Magic_Game/Easy2D/renderer/render.h

189 lines
4.2 KiB
C
Raw Normal View History

// 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 "../base/time.h"
#include "../base/Component.h"
#include "../base/Resource.h"
#include "../2d/include-forwards.h"
#include "../2d/Font.hpp"
#include "../2d/TextStyle.hpp"
#include "helper.hpp"
#include "DeviceResources.h"
#include "TextRenderer.h"
namespace easy2d
{
struct RenderStatus
{
2019-04-09 02:25:17 +08:00
Time start;
Duration duration;
int primitives;
};
class E2D_API Renderer
: public Singleton<Renderer>
, public Component
{
E2D_DECLARE_SINGLETON(Renderer);
public:
HRESULT BeginDraw();
HRESULT EndDraw();
HRESULT CreateLayer(
ComPtr<ID2D1Layer>& layer
);
HRESULT DrawGeometry(
ComPtr<ID2D1Geometry> const& geometry,
const Color& stroke_color,
float stroke_width,
StrokeStyle stroke = StrokeStyle::Miter
);
HRESULT FillGeometry(
ComPtr<ID2D1Geometry> const& geometry,
Color const& fill_color
);
HRESULT DrawImage(
ImagePtr const& image,
Rect const& dest_rect
);
HRESULT DrawBitmap(
ComPtr<ID2D1Bitmap> const& bitmap
);
HRESULT DrawTextLayout(
ComPtr<IDWriteTextLayout> const& text_layout
);
// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ɫ
void SetClearColor(
Color const& clear_color
);
// <20><><EFBFBD>ÿ<EFBFBD><C3BF><EFBFBD><EFBFBD><EFBFBD>ģʽ
HRESULT SetAntialiasMode(
bool enabled
);
// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ֿ<EFBFBD><D6BF><EFBFBD><EFBFBD><EFBFBD>ģʽ
HRESULT SetTextAntialiasMode(
TextAntialias mode
);
// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>رմ<D8B1>ֱͬ<D6B1><CDAC>
void SetVSyncEnabled(
bool enabled
);
// <20><><EFBFBD>û<EFBFBD><C3BB><EFBFBD>͸<EFBFBD><CDB8><EFBFBD><EFBFBD>
void SetOpacity(
float opacity
);
HRESULT SetTransform(
const Matrix& matrix
);
HRESULT SetTextStyle(
const Color& color,
bool has_outline,
const Color& outline_color,
float outline_width,
StrokeStyle outline_stroke
);
HRESULT PushClip(
const Matrix& clip_matrix,
const Size& clip_size
);
HRESULT PopClip();
HRESULT PushLayer(
ComPtr<ID2D1Layer> const& layer,
LayerProperties const& properties
);
HRESULT PopLayer();
HRESULT Resize(
UINT width,
UINT height
);
public:
void SetupComponent(Application*) override;
void DestroyComponent() override;
void StartCollectData();
void StopCollectData();
inline HWND GetTargetWindow() const { return hwnd_; }
inline RenderStatus const& GetStatus() const { return status_; }
inline Size const& GetOutputSize() const { return output_size_; }
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(); }
private:
Renderer();
~Renderer();
HRESULT CreateDeviceResources();
HRESULT HandleDeviceLost();
private:
unsigned long ref_count_;
HWND hwnd_;
float opacity_;
bool antialias_;
bool vsync_;
bool collecting_data_;
Size output_size_;
Color clear_color_;
TextAntialias text_antialias_;
RenderStatus status_;
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_;
};
}