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// Copyright (c) 2016-2018 Easy2D - Nomango
//
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to deal
// in the Software without restriction, including without limitation the rights
// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
// copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
//
// The above copyright notice and this permission notice shall be included in
// all copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
// THE SOFTWARE.
#pragma once
#include "include-forwards.h"
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#include "Font.hpp"
#include "Resource.h"
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#include "TextStyle.hpp"
#include "Singleton.hpp"
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#include "../DX/helper.hpp"
#include "../DX/DeviceResources.h"
#include "../DX/TextRenderer.h"
#include "time.h"
#include <d2d1.h>
#include <d2d1_1.h>
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namespace easy2d
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{
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struct RenderStatus
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{
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TimePoint start;
Duration duration;
int primitives;
};
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class E2D_API Renderer
: public Singleton<Renderer>
{
E2D_DECLARE_SINGLETON(Renderer);
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public:
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HRESULT Init(HWND hwnd);
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void Destroy();
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inline RenderStatus const& GetStatus() const { return status_; }
inline DeviceResources* GetDeviceResources() const { return device_resources_.Get(); }
inline ITextRenderer* GetTextRenderer() const { return text_renderer_.Get(); }
inline ID2D1SolidColorBrush* GetSolidColorBrush() const { return solid_color_brush_.Get(); }
HRESULT BeginDraw();
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HRESULT EndDraw();
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HRESULT CreateLayer(
ComPtr<ID2D1Layer>& layer
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);
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HRESULT DrawGeometry(
ComPtr<ID2D1Geometry> const& geometry,
const Color& stroke_color,
float stroke_width,
StrokeStyle stroke = StrokeStyle::Miter
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);
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HRESULT FillGeometry(
ComPtr<ID2D1Geometry> const& geometry,
Color const& fill_color
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);
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HRESULT DrawImage(
ImagePtr const& image,
Rect const& dest_rect
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);
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HRESULT DrawBitmap(
ComPtr<ID2D1Bitmap> const& bitmap
);
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HRESULT DrawTextLayout(
ComPtr<IDWriteTextLayout> const& text_layout
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);
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// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ɫ
void SetClearColor(
Color const& clear_color
);
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// <20><><EFBFBD>ÿ<EFBFBD><C3BF><EFBFBD><EFBFBD><EFBFBD>ģʽ
HRESULT SetAntialiasMode(
bool enabled
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);
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// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ֿ<EFBFBD><D6BF><EFBFBD><EFBFBD><EFBFBD>ģʽ
HRESULT SetTextAntialiasMode(
TextAntialias mode
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);
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// <20><><EFBFBD>û<EFBFBD><C3BB><EFBFBD>͸<EFBFBD><CDB8><EFBFBD><EFBFBD>
void SetOpacity(
float opacity
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);
HRESULT SetTransform(
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const Matrix& matrix
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);
HRESULT SetTextStyle(
const Color& color,
bool has_outline,
const Color& outline_color,
float outline_width,
StrokeStyle outline_stroke
);
HRESULT PushClip(
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const Matrix& clip_matrix,
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const Size& clip_size
);
HRESULT PopClip();
HRESULT PushLayer(
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ComPtr<ID2D1Layer> const& layer,
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LayerProperties const& properties
);
HRESULT PopLayer();
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private:
Renderer();
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~Renderer();
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HRESULT CreateDeviceResources();
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HRESULT HandleDeviceLost();
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private:
float opacity_;
bool antialias_;
unsigned long ref_count_;
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TextAntialias text_antialias_;
D2D1_COLOR_F clear_color_;
RenderStatus status_;
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ComPtr<DeviceResources> device_resources_;
ComPtr<ID2D1Factory1> factory_;
ComPtr<ID2D1DeviceContext> device_context_;
ComPtr<ID2D1DrawingStateBlock> drawing_state_block_;
ComPtr<ITextRenderer> text_renderer_;
ComPtr<ID2D1SolidColorBrush> solid_color_brush_;
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};
}