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?? dxmutmisc.cs

?? VC中使用C#作為腳本引擎編程
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        {
            return (GetAsyncKeyState((int)System.Windows.Forms.Keys.ShiftKey) & 0x8000) != 0;
        }
        #endregion
    }

    #endregion

    #region Timer
    public class FrameworkTimer
    {
        #region Instance Data
        private static bool isUsingQPF;
        private static bool isTimerStopped;
        private static long ticksPerSecond;
        private static long stopTime;
        private static long lastElapsedTime;
        private static long baseTime;
        #endregion

        #region Creation
        private FrameworkTimer() { } // No creation
        /// <summary>
        /// Static creation routine
        /// </summary>
        static FrameworkTimer()
        {
            isTimerStopped = true;
            ticksPerSecond = 0;
            stopTime = 0;
            lastElapsedTime = 0;
            baseTime = 0;
            // Use QueryPerformanceFrequency to get frequency of the timer
            isUsingQPF = NativeMethods.QueryPerformanceFrequency(ref ticksPerSecond);
        }
        #endregion

        /// <summary>
        /// Resets the timer
        /// </summary>
        public static void Reset()
        {
            if (!isUsingQPF)
                return; // Nothing to do

            // Get either the current time or the stop time
            long time = 0;
            if (stopTime != 0)
                time = stopTime;
            else
                NativeMethods.QueryPerformanceCounter(ref time);

            baseTime = time;
            lastElapsedTime = time;
            stopTime = 0;
            isTimerStopped = false;
        }

        /// <summary>
        /// Starts the timer
        /// </summary>
        public static void Start()
        {
            if (!isUsingQPF)
                return; // Nothing to do

            // Get either the current time or the stop time
            long time = 0;
            if (stopTime != 0)
                time = stopTime;
            else
                NativeMethods.QueryPerformanceCounter(ref time);

            if (isTimerStopped)
                baseTime += (time - stopTime);
            stopTime = 0;
            lastElapsedTime = time;
            isTimerStopped = false;
        }

        /// <summary>
        /// Stop (or pause) the timer
        /// </summary>
        public static void Stop()
        {
            if (!isUsingQPF)
                return; // Nothing to do

            if (!isTimerStopped)
            {
                // Get either the current time or the stop time
                long time = 0;
                if (stopTime != 0)
                    time = stopTime;
                else
                    NativeMethods.QueryPerformanceCounter(ref time);

                stopTime = time;
                lastElapsedTime = time;
                isTimerStopped = true;
            }
        }

        /// <summary>
        /// Advance the timer a tenth of a second
        /// </summary>
        public static void Advance()
        {
            if (!isUsingQPF)
                return; // Nothing to do

            stopTime += ticksPerSecond / 10;
        }

        /// <summary>
        /// Get the absolute system time
        /// </summary>
        public static double GetAbsoluteTime()
        {
            if (!isUsingQPF)
                return -1.0; // Nothing to do

            // Get either the current time or the stop time
            long time = 0;
            if (stopTime != 0)
                time = stopTime;
            else
                NativeMethods.QueryPerformanceCounter(ref time);

            double absolueTime = time / (double)ticksPerSecond;
            return absolueTime;
        }

        /// <summary>
        /// Get the current time
        /// </summary>
        public static double GetTime()
        {
            if (!isUsingQPF)
                return -1.0; // Nothing to do

            // Get either the current time or the stop time
            long time = 0;
            if (stopTime != 0)
                time = stopTime;
            else
                NativeMethods.QueryPerformanceCounter(ref time);

            double appTime = (double)(time - baseTime) / (double)ticksPerSecond;
            return appTime;
        }

        /// <summary>
        /// get the time that elapsed between GetElapsedTime() calls
        /// </summary>
        public static double GetElapsedTime()
        {
            if (!isUsingQPF)
                return -1.0; // Nothing to do

            // Get either the current time or the stop time
            long time = 0;
            if (stopTime != 0)
                time = stopTime;
            else
                NativeMethods.QueryPerformanceCounter(ref time);

            double elapsedTime = (double)(time - lastElapsedTime) / (double)ticksPerSecond;
            lastElapsedTime = time;
            return elapsedTime;
        }

        /// <summary>
        /// Returns true if timer stopped
        /// </summary>
        public static bool IsStopped
        {
            get { return isTimerStopped; }
        }
    }
    #endregion

    #region Resource Cache
    /// <summary>Information about a cached texture</summary>
    struct CachedTexture
    {
        public string Source; // Data source
        public int Width;
        public int Height;
        public int Depth;
        public int MipLevels;
        public Usage Usage;
        public Format Format;
        public Pool Pool;
        public ResourceType Type;
    }

    /// <summary>Information about a cached effect</summary>
    struct CachedEffect
    {
        public string Source; // Data source
        public ShaderFlags Flags;
    }

