Leaked source code of windows server 2003
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/*****************************************************************************\
FILE: texture.h
DESCRIPTION: Manage a texture for several instance for each monitor. Also manage keeping the ratio correct when it's not square when loaded.
BryanSt 2/9/2000 Copyright (C) Microsoft Corp 2000-2001. All rights reserved. \*****************************************************************************/
#ifndef TEXTURE_H
#define TEXTURE_H
#include "util.h"
#include "main.h"
#include "config.h"
extern int g_nTotalTexturesLoaded; extern int g_nTexturesRenderedInThisFrame;
class CTexture : public IUnknown { public: //////////////////////////////////////////////////////
// Public Interfaces
//////////////////////////////////////////////////////
// *** IUnknown ***
virtual STDMETHODIMP QueryInterface(REFIID riid, LPVOID * ppvObj); virtual STDMETHODIMP_(ULONG) AddRef(void); virtual STDMETHODIMP_(ULONG) Release(void);
// Member Functions
IDirect3DTexture8 * GetTexture(float * pfScale = NULL); DWORD GetTextureWidth(void) {GetTexture(); return m_dxImageInfo.Width;} DWORD GetTextureHeight(void) {GetTexture(); return m_dxImageInfo.Height;} float GetScale(void) {GetTexture(); return m_fScale;} float GetSurfaceRatio(void) {GetTexture(); return 1.0f; /*(((float) m_dxImageInfo.Height) / ((float) m_dxImageInfo.Width));*/}
BOOL IsLoadedInAnyDevice(void); BOOL IsLoadedForThisDevice(void);
CTexture(CMSLogoDXScreenSaver * pMain, LPCTSTR pszPath, LPVOID pvBits, DWORD cbSize); CTexture(CMSLogoDXScreenSaver * pMain, LPCTSTR pszPath, LPCTSTR pszResource, float fScale);
LPTSTR m_pszPath;
private: // Helper Functions
void _Init(CMSLogoDXScreenSaver * pMain); HRESULT _GetPictureInfo(HRESULT hr, LPTSTR pszString, DWORD cchSize); BOOL _DoesImageNeedClipping(int * pnNewWidth, int * pnNewHeight);
virtual ~CTexture();
// Private Member Variables
long m_cRef;
// Member Variables
IDirect3DTexture8 * m_pTexture[10]; LPTSTR m_pszResource; LPVOID m_pvBits; // The background thread will load the image into these bits. The forground thread needs to create the interface.
DWORD m_cbSize; // The number of bytes in pvBits
float m_fScale; // The scale value.
D3DXIMAGE_INFO m_dxImageInfo;
CMSLogoDXScreenSaver * m_pMain; // Weak reference
};
#endif // TEXTURE_H
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