*/
#include "GUIWindowTestPatternDX.h"
+#include "windowing/WindowingFactory.h"
+#ifndef M_PI
+ #define M_PI 3.14159265358979323846
+#endif
+
+#define D3DFVF_CUSTOMVERTEX (D3DFVF_XYZRHW|D3DFVF_DIFFUSE)
CGUIWindowTestPatternDX::CGUIWindowTestPatternDX(void) : CGUIWindowTestPattern()
{
void CGUIWindowTestPatternDX::DrawVerticalLines(int top, int left, int bottom, int right)
{
- // TODO: write dx code
+ CUSTOMVERTEX* vert = new CUSTOMVERTEX[2+(right-left)];
+ int p = 0;
+ for (int i = left; i <= right; i += 2)
+ {
+ vert[p].x = (float)i;
+ vert[p].y = (float)top;
+ vert[p].z = 0.5f;
+ vert[p].rhw = 1.0f;
+ vert[p].color = 0xffffffff;
+ ++p;
+ vert[p].x = (float)i;
+ vert[p].y = (float)bottom;
+ vert[p].z = 0.5f;
+ vert[p].rhw = 1.0f;
+ vert[p].color = 0xffffffff;
+ ++p;
+ }
+ g_Windowing.Get3DDevice()->SetFVF(D3DFVF_CUSTOMVERTEX);
+ g_Windowing.Get3DDevice()->DrawPrimitiveUP(D3DPT_LINELIST, p/2, vert, sizeof(CUSTOMVERTEX));
+
+ delete [] vert;
}
void CGUIWindowTestPatternDX::DrawHorizontalLines(int top, int left, int bottom, int right)
{
- // TODO: write dx code
+ CUSTOMVERTEX* vert = new CUSTOMVERTEX[2+(bottom-top)];
+ int p = 0;
+ for (int i = top; i <= bottom; i += 2)
+ {
+ vert[p].x = (float)left;
+ vert[p].y = (float)i;
+ vert[p].z = 0.5f;
+ vert[p].rhw = 1.0f;
+ vert[p].color = 0xffffffff;
+ ++p;
+ vert[p].x = (float)right;
+ vert[p].y = (float)i;
+ vert[p].z = 0.5f;
+ vert[p].rhw = 1.0f;
+ vert[p].color = 0xffffffff;
+ ++p;
+ }
+ g_Windowing.Get3DDevice()->SetFVF(D3DFVF_CUSTOMVERTEX);
+ g_Windowing.Get3DDevice()->DrawPrimitiveUP(D3DPT_LINELIST, p/2, vert, sizeof(CUSTOMVERTEX));
+ delete [] vert;
}
void CGUIWindowTestPatternDX::DrawCheckers(int top, int left, int bottom, int right)
{
- // TODO: write dx code
+ int c = (bottom-top+1)*(1+(right-left)/2);
+ CUSTOMVERTEX* vert = new CUSTOMVERTEX[c];
+ int i=0;
+ for (int y = top; y <= bottom; y++)
+ {
+ for (int x = left; x <= right; x += 2)
+ {
+ if (y % 2 == 0)
+ {
+ vert[i].x = (float)x;
+ vert[i].y = (float)y;
+ vert[i].z = 0.5f;
+ vert[i].rhw = 1.0f;
+ vert[i].color = 0xffffffff;
+ }
+ else
+ {
+ vert[i].x = (float)x+1.0f;
+ vert[i].y = (float)y;
+ vert[i].z = 0.5f;
+ vert[i].rhw = 1.0f;
+ vert[i].color = 0xffffffff;
+ }
+ ++i;
+ }
+ }
+ g_Windowing.Get3DDevice()->SetFVF(D3DFVF_CUSTOMVERTEX);
+ g_Windowing.Get3DDevice()->DrawPrimitiveUP(D3DPT_POINTLIST, i, vert, sizeof(CUSTOMVERTEX));
+ delete [] vert;
}
void CGUIWindowTestPatternDX::DrawBouncingRectangle(int top, int left, int bottom, int right)
{
- // TODO: write dx code
+ m_bounceX += m_bounceDirectionX;
+ m_bounceY += m_bounceDirectionY;
+
+ if ((m_bounceDirectionX == 1 && m_bounceX + TEST_PATTERNS_BOUNCE_SQUARE_SIZE == right) || (m_bounceDirectionX == -1 && m_bounceX == left))
