Minor - Refactor name - V10.5.0
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63
enginecustom/src/inc/system/sprite_class.h
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63
enginecustom/src/inc/system/sprite_class.h
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#ifndef _SPRITECLASS_H_
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#define _SPRITECLASS_H_
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//////////////
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// INCLUDES //
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//////////////
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#include <directxmath.h>
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#include <fstream>
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using namespace DirectX;
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///////////////////////
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// MY CLASS INCLUDES //
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///////////////////////
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#include "texture_class.h"
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////////////////////////////////////////////////////////////////////////////////
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// Class name: sprite_class
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////////////////////////////////////////////////////////////////////////////////
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class sprite_class
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{
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private:
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struct VertexType
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{
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XMFLOAT3 position;
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XMFLOAT2 texture;
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};
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public:
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sprite_class();
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sprite_class(const sprite_class&);
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~sprite_class();
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bool Initialize(ID3D11Device*, ID3D11DeviceContext*, int, int, char*, int, int);
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void Shutdown();
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bool Render(ID3D11DeviceContext*);
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void Update(float);
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int GetIndexCount();
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ID3D11ShaderResourceView* GetTexture();
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void SetRenderLocation(int, int);
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private:
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bool InitializeBuffers(ID3D11Device*);
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void ShutdownBuffers();
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bool UpdateBuffers(ID3D11DeviceContext*);
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void RenderBuffers(ID3D11DeviceContext*);
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bool LoadTextures(ID3D11Device*, ID3D11DeviceContext*, char*);
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void ReleaseTextures();
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private:
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ID3D11Buffer* m_vertexBuffer, * m_indexBuffer;
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int m_vertexCount, m_indexCount, m_screenWidth, m_screenHeight, m_bitmapWidth, m_bitmapHeight, m_renderX, m_renderY, m_prevPosX, m_prevPosY;
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texture_class* m_Textures;
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float m_frameTime, m_cycleTime;
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int m_currentTexture, m_textureCount;
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};
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#endif
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