sort into sub-folders Input and Graphics
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118
OpenRA.Game/Graphics/IGraphicsDevice.cs
Executable file
118
OpenRA.Game/Graphics/IGraphicsDevice.cs
Executable file
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#region Copyright & License Information
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/*
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* Copyright 2007-2014 The OpenRA Developers (see AUTHORS)
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* This file is part of OpenRA, which is free software. It is made
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* available to you under the terms of the GNU General Public License
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* as published by the Free Software Foundation. For more information,
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* see COPYING.
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*/
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#endregion
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using System;
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using System.Drawing;
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using OpenRA.Graphics;
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namespace OpenRA
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{
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[AttributeUsage(AttributeTargets.Assembly)]
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public sealed class RendererAttribute : Attribute
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{
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public readonly Type Type;
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public RendererAttribute(Type graphicsDeviceType)
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{
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if (!typeof(IDeviceFactory).IsAssignableFrom(graphicsDeviceType))
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throw new InvalidOperationException("Incorrect type in RendererAttribute");
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Type = graphicsDeviceType;
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}
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}
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public interface IDeviceFactory
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{
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IGraphicsDevice Create(Size size, WindowMode windowMode);
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}
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public enum BlendMode { None, Alpha, Additive, Subtractive, Multiply }
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public interface IGraphicsDevice : IDisposable
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{
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IVertexBuffer<Vertex> CreateVertexBuffer(int length);
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ITexture CreateTexture(Bitmap bitmap);
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ITexture CreateTexture();
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IFrameBuffer CreateFrameBuffer(Size s);
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IShader CreateShader(string name);
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Size WindowSize { get; }
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void Clear();
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void Present();
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void PumpInput(IInputHandler inputHandler);
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void DrawPrimitives(PrimitiveType type, int firstVertex, int numVertices);
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void SetLineWidth(float width);
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void EnableScissor(int left, int top, int width, int height);
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void DisableScissor();
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void EnableDepthBuffer();
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void DisableDepthBuffer();
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void SetBlendMode(BlendMode mode);
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void GrabWindowMouseFocus();
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void ReleaseWindowMouseFocus();
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}
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public interface IVertexBuffer<T>
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{
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void Bind();
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void SetData(T[] vertices, int length);
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}
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public interface IShader
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{
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void SetVec(string name, float x);
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void SetVec(string name, float x, float y);
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void SetVec(string name, float[] vec, int length);
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void SetTexture(string param, ITexture texture);
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void SetMatrix(string param, float[] mtx);
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void Render(Action a);
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}
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public interface ITexture
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{
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void SetData(Bitmap bitmap);
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void SetData(uint[,] colors);
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void SetData(byte[] colors, int width, int height);
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byte[] GetData();
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Size Size { get; }
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}
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public interface IFrameBuffer
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{
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void Bind();
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void Unbind();
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ITexture Texture { get; }
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}
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public enum PrimitiveType
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{
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PointList,
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LineList,
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TriangleList,
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QuadList,
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}
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public struct Range<T>
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{
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public readonly T Start, End;
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public Range(T start, T end) { Start = start; End = end; }
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}
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public enum WindowMode
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{
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Windowed,
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Fullscreen,
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PseudoFullscreen,
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}
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}
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