41                         ID3D10Resource* resource;
    42                         dxSprite.pTexture->GetResource(&resource);
    43                         static_cast<ID3D10Texture2D*
>(resource)->GetDesc(&
desc);
    44                         SAFE_RELEASE(resource);
    55                 D3DXMATRIX matScaling;
    56                 D3DXMatrixScaling(&matScaling, static_cast<float>(
width), static_cast<float>(
height), 1.0f);
    57                 D3DXMATRIX matTranslation;
    59                 D3DXMATRIX matRotation;
    60                 D3DXMatrixRotationZ(&matRotation, 
rotate);
    61                 dxSprite.matWorld = matScaling * matRotation * matTranslation;
    82                 RtlZeroMemory(&
dxSprite, 
sizeof(D3DX10_SPRITE));
 bool IsVisible(std::string elementName)
 
D3D10_TEXTURE2D_DESC desc
 
std::string pathAndFilename
 
void Log(const char *msg, Level level=Info, int errorCode=0)
These have to be in this order. 
 
ID3D10ShaderResourceView * GetTextureSRV(Logger *prmLogger, std::string pathAndFilename)
 
bool IsDim(std::string elementName)
 
void Initialize(Logger *prmLogger, Bus *prmBus, DEVICE_OBJECT *prmpDevice, int prmScreenHeight, int prmElementX, int prmElementY, bool prmFlip)