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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 / Font9.h
diff --git a/SlimDXc_Jun2010(VC++2008)/source/direct3d9/Font9.h b/SlimDXc_Jun2010(VC++2008)/source/direct3d9/Font9.h
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-/*\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 "Enums.h"\r
-#include "IResettable.h"\r
-\r
-#include "FontDescription.h"\r
-\r
-namespace SlimDX\r
-{\r
-       namespace Direct3D9\r
-       {\r
-               /// <summary>Encapsulates the textures and resources needed to render a specific font on a specific device.</summary>\r
-               /// <unmanaged>ID3DXFont</unmanaged>\r
-               public ref class Font : public ComObject, IResettable\r
-               {\r
-                       COMOBJECT(ID3DXFont, Font);\r
-\r
-               internal:\r
-                       void Build( Device^ device, int height, int width, FontWeight weight, int mipLevels, bool italic, CharacterSet characterSet, Precision outputPrecision, FontQuality quality, PitchAndFamily pitchAndFamily, System::String^ faceName );\r
-\r
-               public:\r
-                       Font( Device^ device, int height, int width, FontWeight weight, int mipLevels, bool italic, CharacterSet characterSet, Precision outputPrecision, FontQuality quality, PitchAndFamily pitchAndFamily, System::String^ faceName );\r
-                       Font( Device^ device, System::Drawing::Font^ font );\r
-\r
-                       /// <summary>Draws formatted text, optionally using a <see cref="SlimDX::Direct3D9::Sprite" /> object for improved performance.</summary>\r
-                       /// <unmanaged>ID3DXFont::DrawText</unmanaged>\r
-                       int DrawString( Sprite^ sprite, System::String^ text, System::Drawing::Rectangle rectangle, DrawTextFormat format, Color4 color );\r
-\r
-                       /// <summary>Draws formatted text, optionally using a <see cref="SlimDX::Direct3D9::Sprite" /> object for improved performance.</summary>\r
-                       /// <unmanaged>ID3DXFont::DrawText</unmanaged>\r
-                       int DrawString( Sprite^ sprite, System::String^ text, System::Drawing::Rectangle rectangle, DrawTextFormat format, int color );\r
-\r
-                       /// <summary>Draws formatted text, optionally using a <see cref="SlimDX::Direct3D9::Sprite" /> object for improved performance.</summary>\r
-                       /// <unmanaged>ID3DXFont::DrawText</unmanaged>\r
-                       int DrawString( Sprite^ sprite, System::String^ text, int x, int y, Color4 color );\r
-\r
-                       /// <summary>Draws formatted text, optionally using a <see cref="SlimDX::Direct3D9::Sprite" /> object for improved performance.</summary>\r
-                       /// <unmanaged>ID3DXFont::DrawText</unmanaged>\r
-                       int DrawString( Sprite^ sprite, System::String^ text, int x, int y, int color );\r
-\r
-                       /// <summary>Computes the bounding rectangle for a given string to be rendered using this font.</summary>\r
-                       /// <unmanaged>ID3DXFont::DrawText</unmanaged>\r
-                       System::Drawing::Rectangle MeasureString( Sprite^ sprite, System::String^ text, DrawTextFormat format );\r
-\r
-                       /// <summary>Computes the bounding rectangle for a given string to be rendered using this font.</summary>\r
-                       /// <unmanaged>ID3DXFont::DrawText</unmanaged>\r
-                       int MeasureString( Sprite^ sprite, System::String^ text, DrawTextFormat format, System::Drawing::Rectangle% rectangle );\r
-\r
-                       /// <summary>Loads a series of characters into video memory to improve the efficiency of rendering to the device.</summary>\r
-                       /// <unmanaged>ID3DXFont::PreloadText</unmanaged>\r
-                       Result PreloadCharacters( int first, int last );\r
-\r
-                       /// <summary>Loads a series of glyphs into video memory to improve the efficiency of rendering to the device.</summary>\r
-                       /// <unmanaged>ID3DXFont::PreloadText</unmanaged>\r
-                       Result PreloadGlyphs( int first, int last );\r
-\r
-                       /// <summary>Loads formatted text into video memory to improve the efficiency of rendering to the device.</summary>\r
-                       /// <unmanaged>ID3DXFont::PreloadText</unmanaged>\r
-                       Result PreloadText( System::String^ text );\r
-\r
-                       /// <summary>\r
-                       /// Use this method to release all references to video memory resources and delete all stateblocks.\r
-                       /// This method should be called whenever a device is lost, or before resetting a device.\r
-                       /// </summary>\r
-                       /// <unmanaged>ID3DXFont::OnLostDevice</unmanaged>\r
-                       virtual Result OnLostDevice();\r
-\r
-                       /// <summary>\r
-                       /// Use this method to re-acquire resources and save initial state.\r
-                       /// </summary>\r
-                       /// <unmanaged>ID3DXFont::OnResetDevice</unmanaged>\r
-                       virtual Result OnResetDevice();\r
-\r
-                       property FontDescription Description\r
-                       {\r
-                               FontDescription get();\r
-                       }\r
-\r
-                       property System::IntPtr DeviceContext\r
-                       {\r
-                               System::IntPtr get();\r
-                       }\r
-               };\r
-       }\r
-}\r