+++ /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 "IResettable.h"\r
-\r
-namespace SlimDX\r
-{\r
- namespace Direct3D9\r
- {\r
- ref class Texture;\r
-\r
- /// <summary>Provides a set of methods that simplify the process of drawing sprites.</summary>\r
- /// <unmanaged>ID3DXSprite</unmanaged>\r
- public ref class Sprite : public ComObject, IResettable\r
- {\r
- COMOBJECT(ID3DXSprite, Sprite);\r
-\r
- public:\r
- /// <summary>Initializes a new instance of a sprite object.</summary>\r
- /// <param name="device">The device to use when creating the new sprite object.</param>\r
- /// <unmanaged>D3DXCreateSprite</unmanaged>\r
- Sprite( Device^ device );\r
-\r
- /// <summary>Prepares the object and device for drawing sprites.</summary>\r
- /// <unmanaged>ID3DXSprite::Begin</unmanaged>\r
- Result Begin( SpriteFlags flags );\r
- \r
- /// <summary>Calls <see cref="Flush()" /> and restores the device state to how it was before <see cref="Begin()" /> was called.</summary>\r
- /// <unmanaged>ID3DXSprite::End</unmanaged>\r
- Result End();\r
-\r
- /// <summary>\r
- /// Forces all batched sprites to be submitted to the device.\r
- /// Device states remain as they were after the last call to <see cref="Begin(SpriteFlags)" />.\r
- /// The list of batched sprites is then cleared.\r
- /// </summary>\r
- /// <unmanaged>ID3DXSprite::Flush</unmanaged>\r
- Result Flush();\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 SlimDX::Direct3D9::Device^ Device\r
- {\r
- SlimDX::Direct3D9::Device^ get();\r
- }\r
-\r
- property Matrix Transform\r
- {\r
- Matrix get();\r
- void set( Matrix value );\r
- }\r
-\r
- /// <summary>\r
- /// Sets the left-handed world-view transform for a sprite.\r
- /// A call to this method is required before billboarding or sorting sprites.\r
- /// </summary>\r
- /// <unmanaged>ID3DXSprite::SetWorldViewLH</unmanaged>\r
- Result SetWorldViewLH( Matrix world, Matrix view );\r
-\r
- /// <summary>\r
- /// Sets the right-handed world-view transform for a sprite.\r
- /// A call to this method is required before billboarding or sorting sprites.\r
- /// </summary>\r
- /// <unmanaged>ID3DXSprite::SetWorldViewRH</unmanaged>\r
- Result SetWorldViewRH( Matrix world, Matrix view );\r
-\r
- /// <summary>Adds a sprite to the list of batched sprites.</summary>\r
- /// <param name="sourceRect">A rectangle that specifies the portion of the source texture to use. If null is passed, the entire source image will be used.</param>\r
- /// <param name="center">Specifies the center position of the sprite.</param>\r
- /// <param name="position">Specifies the position at which to render the sprite.</param>\r
- /// <param name="color">The color and alpha channels of the texture are modulated by this color.</param>\r
- /// <unmanaged>ID3DXSprite::Draw</unmanaged>\r
- Result Draw( Texture^ texture, System::Nullable<System::Drawing::Rectangle> sourceRect, System::Nullable<Vector3> center, System::Nullable<Vector3> position, Color4 color );\r
-\r
- /// <summary>Adds a sprite to the list of batched sprites.</summary>\r
- /// <param name="sourceRect">A rectangle that specifies the portion of the source texture to use.</param>\r
- /// <param name="color">The color and alpha channels of the texture are modulated by this color.</param>\r
- /// <unmanaged>ID3DXSprite::Draw</unmanaged>\r
- Result Draw( Texture^ texture, System::Nullable<System::Drawing::Rectangle> sourceRect, Color4 color );\r
-\r
- /// <summary>Adds a sprite to the list of batched sprites.</summary>\r
- /// <param name="center">Specifies the center position of the sprite.</param>\r
- /// <param name="position">Specifies the position at which to render the sprite.</param>\r
- /// <param name="color">The color and alpha channels of the texture are modulated by this color.</param>\r
- /// <unmanaged>ID3DXSprite::Draw</unmanaged>\r
- Result Draw( Texture^ texture, System::Nullable<Vector3> center, System::Nullable<Vector3> position, Color4 color );\r
-\r
- /// <summary>Adds a sprite to the list of batched sprites.</summary>\r
- /// <param name="color">The color and alpha channels of the texture are modulated by this color.</param>\r
- /// <unmanaged>ID3DXSprite::Draw</unmanaged>\r
- Result Draw( Texture^ texture, Color4 color );\r
- };\r
- }\r
-}\r