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383 lines
11 KiB
383 lines
11 KiB
#include "no_gui.h"
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bool no_gui::init(IDXGISwapChain* swapchain)
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{
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HRESULT hr;
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m_swap_chain = swapchain;
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if (!m_swap_chain)
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return false;
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m_swap_chain->GetDevice(__uuidof(m_device), (void**)&m_device);
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m_device->GetImmediateContext(&m_device_context);
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hr = m_device->CreateVertexShader(vs_blob, sizeof(vs_blob), NULL, &m_vertex_shader);
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D3D11_INPUT_ELEMENT_DESC layout[] =
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{
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{ "POSITION", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 0, D3D11_INPUT_PER_VERTEX_DATA, 0 },
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{ "COLOR", 0, DXGI_FORMAT_R32G32B32A32_FLOAT, 0, 12, D3D11_INPUT_PER_VERTEX_DATA, 0 }
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};
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hr = m_device->CreateInputLayout(layout, ARRAYSIZE(layout), vs_blob, sizeof(vs_blob), &m_input_layout);
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hr = m_device->CreatePixelShader(ps_blob, sizeof(ps_blob), NULL, &m_pixel_shader);
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D3D11_BUFFER_DESC buffer_desc;
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buffer_desc.Usage = D3D11_USAGE_DYNAMIC;
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buffer_desc.ByteWidth = 4 * sizeof(COLOR_VERTEX);
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buffer_desc.BindFlags = D3D11_BIND_VERTEX_BUFFER;
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buffer_desc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
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buffer_desc.MiscFlags = 0;
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hr = m_device->CreateBuffer(&buffer_desc, NULL, &m_pvertex_buffer);
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if (FAILED(hr))
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return false;
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D3D11_BLEND_DESC blend_state_desc;
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ZeroMemory(&blend_state_desc, sizeof(blend_state_desc));
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blend_state_desc.AlphaToCoverageEnable = false;
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blend_state_desc.RenderTarget[0].BlendEnable = true;
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blend_state_desc.RenderTarget[0].SrcBlend = D3D11_BLEND_SRC_ALPHA;
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blend_state_desc.RenderTarget[0].DestBlend = D3D11_BLEND_INV_SRC_ALPHA;
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blend_state_desc.RenderTarget[0].BlendOp = D3D11_BLEND_OP_ADD;
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blend_state_desc.RenderTarget[0].SrcBlendAlpha = D3D11_BLEND_ONE;
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blend_state_desc.RenderTarget[0].DestBlendAlpha = D3D11_BLEND_INV_SRC_ALPHA;
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blend_state_desc.RenderTarget[0].BlendOpAlpha = D3D11_BLEND_OP_ADD;
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blend_state_desc.RenderTarget[0].RenderTargetWriteMask = D3D11_COLOR_WRITE_ENABLE_ALL;
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hr = m_device->CreateBlendState(&blend_state_desc, &m_transparency);
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if (FAILED(hr))
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return false;
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memset((void*)vs_blob, NULL, sizeof(vs_blob));
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memset((void*)ps_blob, NULL, sizeof(ps_blob));
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return true;
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}
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void no_gui::reset()
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{
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init(m_swap_chain);
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}
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void no_gui::fill_rect(float x, float y, float w, float h, color color)
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{
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if (!m_device_context)
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return;
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int a = color.A & 0xff;
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int r = color.R & 0xff;
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int g = color.G & 0xff;
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int b = color.B & 0xff;
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DXGI_SWAP_CHAIN_DESC swap_chain_desc;
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memset(&swap_chain_desc, 0, sizeof(swap_chain_desc));
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m_swap_chain->GetDesc(&swap_chain_desc);
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float width = swap_chain_desc.BufferDesc.Width;
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float height = swap_chain_desc.BufferDesc.Height;
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UINT numViewports = 1;
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D3D11_VIEWPORT vp = { 0, 0, width, height, 1, 1 };
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m_device_context->RSSetViewports(numViewports, &vp);
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float x0 = x;
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float y0 = y;
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float x1 = x + w;
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float y1 = y + h;
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float xx0 = 2.0f * (x0 - 0.5f) / vp.Width - 1.0f;
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float yy0 = 1.0f - 2.0f * (y0 - 0.5f) / vp.Height;
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float xx1 = 2.0f * (x1 - 0.5f) / vp.Width - 1.0f;
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float yy1 = 1.0f - 2.0f * (y1 - 0.5f) / vp.Height;
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COLOR_VERTEX* v = NULL;
