- Barotrauma's projects are in the Barotrauma directory - All libraries are in the Libraries directory - MonoGame is now managed by NuGet, rather than referenced from the installed files (TODO: consider using PCL for easier cross-platform development?) - NuGet libraries are not included in the repo, as getting the latest versions automatically should be preferred - Removed Content/effects.mgfx as it didn't seem to be used anywhere - Removed some references to Subsurface directory - Renamed Launcher2 to Launcher
405 lines
11 KiB
C#
405 lines
11 KiB
C#
#region MIT License
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/*Copyright (c) 2012-2015 Robert Rouhani <robert.rouhani@gmail.com>
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SharpFont based on Tao.FreeType, Copyright (c) 2003-2007 Tao Framework Team
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Permission is hereby granted, free of charge, to any person obtaining a copy of
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this software and associated documentation files (the "Software"), to deal in
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the Software without restriction, including without limitation the rights to
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use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies
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of the Software, and to permit persons to whom the Software is furnished to do
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so, subject to the following conditions:
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The above copyright notice and this permission notice shall be included in all
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copies or substantial portions of the Software.
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THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
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SOFTWARE.*/
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#endregion
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using System;
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using System.Runtime.InteropServices;
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using SharpFont.Internal;
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namespace SharpFont
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{
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/// <summary><para>
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/// A function pointer type used to describe the signature of a ‘move to’ function during outline
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/// walking/decomposition.
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/// </para><para>
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/// A ‘move to’ is emitted to start a new contour in an outline.
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/// </para></summary>
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/// <param name="to">A pointer to the target point of the ‘move to’.</param>
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/// <param name="user">A typeless pointer which is passed from the caller of the decomposition function.</param>
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/// <returns>Error code. 0 means success.</returns>
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[UnmanagedFunctionPointer(CallingConvention.Cdecl)]
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public delegate int MoveToFunc(ref FTVector to, IntPtr user);
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/// <summary><para>
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/// A function pointer type used to describe the signature of a ‘line to’ function during outline
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/// walking/decomposition.
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/// </para><para>
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/// A ‘line to’ is emitted to indicate a segment in the outline.
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/// </para></summary>
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/// <param name="to">A pointer to the target point of the ‘line to’.</param>
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/// <param name="user">A typeless pointer which is passed from the caller of the decomposition function.</param>
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/// <returns>Error code. 0 means success.</returns>
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[UnmanagedFunctionPointer(CallingConvention.Cdecl)]
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public delegate int LineToFunc(ref FTVector to, IntPtr user);
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/// <summary><para>
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/// A function pointer type used to describe the signature of a ‘conic to’ function during outline walking or
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/// decomposition.
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/// </para><para>
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/// A ‘conic to’ is emitted to indicate a second-order Bézier arc in the outline.
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/// </para></summary>
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/// <param name="control">
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/// An intermediate control point between the last position and the new target in ‘to’.
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/// </param>
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/// <param name="to">A pointer to the target end point of the conic arc.</param>
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/// <param name="user">A typeless pointer which is passed from the caller of the decomposition function.</param>
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/// <returns>Error code. 0 means success.</returns>
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[UnmanagedFunctionPointer(CallingConvention.Cdecl)]
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public delegate int ConicToFunc(ref FTVector control, ref FTVector to, IntPtr user);
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/// <summary><para>
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/// A function pointer type used to describe the signature of a ‘cubic to’ function during outline walking or
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/// decomposition.
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/// </para><para>
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/// A ‘cubic to’ is emitted to indicate a third-order Bézier arc.
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/// </para></summary>
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/// <param name="control1">A pointer to the first Bézier control point.</param>
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/// <param name="control2">A pointer to the second Bézier control point.</param>
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/// <param name="to">A pointer to the target end point.</param>
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/// <param name="user">A typeless pointer which is passed from the caller of the decomposition function.</param>
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/// <returns>Error code. 0 means success.</returns>
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[UnmanagedFunctionPointer(CallingConvention.Cdecl)]
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public delegate int CubicToFunc(ref FTVector control1, ref FTVector control2, ref FTVector to, IntPtr user);
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/// <summary>
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/// A structure to hold various function pointers used during outline decomposition in order to emit segments,
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/// conic, and cubic Béziers.
