Magic_Game/Easy2D/renderer/helper.hpp

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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 "../common/ComPtr.hpp"
#include "../math/helper.h"
#include "../2d/Color.h"
#include <d2d1.h>
namespace easy2d
{
namespace DX
{
template <typename T>
inline void SafeRelease(T*& ptr)
{
if (ptr != nullptr)
{
ptr->Release();
ptr = nullptr;
}
}
inline D2D1_POINT_2F const& ConvertToPoint2F(math::Vec2 const& point)
{
return reinterpret_cast<D2D1_POINT_2F const&>(point);
}
inline D2D1_SIZE_F const& ConvertToSizeF(math::Vec2 const& size)
{
return reinterpret_cast<D2D1_SIZE_F const&>(size);
}
inline D2D1_RECT_F ConvertToRectF(math::Rect const& rect)
{
return D2D1_RECT_F{ rect.origin.x, rect.origin.y, rect.origin.x + rect.size.x, rect.origin.y + rect.size.y };
}
inline D2D1_COLOR_F const& ConvertToColorF(Color const& color)
{
return reinterpret_cast<D2D1_COLOR_F const&>(color);
}
inline D2D1_MATRIX_3X2_F const& ConvertToMatrix3x2F(math::Matrix const& matrix)
{
return reinterpret_cast<D2D1_MATRIX_3X2_F const&>(matrix);
}
// Converts a length in device-independent pixels (DIPs) to a length in physical pixels.
inline float ConvertDipsToPixels(float dips, float dpi)
{
static const float dips_per_inch = 96.0f;
return math::Floor(dips * dpi / dips_per_inch + 0.5f); // Round to nearest integer.
}
}
}