Apply clang-format-all.sh using the _clang-format file through all the cpp/.h files. make sure not to apply it to certain serialization structures, since some parser expects the * as part of the name, instead of type. This commit contains no other changes aside from adding and applying clang-format-all.sh
71 lines
1.6 KiB
C++
71 lines
1.6 KiB
C++
/*
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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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} // namespace Renderer
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} // namespace Gwen
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#endif
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