1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
|
/*
* Copyright (C) 2005-2012 Team XBMC
* http://www.xbmc.org
*
* This Program is free software; you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation; either version 2, or (at your option)
* any later version.
*
* This Program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with XBMC; see the file COPYING. If not, see
* <http://www.gnu.org/licenses/>.
*
*/
#include "WinSystemWin32DX.h"
#include "settings/GUISettings.h"
#include "guilib/gui3d.h"
#ifdef HAS_DX
CWinSystemWin32DX::CWinSystemWin32DX()
: CRenderSystemDX()
{
}
CWinSystemWin32DX::~CWinSystemWin32DX()
{
}
bool CWinSystemWin32DX::UseWindowedDX(bool fullScreen)
{
return (g_guiSettings.GetBool("videoscreen.fakefullscreen") || !fullScreen);
}
bool CWinSystemWin32DX::CreateNewWindow(CStdString name, bool fullScreen, RESOLUTION_INFO& res, PHANDLE_EVENT_FUNC userFunction)
{
CWinSystemWin32::CreateNewWindow(name, fullScreen, res, userFunction);
if(m_hWnd == NULL)
return false;
SetFocusWnd(m_hWnd);
SetDeviceWnd(m_hWnd);
CRenderSystemDX::m_interlaced = ((res.dwFlags & D3DPRESENTFLAG_INTERLACED) != 0);
CRenderSystemDX::m_useWindowedDX = UseWindowedDX(fullScreen);
SetRenderParams(m_nWidth, m_nHeight, fullScreen, res.fRefreshRate);
SetMonitor(GetMonitor(res.iScreen).hMonitor);
return true;
}
void CWinSystemWin32DX::UpdateMonitor()
{
SetMonitor(GetMonitor(m_nScreen).hMonitor);
}
bool CWinSystemWin32DX::ResizeWindow(int newWidth, int newHeight, int newLeft, int newTop)
{
CWinSystemWin32::ResizeWindow(newWidth, newHeight, newLeft, newTop);
CRenderSystemDX::ResetRenderSystem(newWidth, newHeight, false, 0);
return true;
}
void CWinSystemWin32DX::OnMove(int x, int y)
{
CRenderSystemDX::OnMove();
}
bool CWinSystemWin32DX::SetFullScreen(bool fullScreen, RESOLUTION_INFO& res, bool blankOtherDisplays)
{
// When going DX fullscreen -> windowed, we must reset the D3D device first to
// get it out of fullscreen mode because it restores a former resolution.
// We then change to the mode we want.
// In other cases, set the window/mode then reset the D3D device.
bool FS2Windowed = !m_useWindowedDX && UseWindowedDX(fullScreen);
SetMonitor(GetMonitor(res.iScreen).hMonitor);
CRenderSystemDX::m_interlaced = ((res.dwFlags & D3DPRESENTFLAG_INTERLACED) != 0);
CRenderSystemDX::m_useWindowedDX = UseWindowedDX(fullScreen);
if (FS2Windowed)
CRenderSystemDX::ResetRenderSystem(res.iWidth, res.iHeight, fullScreen, res.fRefreshRate);
CWinSystemWin32::SetFullScreen(fullScreen, res, blankOtherDisplays);
CRenderSystemDX::ResetRenderSystem(res.iWidth, res.iHeight, fullScreen, res.fRefreshRate);
return true;
}
#endif
|