add initial examples, replacing the 'Demos/Demos3'. Will make it work cross-platform, OpenGL3/OpenGL2 and add more examples to it.
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74
examples/ThirdPartyLibs/Gwen/Renderers/DirectX9.h
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74
examples/ThirdPartyLibs/Gwen/Renderers/DirectX9.h
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/*
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GWEN
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Copyright (c) 2010 Facepunch Studios
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See license in Gwen.h
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*/
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#ifndef GWEN_RENDERERS_DIRECTX9_H
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#define GWEN_RENDERERS_DIRECTX9_H
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#include "Gwen/Gwen.h"
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#include "Gwen/BaseRender.h"
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struct VERTEXFORMAT2D
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{
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FLOAT x, y, z, rhw;
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DWORD color;
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float u, v;
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};
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#define D3DFVF_VERTEXFORMAT2D ( D3DFVF_XYZRHW | D3DFVF_DIFFUSE | D3DFVF_TEX1 )
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namespace Gwen
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{
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namespace Renderer
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{
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class GWEN_EXPORT DirectX9 : public Gwen::Renderer::Base
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{
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public:
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DirectX9( IDirect3DDevice9* pDevice );
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~DirectX9();
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virtual void Begin();
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virtual void End();
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virtual void Release();
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virtual void SetDrawColor(Gwen::Color color);
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virtual void DrawLine( int x, int y, int a, int b );
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virtual void DrawFilledRect( Gwen::Rect rect );
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virtual void LoadFont( Gwen::Font* pFont );
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virtual void FreeFont( Gwen::Font* pFont );
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virtual void RenderText( Gwen::Font* pFont, Gwen::Point pos, const Gwen::UnicodeString& text );
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virtual Gwen::Point MeasureText( Gwen::Font* pFont, const Gwen::UnicodeString& text );
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void StartClip();
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void EndClip();
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void DrawTexturedRect( Gwen::Texture* pTexture, Gwen::Rect pTargetRect, float u1=0.0f, float v1=0.0f, float u2=1.0f, float v2=1.0f );
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void LoadTexture( Gwen::Texture* pTexture );
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void FreeTexture( Gwen::Texture* pTexture );
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protected:
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void* m_pCurrentTexture;
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IDirect3DDevice9* m_pDevice;
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DWORD m_Color;
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void Flush();
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void AddVert( int x, int y );
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void AddVert( int x, int y, float u, float v );
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static const int MaxVerts = 1024;
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VERTEXFORMAT2D m_pVerts[MaxVerts];
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int m_iVertNum;
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Gwen::Font::List m_FontList;
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};
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}
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}
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#endif
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