void CTextureDx9::RenderWithoutTransform(LPD3DXSPRITE _lpDSpriteHandle, D3DXVECTOR2 position, D3DXVECTOR2 Center, D3DXVECTOR2 scale, float angle, D3DCOLOR color, RECT *srcRect, float deep)
{
	D3DXVECTOR2 CamTransDistance;
	CamTransDistance.x = -Camera::getInstance()->GetMatrixTranslate()._41;
	CamTransDistance.y = Camera::getInstance()->GetMatrixTranslate()._42;

	position.y += Camera::getInstance()->getBound().bottom;
	Center.y += Camera::getInstance()->getBound().bottom;
	D3DXVECTOR3 currentPosition(position.x + CamTransDistance.x, position.y, deep); //toa do trong the gioi thuc

	D3DXMATRIX oldMatrix; //ma tran luu lai phep transform cua SpriteBatch

	_lpDSpriteHandle->GetTransform(&oldMatrix);
	
	D3DXVECTOR2 centerScale = D3DXVECTOR2(position.x, position.y);//lay vi tri cua vat the lam tam xoay(vi vi tri cua vat la vi tri chinh giua cua vat)

	D3DXMATRIX matrixScalingRotate; //ma tran rotate, scale

	D3DXMatrixTransformation2D(&matrixScalingRotate, &centerScale, 0.0f, &scale, &Center, D3DXToRadian(angle), 0);

	D3DXMATRIX finalMatrix = matrixScalingRotate * oldMatrix;

	_lpDSpriteHandle->SetTransform(&finalMatrix); //ma tran chuyen toa do vi tri cua vat the tu the gioi thuc sang toa do trong directX de ve

	_lpDSpriteHandle->Draw(
		this->m_lpTexture,
		srcRect,
		&D3DXVECTOR3((float)(srcRect->right - srcRect->left)/2, (float)(srcRect->bottom - srcRect->top)/2, 0),
		&currentPosition,
		color);

	_lpDSpriteHandle->SetTransform(&oldMatrix);
}
Exemple #2
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//
// --------------------------------------------------------
//  Renders the edit box and the internal text.
// --------------------------------------------------------
void DirectX::GUI::EditBox::render( LPD3DXSPRITE d3dsprite, const POINT* pos )
{
	// Compute absolute offset 
	int xpos = m_posX + pos->x; 
	int ypos = m_posY + pos->y;

	// Render edit box background sprite
	Matrix fieldTransform;
	float fieldScaleX = (float)m_sizeX / (float)(m_style->selectionBox.right - m_style->selectionBox.left);
	float fieldScaleY = (float)m_sizeY / (float)(m_style->selectionBox.bottom - m_style->selectionBox.top);
	D3DXMatrixTransformation2D( &fieldTransform, NULL, 0.0, &Vector2( fieldScaleX, fieldScaleY ), NULL, 
		NULL, &Vector2( (float)xpos, (float)ypos ) );

	// Render the properly positioned sprite
	d3dsprite->SetTransform( &fieldTransform );
	d3dsprite->Draw( m_style->spriteSheet.getImage( ), 
		&m_style->selectionBox, NULL, NULL, 0xFFFFFFFF );

	// Draw button text
	if( m_state&FOCUSED ) m_cursorPosition = m_text.insert( m_cursorPosition, '|' );
	Matrix iden; RECT textRect = { xpos, ypos, xpos+m_sizeX, ypos+m_sizeY };
	D3DXMatrixIdentity( &iden ); d3dsprite->SetTransform( &iden );
	m_style->font.getFont( )->DrawTextW( d3dsprite, m_text.c_str( ), -1, 
		&textRect, m_alignment, m_style->color );
	if( m_state&FOCUSED ) { std::wstring::iterator next = m_cursorPosition; next++; 
		m_cursorPosition = m_text.erase( m_cursorPosition, next ); }
}
Exemple #3
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int OpticSprite::draw(LPD3DXSPRITE sprite, double time, D3DXCOLOR colour, double offsetX, double offsetY) {
	if(!this->animate) {
		sprite->Draw(texture, NULL, NULL, NULL, colour);
		return 1;
	}

	if(animation.lifetime() > time) {
		animation.updateState(aniState, time);
		colour = D3DXCOLOR(aniState.red, aniState.green, aniState.blue, colour.a < aniState.alpha? colour.a : aniState.alpha);
		float rotation = 6.28318531f * aniState.rotation;
		D3DXMATRIX mat, current;
		D3DXVECTOR2 scaling(aniState.scale_x, aniState.scale_y);
		D3DXVECTOR2 position(floor(((pResolution->width * aniState.position_x) - translateCentre.x) + offsetX),
							 floor(((pResolution->height * aniState.position_y) - translateCentre.y) + offsetY));
		D3DXMatrixTransformation2D(&mat, &transformCentre, 0.0f, &scaling, &transformCentre, rotation, &position);
		sprite->GetTransform(&current);
		mat *= current;
		sprite->SetTransform(&mat);
		
		HRESULT res;

