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