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Merge branch 'feature/#36529_SlimDXからSharpDXへの移行' into develop
[dtxmania/dtxmania.git] / SlimDXc_Jun2010(VC++2008) / source / direct3d9 / EffectStateManager.h
diff --git a/SlimDXc_Jun2010(VC++2008)/source/direct3d9/EffectStateManager.h b/SlimDXc_Jun2010(VC++2008)/source/direct3d9/EffectStateManager.h
deleted file mode 100644 (file)
index 1a37404..0000000
+++ /dev/null
@@ -1,94 +0,0 @@
-/*\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
-namespace SlimDX\r
-{\r
-       namespace Direct3D9\r
-       {\r
-               ref class Effect;\r
-\r
-               public interface struct IEffectStateManager\r
-               {\r
-                       virtual void EnableLight( int index, bool enable ) = 0;\r
-                       virtual void SetFVF( VertexFormat fvf ) = 0;\r
-                       virtual void SetLight( int index, Light light ) = 0;\r
-                       virtual void SetMaterial( Material material ) = 0;\r
-                       virtual void SetNPatchMode( float segments ) = 0;\r
-                       virtual void SetTransform( TransformState state, Matrix value ) = 0;\r
-\r
-                       virtual void SetPixelShader( PixelShader^ pixelShader ) = 0;\r
-                       virtual void SetPixelShaderConstant( int startRegister, array<bool>^ data ) = 0;\r
-                       virtual void SetPixelShaderConstant( int startRegister, array<float>^ data ) = 0;\r
-                       virtual void SetPixelShaderConstant( int startRegister, array<int>^ data ) = 0;\r
-\r
-                       virtual void SetVertexShader( VertexShader^ vertexShader ) = 0;\r
-                       virtual void SetVertexShaderConstant( int startRegister, array<bool>^ data ) = 0;\r
-                       virtual void SetVertexShaderConstant( int startRegister, array<float>^ data ) = 0;\r
-                       virtual void SetVertexShaderConstant( int startRegister, array<int>^ data ) = 0;\r
-\r
-                       virtual void SetRenderState( RenderState state, int value ) = 0;\r
-                       virtual void SetSamplerState( int sampler, SamplerState type, int value ) = 0;\r
-                       virtual void SetTexture( int sampler, BaseTexture^ texture ) = 0;\r
-                       virtual void SetTextureStageState( int stage, TextureStage type, int value ) = 0;\r
-               };\r
-\r
-               class IEffectStateManagerShim : public ID3DXEffectStateManager\r
-               {\r
-               private:\r
-                       int refCount;\r
-                       gcroot<IEffectStateManager^> m_WrappedInterface;\r
-                       gcroot<Effect^> m_Effect;\r
-\r
-               public:\r
-                       IEffectStateManagerShim( IEffectStateManager^ wrappedInterface, Effect^ effect );\r
-\r
-                       IEffectStateManager^ GetManager() { return m_WrappedInterface; }\r
-\r
-                       HRESULT WINAPI QueryInterface( const IID &iid, LPVOID *ppv );\r
-                       ULONG   WINAPI AddRef();\r
-                       ULONG   WINAPI Release();\r
-\r
-                       HRESULT WINAPI LightEnable( DWORD Index, BOOL Enable );\r
-                       HRESULT WINAPI SetFVF( DWORD FVF );\r
-                       HRESULT WINAPI SetLight( DWORD index, const D3DLIGHT9* pLight );\r
-                       HRESULT WINAPI SetMaterial( const D3DMATERIAL9* pMaterial );\r
-                       HRESULT WINAPI SetNPatchMode( FLOAT nSegments );\r
-                       HRESULT WINAPI SetTransform( D3DTRANSFORMSTATETYPE State, const D3DMATRIX* pMatrix );\r
-\r
-                       HRESULT WINAPI SetPixelShader( LPDIRECT3DPIXELSHADER9 pShader );\r
-                       HRESULT WINAPI SetPixelShaderConstantB( UINT StartRegister, const BOOL* pConstantData, UINT RegisterCount );\r
-                       HRESULT WINAPI SetPixelShaderConstantF( UINT StartRegister, const FLOAT* pConstantData, UINT RegisterCount );\r
-                       HRESULT WINAPI SetPixelShaderConstantI( UINT StartRegister, const INT* pConstantData, UINT RegisterCount );\r
-\r
-                       HRESULT WINAPI SetVertexShader( LPDIRECT3DVERTEXSHADER9 pShader );\r
-                       HRESULT WINAPI SetVertexShaderConstantB( UINT StartRegister, const BOOL* pConstantData, UINT RegisterCount );\r
-                       HRESULT WINAPI SetVertexShaderConstantF( UINT StartRegister, const FLOAT* pConstantData, UINT RegisterCount );\r
-                       HRESULT WINAPI SetVertexShaderConstantI( UINT StartRegister, const INT* pConstantData, UINT RegisterCount );\r
-\r
-                       HRESULT WINAPI SetRenderState( D3DRENDERSTATETYPE State, DWORD Value );\r
-                       HRESULT WINAPI SetSamplerState( DWORD Sampler, D3DSAMPLERSTATETYPE Type, DWORD Value );\r
-                       HRESULT WINAPI SetTexture( DWORD Stage, LPDIRECT3DBASETEXTURE9 pTexture );\r
-                       HRESULT WINAPI SetTextureStageState( DWORD Stage, D3DTEXTURESTAGESTATETYPE Type, DWORD Value );\r
-               };\r
-       }\r
-}\r