		//Spritesheet rect calculations are slightly iffy thanks to the texture scaling (rounding errors)
		if(this->spritesheet) {
			int x = (width * currFrame) % surfaceDesc.Width;
			
			//Hacky workaround
			int diff = x - surfaceDesc.Width;

			if(abs(diff) <= 10) {
				x = 0;
			}
			//End of hacky workaround

			int y = height * currRow;
			RECT source;
			source.top = y;
			source.left = x;
			source.right = x + width;
			source.bottom = y + height;
			res = sprite->Draw(texture, &source, NULL, NULL, colour);
			sprite->SetTransform(&current);

			if(!advanceFrame(time, x, y)) {
				return 0;
			}
		} else {
			res = sprite->Draw(texture, NULL, NULL, NULL, colour);
			sprite->SetTransform(&current);
		}

		if(res != S_OK) {
			throw OpticSpriteException("Rendering sprite failed!");
		}

		return 1;
	}

	return 0;
}
Exemple #4
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void DrawSprite(LPD3DXSPRITE pSpriteBat,LPDIRECT3DTEXTURE9 pSpriteTex,
					 const RECT& to,D3DCOLOR col)
{
	int w,h;
	GetSpriteSize(pSpriteTex,w,h);
	float sx=float(to.right-to.left)/w;
	float sy=float(to.bottom-to.top)/h;
	D3DXMATRIX scale;
	D3DXMatrixScaling(&scale,sx,sy,1);
	pSpriteBat->SetTransform(&scale);
	pSpriteBat->Draw(pSpriteTex,NULL,NULL,
				&D3DXVECTOR3(to.left/sx,to.top/sy,0),col);
	pSpriteBat->SetTransform(&IDENTITY_MAT);	// reset the matrix
}
Exemple #5
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void Sprite_Transform_Draw(LPDIRECT3DTEXTURE9 image, int x, int y, int width, int height, 
    int frame, int columns, float rotation, float scaling, D3DCOLOR color)
{
    //create a scale vector
    D3DXVECTOR2 scale( scaling, scaling );

    //create a translate vector
    D3DXVECTOR2 trans( (float)x, (float)y );

    //set center by dividing width and height by two
    D3DXVECTOR2 center( (float)( width * scaling )/2, (float)( height * scaling )/2);

    //create 2D transformation matrix
    D3DXMATRIX mat;
    D3DXMatrixTransformation2D( &mat, NULL, 0, &scale, &center, rotation, &trans );
    
    //tell sprite object to use the transform
    spriteobj->SetTransform( &mat );

    //calculate frame location in source image
    int fx = (frame % columns) * width;
    int fy = (frame / columns) * height;
    RECT srcRect = {fx, fy, fx + width, fy + height};

    //draw the sprite frame
    spriteobj->Draw( image, &srcRect, NULL, NULL, color );
}
void CImage::DrawSprite(LPD3DXSPRITE SpriteInterface, LPDIRECT3DTEXTURE9 TextureInterface, int PosX, int PosY, int Rotation, int Align)
{
	if(SpriteInterface == NULL || TextureInterface == NULL)
		return;

	D3DXVECTOR3 Vec;

	Vec.x = (FLOAT)PosX;
	Vec.y = (FLOAT)PosY;
	Vec.z = (FLOAT)0.0f;

	D3DXMATRIX mat;
	D3DXVECTOR2 scaling(1.0f, 1.0f);
	D3DSURFACE_DESC desc;
	TextureInterface->GetLevelDesc(0, &desc);
	D3DXVECTOR2 spriteCentre;
	if(Align == 1)
		spriteCentre = D3DXVECTOR2((FLOAT)desc.Width / 2, (FLOAT)desc.Height / 2);
	else
		spriteCentre = D3DXVECTOR2(0, 0);
	D3DXVECTOR2 trans = D3DXVECTOR2(0, 0);
	D3DXMatrixTransformation2D(&mat, NULL, 0.0, &scaling, &spriteCentre, (FLOAT)Rotation, &trans);

	SpriteInterface->SetTransform(&mat);
	SpriteInterface->Begin(D3DXSPRITE_ALPHABLEND);
	SpriteInterface->Draw(TextureInterface, NULL, NULL, &Vec, 0xFFFFFFFF);
	SpriteInterface->End();
}
Exemple #7
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BOOL dx9vid_init()
{
	d3d = Direct3DCreate9(D3D_SDK_VERSION);    // create the Direct3D interface
	D3DCAPS9 d3dCaps;
	d3d->GetDeviceCaps( D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, &d3dCaps );
	d3d->GetAdapterDisplayMode( D3DADAPTER_DEFAULT, &d3ddm );

	ZeroMemory( &d3dpp, sizeof(d3dpp) );
	d3dpp.Windowed               = TRUE;
	d3dpp.SwapEffect             = D3DSWAPEFFECT_DISCARD;
	d3dpp.BackBufferFormat       = d3ddm.Format;
	d3dpp.EnableAutoDepthStencil = TRUE;
	d3dpp.AutoDepthStencilFormat = D3DFMT_D16;
	d3dpp.PresentationInterval   = D3DPRESENT_INTERVAL_IMMEDIATE;

	d3d->CreateDevice( D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, g_hwnd,
						D3DCREATE_SOFTWARE_VERTEXPROCESSING,
						&d3dpp, &d3ddev );