    /// <summary>
    /// Will be a resource cache for any resources that may be required by a sample
    /// This class will be 'static'
    /// </summary>
    public class ResourceCache
    {
        #region Creation
        private ResourceCache() { } // Don't allow creation
        private static ResourceCache localObject = null;
        public static ResourceCache GetGlobalInstance()
        {
            if (localObject == null)
                localObject = new ResourceCache();

            return localObject;
        }
        #endregion

        protected Hashtable textureCache = new Hashtable(); // Cache of textures
        protected Hashtable effectCache = new Hashtable(); // Cache of effects
        protected Hashtable fontCache = new Hashtable(); // Cache of fonts

        #region Cache Creation Methods

        /// <summary>Create a texture from a file</summary>
        public Texture CreateTextureFromFile(Device device, string filename)
        {
            return CreateTextureFromFileEx(device, filename, D3DX.Default, D3DX.Default, D3DX.Default, Usage.None,
                Format.Unknown, Pool.Managed, (Filter)D3DX.Default, (Filter)D3DX.Default, 0);
        }
        /// <summary>Create a texture from a file</summary>
        public Texture CreateTextureFromFileEx(Device device, string filename, int w, int h, int mip, Usage usage, Format fmt, Pool pool, Filter filter, Filter mipfilter, int colorkey)
        {
            // Search the cache first
            foreach(CachedTexture ct in textureCache.Keys)
            {
                if ( (string.Compare(ct.Source, filename, true) == 0) &&
                    ct.Width == w &&
                    ct.Height == h &&
                    ct.MipLevels == mip &&
                    ct.Usage == usage &&
                    ct.Format == fmt &&
                    ct.Pool == pool &&
                    ct.Type == ResourceType.Textures)
                {
                    // A match was found, return that
                    return textureCache[ct] as Texture;
                }
            }

            // No matching entry, load the resource and add it to the cache
            Texture t = TextureLoader.FromFile(device, filename, w, h, mip, usage, fmt, pool, filter, mipfilter, colorkey);
            CachedTexture entry = new CachedTexture();
            entry.Source = filename;
            entry.Width = w;
            entry.Height = h;
            entry.MipLevels = mip;
            entry.Usage = usage;
            entry.Format = fmt;
            entry.Pool = pool;
            entry.Type = ResourceType.Textures;

            textureCache.Add(entry, t);

            return t;
        }
        /// <summary>Create a cube texture from a file</summary>
        public CubeTexture CreateCubeTextureFromFile(Device device, string filename)
        {
            return CreateCubeTextureFromFileEx(device, filename, D3DX.Default, D3DX.Default, Usage.None,
                Format.Unknown, Pool.Managed, (Filter)D3DX.Default, (Filter)D3DX.Default, 0);
        }
        /// <summary>Create a cube texture from a file</summary>
        public CubeTexture CreateCubeTextureFromFileEx(Device device, string filename, int size, int mip, Usage usage, Format fmt, Pool pool, Filter filter, Filter mipfilter, int colorkey)
        {
            // Search the cache first
            foreach(CachedTexture ct in textureCache.Keys)
            {
                if ( (string.Compare(ct.Source, filename, true) == 0) &&
                    ct.Width == size &&
                    ct.MipLevels == mip &&
                    ct.Usage == usage &&
                    ct.Format == fmt &&
                    ct.Pool == pool &&
                    ct.Type == ResourceType.CubeTexture)
                {
                    // A match was found, return that
                    return textureCache[ct] as CubeTexture;
                }
            }

            // No matching entry, load the resource and add it to the cache
            CubeTexture t = TextureLoader.FromCubeFile(device, filename, size, mip, usage, fmt, pool, filter, mipfilter, colorkey);
            CachedTexture entry = new CachedTexture();
            entry.Source = filename;
            entry.Width = size;
            entry.MipLevels = mip;
            entry.Usage = usage;
            entry.Format = fmt;
            entry.Pool = pool;
            entry.Type = ResourceType.CubeTexture;

            textureCache.Add(entry, t);

            return t;
        }
        /// <summary>Create a volume texture from a file</summary>
        public VolumeTexture CreateVolumeTextureFromFile(Device device, string filename)
        {
            return CreateVolumeTextureFromFileEx(device, filename, D3DX.Default, D3DX.Default, D3DX.Default, D3DX.Default, Usage.None,
                Format.Unknown, Pool.Managed, (Filter)D3DX.Default, (Filter)D3DX.Default, 0);
        }
        /// <summary>Create a volume texture from a file</summary>
        public VolumeTexture CreateVolumeTextureFromFileEx(Device device, string filename, int w, int h, int d, int mip, Usage usage, Format fmt, Pool pool, Filter filter, Filter mipfilter, int colorkey)
        {
            // Search the cache first
            foreach(CachedTexture ct in textureCache.Keys)
            {

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