// Copyright (c) 2010-2014 SharpDX - Alexandre Mutel
//
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to deal
// in the Software without restriction, including without limitation the rights
// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
// copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
//
// The above copyright notice and this permission notice shall be included in
// all copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
// THE SOFTWARE.
using System;
namespace SharpDX.Direct3D10
{
public partial class Sprite
{
///
/// Create a sprite for drawing a 2D texture.
///
/// A reference to the device (see ) that will draw the sprite.
/// The size of the vertex buffer, in number of sprites, that will be sent to the device when or is called. This should be a small number if you know you will be rendering a small number of sprites at a time (to save memory) and a large number if you know you will be rendering a large number of sprites at a time. The maximum value is 4096. If 0 is specified, the vertex buffer size will automatically be set to 4096.
/// HRESULT D3DX10CreateSprite([None] ID3D10Device* pDevice,[None] int cDeviceBufferSize,[None] LPD3DX10SPRITE* ppSprite)
public Sprite(Device device, int bufferSize = 0)
{
D3DX10.CreateSprite(device, bufferSize, this);
}
///
/// Add an array of sprites to the batch of sprites to be rendered. This must be called in between calls to and , and must be called before End to send all of the batched sprites to the device for rendering. This draw method is most useful when drawing a small number of sprites that you want buffered into a large batch, such as fonts.
///
/// The array of sprites to draw. See .
/// If the method succeeds, the return value is S_OK. If the method fails, the return value can be one of the following: D3DERR_INVALIDCALL, D3DXERR_INVALIDDATA.
/// HRESULT ID3DX10Sprite::DrawSpritesBuffered([None] D3DX10_SPRITE* pSprites,[None] int cSprites)
public void DrawSpritesBuffered(SharpDX.Direct3D10.SpriteInstance[] sprites)
{
DrawSpritesBuffered(sprites, sprites.Length);
}
///
/// Draw an array of sprites. This will immediately send the sprites to the device for rendering, which is different from which only adds an array of sprites to a batch of sprites to be rendered when is called. This draw method is most useful when drawing a large number of sprites that have already been sorted on the CPU (or do not need to be sorted), such as in a particle system. This must be called in between calls to and .
///
/// The array of sprites to draw. See .
/// If the method succeeds, the return value is S_OK. If the method fails, the return value can be one of the following: D3DERR_INVALIDCALL, D3DXERR_INVALIDDATA.
/// HRESULT ID3DX10Sprite::DrawSpritesImmediate([In, Buffer] D3DX10_SPRITE* pSprites,[None] int cSprites,[None] int cbSprite,[None] int flags)
public void DrawSpritesImmediate(SharpDX.Direct3D10.SpriteInstance[] sprites)
{
DrawSpritesImmediate(sprites, sprites.Length, Utilities.SizeOf(), 0);
}
}
}