	// Create the screen texture
	D3DXCreateTexture( d3ddev, 256, 256, D3DX_FILTER_NONE, D3DUSAGE_DYNAMIC, D3DFMT_X8R8G8B8, D3DPOOL_DEFAULT, &g_screenTex);

	// Create the screen sprite (ignores 3d perspective)
	D3DXCreateSprite( d3ddev, &g_screenSprite );

	// Scale our matrix to match the screen
	D3DXMatrixIdentity( &pTransform );
	spritePos = D3DXVECTOR2( 0.f, 0.f );
	rotCenter = D3DXVECTOR2( 0.f, 0.f);
	D3DXVECTOR2 vscale = D3DXVECTOR2( float(3.0f), float(3.0f));
	D3DXMatrixTransformation2D( &pTransform, NULL, 0.0f, &vscale, &rotCenter, 0.f, &spritePos );
	g_screenSprite->SetTransform(&pTransform);

	return TRUE;
}
Exemple #8
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HRESULT Li_lstBtnSprite::fn_drawButton(LPD3DXSPRITE dxSpriteInterface)
{
	// Build our matrix to rotate, scale and position our sprite
	D3DXMATRIX mat;
	RECT srcRect;
	
	srcRect.left	= 0;
	srcRect.right	= m_Width;

	switch (m_direction)
	{
	case 0: // Down
		{
			// draw the selected button in the list
			srcRect.top		= m_Height / m_lstSize * m_curSelect;
			srcRect.bottom	= m_Height / m_lstSize * (m_curSelect + 1);
		} break;
	default: break;
	}

	D3DXVECTOR3 translation;
	translation.x = m_pos.x;
	translation.y = m_pos.y;
	translation.z = 0;

	// out, scaling centre, scaling rotation, scaling, rotation centre, rotation, translation
	D3DXMatrixTransformation(&mat, NULL, NULL, NULL, NULL, NULL, &translation);
	dxSpriteInterface->SetTransform(&mat);

	return dxSpriteInterface->Draw(m_dxTexture,&srcRect,NULL,NULL,0xFFFFFFFF);
}
void zz_font_d3d::draw_text_prim_offset (const zz_font_text& text_item, float offsetx, float offsety)
{
	zz_assert(!text_item.to_texture);
	zz_assert(text_item.msg.get());
	zz_assert(text_item.msg.size());
	zz_assert(_d3d_font);
	
	if (!_d3d_font)
		return;

	zz_renderer_d3d * r = (zz_renderer_d3d *)(znzin->renderer);

	assert(r->is_a(ZZ_RUNTIME_TYPE(zz_renderer_d3d)));

	LPD3DXSPRITE sprite = r->get_sprite();
	zz_assert(sprite);
	HRESULT hr;

	D3DXMATRIX saved_tm;
	D3DXMATRIX new_tm;

	zz_assert(r->sprite_began());

	r->flush_sprite();
	r->get_sprite_transform((float*)&saved_tm); // save tm

	// adjust offset
	new_tm = saved_tm;

	// assert not-zero-scale
	assert(saved_tm._11 != 0);
	assert(saved_tm._22 != 0);
	assert(saved_tm._33 != 0);

	// we does not support rotation
	assert(saved_tm._12 == 0);
	assert(saved_tm._13 == 0);
	assert(saved_tm._21 == 0);
	assert(saved_tm._23 == 0);
	assert(saved_tm._31 == 0);
	assert(saved_tm._32 == 0);
	new_tm._41 += offsetx * saved_tm._11;
	new_tm._42 += offsety * saved_tm._22;

	r->set_sprite_transform((float*)&new_tm);

	RECT rect = text_item.rect;
	if (FAILED(hr = _draw_text(
		sprite,
		text_item.msg.get(), -1,
		&rect, 
		text_item.format,
		text_item.color )))
	{
		ZZ_LOG("font_d3d: DrawText() failed\n", zz_renderer_d3d::get_hresult_string(hr));
	}

	sprite->SetTransform(&saved_tm); // restore tm
}
Exemple #10
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void CGameObject::Draw(LPD3DXSPRITE _spriteHandler,CCamera* _camera){
	D3DXMATRIX Scale;
	D3DXMatrixIdentity(&Scale);
	D3DXMatrixTransformation2D(&Scale, &D3DXVECTOR2(m_pos.x, m_pos.y), 0.0f, &D3DXVECTOR2(1.f, -1.f),NULL, 0.f, NULL);
	D3DXMatrixMultiply(&Scale,&Scale, &_camera->Get_ViewPort());
	_spriteHandler->SetTransform(&Scale);
	m_sprite->DrawSprite(_spriteHandler,D3DXVECTOR2(m_pos.x,m_pos.y));
}
void Sprite::Render()
{
	if( m_isUse == false ) return;

