//========= Copyright Valve Corporation, All rights reserved. ============// // TOGL CODE LICENSE // // Copyright 2011-2014 Valve Corporation // All Rights Reserved. // // Permission is hereby granted, free of charge, to any person obtaining a copy // of this software and associated documentation files (the "Software"), to // deal in the Software without restriction, including without limitation the // rights to use, copy, modify, merge, publish, distribute, sublicense, and/or // sell copies of the Software, and to permit persons to whom the Software is // furnished to do so, subject to the following conditions: // // The above copyright notice and this permission notice shall be included in // all copies or substantial portions of the Software. // // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR // IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, // FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE // AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER // LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING // FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS // IN THE SOFTWARE. #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 *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 *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 *m_renderers; // starts out NULL, set by PopulateRenderers CUtlVector 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