BsD3D11RenderWindowManager.cpp 1.2 KB

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  1. //********************************** Banshee Engine (www.banshee3d.com) **************************************************//
  2. //**************** Copyright (c) 2016 Marko Pintera ([email protected]). All rights reserved. **********************//
  3. #include "BsD3D11RenderWindowManager.h"
  4. #include "BsD3D11RenderAPI.h"
  5. #include "BsD3D11RenderWindow.h"
  6. #include "Threading/BsAsyncOp.h"
  7. namespace bs
  8. {
  9. D3D11RenderWindowManager::D3D11RenderWindowManager(ct::D3D11RenderAPI* renderSystem)
  10. :mRenderSystem(renderSystem)
  11. {
  12. assert(mRenderSystem != nullptr);
  13. }
  14. SPtr<RenderWindow> D3D11RenderWindowManager::createImpl(RENDER_WINDOW_DESC& desc, UINT32 windowId,
  15. const SPtr<RenderWindow>& parentWindow)
  16. {
  17. ct::RenderAPI* rs = ct::RenderAPI::instancePtr();
  18. ct::D3D11RenderAPI* d3d11rs = static_cast<ct::D3D11RenderAPI*>(rs);
  19. if(parentWindow != nullptr)
  20. {
  21. UINT64 hWnd;
  22. parentWindow->getCustomAttribute("WINDOW", &hWnd);
  23. desc.platformSpecific["parentWindowHandle"] = toString(hWnd);
  24. }
  25. // Create the window
  26. D3D11RenderWindow* renderWindow = new (bs_alloc<D3D11RenderWindow>()) D3D11RenderWindow(desc, windowId,
  27. d3d11rs->getPrimaryDevice(), d3d11rs->getDXGIFactory());
  28. return bs_core_ptr<D3D11RenderWindow>(renderWindow);
  29. }
  30. }