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/// </summary>
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/// <remarks>
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/// The point coordinates sent to the emitters are the transformed version of the original coordinates (this is
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/// important for high accuracy during scan-conversion). The transformation is simple:
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/// <code>
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/// x' = (x << shift) - delta
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/// y' = (x << shift) - delta
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/// </code>
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/// Set the values of ‘shift’ and ‘delta’ to 0 to get the original point coordinates.
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/// </remarks>
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public class OutlineFuncs : IDisposable
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{
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#region Fields
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private bool isDisposed;
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private MoveToFunc moveToFunc;
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private LineToFunc lineToFunc;
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private ConicToFunc conicToFunc;
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private CubicToFunc cubicToFunc;
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private GCHandle moveToPin;
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private GCHandle lineToPin;
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private GCHandle conicToPin;
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private GCHandle cubicToPin;
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private IntPtr moveToPtr;
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private IntPtr lineToPtr;
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private IntPtr conicToPtr;
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private IntPtr cubicToPtr;
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private int shift;
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private IntPtr delta;
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#endregion
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#region Constructors
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/// <summary>
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/// Initializes a new instance of the OutlineFuncs class.
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/// </summary>
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public OutlineFuncs()
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{
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}
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/// <summary>
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/// Initializes a new instance of the OutlineFuncs class.
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/// </summary>
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/// <param name="moveTo">The move to delegate.</param>
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/// <param name="lineTo">The line to delegate.</param>
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/// <param name="conicTo">The conic to delegate.</param>
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/// <param name="cubicTo">The cubic to delegate.</param>
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/// <param name="shift">A value to shift by.</param>
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/// <param name="delta">A delta to transform by.</param>
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/// <exception cref="ArgumentNullException"><paramref name="moveTo"/>, <paramref name="lineTo"/>,
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/// <paramref name="conicTo"/>, or <paramref name="cubicTo"/> is <see langword="null" />.</exception>
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public OutlineFuncs(MoveToFunc moveTo, LineToFunc lineTo, ConicToFunc conicTo, CubicToFunc cubicTo, int shift, int delta)
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{
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if (moveTo == null)
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{
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throw new ArgumentNullException(nameof(moveTo));
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}
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if (lineTo == null)
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{
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throw new ArgumentNullException(nameof(lineTo));
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}
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if (conicTo == null)
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{
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throw new ArgumentNullException(nameof(conicTo));
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}
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if (cubicTo == null)
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{
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throw new ArgumentNullException(nameof(cubicTo));
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}
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moveToFunc = moveTo;
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lineToFunc = lineTo;
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conicToFunc = conicTo;
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cubicToFunc = cubicTo;
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moveToPtr = Marshal.GetFunctionPointerForDelegate(moveToFunc);
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lineToPtr = Marshal.GetFunctionPointerForDelegate(lineToFunc);
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conicToPtr = Marshal.GetFunctionPointerForDelegate(conicToFunc);
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cubicToPtr = Marshal.GetFunctionPointerForDelegate(cubicToFunc);
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this.shift = shift;
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this.delta = (IntPtr) delta;
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}
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#endregion
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#region Properties
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/// <summary>
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/// Gets or sets the ‘move to’ emitter.
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/// </summary>
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public MoveToFunc MoveFunction
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{
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get
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{
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ThrowIfDisposed();
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return moveToFunc;
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}
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set
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{
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ThrowIfDisposed();
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if (moveToPin.IsAllocated)
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{
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moveToPin.Free();
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}
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moveToFunc = value;
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moveToPin = GCHandle.Alloc(moveToFunc);
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moveToPtr = Marshal.GetFunctionPointerForDelegate(moveToFunc);
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}
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}
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/// <summary>
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/// Gets or sets the segment emitter.
