Counter Strike : Global Offensive Source Code
You can not select more than 25 topics Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.
 
 
 
 
 
 

134 lines
3.8 KiB

#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