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//========= 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<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