	D3DXMATRIX Tmat, rotation, scale, translation[2];

	float width  = AVTexture2D::m_Rect.right - AVTexture2D::m_Rect.left;
	float height = AVTexture2D::m_Rect.bottom - AVTexture2D::m_Rect.top;

	//float width  = m_Info.Width;
	//float height = m_Info.Height;

	static LPD3DXSPRITE sprite = AVDirector::GetDiector()->GetApplication()->GetD3DSprite();

	D3DXMatrixIdentity(&rotation);
	D3DXMatrixIdentity(&scale);

	for(int i=0; i<2; i++)D3DXMatrixIdentity(&translation[i]);

	sprite->SetTransform( &scale ); // 한개만 해줘도 상관없음.

	D3DXMatrixTranslation(&translation[0], 
		-(width * m_anchorPoint.x), 
		-(height* m_anchorPoint.y), 
		0);

	D3DXMatrixScaling(&scale, m_scale.x, m_scale.y, 1.f);
	D3DXMatrixRotationZ(&rotation, m_angle);

	D3DXVECTOR2 vector = AVTexture2D::m_vPosition;

	D3DXMatrixTranslation(&translation[1], 
		AVTexture2D::m_vPosition.x, 
		AVTexture2D::m_vPosition.y, 
		0);	

	Tmat = translation[0] * scale * rotation * translation[1];

	sprite->SetTransform( &Tmat );

	D3DCOLOR color = D3DCOLOR_ARGB((int)m_Color.a, (int)m_Color.r, (int)m_Color.g, (int)m_Color.b);
	sprite->Draw(m_Texture, &m_Rect, NULL, NULL, color);

	D3DXMatrixIdentity(&scale);
	sprite->SetTransform( &scale );
}
Exemple #12
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void Sprite::Draw(D3DMATRIX _World,InfoSprite _info,LPD3DXSPRITE _Handler)
{
	
	D3DXMATRIX ma;
	ma = _info.getMatrixTransform()*_World;
	_Handler->SetTransform(&ma);

	_Handler->Draw(m_Image,&this->getRect(_info.getCurFrame()),NULL,
		&D3DXVECTOR3(0,0,_info.getDepth()),_info.getColor());
}
Exemple #13
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void Sprite::Draw(float X,float Y,int Index,LPD3DXSPRITE _Handler)
{
	
	D3DXMATRIX m;
	D3DXMatrixIdentity(&m);
	_Handler->SetTransform(&m);

	_Handler->Draw(m_Image,&this->getRect(Index),
		NULL,&D3DXVECTOR3(X,Y,0),D3DCOLOR_ARGB(255,255,255,255));
}
Exemple #14
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void Sprite::Draw(LPD3DXSPRITE _Handler,D3DMATRIX _mtWorld, float _X,float _Y, int _Index,float _Depth,D3DXCOLOR _color)
{
	D3DXMATRIX MaTrix,mtFinal; //
	
	D3DXMatrixIdentity(&mtFinal);
	D3DXVECTOR2 MTTran (_X,_Y); 

	D3DXMatrixTransformation2D(&MaTrix,NULL,0,NULL,NULL,NULL,&MTTran);
	mtFinal = MaTrix*_mtWorld;
	_Handler->SetTransform(&mtFinal);

	_Handler->Draw(m_Image,&this->getRect(_Index),NULL,
		&D3DXVECTOR3(0,0,_Depth),_color);
}
/** Draw a transformed sprite; does all the matrix shit for you */
void Sprite::spriteTransformDraw(LPDIRECT3DTEXTURE9 texture, LPD3DXSPRITE SpriteObj) 
{
	//Create 2D vectors for scale and translate values (indicate scale x-wise and y-wise)
	D3DXVECTOR2 scale(this->scalingX, this->scalingY);
	D3DXVECTOR2 translate(x, y);

	//Set center by dividing width and height by 2, take scaling into account
	D3DXVECTOR2 center((double)(this->width * this->scalingX)/2, (double)(this->height * this->scalingY)/2);

	//The 2D transformation matrix and the function that actually sets the matrix values
	D3DXMATRIX mat;

	D3DXMatrixTransformation2D(
		&mat, //The matrix; note pass by reference 
		NULL, //scaling center point (not used)
		0, //scaling rotation value (not used)
		&scale, //scaling vector
		&center, //rotation / pivot center
		rotation, //rotation angle in RADIANS
		&translate //translation vector
	); 

	//Tell sprite object to use the matrix
	SpriteObj->SetTransform(&mat);

	//calculate frame location in source image (only useful if it's a spritesheet)
	int fx = (this->frame % columns) * this->width;
	int fy = (this->frame / columns) * this->height;
	RECT sourceRect = {fx, fy, fx + this->width, fy + this->height};

	//Draw the sprite frame; note we are not filling in pivot center or position because those are already set 
	//by the matrix
	SpriteObj->Draw(texture, &sourceRect, NULL, NULL, this->color);