+ m_bounceDirectionX = -m_bounceDirectionX;
+ if ((m_bounceDirectionY == 1 && m_bounceY + TEST_PATTERNS_BOUNCE_SQUARE_SIZE == bottom) || (m_bounceDirectionY == -1 && m_bounceY == top))
+ m_bounceDirectionY = -m_bounceDirectionY;
+
+ DrawRectangle((float)m_bounceX, (float)m_bounceY, (float)(m_bounceX + TEST_PATTERNS_BOUNCE_SQUARE_SIZE), (float)(m_bounceY + TEST_PATTERNS_BOUNCE_SQUARE_SIZE), 0xffffffff);
}
void CGUIWindowTestPatternDX::DrawContrastBrightnessPattern(int top, int left, int bottom, int right)
{
- // TODO: write dx code
+ DWORD color = 0xffffffff;
+ float x5p = (float) (left + (0.05f * (right - left)));
+ float y5p = (float) (top + (0.05f * (bottom - top)));
+ float x12p = (float) (left + (0.125f * (right - left)));
+ float y12p = (float) (top + (0.125f * (bottom - top)));
+ float x25p = (float) (left + (0.25f * (right - left)));
+ float y25p = (float) (top + (0.25f * (bottom - top)));
+ float x37p = (float) (left + (0.375f * (right - left)));
+ float y37p = (float) (top + (0.375f * (bottom - top)));
+ float x50p = (float)(left + (right - left) / 2);
+ float y50p = (float)(top + (bottom - top) / 2);
+ float x62p = (float) (left + (0.625f * (right - left)));
+ float y62p = (float) (top + (0.625f * (bottom - top)));
+ float x75p = (float) (left + (0.75f * (right - left)));
+ float y75p = (float) (top + (0.75f * (bottom - top)));
+ float x87p = (float) (left + (0.875f * (right - left)));
+ float y87p = (float) (top + (0.875f * (bottom - top)));
+ float x95p = (float) (left + (0.95f * (right - left)));
+ float y95p = (float) (top + (0.95f * (bottom - top)));
+
+ m_blinkFrame = (m_blinkFrame + 1) % TEST_PATTERNS_BLINK_CYCLE;
+
+ // draw main quadrants
+ DrawRectangle(x50p, (float)top, (float)right, y50p, 0xffffffff);
+ DrawRectangle((float)left, (float)y50p, x50p, (float)bottom, 0xffffffff);
+
+ // draw border lines
+ CUSTOMVERTEX vert[] =
+ {
+ {(float)left, y5p, 0.5f, 1.0f, 0xffffffff},
+ {x50p, y5p, 0.5f, 1.0f, 0xffffffff},
+ {x5p, (float)top, 0.5f, 1.0f, 0xffffffff},
+ {x5p, y50p, 0.5f, 1.0f, 0xffffffff},
+ {x50p, y95p, 0.5f, 1.0f, 0xffffffff},
+ {(float)right, y95p, 0.5f, 1.0f, 0xffffffff},
+ {x95p, y50p, 0.5f, 1.0f, 0xffffffff},
+ {x95p, (float)bottom, 0.5f, 1.0f, 0xffffffff},
+
+ {x50p, y5p, 0.5f, 1.0f, 0xff000000},
+ {(float)right, y5p, 0.5f, 1.0f, 0xff000000},
+ {x5p, y50p, 0.5f, 1.0f, 0xff000000},
+ {x5p, (float)bottom, 0.5f, 1.0f, 0xff000000},
+ {(float)left, y95p, 0.5f, 1.0f, 0xff000000},
+ {x50p, y95p, 0.5f, 1.0f, 0xff000000},
+ {x95p, (float)top, 0.5f, 1.0f, 0xff000000},
+ {x95p, y50p, 0.5f, 1.0f, 0xff000000}
+ };
+ g_Windowing.Get3DDevice()->SetFVF(D3DFVF_CUSTOMVERTEX);
+ g_Windowing.Get3DDevice()->DrawPrimitiveUP(D3DPT_LINELIST, 8, vert, sizeof(CUSTOMVERTEX));
