SOL9 2.0 Class: Direct3D10EffectStringVariable

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Source code

/******************************************************************************
 *
 * Copyright (c) 2015 Antillia.com TOSHIYUKI ARAI. ALL RIGHTS RESERVED.
 *
 * Redistribution and use in source and binary forms, with or without
 * modification, are permitted provided that the following conditions
 * are met:
 * 1. Redistributions of source code must retain the above copyright
 *    notice, this list of conditions, and the following disclaimer.
 *  
 * 2. The name of the author may not be used to endorse or promote products
 *    derived from this software without specific prior written permission.
 *
 * THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR 
 * IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
 * OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. 
 * IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, 
 * SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, 
 * PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS;
 * OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, 
 * WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR 
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 *
 *
 *  Direct3D10EffectStringVariable.h
 *
 *****************************************************************************/

#pragma once


#include <sol/direct3d10/Direct3D10EffectVariable.h>

namespace SOL {

class Direct3D10EffectStringVariable : public Direct3D10EffectVariable {
public:
  Direct3D10EffectStringVariable(ID3D10EffectStringVariable* variable) 
  :Direct3D10EffectVariable(variable)
  {
  }
  
  ~Direct3D10EffectStringVariable()
  {
  }
   
  operator ID3D10EffectStringVariable*()
  {
    return getStringVariable();
  }
  
  ID3D10EffectStringVariable* getStringVariable()
  {
    ID3D10EffectStringVariable* variable = (ID3D10EffectStringVariable*)getInterface();
    if (variable) {
      return variable;
    } else {
      throw IException("ID3D10EffectStringVariable is NULL.");
    }
  }
  
  BOOL isValid()
  {
    ID3D10EffectStringVariable* variable = getStringVariable();
    return variable -> IsValid();
  }
  
  ID3D10EffectType* getType()
  {
    ID3D10EffectStringVariable* variable = getStringVariable();
    return variable -> GetType();
  }

  void getDesc(D3D10_EFFECT_VARIABLE_DESC *pDesc)
  {
    ID3D10EffectStringVariable* variable = getStringVariable();
    HRESULT hr = variable -> GetDesc(pDesc);
    if (FAILED(hr)) {
      throw IException("Failed to GetDesc. HRESULT(0x%lx)", hr);
    }
  }
  
  void getDesc(D3D10_EFFECT_VARIABLE_DESC& desc)
  {
    ID3D10EffectStringVariable* variable = getStringVariable();
    HRESULT hr = variable -> GetDesc(&desc);
    if (FAILED(hr)) {
      throw IException("Failed to GetDesc. HRESULT(0x%lx)", hr);
    }
  }
    
  ID3D10EffectVariable* getAnnotationByIndex(UINT index)
  {
    ID3D10EffectStringVariable* variable = getStringVariable();
    return variable -> GetAnnotationByIndex(index);
  }

  ID3D10EffectVariable* getAnnotationByName(LPCSTR name)
  {
    ID3D10EffectStringVariable* variable = getStringVariable();
    return variable -> GetAnnotationByName(name);
  }
    
  ID3D10EffectVariable* getMemberByIndex(UINT index)
  {
    ID3D10EffectStringVariable* variable = getStringVariable();
    return variable -> GetMemberByIndex(index);
  }

  ID3D10EffectVariable* getMemberByName(LPCSTR name)
  {
    ID3D10EffectStringVariable* variable = getStringVariable();
    return variable -> GetMemberByName(name);
  }

  ID3D10EffectVariable* getMemberBySemantic(LPCSTR semantic)
  {
    ID3D10EffectStringVariable* variable = getStringVariable();
    return variable -> GetMemberBySemantic(semantic);
  }
    
  ID3D10EffectVariable* getElement(UINT index)
  {
    ID3D10EffectStringVariable* variable = getStringVariable();
    return variable -> GetElement(index);
  }
    
