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(360) Some refactoring in fonts.cpp
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d6fedb0522
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@ -160,8 +160,8 @@ static void xdk360_video_font_draw_text(xdk360_video_font_t * font,
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if( letter == L'\n' )
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{
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font->m_fCursorX = fOriginX;
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font->m_fCursorY += font->m_fFontYAdvance * font->m_fYScaleFactor;
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continue;
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font->m_fCursorY += font->m_fFontYAdvance * font->m_fYScaleFactor;
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continue;
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}
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// Translate unprintable characters
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@ -322,11 +322,6 @@ static void xdk360_video_font_get_text_width(xdk360_video_font_t * font, const w
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if (letter == L'\n')
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break;
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// Handle carriage return characters by ignoring them. This helps when
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// displaying text from a file.
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if( letter == L'\r' )
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continue;
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// Translate unprintable characters
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const GLYPH_ATTR* pGlyph;
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@ -588,7 +583,7 @@ static void xdk360_video_font_deinit(xdk360_video_font_t * font)
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m_xprResource.Destroy();
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}
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void xdk360_console_deinit()
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void xdk360_console_deinit(void)
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{
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// Delete the memory we've allocated
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if(video_console.m_Lines)
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@ -679,13 +674,7 @@ void xdk360_console_format(LPCSTR strFormat, ... )
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for( unsigned long i = 0; i < uStringLength; i++ )
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{
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wchar_t wch;
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int ret = MultiByteToWideChar(
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CP_ACP, // ANSI code page
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0, // No flags
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&strMessage[i], // Character to convert
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1, // Convert one byte
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&wch, // Target wide character buffer
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1 ); // One wide character
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rarch_convert_char_to_wchar(&wch, &strMessage[i], sizeof(wch));
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xdk360_console_add( wch );
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}
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@ -706,24 +695,20 @@ void xdk360_video_font_begin (xdk360_video_font_t * font)
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// Save state
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if( font->m_bSaveState )
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{
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// Note, we are not saving the texture, vertex, or pixel shader,
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// since it's not worth the performance. We're more interested
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// in saving state that would cause hard to find problems.
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pD3dDevice->GetRenderState( D3DRS_ALPHABLENDENABLE,
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&font->m_dwSavedState[ SAVEDSTATE_D3DRS_ALPHABLENDENABLE ] );
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pD3dDevice->GetRenderState( D3DRS_SRCBLEND, &font->m_dwSavedState[ SAVEDSTATE_D3DRS_SRCBLEND ] );
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pD3dDevice->GetRenderState( D3DRS_DESTBLEND, &font->m_dwSavedState[ SAVEDSTATE_D3DRS_DESTBLEND ] );
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pD3dDevice->GetRenderState( D3DRS_BLENDOP, &font->m_dwSavedState[ SAVEDSTATE_D3DRS_BLENDOP ] );
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pD3dDevice->GetRenderState( D3DRS_ALPHATESTENABLE, &font->m_dwSavedState[ SAVEDSTATE_D3DRS_ALPHATESTENABLE ] );
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pD3dDevice->GetRenderState( D3DRS_ALPHAREF, &font->m_dwSavedState[ SAVEDSTATE_D3DRS_ALPHAREF ] );
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pD3dDevice->GetRenderState( D3DRS_ALPHAFUNC, &font->m_dwSavedState[ SAVEDSTATE_D3DRS_ALPHAFUNC ] );
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pD3dDevice->GetRenderState( D3DRS_FILLMODE, &font->m_dwSavedState[ SAVEDSTATE_D3DRS_FILLMODE ] );
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pD3dDevice->GetRenderState( D3DRS_CULLMODE, &font->m_dwSavedState[ SAVEDSTATE_D3DRS_CULLMODE ] );
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pD3dDevice->GetRenderState( D3DRS_VIEWPORTENABLE, &font->m_dwSavedState[ SAVEDSTATE_D3DRS_VIEWPORTENABLE ] );
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font->m_dwSavedState[ SAVEDSTATE_D3DSAMP_MINFILTER ] = D3DDevice_GetSamplerState_MinFilter( pD3dDevice, 0 );
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font->m_dwSavedState[ SAVEDSTATE_D3DSAMP_MAGFILTER ] = D3DDevice_GetSamplerState_MagFilter( pD3dDevice, 0 );
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font->m_dwSavedState[ SAVEDSTATE_D3DSAMP_ADDRESSU ] = D3DDevice_GetSamplerState_AddressU( pD3dDevice, 0);
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font->m_dwSavedState[ SAVEDSTATE_D3DSAMP_ADDRESSV ] = D3DDevice_GetSamplerState_AddressV( pD3dDevice, 0);
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pD3dDevice->GetRenderState( D3DRS_ALPHABLENDENABLE, &font->m_dwSavedState[ SAVEDSTATE_D3DRS_ALPHABLENDENABLE ] );
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pD3dDevice->GetRenderState( D3DRS_SRCBLEND, &font->m_dwSavedState[ SAVEDSTATE_D3DRS_SRCBLEND ] );
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pD3dDevice->GetRenderState( D3DRS_DESTBLEND, &font->m_dwSavedState[ SAVEDSTATE_D3DRS_DESTBLEND ] );
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pD3dDevice->GetRenderState( D3DRS_BLENDOP, &font->m_dwSavedState[ SAVEDSTATE_D3DRS_BLENDOP ] );
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pD3dDevice->GetRenderState( D3DRS_ALPHATESTENABLE, &font->m_dwSavedState[ SAVEDSTATE_D3DRS_ALPHATESTENABLE ] );
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pD3dDevice->GetRenderState( D3DRS_ALPHAREF, &font->m_dwSavedState[ SAVEDSTATE_D3DRS_ALPHAREF ] );
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pD3dDevice->GetRenderState( D3DRS_ALPHAFUNC, &font->m_dwSavedState[ SAVEDSTATE_D3DRS_ALPHAFUNC ] );
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pD3dDevice->GetRenderState( D3DRS_FILLMODE, &font->m_dwSavedState[ SAVEDSTATE_D3DRS_FILLMODE ] );
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pD3dDevice->GetRenderState( D3DRS_CULLMODE, &font->m_dwSavedState[ SAVEDSTATE_D3DRS_CULLMODE ] );
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pD3dDevice->GetRenderState( D3DRS_VIEWPORTENABLE, &font->m_dwSavedState[ SAVEDSTATE_D3DRS_VIEWPORTENABLE ] );
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font->m_dwSavedState[ SAVEDSTATE_D3DSAMP_MINFILTER ] = D3DDevice_GetSamplerState_MinFilter( pD3dDevice, 0 );
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font->m_dwSavedState[ SAVEDSTATE_D3DSAMP_MAGFILTER ] = D3DDevice_GetSamplerState_MagFilter( pD3dDevice, 0 );
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font->m_dwSavedState[ SAVEDSTATE_D3DSAMP_ADDRESSU ] = D3DDevice_GetSamplerState_AddressU( pD3dDevice, 0);
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font->m_dwSavedState[ SAVEDSTATE_D3DSAMP_ADDRESSV ] = D3DDevice_GetSamplerState_AddressV( pD3dDevice, 0);
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}
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// Set the texture scaling factor as a vertex shader constant
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