//////////////////////////////////////////////////////////////////////////////// // Filename: debugwindowclass.h //////////////////////////////////////////////////////////////////////////////// #ifndef _DEBUGWINDOWCLASS_H_ #define _DEBUGWINDOWCLASS_H_ ////////////// // INCLUDES // ////////////// #include #include #include "Vectors.h" typedef Vector3 D3DXVECTOR3; typedef Vector2 D3DXVECTOR2; //////////////////////////////////////////////////////////////////////////////// // Class name: DebugWindowClass //////////////////////////////////////////////////////////////////////////////// class DebugWindowClass { private: struct VertexType { D3DXVECTOR3 position; D3DXVECTOR2 texture; }; public: DebugWindowClass(); DebugWindowClass(const DebugWindowClass&); ~DebugWindowClass(); bool Initialize(ID3D11Device*, int, int, int, int); void Shutdown(); bool Render(ID3D11DeviceContext*, int, int); int GetIndexCount(); private: bool InitializeBuffers(ID3D11Device*); void ShutdownBuffers(); bool UpdateBuffers(ID3D11DeviceContext*, int, int); void RenderBuffers(ID3D11DeviceContext*); private: ID3D11Buffer *m_vertexBuffer, *m_indexBuffer; int m_vertexCount, m_indexCount; int m_screenWidth, m_screenHeight; int m_bitmapWidth, m_bitmapHeight; int m_previousPosX, m_previousPosY; }; #endif