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D3D11_MAPPED_SUBRESOURCE mapData;
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if (FAILED(m_device_context->Map(m_pvertex_buffer, NULL, D3D11_MAP_WRITE_DISCARD, NULL, &mapData)))
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return;
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v = (COLOR_VERTEX*)mapData.pData;
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v[0].Position.x = (float)x0;
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v[0].Position.y = (float)y0;
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v[0].Position.z = 0;
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v[0].Color = vec4(
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((float)r / 255.0f),
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((float)g / 255.0f),
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((float)b / 255.0f),
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((float)a / 255.0f));
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v[1].Position.x = (float)x1;
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v[1].Position.y = (float)y1;
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v[1].Position.z = 0;
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v[1].Color = vec4(
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((float)r / 255.0f),
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((float)g / 255.0f),
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((float)b / 255.0f),
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((float)a / 255.0f));
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v[0].Position.x = xx0;
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v[0].Position.y = yy0;
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v[0].Position.z = 0;
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v[0].Color = vec4(
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((float)r / 255.0f),
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((float)g / 255.0f),
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((float)b / 255.0f),
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((float)a / 255.0f));
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v[1].Position.x = xx1;
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v[1].Position.y = yy0;
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v[1].Position.z = 0;
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v[1].Color = vec4(
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((float)r / 255.0f),
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((float)g / 255.0f),
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((float)b / 255.0f),
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((float)a / 255.0f));
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v[2].Position.x = xx0;
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v[2].Position.y = yy1;
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v[2].Position.z = 0;
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v[2].Color = vec4(
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((float)r / 255.0f),
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((float)g / 255.0f),
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((float)b / 255.0f),
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((float)a / 255.0f));
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v[3].Position.x = xx1;
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v[3].Position.y = yy1;
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v[3].Position.z = 0;
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v[3].Color = vec4(
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((float)r / 255.0f),
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((float)g / 255.0f),
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((float)b / 255.0f),
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((float)a / 255.0f));
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m_device_context->Unmap(m_pvertex_buffer, NULL);
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UINT Stride = sizeof(COLOR_VERTEX);
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UINT Offset = 0;
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m_device_context->IASetVertexBuffers(0, 1, &m_pvertex_buffer, &Stride, &Offset);
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m_device_context->IASetPrimitiveTopology(D3D10_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP);
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m_device_context->IASetInputLayout(m_input_layout);
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m_device_context->VSSetShader(m_vertex_shader, 0, 0);
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m_device_context->PSSetShader(m_pixel_shader, 0, 0);
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m_device_context->GSSetShader(NULL, 0, 0);
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m_device_context->Draw(4, 0);
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}
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void no_gui::draw_line(float x1, float y1, float x2, float y2, color color)
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{
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float blendFactor[] = { 1.0f, 1.0f, 1.0f, 1.0f };
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m_device_context->OMSetBlendState(m_transparency, blendFactor, 0xffffffff);
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if (m_device_context == NULL) {
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return;
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}
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int a = color.A & 0xff;
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int r = color.R & 0xff;
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int g = color.G & 0xff;
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int b = color.B & 0xff;
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UINT viewportNumber = 1;
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D3D11_VIEWPORT vp;
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m_device_context->RSGetViewports(&viewportNumber, &vp);
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float xx0 = 2.0f * (x1 - 0.5f) / vp.Width - 1.0f;
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float yy0 = 1.0f - 2.0f * (y1 - 0.5f) / vp.Height;
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float xx1 = 2.0f * (x2 - 0.5f) / vp.Width - 1.0f;
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float yy1 = 1.0f - 2.0f * (y2 - 0.5f) / vp.Height;
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COLOR_VERTEX* v = NULL;
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D3D11_MAPPED_SUBRESOURCE mapData;