  ID3D10EffectConstantBuffer* getParentConstantBuffer()
  {
    ID3D10EffectStringVariable* variable = getStringVariable();
    return variable -> GetParentConstantBuffer();
  }
    
  ID3D10EffectScalarVariable* asScalar()
  {
    ID3D10EffectStringVariable* variable = getStringVariable();
    return variable -> AsScalar();
  }

  ID3D10EffectVectorVariable* asVector()
  {
    ID3D10EffectStringVariable* variable = getStringVariable();
    return variable -> AsVector();
  }

  ID3D10EffectMatrixVariable* asMatrix()
  {
    ID3D10EffectStringVariable* variable = getStringVariable();
    return variable -> AsMatrix();
  }

  ID3D10EffectStringVariable* asString()
  {
    ID3D10EffectStringVariable* variable = getStringVariable();
    return variable -> AsString();
  }

  ID3D10EffectShaderResourceVariable* asShaderResource()
  {
    ID3D10EffectStringVariable* variable = getStringVariable();
    return variable -> AsShaderResource();
  }

  ID3D10EffectRenderTargetViewVariable* asRenderTargetView()
  {
    ID3D10EffectStringVariable* variable = getStringVariable();
    return variable -> AsRenderTargetView();
  }

  ID3D10EffectDepthStencilViewVariable* asDepthStencilView()
  {
    ID3D10EffectStringVariable* variable = getStringVariable();
    return variable -> AsDepthStencilView();
  }

  ID3D10EffectConstantBuffer* asConstantBuffer()
  {
    ID3D10EffectStringVariable* variable = getStringVariable();
    return variable -> AsConstantBuffer();
  }

  ID3D10EffectShaderVariable* asShader()
  {
    ID3D10EffectStringVariable* variable = getStringVariable();
    return variable -> AsShader();
  }

  ID3D10EffectBlendVariable* asBlend()
  {
    ID3D10EffectStringVariable* variable = getStringVariable();
    return variable -> AsBlend();
  }

  ID3D10EffectDepthStencilVariable* asDepthStencil()
  {
    ID3D10EffectStringVariable* variable = getStringVariable();
    return variable -> AsDepthStencil();
  }

  ID3D10EffectRasterizerVariable* asRasterizer()
  {
    ID3D10EffectStringVariable* variable = getStringVariable();
    return variable -> AsRasterizer();
  }

  ID3D10EffectSamplerVariable* asSampler()
  {
    ID3D10EffectStringVariable* variable = getStringVariable();
    return variable -> AsSampler();
  }
    
  void setRawValue(void *pData, UINT offset, UINT count)
  {
    ID3D10EffectStringVariable* variable = getStringVariable();
    HRESULT hr = variable -> SetRawValue(pData, offset, count);
    if (FAILED(hr)) {
      throw IException("Failed to SetRawValue. HRESULT(0x%lx)", hr);
    }
  }

  void getRawValue(void *pData, UINT offset, UINT count)
  {
    ID3D10EffectStringVariable* variable = getStringVariable();
    HRESULT hr = variable -> GetRawValue(pData, offset, count);
    if (FAILED(hr)) {
      throw IException("Failed to GetRawValue. HRESULT(0x%lx)", hr);
    }
  }
    
  void getString(LPCSTR *ppString)
  {
    ID3D10EffectStringVariable* variable = getStringVariable();
    HRESULT hr = variable -> GetString(ppString);
    if (FAILED(hr)) {
      throw IException("Failed to GetString. HRESULT(0x%lx)", hr);
    }
  }

  void getStringArray(LPCSTR *ppStrings, UINT offset, UINT count)
  {
    ID3D10EffectStringVariable* variable = getStringVariable();
    HRESULT hr = variable -> GetStringArray(ppStrings, offset, count);
    if (FAILED(hr)) {
      throw IException("Failed to GetStringArray. HRESULT(0x%lx)", hr);
    }
  }
};


}

Last modified: 5 May 2019

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