//********************************** Banshee Engine (www.banshee3d.com) **************************************************// //**************** Copyright (c) 2016 Marko Pintera (marko.pintera@gmail.com). All rights reserved. **********************// #pragma once #include "BsD3D11Prerequisites.h" #include "RenderAPI/BsRenderWindow.h" namespace bs { /** @addtogroup D3D11 * @{ */ /** * Render window implementation for Windows and DirectX 11. * * @note Sim thread only. */ class D3D11RenderWindow : public RenderWindow { public: ~D3D11RenderWindow() { } /** @copydoc RenderWindow::screenToWindowPos */ void getCustomAttribute(const String& name, void* pData) const override; /** @copydoc RenderWindow::screenToWindowPos */ Vector2I screenToWindowPos(const Vector2I& screenPos) const override; /** @copydoc RenderWindow::windowToScreenPos */ Vector2I windowToScreenPos(const Vector2I& windowPos) const override; /** @copydoc RenderWindow::getCore */ SPtr getCore() const; protected: friend class D3D11RenderWindowManager; friend class ct::D3D11RenderWindow; D3D11RenderWindow(const RENDER_WINDOW_DESC& desc, UINT32 windowId, ct::D3D11Device& device, IDXGIFactory* DXGIFactory); /** @copydoc RenderWindow::getProperties */ const RenderTargetProperties& getPropertiesInternal() const override { return mProperties; } /** @copydoc RenderWindow::syncProperties */ void syncProperties() override; /** Retrieves internal window handle. */ HWND getHWnd() const; private: ct::D3D11Device& mDevice; IDXGIFactory* mDXGIFactory; RenderWindowProperties mProperties; }; namespace ct { /** * Render window implementation for Windows and DirectX 11. * * @note Core thread only. */ class D3D11RenderWindow : public RenderWindow { public: D3D11RenderWindow(const RENDER_WINDOW_DESC& desc, UINT32 windowId, D3D11Device& device, IDXGIFactory* DXGIFactory); ~D3D11RenderWindow(); /** @copydoc RenderWindow::move */ void move(INT32 left, INT32 top) override; /** @copydoc RenderWindow::resize */ void resize(UINT32 width, UINT32 height) override; /** @copydoc RenderWindow::setHidden */ void setHidden(bool hidden) override; /** @copydoc RenderWindow::setActive */ void setActive(bool state) override; /** @copydoc RenderWindow::minimize */ void minimize() override; /** @copydoc RenderWindow::maximize */ void maximize() override; /** @copydoc RenderWindow::restore */ void restore() override; /** @copydoc RenderWindow::setFullscreen(UINT32, UINT32, float, UINT32) */ void setFullscreen(UINT32 width, UINT32 height, float refreshRate = 60.0f, UINT32 monitorIdx = 0) override; /** @copydoc RenderWindow::setFullscreen(const VideoMode&) */ void setFullscreen(const VideoMode& videoMode) override; /** @copydoc RenderWindow::setWindowed */ void setWindowed(UINT32 width, UINT32 height) override; /** @copydoc RenderWindow::setVSync */ void setVSync(bool enabled, UINT32 interval = 1) override; /** * Copies the contents of a frame buffer into the pre-allocated buffer. * * @param[out] dst Previously allocated buffer to read the contents into. Must be of valid size. * @param[in] buffer Frame buffer to read the contents from. */ void copyToMemory(PixelData &dst, FrameBuffer buffer); /** @copydoc RenderWindow::swapBuffers */ void swapBuffers(UINT32 syncMask = 0xFFFFFFFF) override; /** @copydoc RenderWindow::getCustomAttribute */ void getCustomAttribute(const String& name, void* pData) const override; /** @copydoc RenderWindow::_windowMovedOrResized */ void _windowMovedOrResized() override; /** Returns presentation parameters used for creating the window swap chain. */ DXGI_SWAP_CHAIN_DESC* _getPresentationParameters() { return &mSwapChainDesc; } /** Returns internal window handle. */ HWND _getWindowHandle() const; protected: friend class bs::D3D11RenderWindow; /** @copydoc CoreObject::initialize */ void initialize() override; /** Creates internal resources dependent on window size. */ void createSizeDependedD3DResources(); /** Destroys internal resources dependent on window size. */ void destroySizeDependedD3DResources(); /** Queries the current DXGI device. Make sure to release the returned object when done with it. */ IDXGIDevice* queryDxgiDevice(); /** Creates a swap chain for the window. */ void createSwapChain(); /** Resizes all buffers attached to the swap chain to the specified size. */ void resizeSwapChainBuffers(UINT32 width, UINT32 height); /** @copydoc RenderWindow::getProperties */ const RenderTargetProperties& getPropertiesInternal() const override { return mProperties; } /** @copydoc RenderWindow::getSyncedProperties */ RenderWindowProperties& getSyncedProperties() override { return mSyncedProperties; } /** @copydoc RenderWindow::syncProperties */ void syncProperties() override; protected: D3D11Device& mDevice; IDXGIFactory* mDXGIFactory; bool mSizing; bool mIsChild; bool mShowOnSwap; DXGI_SAMPLE_DESC mMultisampleType; UINT32 mRefreshRateNumerator; UINT32 mRefreshRateDenominator; ID3D11Texture2D* mBackBuffer; ID3D11RenderTargetView* mRenderTargetView; SPtr mDepthStencilView; SPtr mDepthStencilBuffer; IDXGISwapChain* mSwapChain; DXGI_SWAP_CHAIN_DESC mSwapChainDesc; Win32Window* mWindow; RenderWindowProperties mProperties; RenderWindowProperties mSyncedProperties; }; /** @} */ }}