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- //********************************** Banshee Engine (www.banshee3d.com) **************************************************//
- //**************** Copyright (c) 2016 Marko Pintera ([email protected]). All rights reserved. **********************//
- #include "BsD3D11RenderWindowManager.h"
- #include "BsD3D11RenderAPI.h"
- #include "BsD3D11RenderWindow.h"
- #include "Threading/BsAsyncOp.h"
- namespace bs
- {
- D3D11RenderWindowManager::D3D11RenderWindowManager(ct::D3D11RenderAPI* renderSystem)
- :mRenderSystem(renderSystem)
- {
- assert(mRenderSystem != nullptr);
- }
- SPtr<RenderWindow> D3D11RenderWindowManager::createImpl(RENDER_WINDOW_DESC& desc, UINT32 windowId,
- const SPtr<RenderWindow>& parentWindow)
- {
- ct::RenderAPI* rs = ct::RenderAPI::instancePtr();
- ct::D3D11RenderAPI* d3d11rs = static_cast<ct::D3D11RenderAPI*>(rs);
- if(parentWindow != nullptr)
- {
- UINT64 hWnd;
- parentWindow->getCustomAttribute("WINDOW", &hWnd);
- desc.platformSpecific["parentWindowHandle"] = toString(hWnd);
- }
- // Create the window
- D3D11RenderWindow* renderWindow = new (bs_alloc<D3D11RenderWindow>()) D3D11RenderWindow(desc, windowId,
- d3d11rs->getPrimaryDevice(), d3d11rs->getDXGIFactory());
- return bs_core_ptr<D3D11RenderWindow>(renderWindow);
- }
- }
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