	/** More on spriteObj->Draw
	pSrcTexture - a pointer to the texture to be used, see textures
	pSrcRect - pointer to a rectangle defining the area of the texture to use or NULL for the whole texture
	pCenter- pointer to a 3D vector specifying the position in the sprite around which it can be rotated or 
		NULL for top left
	pPosition - pointer to a 3D vector defining the screen position of the sprite. Note: in Direct3D 0,0 
		is the top left of the screen.
	Color - colour value that can be used to modulate the texture colours. A value of 0xFFFFFFFF maintains 
		the colour from the texture. Note: you can use the D3DCOLOR_COLORVALUE macro to create a D3DCOLOR 
		from RGB values.
	*/

}//end spriteTransformDraw
Exemple #16
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HRESULT Li_lstBtnSprite::fn_drawButtonList(LPD3DXSPRITE dxSpriteInterface)
{
	// Build our matrix to rotate, scale and position our sprite
	D3DXMATRIX mat;
	RECT srcRect;
	D3DXVECTOR3 translation;
	D3DCOLOR col;

	switch (m_direction)
	{
	case 0: // Down
		{
			// draw the list button separately
			for (int i = 0; i < m_lstSize; i++)
			{
				// draw the list at the different position
				srcRect.left	= 0;
				srcRect.right	= m_Width;
				srcRect.top		= m_Height / m_lstSize * i;
				srcRect.bottom	= m_Height / m_lstSize * (i + 1);

				translation.x	= m_pos.x;
				translation.y	= m_pos.y + m_Height / m_lstSize * (i + 1);
				translation.z = 0;

				if (i == m_curSelect)
					col = 0xFFFFFFFF;
				else
					col = 0x78787878;

				// out, scaling centre, scaling rotation, scaling, rotation centre, rotation, translation
				D3DXMatrixTransformation(&mat, NULL, NULL, NULL, NULL, NULL, &translation);
				dxSpriteInterface->SetTransform(&mat);
				dxSpriteInterface->Draw(m_dxTexture,&srcRect,NULL,NULL,col);
			}
		} break;
	default: break;
	}

	return S_OK;
}
Exemple #17
0
  ///////////////////
 // Button Sprite //
///////////////////
HRESULT Li_btnSprite::fn_drawButton(LPD3DXSPRITE dxSpriteInterface)
{
	// Build our matrix to rotate, scale and position our sprite
	D3DXMATRIX mat;
	RECT srcRect;

	srcRect.left	= 0;
	srcRect.right	= m_Width;

	switch (m_btnState)
	{
	case IDLE:
		{
			srcRect.top		= 0;
			srcRect.bottom	= m_Height / 3;
		} break;
	case PUSH:
		{
			srcRect.top		= m_Height / 3;
			srcRect.bottom	= m_Height / 3 * 2;
		} break;
	case PASS:
		{
			srcRect.top		= m_Height / 3 * 2;
			srcRect.bottom	= m_Height;
		} break;
	}

	D3DXVECTOR3 translation;
	translation.x = m_pos.x;
	translation.y = m_pos.y;
	translation.z = 0;

	// out, scaling centre, scaling rotation, scaling, rotation centre, rotation, translation
	D3DXMatrixTransformation(&mat, NULL, NULL, NULL, NULL, NULL, &translation);
	dxSpriteInterface->SetTransform(&mat);

	return dxSpriteInterface->Draw(m_dxTexture,&srcRect,NULL,NULL,0xFFFFFFFF);
}
Exemple #18
0
bool OpticMedal::draw(LPD3DXSPRITE sprite) {
	double time;

	if(tickTimer) {
		time = timer.current();
	} else {
		tickTimer = true;
		timer.start();
		time = 0;	
	}
	
	D3DXMATRIX aniMat, currMat;
	sprite->GetTransform(&currMat);
	D3DXMatrixIdentity(&aniMat);

	D3DXCOLOR colour = -1;

	if(this->animate) {
		if(this->animation.lifetime() > time) {
			animation.updateState(aniState, time);
			colour = D3DXCOLOR(aniState.red, aniState.green, aniState.blue, aniState.alpha);
			float rotation = 6.28318531f * aniState.rotation;
			D3DXVECTOR2 scaling(aniState.scale_x, aniState.scale_y);
			D3DXVECTOR2 position(floor(((pResolution->width * aniState.position_x) - translateCentre.x)),
							   	 floor(((pResolution->height * aniState.position_y) - translateCentre.y)));
			D3DXMatrixTransformation2D(&aniMat, &transformCentre, 0.0f, &scaling, &transformCentre, rotation, &position);
		} else {
			return false;
		}
	}

	aniMat *= currMat;

	double offset_x = spawnOffsetX;
	double offset_y = spawnOffsetY;

	for(auto i = sliders.begin(); i != sliders.end(); ++i) {
		OpticAnimation& animation = std::get<0>(*i);
		AnimationState& state = std::get<1>(*i);
		double time = std::get<2>(*i).current();
		animation.updateState(state, time);
		offset_x += this->_dimensions.first  * state.position_x;
		offset_y += this->_dimensions.second * state.position_y;
	}

	if(_endTime > 0 && time > _endTime) {
		if(!_ending) {
			endSlideAnimation = defaultEndSlideAnimation(offset_x, offset_y);
			_ending = true;
			endTimer.start();
		}

		endSlideAnimation.updateState(endState, endTimer.current());
		offset_x = endState.position_x;
		offset_y = endState.position_y;
	}
	
	sprite->SetTransform(&aniMat);

	int keepDrawing = 0;

