BsD3D11RenderWindow.h 3.1 KB

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  1. #pragma once
  2. #include "BsD3D11Prerequisites.h"
  3. #include "BsRenderWindow.h"
  4. namespace BansheeEngine
  5. {
  6. class BS_D3D11_EXPORT D3D11RenderWindow : public RenderWindow
  7. {
  8. public:
  9. ~D3D11RenderWindow();
  10. /**
  11. * @copydoc RenderWindow::reposition
  12. */
  13. void move(INT32 left, INT32 top);
  14. /**
  15. * @copydoc RenderWindow::resize
  16. */
  17. void resize(UINT32 width, UINT32 height);
  18. /**
  19. * @copydoc RenderWindow::setHidden
  20. */
  21. void setHidden(bool hidden);
  22. /**
  23. * @copydoc RenderWindow::setActive
  24. */
  25. void setActive(bool state);
  26. /**
  27. * @copydoc RenderWindow::setFullscreen(UINT32, UINT32, float, UINT32)
  28. */
  29. void setFullscreen(UINT32 width, UINT32 height, float refreshRate = 60.0f, UINT32 monitorIdx = 0);
  30. /**
  31. * @copydoc RenderWindow::setFullscreen(const VideoMode&)
  32. */
  33. void setFullscreen(const VideoMode& mode);
  34. /**
  35. * @copydoc RenderWindow::setWindowed
  36. */
  37. void setWindowed(UINT32 width, UINT32 height);
  38. /**
  39. * @copydoc RenderWindow::copyContentsToMemory
  40. */
  41. void copyToMemory(const PixelData &dst, FrameBuffer buffer);
  42. /**
  43. * @copydoc RenderWindow::swapBuffers
  44. */
  45. void swapBuffers();
  46. /**
  47. * @copydoc RenderWindow::isClosed
  48. */
  49. bool isClosed() const { return mClosed; }
  50. /**
  51. * @copydoc RenderWindow::isHidden
  52. */
  53. bool isHidden() const { return mHidden; }
  54. /**
  55. * @copydoc RenderWindow::screenToWindowPos
  56. */
  57. Vector2I screenToWindowPos(const Vector2I& screenPos) const;
  58. /**
  59. * @copydoc RenderWindow::windowToScreenPos
  60. */
  61. Vector2I windowToScreenPos(const Vector2I& windowPos) const;
  62. /**
  63. * @copydoc RenderWindow::getCustomAttribute
  64. */
  65. void getCustomAttribute(const String& name, void* pData) const;
  66. /**
  67. * @copydoc RenderWindow::requiresTextureFlipping
  68. */
  69. bool requiresTextureFlipping() const { return false; }
  70. void _windowMovedOrResized();
  71. DXGI_SWAP_CHAIN_DESC* _getPresentationParameters() { return &mSwapChainDesc; }
  72. HWND _getWindowHandle() const { return mHWnd; }
  73. protected:
  74. friend class D3D11RenderWindowManager;
  75. D3D11RenderWindow(const RENDER_WINDOW_DESC& desc, D3D11Device& device, IDXGIFactory* DXGIFactory);
  76. void createSizeDependedD3DResources();
  77. void destroySizeDependedD3DResources();
  78. IDXGIDevice* queryDxgiDevice();
  79. bool checkMultiSampleQuality(UINT32 SampleCount, UINT32 *outQuality, DXGI_FORMAT format);
  80. void createSwapChain();
  81. void resizeSwapChainBuffers(UINT32 width, UINT32 height);
  82. /**
  83. * @copydoc RenderWindow::initialize_internal().
  84. */
  85. void initialize_internal();
  86. /**
  87. * @copydoc RenderWindow::destroy_internal().
  88. */
  89. void destroy_internal();
  90. protected:
  91. D3D11Device& mDevice;
  92. IDXGIFactory* mDXGIFactory;
  93. bool mIsExternal;
  94. bool mSizing;
  95. bool mClosed;
  96. bool mIsChild;
  97. DXGI_SAMPLE_DESC mMultisampleType;
  98. bool mVSync;
  99. UINT32 mVSyncInterval;
  100. UINT32 mRefreshRateNumerator;
  101. UINT32 mRefreshRateDenominator;
  102. ID3D11Texture2D* mBackBuffer;
  103. ID3D11RenderTargetView* mRenderTargetView;
  104. TextureViewPtr mDepthStencilView;
  105. TexturePtr mDepthStencilBuffer;
  106. IDXGISwapChain* mSwapChain;
  107. DXGI_SWAP_CHAIN_DESC mSwapChainDesc;
  108. HWND mHWnd;
  109. };
  110. }