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116 lines
3.8 KiB
C
116 lines
3.8 KiB
C
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//========= Copyright Valve Corporation, All rights reserved. ============//
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#ifndef GLMDISPLAYDB_H
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#define GLMDISPLAYDB_H
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#include "tier1/utlvector.h"
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//===============================================================================
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// modes, displays, and renderers
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// think of renderers as being at the top of a tree.
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// each renderer has displays hanging off of it.
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// each display has modes hanging off of it.
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// the tree is populated on demand and then queried as needed.
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//===============================================================================
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// GLMDisplayModeInfoFields is in glmdisplay.h
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class GLMDisplayMode
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{
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public:
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GLMDisplayModeInfoFields m_info;
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GLMDisplayMode( uint width, uint height, uint refreshHz );
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GLMDisplayMode() { };
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~GLMDisplayMode( void );
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void Init( uint width, uint height, uint refreshHz );
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void Dump( int which );
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};
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//===============================================================================
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// GLMDisplayInfoFields is in glmdisplay.h
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class GLMDisplayInfo
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{
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public:
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GLMDisplayInfoFields m_info;
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CUtlVector< GLMDisplayMode* > *m_modes; // starts out NULL, set by PopulateModes
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GLMDisplayInfo( void );
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~GLMDisplayInfo( void );
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void PopulateModes( void );
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void Dump( int which );
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};
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//===============================================================================
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// GLMRendererInfoFields is in glmdisplay.h
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class GLMRendererInfo
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{
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public:
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GLMRendererInfoFields m_info;
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GLMDisplayInfo *m_display; // starts out NULL, set by PopulateDisplays
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GLMRendererInfo ( GLMRendererInfoFields *info );
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~GLMRendererInfo ( void );
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void PopulateDisplays();
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void Dump( int which );
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};
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//===============================================================================
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// this is just a tuple describing fake adapters which are really renderer/display pairings.
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// dxabstract bridges the gap between the d3d adapter-centric world and the GL renderer+display world.
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// this makes it straightforward to handle cases like two video cards with two displays on one, and one on the other -
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// you get three fake adapters which represent each useful screen.
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// the constraint that dxa will have to follow though, is that if the user wants to change their
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// display selection for full screen, they would only be able to pick on that has the same underlying renderer.
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// can't change fakeAdapter from one to another with different GL renderer under it. Screen hop but no card hop.
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struct GLMFakeAdapter
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{
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int m_rendererIndex;
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int m_displayIndex;
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};
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class GLMDisplayDB
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{
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public:
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CUtlVector< GLMRendererInfo* > *m_renderers; // starts out NULL, set by PopulateRenderers
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CUtlVector< GLMFakeAdapter > m_fakeAdapters;
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GLMDisplayDB ( void );
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~GLMDisplayDB ( void );
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virtual void PopulateRenderers( void );
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virtual void PopulateFakeAdapters( uint realRendererIndex ); // fake adapters = one real adapter times however many displays are on it
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virtual void Populate( void );
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// The info-get functions return false on success.
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virtual int GetFakeAdapterCount( void );
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virtual bool GetFakeAdapterInfo( int fakeAdapterIndex, int *rendererOut, int *displayOut, GLMRendererInfoFields *rendererInfoOut, GLMDisplayInfoFields *displayInfoOut );
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virtual int GetRendererCount( void );
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virtual bool GetRendererInfo( int rendererIndex, GLMRendererInfoFields *infoOut );
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virtual int GetDisplayCount( int rendererIndex );
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virtual bool GetDisplayInfo( int rendererIndex, int displayIndex, GLMDisplayInfoFields *infoOut );
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virtual int GetModeCount( int rendererIndex, int displayIndex );
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virtual bool GetModeInfo( int rendererIndex, int displayIndex, int modeIndex, GLMDisplayModeInfoFields *infoOut );
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virtual void Dump( void );
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};
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#endif // GLMDISPLAYDB_H
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