+++ /dev/null
-/*\r
-* Copyright (c) 2007-2010 SlimDX Group\r
-* \r
-* Permission is hereby granted, free of charge, to any person obtaining a copy\r
-* of this software and associated documentation files (the "Software"), to deal\r
-* in the Software without restriction, including without limitation the rights\r
-* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell\r
-* copies of the Software, and to permit persons to whom the Software is\r
-* furnished to do so, subject to the following conditions:\r
-* \r
-* The above copyright notice and this permission notice shall be included in\r
-* all copies or substantial portions of the Software.\r
-* \r
-* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR\r
-* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,\r
-* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE\r
-* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER\r
-* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,\r
-* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN\r
-* THE SOFTWARE.\r
-*/\r
-#pragma once\r
-\r
-#include "../math/Color4.h"\r
-#include "../math/Matrix.h"\r
-#include "../math/Vector2.h"\r
-#include "../math/Vector3.h"\r
-\r
-namespace SlimDX\r
-{\r
- namespace Direct3D10\r
- {\r
- ref class ShaderResourceView;\r
-#ifdef XMLDOCS\r
- ref class Sprite;\r
-#endif\r
-\r
- /// <summary>\r
- /// Describes instance data for a single sprite rendered by the\r
- /// <see cref="Sprite"/> interface.\r
- /// </summary>\r
- /// <unmanaged>D3DX10_SPRITE</unmanaged>\r
- public ref class SpriteInstance\r
- {\r
- Matrix transform;\r
- Vector2 textureCoordinates;\r
- Vector2 textureDimensions;\r
- Color4 color;\r
- ShaderResourceView^ texture;\r
- int textureIndex;\r
- \r
- internal:\r
- void ToNativeObject( D3DX10_SPRITE& object );\r
-\r
- public:\r
- property Matrix Transform\r
- {\r
- Matrix get() { return (transform); }\r
- void set( Matrix value ) { transform = value; }\r
- }\r
-\r
- property Vector2 TextureCoordinates\r
- {\r
- Vector2 get() { return textureCoordinates; }\r
- void set( Vector2 value ) { textureCoordinates = value; }\r
- }\r
-\r
- property Vector2 TextureDimensions\r
- {\r
- Vector2 get() { return textureDimensions; }\r
- void set( Vector2 value ) { textureDimensions = value; }\r
- }\r
- \r
- property Color4 Color\r
- {\r
- Color4 get() { return color; }\r
- void set( Color4 value ) { color = value; }\r
- }\r
-\r
- property ShaderResourceView^ Texture\r
- {\r
- ShaderResourceView^ get() { return texture; }\r
- void set( ShaderResourceView^ value ) { texture = value; }\r
- }\r
-\r
- property int TextureIndex\r
- {\r
- int get() { return textureIndex; }\r
- void set( int value ) { textureIndex = value; }\r
- }\r
-\r
- SpriteInstance( ShaderResourceView^ texture, Vector2 coordinates, Vector2 dimensions );\r
- };\r
- }\r
-}\r