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if (FAILED(m_device_context->Map(m_pvertex_buffer, NULL, D3D11_MAP_WRITE_DISCARD, NULL, &mapData)))
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return;
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v = (COLOR_VERTEX*)mapData.pData;
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v[0].Position.x = xx0;
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v[0].Position.y = yy0;
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v[0].Position.z = 0;
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v[0].Color = vec4(
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((float)r / 255.0f),
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((float)g / 255.0f),
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((float)b / 255.0f),
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((float)a / 255.0f));
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v[1].Position.x = xx1;
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v[1].Position.y = yy1;
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v[1].Position.z = 0;
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v[1].Color = vec4(
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((float)r / 255.0f),
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((float)g / 255.0f),
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((float)b / 255.0f),
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((float)a / 255.0f));
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m_device_context->Unmap(m_pvertex_buffer, NULL);
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UINT Stride = sizeof(COLOR_VERTEX);
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UINT Offset = 0;
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m_device_context->IASetVertexBuffers(0, 1, &m_pvertex_buffer, &Stride, &Offset);
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m_device_context->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_LINESTRIP);
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m_device_context->IASetInputLayout(m_input_layout);
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m_device_context->VSSetShader(m_vertex_shader, 0, 0);
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m_device_context->PSSetShader(m_pixel_shader, 0, 0);
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m_device_context->GSSetShader(NULL, 0, 0);
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m_device_context->Draw(2, 0);
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}
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void no_gui::draw_rect(float x, float y, float w, float h, color strokeColor)
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{
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fill_rect(x, y, w, 1, strokeColor);
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fill_rect(x, y + h - 1, w, 1, strokeColor);
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fill_rect(x, y + 1, 1, h - 2 * 1, strokeColor);
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fill_rect(x + w - 1, y + 1, 1, h - 2 * 1, strokeColor);
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}
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void no_gui::draw_outlined_rect(const vec4& rect, const color& strokeColor, const color& color)
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{
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fill_rect(rect.x, rect.y, rect.z, rect.w, color);
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draw_rect(rect.x, rect.y, rect.z, rect.w, strokeColor);
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}
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void no_gui::draw_corner_box(int x, int y, int w, int h, int borderPx, color& temp)
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{
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fill_rect(x - (w / 2), (y - h + borderPx), w / 3, borderPx, temp); //top
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fill_rect(x - (w / 2) + w - w / 3, (y - h + borderPx), w / 3, borderPx, temp); //top
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fill_rect(x - (w / 2), (y - h + borderPx), borderPx, w / 3, temp); //left
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fill_rect(x - (w / 2), (y - h + borderPx) + h - w / 3, borderPx, w / 3, temp); //left
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fill_rect(x - (w / 2), y, w / 3, borderPx, temp); //bottom
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fill_rect(x - (w / 2) + w - w / 3, y, w / 3, borderPx, temp); //bottom
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fill_rect((x + w - borderPx) - (w / 2), (y - h + borderPx), borderPx, w / 3, temp); //right
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fill_rect((x + w - borderPx) - (w / 2), (y - h + borderPx) + h - w / 3, borderPx, w / 3, temp); //right
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}
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void no_gui::draw_border(int x, int y, int w, int h, int px, color& temp)
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{
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fill_rect(x, (y + h - px), w, px, temp);
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fill_rect(x, y, px, h, temp);
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fill_rect(x, y, w, px, temp);
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fill_rect((x + w - px), y, px, h, temp);
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}
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void no_gui::draw_cross(float x, float y, float width, float height, const color& color)
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{
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fill_rect(x - width, y - 0.5f, (width * 2.0f), 1.0f, color);
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fill_rect(x - 0.5f, y - height, 1.0f, (height * 2.0f), color);
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}
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void no_gui::draw_circle(float x0, float y0, float radius, const color& color, float thickness)
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{
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int x = radius, y = 0;
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int radius_error = 1 - x;
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while (x >= y)
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{
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fill_rect(x + x0, y + y0, thickness, thickness, color);
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fill_rect(y + x0, x + y0, thickness, thickness, color);
