mirror of
https://github.com/isledecomp/isle-portable.git
synced 2024-11-30 03:15:34 -05:00
83 lines
2 KiB
C++
83 lines
2 KiB
C++
|
#include "impl.h"
|
||
|
|
||
|
#include <d3drmwin.h>
|
||
|
|
||
|
using namespace TglImpl;
|
||
|
|
||
|
// FUNCTION: LEGO1 0x100a2bf0
|
||
|
void* DeviceImpl::ImplementationDataPtr()
|
||
|
{
|
||
|
return reinterpret_cast<void*>(&m_data);
|
||
|
}
|
||
|
|
||
|
// FUNCTION: LEGO1 0x100a2c00
|
||
|
unsigned long DeviceImpl::GetWidth()
|
||
|
{
|
||
|
return m_data->GetWidth();
|
||
|
}
|
||
|
|
||
|
// FUNCTION: LEGO1 0x100a2c10
|
||
|
unsigned long DeviceImpl::GetHeight()
|
||
|
{
|
||
|
return m_data->GetHeight();
|
||
|
}
|
||
|
|
||
|
// FUNCTION: LEGO1 0x100a2c20
|
||
|
Result DeviceImpl::SetColorModel(ColorModel)
|
||
|
{
|
||
|
return Success;
|
||
|
}
|
||
|
|
||
|
// FUNCTION: LEGO1 0x100a2c30
|
||
|
Result DeviceImpl::SetShadingModel(ShadingModel model)
|
||
|
{
|
||
|
// Doesn't match well even though we know this is exactly
|
||
|
// the original code thanks to the jump table.
|
||
|
D3DRMRENDERQUALITY renderQuality = Translate(model);
|
||
|
return ResultVal(m_data->SetQuality(renderQuality));
|
||
|
}
|
||
|
|
||
|
// FUNCTION: LEGO1 0x100a2ca0
|
||
|
Result DeviceImpl::SetShadeCount(unsigned long shadeCount)
|
||
|
{
|
||
|
return ResultVal(m_data->SetShades(shadeCount));
|
||
|
}
|
||
|
|
||
|
// FUNCTION: LEGO1 0x100a2cc0
|
||
|
Result DeviceImpl::SetDither(int dither)
|
||
|
{
|
||
|
return ResultVal(m_data->SetDither(dither));
|
||
|
}
|
||
|
|
||
|
// Probably wrong, not sure what's going on in this method.
|
||
|
// FUNCTION: LEGO1 0x100a2ce0
|
||
|
void DeviceImpl::InitFromD3DDevice(Device*)
|
||
|
{
|
||
|
// Device argument is intentionally unused.
|
||
|
IDirect3DRMWinDevice* winDevice;
|
||
|
if (ResultVal(m_data->QueryInterface(IID_IDirect3DRMWinDevice, (LPVOID*) &winDevice))) {
|
||
|
m_data->InitFromD3D((LPDIRECT3D) &winDevice, (LPDIRECT3DDEVICE) m_data);
|
||
|
winDevice->Release();
|
||
|
}
|
||
|
}
|
||
|
|
||
|
// Really don't know what's going on here. Seems it will call down to Init
|
||
|
// but the decomp suggests it otherwise looks the same as InitFromD3D but Init
|
||
|
// takes widly different parameters.
|
||
|
// FUNCTION: LEGO1 0x100a2d20
|
||
|
void DeviceImpl::InitFromWindowsDevice(Device*)
|
||
|
{
|
||
|
// Device argument is intentionally unused.
|
||
|
IDirect3DRMWinDevice* winDevice;
|
||
|
if (SUCCEEDED(m_data->QueryInterface(IID_IDirect3DRMWinDevice, (LPVOID*) &winDevice))) {
|
||
|
// m_data->Init(??);
|
||
|
winDevice->Release();
|
||
|
}
|
||
|
}
|
||
|
|
||
|
// FUNCTION: LEGO1 0x100a2d60
|
||
|
Result DeviceImpl::Update()
|
||
|
{
|
||
|
return ResultVal(m_data->Update());
|
||
|
}
|