+
+ // draw inner rectangles
+ DrawRectangle(x12p, y12p, x37p, y37p, 0xffffffff);
+ DrawRectangle(x62p, y62p, x87p, y87p, 0xffffffff);
+
+ DrawRectangle(x62p, y12p, x87p, y37p, 0xff000000);
+ DrawRectangle(x12p, y62p, x37p, y87p, 0xff000000);
+
+ // draw inner circles
+ if (m_blinkFrame < TEST_PATTERNS_BLINK_CYCLE / 2)
+ color = D3DCOLOR_COLORVALUE(0.05f, 0.05f, 0.05f, 1.0f);
+ else
+ color = D3DCOLOR_COLORVALUE(0.0f, 0.0f, 0.0f, 1.0f);
+ DrawCircleEx(x25p, y75p, (y37p - y12p) / 3, color);
+ DrawCircleEx(x75p, y25p, (y37p - y12p) / 3, color);
+
+ if (m_blinkFrame < TEST_PATTERNS_BLINK_CYCLE / 2)
+ color = D3DCOLOR_COLORVALUE(0.95f, 0.95f, 0.95f, 1.0f);
+ else
+ color = D3DCOLOR_COLORVALUE(1.0f, 1.0f, 1.0f, 1.0f);
+ DrawCircleEx(x25p, y25p, (y37p - y12p) / 3, color);
+ DrawCircleEx(x75p, y75p, (y37p - y12p) / 3, color);
}
void CGUIWindowTestPatternDX::DrawCircle(int originX, int originY, int radius)
{
- // TODO: write dx code
+ DrawCircleEx((float)originX, (float)originY, (float)radius, 0xffffffff);
+}
+
+void CGUIWindowTestPatternDX::DrawCircleEx(float originX, float originY, float radius, DWORD color)
+{
+ float angle;
+ float vectorX;
+ float vectorY;
+ float vectorY1 = originY;
+ float vectorX1 = originX;
+ CUSTOMVERTEX vert[1083]; // 361*3
+ int p = 0;
+
+ for (int i = 0; i <= 360; i++)
+ {
+ angle = (float)(((double)i)/57.29577957795135);
+ vectorX = originX + (radius*(float)sin((double)angle));
+ vectorY = originY + (radius*(float)cos((double)angle));
+ vert[p].x = originX;
+ vert[p].y = originY;
+ vert[p].z = 0.5f;
+ vert[p].rhw = 1.0f;
+ vert[p].color = color;
+ ++p;
+ vert[p].x = vectorX1;
+ vert[p].y = vectorY1;
+ vert[p].z = 0.5f;
+ vert[p].rhw = 1.0f;
+ vert[p].color = color;
+ ++p;
+ vert[p].x = vectorX;
+ vert[p].y = vectorY;
+ vert[p].z = 0.5f;
+ vert[p].rhw = 1.0f;
+ vert[p].color = color;
+ ++p;
+ vectorY1 = vectorY;
+ vectorX1 = vectorX;
+ }
+ g_Windowing.Get3DDevice()->SetFVF(D3DFVF_CUSTOMVERTEX);
+ g_Windowing.Get3DDevice()->DrawPrimitiveUP(D3DPT_TRIANGLELIST, 361, vert, sizeof(CUSTOMVERTEX));
}
void CGUIWindowTestPatternDX::BeginRender()
{
- // TODO: write dx code
+ g_Windowing.Get3DDevice()->Clear(0, NULL, D3DCLEAR_TARGET, 0, 0, 0);
}
void CGUIWindowTestPatternDX::EndRender()
{
- // TODO: write dx code
}
+void CGUIWindowTestPatternDX::DrawRectangle(float x, float y, float x2, float y2, DWORD color)
+{
+ CUSTOMVERTEX vert[] =
+ {
+ {x, y, 0.5f, 1.0f, color},
+ {x2, y, 0.5f, 1.0f, color},
+ {x2, y2, 0.5f, 1.0f, color},
+ {x, y2, 0.5f, 1.0f, color},
+ {x, y, 0.5f, 1.0f, color},
+ };
+ g_Windowing.Get3DDevice()->SetFVF(D3DFVF_CUSTOMVERTEX);
+ g_Windowing.Get3DDevice()->DrawPrimitiveUP(D3DPT_TRIANGLESTRIP, 3, vert, sizeof(CUSTOMVERTEX));
+}