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fill_rect(-x + x0, y + y0, thickness, thickness, color);
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fill_rect(-y + x0, x + y0, thickness, thickness, color);
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fill_rect(-x + x0, -y + y0, thickness, thickness, color);
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fill_rect(-y + x0, -x + y0, thickness, thickness, color);
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fill_rect(x + x0, -y + y0, thickness, thickness, color);
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fill_rect(y + x0, -x + y0, thickness, thickness, color);
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y++;
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if (radius_error < 0)
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radius_error += 2 * y + 1;
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else
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{
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x--;
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radius_error += 2 * (y - x + 1);
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}
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}
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}
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void no_gui::draw_health_bar(int x, int y, float health, float max_health, int w, int h, bool is_shield)
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{
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auto c_black = ::color(12, 12, 12, 228);
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auto c_red = ::color(255, 0, 0, 255);
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auto c_green = ::color(255, 0, 255, 0);
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auto c_yellow = ::color(255, 255, 255, 0);
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auto c_cyan = ::color(255, 0, 255, 255);
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auto c_orange = ::color(255, 255, 153, 0);
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if (is_shield)
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{
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c_red = ::color(255, 102, 2, 209);
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c_green = ::color(255, 19, 105, 244);
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c_yellow = ::color(255, 13, 175, 229);
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c_orange = ::color(255, 171, 13, 229);
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}
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if (health > max_health)
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health = max_health;
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FLOAT hp = health;
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FLOAT factor = max_health / 4;
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auto color = ::color(0.f, 0.f, 0.f, 0.f);
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if (hp <= factor)
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color = c_red;
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else if (hp <= factor * 2)
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color = c_orange;
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else if (hp <= factor * 3)
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color = c_yellow;
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else if (hp <= max_health)
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color = c_green;
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fill_rect(x, y, w, h + 1, ::color(255, 0, 0, 0));
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UINT hw = (UINT)(((w - 2) * health) / max_health);
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fill_rect(x + 1, y + 1, hw, h - 1, color);
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}
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HWND no_gui::get_window()
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{
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return m_hwnd;
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}
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float no_gui::get_width()
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{
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return m_width;
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}
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float no_gui::get_height()
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{
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return m_height;
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}
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void no_gui::begin_scene()
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{
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m_swap_chain->GetBuffer(0, __uuidof(ID3D11Texture2D), (void**)&m_back_buffer);
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ID3D11RenderTargetView* p_rtv;
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m_device->CreateRenderTargetView(m_back_buffer, NULL, &p_rtv);
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m_device_context->OMSetRenderTargets(1, &p_rtv, NULL);
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DXGI_SWAP_CHAIN_DESC swap_chain_desc;
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memset(&swap_chain_desc, 0, sizeof(swap_chain_desc));
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m_swap_chain->GetDesc(&swap_chain_desc);
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m_width = swap_chain_desc.BufferDesc.Width;
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m_height = swap_chain_desc.BufferDesc.Height;
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m_restore_state = false;
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if (SUCCEEDED(m_state_saver.save_current_state(m_device_context)))
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m_restore_state = true;
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m_device_context->IASetInputLayout(m_input_layout);
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}
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void no_gui::end_scene()
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{
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D3D11_TEXTURE2D_DESC backBufferDesc;
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m_back_buffer->GetDesc(&backBufferDesc);
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m_back_buffer->Release();
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if (m_restore_state)
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m_state_saver.restore_saved_state();
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} |