//********************************** Banshee Engine (www.banshee3d.com) **************************************************// //**************** Copyright (c) 2016 Marko Pintera (marko.pintera@gmail.com). All rights reserved. **********************// #pragma once #include "BsVulkanPrerequisites.h" #include "BsRenderWindow.h" namespace BansheeEngine { /** @addtogroup Vulkan * @{ */ class Win32RenderWindow; /** Contains various properties that describe a render window. */ class Win32RenderWindowProperties : public RenderWindowProperties { public: Win32RenderWindowProperties(const RENDER_WINDOW_DESC& desc); virtual ~Win32RenderWindowProperties() { } private: friend class Win32RenderWindowCore; friend class Win32RenderWindow; }; /** * Render window implementation for Windows and Vulkan. * * @note Core thread only. */ class Win32RenderWindowCore : public RenderWindowCore { public: Win32RenderWindowCore(const RENDER_WINDOW_DESC& desc, UINT32 windowId, VulkanRenderAPI& renderAPI); ~Win32RenderWindowCore(); /** @copydoc RenderWindowCore::move */ void move(INT32 left, INT32 top) override; /** @copydoc RenderWindowCore::resize */ void resize(UINT32 width, UINT32 height) override; /** @copydoc RenderWindowCore::setHidden */ void setHidden(bool hidden) override; /** @copydoc RenderWindowCore::setActive */ void setActive(bool state) override; /** @copydoc RenderWindowCore::minimize */ void minimize() override; /** @copydoc RenderWindowCore::maximize */ void maximize() override; /** @copydoc RenderWindowCore::restore */ void restore() override; /** @copydoc RenderWindowCore::setFullscreen(UINT32, UINT32, float, UINT32) */ void setFullscreen(UINT32 width, UINT32 height, float refreshRate = 60.0f, UINT32 monitorIdx = 0) override; /** @copydoc RenderWindowCore::setFullscreen(const VideoMode&) */ void setFullscreen(const VideoMode& videoMode) override; /** @copydoc RenderWindowCore::setWindowed */ void setWindowed(UINT32 width, UINT32 height) 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 RenderWindowCore::swapBuffers */ void swapBuffers() override; /** @copydoc RenderWindowCore::getCustomAttribute */ void getCustomAttribute(const String& name, void* pData) const override; /** @copydoc RenderWindowCore::_windowMovedOrResized */ void _windowMovedOrResized() override; /** Returns internal window handle. */ HWND _getWindowHandle() const; protected: friend class Win32RenderWindow; /** @copydoc CoreObjectCore::initialize */ void initialize() override; /** @copydoc RenderWindowCore::getProperties */ const RenderTargetProperties& getPropertiesInternal() const override { return mProperties; } /** @copydoc RenderWindowCore::getSyncedProperties */ RenderWindowProperties& getSyncedProperties() override { return mSyncedProperties; } /** @copydoc RenderWindowCore::syncProperties */ void syncProperties() override; protected: Win32Window* mWindow; bool mIsChild; bool mShowOnSwap; INT32 mDisplayFrequency; VulkanRenderAPI& mRenderAPI; VkSurfaceKHR mSurface; VkColorSpaceKHR mColorSpace; VkFormat mColorFormat; SPtr mSwapChain; Win32RenderWindowProperties mProperties; Win32RenderWindowProperties mSyncedProperties; }; /** * Render window implementation for Windows and Vulkan. * * @note Sim thread only. */ class Win32RenderWindow : public RenderWindow { public: ~Win32RenderWindow() { } /** @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; /** Retrieves internal window handle. */ HWND getHWnd() const; protected: friend class VulkanRenderWindowManager; friend class Win32RenderWindowCore; Win32RenderWindow(const RENDER_WINDOW_DESC& desc, UINT32 windowId); /** @copydoc RenderWindowCore::getProperties */ const RenderTargetProperties& getPropertiesInternal() const override { return mProperties; } /** @copydoc RenderWindow::syncProperties */ void syncProperties() override; private: Win32RenderWindowProperties mProperties; }; /** @} */ }