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- #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<D3D11RenderSystem*>(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, PoolAlloc>()) D3D11RenderWindow(d3d11rs->getPrimaryDevice(), d3d11rs->getDXGIFactory());
- return bs_core_ptr<D3D11RenderWindow, PoolAlloc>(renderWindow);
- }
- }
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