	/* Faster to erase all of the sprites at once rather than one
	   by one when they've finished drawing */
	for(auto i = sprites.begin(); i != sprites.end(); ++i) {
		keepDrawing |= i->draw(sprite, time, colour, offset_x, offset_y);
	}

	sprite->SetTransform(&currMat);

	return keepDrawing == 1;
}
// called after clear_text_texture
void zz_font_d3d::draw_text_prim (const zz_font_text& text_item)
{
	if (!text_item.msg.get()) return;

	size_t length;
	length = text_item.msg.size();

	if (length <= 0) return; // draw nothing
	
	assert(_d3d_font);
	if (!_d3d_font)
		return;
	
	zz_renderer_d3d * r = static_cast<zz_renderer_d3d*>(znzin->renderer);
	LPD3DXSPRITE sprite = r->get_sprite();
	assert(sprite);

	if (!text_item.use_sprite) { // begin sprite
		
		zz_assert(!r->sprite_began());
		r->begin_sprite(ZZ_SPRITE_ALPHABLEND, "draw_text_prim");  //조성현 2006 04 25 Text출력..
		// we assumes that identity matrix transform is the default
	   D3DXMATRIX mat, mat2;
	   D3DXMatrixIdentity(&mat2);
	   sprite->GetTransform(&mat);
	   
	   mat2._41 = mat._41;
	   mat2._42 = mat._42;
	   mat2._43 = mat._43;
	
	   sprite->SetTransform(&mat2);

	    
	}
	else {
		zz_assert(r->sprite_began());
	  
	}

	HRESULT hr;

	if (text_item.to_texture) { // render to texture stage
		r->enable_zbuffer(false);
		r->enable_zwrite(false);

		zz_rect new_rect;
		int width, height;
		width = text_item.rect.right - text_item.rect.left;
		height = text_item.rect.bottom - text_item.rect.top;
		SetRect(&new_rect, text_item.tex_rect.left, text_item.tex_rect.top,
			text_item.tex_rect.left + width, text_item.tex_rect.top + height);

		assert((text_item.tex_rect.top != 0) || (text_item.tex_rect.bottom != 0));

		//ZZ_LOG("font: draw_text_prim(%s), [%d, %d]\n", text_item.msg.get(),	text_item.tex_rect.top, text_item.tex_rect.top + height);
		//ZZ_LOG("font: draw_text_prim(%s), [%d, %d, %d, %d]\n",
		//	text_item.msg.get(),
		//	new_rect.left, new_rect.top, new_rect.right, new_rect.bottom);

		DWORD frontcolor = 0xFFFFFFFF;

		if (FAILED(hr = _draw_text(
			sprite,
			text_item.msg.get(), -1,
			&new_rect, 
			text_item.format,
			frontcolor )))
		{
			ZZ_LOG("font_d3d: DrawText() failed\n", zz_renderer_d3d::get_hresult_string(hr));
		}
		
		// restore states
		r->enable_zbuffer(true);
		r->enable_zwrite(true);
	}
	else {
		RECT rect = text_item.rect;
		if (FAILED(hr = _draw_text(
			sprite,
			text_item.msg.get(), -1,
			&rect, 
			text_item.format,
			text_item.color )))
		{
			ZZ_LOG("font_d3d: DrawText() failed\n", zz_renderer_d3d::get_hresult_string(hr));
		}
	}

	if (!text_item.use_sprite) { // end sprite
		r->end_sprite();
	}
}
Exemple #20
0
//
// --------------------------------------------------------
//	Renders the ListBox control.
// --------------------------------------------------------
void DirectX::GUI::ListBox::render( LPD3DXSPRITE d3dsprite, const POINT* pos )
{
	// Compute absolute offset 
	int xpos = m_posX + pos->x; 
	int ypos = m_posY + pos->y;

	// Get default sprite sizes for scaling operations
	float fieldSizeX = (float)(m_style->selectionBox.right - m_style->selectionBox.left);
	float fieldSizeY = (float)(m_style->selectionBox.bottom - m_style->selectionBox.top);
	int scrollbarWidth = m_style->downArrow.right - m_style->downArrow.left;

	// Compute backdrop sprite transform
	Matrix transformField;
	float fieldScaleX = (float)(m_sizeX-scrollbarWidth) / fieldSizeX;
	float fieldScaleY = (float)m_sizeY / fieldSizeX;
	Vector2 scaling( fieldScaleX, fieldScaleY ), position( (float)xpos, (float)ypos );
	D3DXMatrixTransformation2D( &transformField, NULL, 
		0.0, &scaling, NULL, NULL, &position );

