Files
jak-project/game/graphics/display.h
T
ManDude 5b44aece75 random fixes + support clang-cl on visual studio (#1129)
* delete unused shaders

* hide some options in debug menu

* change fullscreen logic a bit

* add "all actors" toggle

* borderless fix and fix alpha in direct renderer untextured (do we need a separate shader for that?)

* fix fuel cell orbit icons in widescreen

* fix `curve` types

* refs

* fix levitator task...

* fix some task stuff

* update font code a bit (temp)

* cmake, third-party and visual studio overhaul

* Update .gitmodules

* update modules

* clone repos

* fix encoding in zydis

* where did these come from

* try again

* add submodule

* Update 11zip

* Update 11zip

* Update 11zip

* delete

* try again

* clang

* update compiler flags

* delete 11zip. go away.

* Create memory-dump-p2s.py

* properly

* fix minimum architecture c++ compiler flags

* fix zydis

* oops

* Update all-types.gc

* fix clang-cl tests

* make "all actors" work better, entity debug qol

* update game-text conversion code to be more modularized

* Create vendor.txt

* fix typos and minor things

* update refs

* clang

* Attempt to add clang-cl support to vs2019 and CI

* vs2022 + clang-cl

* srsly? fix clang build

* Update launch.vs.json

* extend windows CI timer
2022-02-07 19:15:37 -05:00

89 lines
2.6 KiB
C++

#pragma once
/*!
* @file display.h
* Display for graphics. This is the game window, distinct from the runtime console.
*/
#include "pipelines/opengl.h"
#include "gfx.h"
#include <vector>
#include <memory>
// a GfxDisplay class is equivalent to a window that displays stuff. This holds an actual internal
// window pointer used by whichever renderer. It also contains functions for setting and
// retrieving certain window parameters.
class GfxDisplay {
const char* m_title;
const GfxRendererModule* m_renderer = nullptr;
// NOT actual size! just backups
int m_width;
int m_height;
// same here
int m_xpos;
int m_ypos;
int m_fullscreen_mode = 0;
int m_fullscreen_screen;
int m_fullscreen_target_mode;
int m_fullscreen_target_screen;
public:
GfxDisplay(GLFWwindow* a_window); // OpenGL window constructor
~GfxDisplay(); // destructor - this calls the renderer's function for getting rid of a window,
// and we can then get rid of the GfxDisplay itself
// all kinds of windows for the display
union {
void* window_generic_ptr = nullptr;
GLFWwindow* window_glfw;
};
bool is_active() const { return window_generic_ptr != nullptr; }
void set_renderer(GfxPipeline pipeline);
void set_window(GLFWwindow* window);
void set_title(const char* title);
void set_size(int w, int h);
void get_scale(float* w, float* h);
const char* title() const { return m_title; }
bool fullscreen_pending() { return m_fullscreen_mode != m_fullscreen_target_mode; }
void fullscreen_flush() {
m_renderer->set_fullscreen(this, m_fullscreen_target_mode, m_fullscreen_target_screen);
m_fullscreen_mode = m_fullscreen_target_mode;
m_fullscreen_screen = m_fullscreen_target_screen;
}
void set_fullscreen(int mode, int screen) {
m_fullscreen_target_mode = mode;
m_fullscreen_target_screen = screen;
}
int fullscreen_mode() { return m_fullscreen_mode; }
int fullscreen_screen() { return m_fullscreen_screen; }
void backup_params();
int width_backup() { return m_width; }
int height_backup() { return m_height; }
int xpos_backup() { return m_xpos; }
int ypos_backup() { return m_ypos; }
int width();
int height();
void render_graphics();
};
namespace Display {
// a list of displays. the first one is the "main" display, all others are spectator-like extra
// views.
extern std::vector<std::shared_ptr<GfxDisplay>> g_displays;
int InitMainDisplay(int width, int height, const char* title, GfxSettings& settings);
void KillDisplay(std::shared_ptr<GfxDisplay> display);
void KillMainDisplay();
std::shared_ptr<GfxDisplay> GetMainDisplay();
} // namespace Display