Magic_Game/src/core/render.h

166 lines
3.8 KiB
C++
Raw Blame History

This file contains ambiguous Unicode characters

This file contains Unicode characters that might be confused with other characters. If you think that this is intentional, you can safely ignore this warning. Use the Escape button to reveal them.

// 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"
#include "Font.hpp"
#include "Resource.h"
#include "TextStyle.hpp"
#include "Singleton.hpp"
#include "../DX/helper.hpp"
#include "../DX/DeviceResources.h"
#include "../DX/TextRenderer.h"
#include "time.h"
#include <d2d1.h>
#include <d2d1_1.h>
namespace easy2d
{
struct RenderStatus
{
TimePoint start;
Duration duration;
int primitives;
};
class E2D_API Renderer
: public Singleton<Renderer>
{
E2D_DECLARE_SINGLETON(Renderer);
public:
HRESULT Init(HWND hwnd);
void Destroy();
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();
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>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();
private:
Renderer();
~Renderer();
HRESULT CreateDeviceResources();
HRESULT HandleDeviceLost();
private:
float opacity_;
bool antialias_;
unsigned long ref_count_;
TextAntialias text_antialias_;
D2D1_COLOR_F clear_color_;
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_;
};
}