	// Draw the selection box background
	d3dsprite->SetTransform( &transformField );
	d3dsprite->Draw( m_style->spriteSheet.getImage( ), 
		&m_style->selectionBox, NULL, NULL, 0xFFFFFFFF );

	// Determine number of items in list box
	int nItemsToDraw = m_sizeY / m_spacing; 
	int limit = ( m_items.size( ) < m_topItemIndex+nItemsToDraw ) ? 
		m_items.size( ) : m_topItemIndex+nItemsToDraw;

	// Draw the highlights on selected items
	for( int i = m_topItemIndex; i < limit; i++ )
		if( m_items[i].selected )
		{
			// Compute highlight sprite transform
			Matrix transformBackdrop;
			float highlightSizeX = (float)(m_style->backdrop.right - m_style->backdrop.left);
			float highlightSizeY = (float)(m_style->backdrop.bottom - m_style->backdrop.top);
			float highlightScaleX = (float)(m_sizeX-scrollbarWidth) / highlightSizeX;
			float highlightScaleY = (float)m_spacing / highlightSizeY;
			Vector2 scaling( highlightScaleX, highlightScaleY );
			Vector2 position( (float)xpos, (float)(ypos+(i-m_topItemIndex)*m_spacing) );
			Matrix transform; D3DXMatrixTransformation2D( &transformBackdrop, NULL, 0.0, 
				&scaling, NULL, NULL, &position );

			// Draw the highlight sprite
			d3dsprite->SetTransform( &transformBackdrop ); 
			d3dsprite->Draw( m_style->spriteSheet.getImage( ), 
				&m_style->backdrop, NULL, NULL, 0xFFFFFFFF );
		}

	// Draw text for visible list box entries
	Matrix matrix; D3DXMatrixIdentity( &matrix ); d3dsprite->SetTransform( &matrix );
	RECT textRect; SetRect( &textRect, xpos, ypos, xpos+m_sizeX-scrollbarWidth, ypos+m_spacing );
	for( int i = m_topItemIndex; i < limit; i++ )
	{
		// Render list item string
		m_style->font.getFont( )->DrawTextW( d3dsprite, 
			m_items[i].text.c_str( ), -1, &textRect, 
			Center | VCenter, m_style->color );

		// Adjust text rectangle for next element
		textRect.top = textRect.bottom; textRect.bottom += m_spacing;
	}

	// Compute arrow transforms
	Matrix transformUp, transformDw;
	float arrowSizeX = (float)(m_style->downArrow.right - m_style->downArrow.left);
	float arrowSizeY = (float)(m_style->downArrow.bottom - m_style->downArrow.top);
	Vector2 arrowScale( (float)scrollbarWidth / fieldSizeX, (float)scrollbarWidth / fieldSizeY );
	Vector2 positionUp( (float)xpos+(float)m_sizeX-(float)scrollbarWidth, (float)ypos );
	Vector2 positionDw( (float)xpos+(float)m_sizeX-(float)scrollbarWidth, (float)ypos+(float)m_sizeY-(float)scrollbarWidth );
	D3DXMatrixTransformation2D( &transformUp, NULL, 0.0, &arrowScale, NULL, NULL, &positionUp );
	D3DXMatrixTransformation2D( &transformDw, NULL, 0.0, &arrowScale, NULL, NULL, &positionDw );

	// Render up arrow with correct sprite
	d3dsprite->SetTransform( &transformUp );
	if( (m_state&PRESS_UP) && (m_state&HOVER_UP) ) 
		d3dsprite->Draw( m_style->spriteSheet.getImage( ), 
			&m_style->upArrowPressed, NULL, NULL, 0xFFFFFFFF );
	else if( (m_state&HOVER_UP) || (m_state&PRESS_UP) ) 
		d3dsprite->Draw( m_style->spriteSheet.getImage( ), 
			&m_style->upArrowHover, NULL, NULL, 0xFFFFFFFF );
	else d3dsprite->Draw( m_style->spriteSheet.getImage( ), 
			&m_style->upArrow, NULL, NULL, 0xFFFFFFFF );

	// Render down arrow with correct sprite
	d3dsprite->SetTransform( &transformDw );
	if( (m_state&PRESS_DOWN) && (m_state&HOVER_DOWN) ) 
		d3dsprite->Draw( m_style->spriteSheet.getImage( ), 
			&m_style->downArrowPressed, NULL, NULL, 0xFFFFFFFF );
	else if( (m_state&HOVER_DOWN) || (m_state&PRESS_DOWN) ) 
		d3dsprite->Draw( m_style->spriteSheet.getImage( ), 
			&m_style->downArrowHover, NULL, NULL, 0xFFFFFFFF );
	else d3dsprite->Draw( m_style->spriteSheet.getImage( ), 
			&m_style->downArrow, NULL, NULL, 0xFFFFFFFF );

