Magic_Game/src/kiwano/render/DirectX/helper.h

202 lines
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C++

// Copyright (c) 2016-2018 Kiwano - 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 <kiwano/math/Math.h>
#include <kiwano/utils/Logger.h>
#include <kiwano/render/Color.h>
#include <kiwano/platform/win32/ComPtr.hpp>
#include <d2d1_1.h>
#include <dwrite.h>
namespace kiwano
{
namespace DX
{
template <typename T>
inline void SafeRelease(T*& ptr)
{
if (ptr != nullptr)
{
ptr->Release();
ptr = nullptr;
}
}
template <typename T>
inline T* SafeAcquire(T* ptr)
{
if (ptr != nullptr)
{
ptr->AddRef();
}
return ptr;
}
//
// Point2F
//
inline const D2D1_POINT_2F& ConvertToPoint2F(const Vec2& vec2)
{
return reinterpret_cast<const D2D1_POINT_2F&>(vec2);
}
inline D2D1_POINT_2F& ConvertToPoint2F(Vec2& vec2)
{
return reinterpret_cast<D2D1_POINT_2F&>(vec2);
}
inline const D2D1_POINT_2F* ConvertToPoint2F(const Vec2* vec2)
{
return reinterpret_cast<const D2D1_POINT_2F*>(vec2);
}
inline D2D1_POINT_2F* ConvertToPoint2F(Vec2* vec2)
{
return reinterpret_cast<D2D1_POINT_2F*>(vec2);
}
//
// Size
//
inline const D2D1_SIZE_F& ConvertToSizeF(const Vec2& vec2)
{
return reinterpret_cast<const D2D1_SIZE_F&>(vec2);
}
inline D2D1_SIZE_F& ConvertToSizeF(Vec2& vec2)
{
return reinterpret_cast<D2D1_SIZE_F&>(vec2);
}
inline const D2D1_SIZE_F* ConvertToSizeF(const Vec2* vec2)
{
return reinterpret_cast<const D2D1_SIZE_F*>(vec2);
}
inline D2D1_SIZE_F* ConvertToSizeF(Vec2* vec2)
{
return reinterpret_cast<D2D1_SIZE_F*>(vec2);
}
inline const D2D1_SIZE_U& ConvertToSizeU(const math::Vec2T<uint32_t>& vec2)
{
return reinterpret_cast<const D2D1_SIZE_U&>(vec2);
}
inline D2D1_SIZE_U& ConvertToSizeU(math::Vec2T<uint32_t>& vec2)
{
return reinterpret_cast<D2D1_SIZE_U&>(vec2);
}
inline const D2D1_SIZE_U* ConvertToSizeU(const math::Vec2T<uint32_t>* vec2)
{
return reinterpret_cast<const D2D1_SIZE_U*>(vec2);
}
inline D2D1_SIZE_U* ConvertToSizeU(math::Vec2T<uint32_t>* vec2)
{
return reinterpret_cast<D2D1_SIZE_U*>(vec2);
}
//
// RectF
//
inline const D2D1_RECT_F& ConvertToRectF(const Rect& rect)
{
return reinterpret_cast<const D2D1_RECT_F&>(rect);
}
inline D2D1_RECT_F& ConvertToRectF(Rect& rect)
{
return reinterpret_cast<D2D1_RECT_F&>(rect);
}
inline const D2D1_RECT_F* ConvertToRectF(const Rect* rect)
{
return reinterpret_cast<const D2D1_RECT_F*>(rect);
}
inline D2D1_RECT_F* ConvertToRectF(Rect* rect)
{
return reinterpret_cast<D2D1_RECT_F*>(rect);
}
//
// ColorF
//
inline const D2D1_COLOR_F& ConvertToColorF(const Color& color)
{
return reinterpret_cast<const D2D1_COLOR_F&>(color);
}
inline D2D1_COLOR_F& ConvertToColorF(Color& color)
{
return reinterpret_cast<D2D1_COLOR_F&>(color);
}
inline const D2D1_COLOR_F* ConvertToColorF(const Color* color)
{
return reinterpret_cast<const D2D1_COLOR_F*>(color);
}
inline D2D1_COLOR_F* ConvertToColorF(Color* color)
{
return reinterpret_cast<D2D1_COLOR_F*>(color);
}
//
// MatrixF
//
inline const D2D1_MATRIX_3X2_F& ConvertToMatrix3x2F(const Matrix3x2& matrix)
{
return reinterpret_cast<const D2D1_MATRIX_3X2_F&>(matrix);
}
inline D2D1_MATRIX_3X2_F& ConvertToMatrix3x2F(Matrix3x2& matrix)
{
return reinterpret_cast<D2D1_MATRIX_3X2_F&>(matrix);
}
inline const D2D1_MATRIX_3X2_F* ConvertToMatrix3x2F(const Matrix3x2* matrix)
{
return reinterpret_cast<const D2D1_MATRIX_3X2_F*>(matrix);
}
inline D2D1_MATRIX_3X2_F* ConvertToMatrix3x2F(Matrix3x2* matrix)
{
return reinterpret_cast<D2D1_MATRIX_3X2_F*>(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.
}
} // namespace DX
} // namespace kiwano