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HUD.cpp
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HUD.cpp
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#include "HUD.h"
#include<iostream>
//#include "wchar.h"
HUD* HUD::m_system = nullptr;
HUD::HUD()
{
try
{
D2D1CreateFactory(D2D1_FACTORY_TYPE_SINGLE_THREADED, &m_pDirect2dFactory);
}
catch (...)
{
throw std::exception("D2D1 Factory was not created successfully");
}
try
{
DWriteCreateFactory(
DWRITE_FACTORY_TYPE_SHARED,
__uuidof(IDWriteFactory),
reinterpret_cast<IUnknown**>(&pDWriteFactory)
);
}
catch (...)
{
throw std::exception("DWrite Factory was not created successfully");
}
}
HUD::~HUD()
{
SafeRelease(&m_pDirect2dFactory);
SafeRelease(&m_pRenderTarget);
}
HRESULT HUD::CreateDeviceResources()
{
HRESULT hr = S_OK;
return hr;
}
HRESULT HUD::BindSurfaceToHUDRT(IDXGISurface* surface)
{
HRESULT hr = S_OK;
D2D1_RENDER_TARGET_PROPERTIES props =
D2D1::RenderTargetProperties(
D2D1_RENDER_TARGET_TYPE_DEFAULT,
D2D1::PixelFormat(DXGI_FORMAT_UNKNOWN, D2D1_ALPHA_MODE_PREMULTIPLIED),
96,
96
);
// if (m_pDirect2dFactory != nullptr)std::cout << "ok";
// else std::cout << "nawt gord";
hr = m_pDirect2dFactory
->CreateDxgiSurfaceRenderTarget(
surface,
&props,
&m_pRenderTarget
);
/* if (SUCCEEDED(hr))
hr = CreateDeviceResources();*/
if (SUCCEEDED(hr))
hr = CreateDeviceResources();
return hr;
}
void HUD::ClearHUD(Vector3D color, float alpha)
{
m_pRenderTarget->BeginDraw();
m_pRenderTarget->SetTransform(D2D1::Matrix3x2F::Identity());
m_pRenderTarget->Clear( D2D1::ColorF(color.m_x, color.m_y, color.m_z,alpha));
m_pRenderTarget->EndDraw();
}
void HUD::DrawTextOnScreen(D2D1_POINT_2F position,IDWriteTextLayout* text_layout, ID2D1SolidColorBrush* text_brush)
{
m_pRenderTarget->BeginDraw();
if (text_layout != NULL && text_brush != NULL)
m_pRenderTarget->DrawTextLayout(
position,
text_layout,
text_brush
);
m_pRenderTarget->EndDraw();
}
//
//void HUD::DrawNumberOnScreen(int number, Point position, float width, float height, float font_size, Vector3D text_color)
//{
//
// wchar_t string[10];
// _snwprintf_s(string, sizeof(string), L"%d", number);
// // m_pRenderTarget->BeginDraw();
//
// // DrawTextOnScreen(string, position, width, height, font_size, text_color);
//
// // m_pRenderTarget->EndDraw();
//
//}
//void HUD::DrawRectangle(Point position, Point size, Vector3D rectangle_color, WidgetPositionOffset offset ,
// ShapeType shape_type , float border_width , Vector3D border_color )
void HUD::DrawRectangle(Point position, Point size, ID2D1SolidColorBrush* rectangle_brush, WidgetPositionOffset offset,
ShapeType shape_type, float border_width, ID2D1SolidColorBrush* border_brush)
{
D2D1_RECT_F rectangle1;
rectangle1 = D2D1::RectF(
FLOAT(position.m_x - size.m_x/2),
FLOAT(position.m_y - size.m_y/2),
FLOAT(position.m_x + size.m_x/2),
FLOAT(position.m_y + size.m_y/2)
);
if(offset == WidgetPositionOffset::Right)
rectangle1 = D2D1::RectF(
FLOAT(position.m_x),
FLOAT(position.m_y - size.m_y / 2),
FLOAT(position.m_x + size.m_x),
FLOAT(position.m_y + size.m_y / 2)
);
else if (offset == WidgetPositionOffset::Left)
rectangle1 = D2D1::RectF(
FLOAT(position.m_x - size.m_x),
FLOAT(position.m_y - size.m_y / 2),
FLOAT(position.m_x) ,
FLOAT(position.m_y + size.m_y / 2)
);
m_pRenderTarget->BeginDraw();
// Draw a filled rectangle.
if (shape_type == ShapeType::Filled)
{
if (rectangle_brush != NULL)
m_pRenderTarget->FillRectangle(&rectangle1, rectangle_brush);
}
else if (shape_type == ShapeType::Empty)
{
if (rectangle_brush != NULL)
m_pRenderTarget->DrawRectangle(&rectangle1, rectangle_brush,border_width);
}
else if (shape_type == ShapeType::Filled_Borders)
{
if (rectangle_brush != NULL)
m_pRenderTarget->FillRectangle(&rectangle1, rectangle_brush);
if (rectangle_brush != NULL )
m_pRenderTarget->DrawRectangle(&rectangle1, border_brush, border_width);
}
m_pRenderTarget->EndDraw();
}
ID2D1RenderTarget* HUD::GetRenderTarget()
{
return m_pRenderTarget;
}
ID2D1Factory* HUD::GetD2D1Factory()
{
return m_pDirect2dFactory;
}
IDWriteFactory* HUD::GetWriteFactory()
{
return pDWriteFactory;
}
RECT HUD::GetScreenRect()
{
return m_screen_rect;
}
void HUD::setScreenRect(RECT rect)
{
m_screen_rect = rect;
}
HUD* HUD::GetHUDSystem()
{
return m_system;
}
void HUD::create()
{
if (HUD::m_system)
throw std::exception("HUD System already created");
HUD::m_system = new HUD();
}
void HUD::release()
{
if (!HUD::m_system)
return;
delete HUD::m_system;
}