#include "stdafx.h" #include "DirectXTK\SpriteBatch.h" #include "DirectXTK\SpriteFont.h" #include "../Core/IVideoDevice.h" #include "../Core/IMessageManager.h" using namespace DirectX; namespace NES { enum UIFlags { ShowFPS = 1, ShowPauseScreen = 2, }; class Renderer : public IVideoDevice, public IMessageManager { private: HWND _hWnd = nullptr; D3D_DRIVER_TYPE _driverType = D3D_DRIVER_TYPE_NULL; D3D_FEATURE_LEVEL _featureLevel = D3D_FEATURE_LEVEL_11_0; ID3D11Device* _pd3dDevice = nullptr; ID3D11Device1* _pd3dDevice1 = nullptr; ID3D11DeviceContext* _pDeviceContext = nullptr; ID3D11DeviceContext1* _pDeviceContext1 = nullptr; IDXGISwapChain* _pSwapChain = nullptr; ID3D11RenderTargetView* _pRenderTargetView = nullptr; ID3D11SamplerState* _samplerState = nullptr; ID3D11Texture2D* _pTexture = nullptr; byte* _videoRAM = nullptr; bool _frameChanged = true; uint8_t* _nextFrameBuffer = nullptr; unique_ptr _font; ID3D11Texture2D* _overlayTexture = nullptr; byte* _overlayBuffer = nullptr; std::unique_ptr _spriteBatch; //ID3D11PixelShader* _pixelShader = nullptr; uint32_t _screenWidth; uint32_t _screenHeight; uint32_t _bytesPerPixel; uint32_t _hdScreenWidth; uint32_t _hdScreenHeight; uint32_t _screenBufferSize; uint32_t _hdScreenBufferSize; uint32_t _flags = 0; wstring _displayMessage = L""; uint32_t _displayTimestamp = 0; HRESULT InitDevice(); void CleanupDevice(); void SetScreenSize(uint32_t screenWidth, uint32_t screenHeight); ID3D11ShaderResourceView* GetShaderResourceView(ID3D11Texture2D* texture); void DrawNESScreen(); void DrawPauseScreen(); //HRESULT CompileShader(wstring filename, LPCSTR szEntryPoint, LPCSTR szShaderModel, ID3DBlob** ppBlobOut); public: Renderer(HWND hWnd); ~Renderer(); void Render(); void DisplayMessage(wstring text); void SetFlags(uint32_t flags) { _flags |= flags; } void ClearFlags(uint32_t flags) { _flags &= ~flags; } bool CheckFlag(uint32_t flag) { return (_flags & flag) == flag; } void UpdateFrame(uint8_t* frameBuffer) { _frameChanged = true; memcpy(_nextFrameBuffer, frameBuffer, 256 * 240 * 4); } }; }