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/// </summary>
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public LineToFunc LineFunction
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{
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get
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{
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ThrowIfDisposed();
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return lineToFunc;
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}
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set
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{
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ThrowIfDisposed();
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if (lineToPin.IsAllocated)
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{
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lineToPin.Free();
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}
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lineToFunc = value;
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lineToPin = GCHandle.Alloc(lineToFunc);
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lineToPtr = Marshal.GetFunctionPointerForDelegate(lineToFunc);
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}
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}
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/// <summary>
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/// Gets or sets the second-order Bézier arc emitter.
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/// </summary>
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public ConicToFunc ConicFunction
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{
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get
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{
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ThrowIfDisposed();
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return conicToFunc;
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}
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set
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{
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ThrowIfDisposed();
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if (conicToPin.IsAllocated)
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{
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conicToPin.Free();
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}
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conicToFunc = value;
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conicToPin = GCHandle.Alloc(conicToFunc);
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conicToPtr = Marshal.GetFunctionPointerForDelegate(conicToFunc);
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}
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}
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/// <summary>
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/// Gets or sets the third-order Bézier arc emitter.
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/// </summary>
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public CubicToFunc CubicFunction
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{
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get
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{
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ThrowIfDisposed();
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return cubicToFunc;
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}
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set
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{
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ThrowIfDisposed();
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if (cubicToPin.IsAllocated)
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{
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cubicToPin.Free();
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}
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cubicToFunc = value;
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cubicToPin = GCHandle.Alloc(cubicToFunc);
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cubicToPtr = Marshal.GetFunctionPointerForDelegate(cubicToFunc);
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}
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}
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/// <summary>
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/// Gets or sets the shift that is applied to coordinates before they are sent to the emitter.
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/// </summary>
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public int Shift
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{
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get
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{
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ThrowIfDisposed();
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return shift;
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}
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set
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{
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ThrowIfDisposed();
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shift = value;
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}
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}
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/// <summary>
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/// Gets the delta that is applied to coordinates before they are sent to the emitter, but after the
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/// shift.
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/// </summary>
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public int Delta
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{
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get
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{
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ThrowIfDisposed();
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return (int) delta;
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}
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/*set
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{
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funcsInt.delta = (IntPtr)value;
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}*/
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}
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//TODO make a reference parameter instead?
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//HACK this copies the struct
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internal OutlineFuncsRec Record
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{
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get
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{
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ThrowIfDisposed();
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var r = new OutlineFuncsRec();
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r.moveTo = moveToPtr;
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r.lineTo = lineToPtr;
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r.conicTo = conicToPtr;
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r.cubicTo = cubicToPtr;
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return r;
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}
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}
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#endregion
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#region IDisposable
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/// <summary>
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/// Helper method to throw an exception if the object is disposed.
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/// </summary>
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/// <exception cref="ObjectDisposedException">If the object is already disposed</exception>
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private void ThrowIfDisposed()
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{
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if (isDisposed)
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{
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throw new ObjectDisposedException("OutlineFuncs", "The outline funcs has already been disposed.");
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}
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}
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/// <summary>
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/// Finalizer which ensures that the pinned delegates are released.
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/// </summary>
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~OutlineFuncs()
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{
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Dispose(false);
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}
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/// <summary>
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/// Disposes this outline funcs, releasing any of the resources held by it.
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/// </summary>
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/// <param name="disposing"></param>
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protected virtual void Dispose(bool disposing)
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{
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if (isDisposed)
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{
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return;
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}
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if (disposing)
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{
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// If this class later needs any managed resources, they should be included here.
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}
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if (moveToPin.IsAllocated)
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{
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moveToPin.Free();
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}
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if (lineToPin.IsAllocated)
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{
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lineToPin.Free();
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}
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if (cubicToPin.IsAllocated)
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{
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cubicToPin.Free();
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}
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if (conicToPin.IsAllocated)
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{
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conicToPin.Free();
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}
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isDisposed = true;
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}
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/// <summary>
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/// Releases the pinned memory on this object.
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/// </summary>
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public void Dispose()
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{
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Dispose(true);
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GC.SuppressFinalize(this);
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}
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#endregion
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}
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}
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