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XFXFramework/include/GraphicsDeviceManager.h

81 lines
2.5 KiB
C++

/********************************************************
* GraphicsDeviceManager.h *
* *
* XFX GraphicsDeviceManager definition file *
* Copyright © XFX Team. All Rights Reserved *
********************************************************/
#ifndef _XFX_GRAPHICSDEVICEMANAGER_
#define _XFX_GRAPHICSDEVICEMANAGER_
#include "Game.h"
#include "Graphics/GraphicsDevice.h"
#include "Graphics/Enums.h"
#include "Graphics/IGraphicsDeviceService.h"
#include "GraphicsDeviceInformation.h"
#include "Interfaces.h"
#include <System/Interfaces.h>
using namespace System;
using namespace XFX::Graphics;
namespace XFX
{
// Handles the configuration and management of the graphics device.
class GraphicsDeviceManager : public IGraphicsDeviceService, public IDisposable, public IGraphicsDeviceManager, virtual Object
{
private:
bool isFullScreen;
Game* _game;
SurfaceFormat_t backBufferFormat;
int backBufferHeight;
int backBufferWidth;
GraphicsDevice* graphicsDevice;
ShaderProfile_t minimumVertexShaderProfile;
void CreateDevice();
protected:
virtual bool CanResetDevice(const GraphicsDeviceInformation newDeviceInfo);
virtual void Dispose(bool disposing);
virtual void OnDeviceCreated(Object* sender, EventArgs args);
virtual void OnDeviceDisposing(Object* sender, EventArgs args);
virtual void OnDeviceReset(Object* sender, EventArgs args);
virtual void OnDeviceResetting(Object* sender, EventArgs args);
public:
GraphicsDevice* getGraphicsDevice() const;
bool IsFullScreen();
float MinimumPixelShaderProfile;
float MinimumVertexShaderProfile;
bool PreferMultiSampling;
SurfaceFormat_t PreferredBackBufferFormat;
int PreferredBackBufferWidth;
int PreferredBackBufferHeight;
DepthFormat_t PreferredDepthStencilFormat;
bool SynchronizeWithVerticalRetrace;
static const int DefaultBackBufferWidth;
static const int DefaultBackBufferHeight;
static SurfaceFormat_t ValidAdapterFormats[];
static SurfaceFormat_t ValidBackBufferFormats[];
static const DeviceType_t ValidDeviceTypes[];
GraphicsDeviceManager(Game* game);
GraphicsDeviceManager(const GraphicsDeviceManager &obj);
EventHandler DeviceCreated;
EventHandler DeviceDisposing;
EventHandler DeviceReset;
EventHandler DeviceResetting;
EventHandler Disposed;
void ApplyChanges();
bool BeginDraw();
void Dispose();
void EndDraw();
void ToggleFullscreen();
};
}
#endif //_XFX_GRAPHICSDEVICEMANAGER_