static void d3d_set_osd_msg(void *data, const char *msg, const struct font_params *params, void *font) { d3d_video_t *d3d = (d3d_video_t*)data; font_renderer_t *font_ctx = d3d ? (font_renderer_t*)d3d->font_driver : NULL; if (params) d3d_set_font_rect(d3d, params); if (font_ctx->render_msg) font_ctx->render_msg(d3d->font_handle, msg, params); }
static void d3d_set_osd_msg(void *data, const char *msg, const struct font_params *params, void *font) { d3d_video_t *d3d = (d3d_video_t*)data; #ifndef _XBOX if (params) d3d_set_font_rect(d3d, params); #endif if (d3d && d3d->font_ctx && d3d->font_ctx->render_msg) d3d->font_ctx->render_msg(d3d, msg, params); }
static void d3d_set_viewport(d3d_video_t *d3d, int x, int y, unsigned width, unsigned height) { D3DVIEWPORT viewport; // D3D doesn't support negative X/Y viewports ... if (x < 0) x = 0; if (y < 0) y = 0; viewport.X = x; viewport.Y = y; viewport.Width = width; viewport.Height = height; viewport.MinZ = 0.0f; viewport.MaxZ = 1.0f; d3d->final_viewport = viewport; d3d_set_font_rect(d3d, NULL); }