	// Compute scroller transform
	Matrix transformScroller;
	float scrollerSizeY = (float)(m_style->scroller.bottom - m_style->scroller.top);
	Vector2 scalingScroller( 1.0f, (float)(m_sizeY-2*scrollbarWidth) / (float)(scrollerSizeY) ); 
	Vector2 positionScroller( (float)(xpos+m_sizeX-scrollbarWidth), (float)(ypos+scrollbarWidth) );
	D3DXMatrixTransformation2D( &transformScroller, NULL, 0.0, &scalingScroller, NULL, NULL, &positionScroller );

	// Render scroll bar backdrop
	d3dsprite->SetTransform( &transformScroller );
	d3dsprite->Draw( m_style->spriteSheet.getImage( ), 
		&m_style->scroller, NULL, NULL, 0xFFFFFFFF );
}
Exemple #21
0
void Sprite::Draw(InfoSprite _info,LPD3DXSPRITE _Handler){
	_Handler->SetTransform(&_info.getMatrixTransform());
	_Handler->Draw(m_Image,&this->getRect(_info.getCurFrame()),NULL,
		&D3DXVECTOR3(0,0,_info.getDepth()),_info.getColor());
}
Exemple #22
0
	void TransformTexture() {
		D3DXMATRIX matrix;
		D3DXMatrixTransformation2D(&matrix, NULL, 0, NULL, NULL, 0, NULL);

		spriteHandler->SetTransform(&matrix);
	}
Exemple #23
0
//
// --------------------------------------------------------
//	Renders the combo box control.
// --------------------------------------------------------
void DirectX::GUI::ComboBox::render( LPD3DXSPRITE d3dsprite, const POINT* pos )
{
	Matrix transform;
	
	// Compute absolute offset 
	int xpos = m_posX + pos->x; 
	int ypos = m_posY + pos->y;

	// Combo box field dimensions
	float fieldSizeX = (float)(m_style->selectionBox.right - m_style->selectionBox.left);
	float fieldSizeY = (float)(m_style->selectionBox.bottom - m_style->selectionBox.top);

	// Draw the selection box background	
	int nItems = (m_state&OPEN) ? m_items.size( ) : 1; 
	Vector2 fieldScale( (float)(m_sizeX-m_sizeY) / 
		fieldSizeX, (float)m_sizeY*nItems / fieldSizeY );
	D3DXMatrixTransformation2D( &transform, NULL, 0.0, &fieldScale, NULL, 
		NULL, &Vector2( (float)xpos, (float)ypos ) );
	d3dsprite->SetTransform( &transform );
	d3dsprite->Draw( m_style->spriteSheet.getImage( ), 
		&m_style->selectionBox, NULL, NULL, 0xFFFFFFFF );

	// Render backdrop
	if( m_state&OPEN )
	{
		// Get index of hovered item
		int my = DirectX::Manager::instance( )->getMouseY( );
		int hoverItem =  (my - ypos) / m_sizeY;

		// Check for valid item index
		if( hoverItem >= 0 && hoverItem < m_items.size( ) )
		{
			transform._42 = (float)ypos+hoverItem*m_sizeY; 
			transform._22 = (float)m_sizeY / (float)fieldSizeY;
			d3dsprite->SetTransform( &transform );
			d3dsprite->Draw( m_style->spriteSheet.getImage( ), 
				&m_style->backdrop, NULL, NULL, 0xFFFFFFFF );
		}
	}

	// Set transform for text rendering
	D3DXMatrixIdentity( &transform ); d3dsprite->SetTransform( &transform );
	RECT textRect = { xpos, ypos, xpos+m_sizeX-m_sizeY, ypos+m_sizeY };

	// Draw selected item text and other item text if open
	for( int i = 0; i < nItems; i++ ) 
	{
		// Render this items assosciated text
		m_style->font.getFont( )->DrawTextW( d3dsprite, m_items[i].text.c_str( ), 
			-1, &textRect, Center | VCenter, m_style->color );

		// Adjust text rectangle height
		textRect.top = textRect.bottom; 
		textRect.bottom += m_sizeY; 
	}

	// Compute arrow sprite image and transform
	int buttonSize = m_style->downArrow.right - m_style->downArrow.left;
	float arrowScale = (float)m_sizeY / (float)buttonSize;
	D3DXMatrixTransformation2D( &transform, NULL, 
		0.0, &Vector2( arrowScale, arrowScale ), 
		NULL, NULL, &Vector2( (float)(xpos+
		m_sizeX-m_sizeY), (float)ypos ) );

	LPRECT arrow; // Select arrow button sprite
	if( (m_state&PRESSED_ARROW) && (m_state&HOVER_ARROW) ) 
		arrow = &m_style->downArrowPressed;
	else if( (m_state&HOVER_ARROW) || (m_state&PRESSED_ARROW) ) 
		arrow = &m_style->downArrowHover;
	else arrow = &m_style->downArrow;

	// Render the arrow sprite
	d3dsprite->SetTransform( &transform );
	d3dsprite->Draw( m_style->spriteSheet.getImage( ), 
		arrow, NULL, NULL, 0xFFFFFFFF );
}