202 lines
4.8 KiB
C++
202 lines
4.8 KiB
C++
// Copyright (c) 2016-2018 Kiwano - Nomango
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//
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// Permission is hereby granted, free of charge, to any person obtaining a copy
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// of this software and associated documentation files (the "Software"), to deal
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// in the Software without restriction, including without limitation the rights
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// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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// copies of the Software, and to permit persons to whom the Software is
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// furnished to do so, subject to the following conditions:
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//
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// The above copyright notice and this permission notice shall be included in
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// all copies or substantial portions of the Software.
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//
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// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
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// THE SOFTWARE.
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#pragma once
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#include <kiwano/math/Math.h>
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#include <kiwano/utils/Logger.h>
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#include <kiwano/render/Color.h>
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#include <kiwano/platform/win32/ComPtr.hpp>
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#include <d2d1_1.h>
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#include <dwrite.h>
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namespace kiwano
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{
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namespace DX
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{
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template <typename T>
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inline void SafeRelease(T*& ptr)
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{
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if (ptr != nullptr)
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{
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ptr->Release();
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ptr = nullptr;
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}
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}
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template <typename T>
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inline T* SafeAcquire(T* ptr)
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{
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if (ptr != nullptr)
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{
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ptr->AddRef();
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}
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return ptr;
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}
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//
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// Point2F
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//
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inline const D2D1_POINT_2F& ConvertToPoint2F(const Vec2& vec2)
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{
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return reinterpret_cast<const D2D1_POINT_2F&>(vec2);
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}
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inline D2D1_POINT_2F& ConvertToPoint2F(Vec2& vec2)
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{
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return reinterpret_cast<D2D1_POINT_2F&>(vec2);
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}
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inline const D2D1_POINT_2F* ConvertToPoint2F(const Vec2* vec2)
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{
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return reinterpret_cast<const D2D1_POINT_2F*>(vec2);
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}
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inline D2D1_POINT_2F* ConvertToPoint2F(Vec2* vec2)
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{
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return reinterpret_cast<D2D1_POINT_2F*>(vec2);
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}
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//
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// Size
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//
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inline const D2D1_SIZE_F& ConvertToSizeF(const Vec2& vec2)
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{
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return reinterpret_cast<const D2D1_SIZE_F&>(vec2);
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}
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inline D2D1_SIZE_F& ConvertToSizeF(Vec2& vec2)
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{
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return reinterpret_cast<D2D1_SIZE_F&>(vec2);
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}
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inline const D2D1_SIZE_F* ConvertToSizeF(const Vec2* vec2)
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{
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return reinterpret_cast<const D2D1_SIZE_F*>(vec2);
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}
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inline D2D1_SIZE_F* ConvertToSizeF(Vec2* vec2)
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{
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return reinterpret_cast<D2D1_SIZE_F*>(vec2);
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}
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inline const D2D1_SIZE_U& ConvertToSizeU(const math::Vec2T<uint32_t>& vec2)
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{
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return reinterpret_cast<const D2D1_SIZE_U&>(vec2);
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}
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inline D2D1_SIZE_U& ConvertToSizeU(math::Vec2T<uint32_t>& vec2)
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{
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return reinterpret_cast<D2D1_SIZE_U&>(vec2);
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}
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inline const D2D1_SIZE_U* ConvertToSizeU(const math::Vec2T<uint32_t>* vec2)
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{
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return reinterpret_cast<const D2D1_SIZE_U*>(vec2);
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}
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inline D2D1_SIZE_U* ConvertToSizeU(math::Vec2T<uint32_t>* vec2)
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{
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return reinterpret_cast<D2D1_SIZE_U*>(vec2);
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}
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//
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// RectF
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//
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inline const D2D1_RECT_F& ConvertToRectF(const Rect& rect)
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{
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return reinterpret_cast<const D2D1_RECT_F&>(rect);
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}
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inline D2D1_RECT_F& ConvertToRectF(Rect& rect)
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{
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return reinterpret_cast<D2D1_RECT_F&>(rect);
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}
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inline const D2D1_RECT_F* ConvertToRectF(const Rect* rect)
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{
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return reinterpret_cast<const D2D1_RECT_F*>(rect);
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}
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inline D2D1_RECT_F* ConvertToRectF(Rect* rect)
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{
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return reinterpret_cast<D2D1_RECT_F*>(rect);
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}
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//
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// ColorF
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//
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inline const D2D1_COLOR_F& ConvertToColorF(const Color& color)
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{
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return reinterpret_cast<const D2D1_COLOR_F&>(color);
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}
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inline D2D1_COLOR_F& ConvertToColorF(Color& color)
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{
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return reinterpret_cast<D2D1_COLOR_F&>(color);
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}
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inline const D2D1_COLOR_F* ConvertToColorF(const Color* color)
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{
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return reinterpret_cast<const D2D1_COLOR_F*>(color);
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}
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inline D2D1_COLOR_F* ConvertToColorF(Color* color)
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{
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return reinterpret_cast<D2D1_COLOR_F*>(color);
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}
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//
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// MatrixF
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//
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inline const D2D1_MATRIX_3X2_F& ConvertToMatrix3x2F(const Matrix3x2& matrix)
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{
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return reinterpret_cast<const D2D1_MATRIX_3X2_F&>(matrix);
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}
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inline D2D1_MATRIX_3X2_F& ConvertToMatrix3x2F(Matrix3x2& matrix)
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{
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return reinterpret_cast<D2D1_MATRIX_3X2_F&>(matrix);
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}
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inline const D2D1_MATRIX_3X2_F* ConvertToMatrix3x2F(const Matrix3x2* matrix)
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{
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return reinterpret_cast<const D2D1_MATRIX_3X2_F*>(matrix);
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}
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inline D2D1_MATRIX_3X2_F* ConvertToMatrix3x2F(Matrix3x2* matrix)
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{
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return reinterpret_cast<D2D1_MATRIX_3X2_F*>(matrix);
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}
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// Converts a length in device-independent pixels (DIPs) to a length in physical pixels.
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inline float ConvertDipsToPixels(float dips, float dpi)
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{
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static const float dips_per_inch = 96.0f;
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return math::Floor(dips * dpi / dips_per_inch + 0.5f); // Round to nearest integer.
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}
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} // namespace DX
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} // namespace kiwano
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