#include "BsD3D11RenderWindowManager.h" #include "BsD3D11RenderSystem.h" #include "BsD3D11RenderWindow.h" #include "BsAsyncOp.h" namespace BansheeEngine { D3D11RenderWindowManager::D3D11RenderWindowManager(D3D11RenderSystem* renderSystem) :mRenderSystem(renderSystem) { assert(mRenderSystem != nullptr); } RenderWindowPtr D3D11RenderWindowManager::createImpl(RENDER_WINDOW_DESC& desc, RenderWindowPtr parentWindow) { RenderSystem* rs = RenderSystem::instancePtr(); D3D11RenderSystem* d3d11rs = static_cast(rs); if(parentWindow != nullptr) { HWND hWnd; parentWindow->getCustomAttribute("WINDOW", &hWnd); desc.platformSpecific["parentWindowHandle"] = toString((UINT64)hWnd); } // Create the window D3D11RenderWindow* renderWindow = new (bs_alloc()) D3D11RenderWindow(d3d11rs->getPrimaryDevice(), d3d11rs->getDXGIFactory()); return bs_core_ptr(renderWindow); } }