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mirror of https://github.com/borgesdan/xn65 synced 2024-12-29 21:54:47 +01:00

Implementa ToggleFullScreen

This commit is contained in:
Danilo 2024-04-22 16:14:55 -03:00
parent c095ff3407
commit cdff5cc0f8
8 changed files with 98 additions and 54 deletions

View File

@ -17,7 +17,7 @@ namespace xna {
adp->_index = 0;
adp->_adapter = pAdapter;
return std::move(adp);
return adp;
}
pFactory->Release();
@ -239,5 +239,15 @@ namespace xna {
collection->_displayModes = displayList;
return std::move(collection);
}
bool GraphicsAdapter::GetOutput(UINT slot, IDXGIOutput*& output) {
if (!_adapter) return false;
if (_adapter->EnumOutputs(slot, &output) != DXGI_ERROR_NOT_FOUND)
return true;
return false;
}
}

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@ -27,7 +27,8 @@ namespace xna {
virtual Uint SubSystemId() const override;
virtual Uint VendorId() const override;
virtual UDisplayModeCollection SupportedDisplayModes() const override;
virtual constexpr bool IsDefaultAdapter() const { return _index == 0; }
virtual constexpr bool IsDefaultAdapter() const { return _index == 0; }
bool GetOutput(UINT slot, IDXGIOutput*& output);
public:
IDXGIAdapter1* _adapter{ nullptr };

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@ -75,16 +75,16 @@ namespace xna {
ID3D11DeviceContext* _context{ nullptr };
IDXGIFactory1* _factory = nullptr;
PSwapChain _swapChain{ nullptr };
PGraphicsAdapter _adapter{ nullptr };
PRenderTarget2D _renderTarget2D{ nullptr };
PBlendState _blendState{ nullptr };
xna::Viewport _viewport{};
private:
unsigned int _createDeviceFlags{ 0 };
D3D_FEATURE_LEVEL _featureLevel{ D3D_FEATURE_LEVEL::D3D_FEATURE_LEVEL_11_0 };
float _backgroundColor[4] = { 0, 0, 0, 0 };
xna::PresentationParameters _presentParameters;
PGraphicsAdapter _adapter{ nullptr };
PRenderTarget2D _renderTarget2D{ nullptr };
xna::Viewport _viewport{};
PBlendState _blendState{ nullptr };
bool _usevsync{ true };
bool createDevice();

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@ -33,7 +33,12 @@ namespace xna {
}
int Game::Run() {
void Game::Exit()
{
_gameWindow->Close();
}
int Game::Run() {
Initialize();
if (_graphicsDevice == nullptr) {

View File

@ -15,7 +15,8 @@ namespace xna {
virtual ~Game() override {
}
virtual void Exit() override{}
virtual void Exit() override;
virtual int Run() override;
virtual PGameWindow Window() override {

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@ -3,6 +3,7 @@
#include "game-dx.hpp"
#include "window-dx.hpp"
#include "gdeviceinfo-dx.hpp"
#include "adapter-dx.hpp"
namespace xna {
GraphicsDeviceManager::GraphicsDeviceManager(Game*& game) : _game(game) {
@ -29,23 +30,31 @@ namespace xna {
}
void GraphicsDeviceManager::ApplyChanges() {
//_game->_graphicsDevice = _device;
}
void GraphicsDeviceManager::ToggleFullScreen() {
if (!_game || !_game->_graphicsDevice || !_game->_graphicsDevice->_swapChain)
return;
auto& swap = _game->_graphicsDevice->_swapChain;
BOOL state = false;
swap->_swapChain->GetFullscreenState(&state, nullptr);
swap->_swapChain->SetFullscreenState(!state, nullptr);
}
void GraphicsDeviceManager::CreateDevice(GraphicsDeviceInformation const& info) {
_device = New<GraphicsDevice>(info);
//auto window = _game->Window();
_device->Adapter(info.Adapter());
auto window = info.Window();
window->Size(_backBufferWidth, _backBufferHeight);
if (!window->Create()) {
MessageBox(nullptr, "Falha na criação da janela", "Xna Game Engine", MB_OK);
return;
}
//_device->Initialize(*window);
if (!_device->Initialize(*window)) {
MessageBox(nullptr, "Falha na inicialização do dispositivo gráfico", "Xna Game Engine", MB_OK);
return;

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@ -37,14 +37,14 @@ namespace xna {
virtual void ChangeDevice() override;
public:
static constexpr int DefaultBackBufferWidth = 1280;//800;
static constexpr int DefaultBackBufferHeight = 720;// 480;
static constexpr int DefaultBackBufferWidth = 800;//800;
static constexpr int DefaultBackBufferHeight = 480;// 480;
private:
Game*& _game;
Game* _game;
Int _backBufferWidth{ DefaultBackBufferWidth };
Int _backBufferHeight{ DefaultBackBufferHeight };
bool _isDeviceDirty{ false };
bool _isDeviceDirty{ false };
PGraphicsDevice _device;
};
}

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@ -11,60 +11,78 @@ using namespace xna;
// cout << "Hello CMake." << endl;
// return 0;
//}
namespace xna {
class Game1 : public Game {
public:
Game1() {
auto _game = reinterpret_cast<Game*>(this);
graphics = New<GraphicsDeviceManager>(_game);
graphics->PreferredBackBufferWidth(1280);
graphics->PreferredBackBufferHeight(720);
}
class Game1 : public Game {
public:
Game1() {
auto _game = reinterpret_cast<Game*>(this);
graphics = New<GraphicsDeviceManager>(_game);
}
void Initialize() override {
graphics->Initialize();
Game::Initialize();
}
void Initialize() override {
graphics->Initialize();
void LoadContent() override {
spriteBatch = New<SpriteBatch>(*_graphicsDevice);
Game::Initialize();
}
XnaErrorCode err;
texture = Texture2D::FromStream(*_graphicsDevice, "D:\\sprite.jpg", &err);
void LoadContent() override {
spriteBatch = New<SpriteBatch>(*_graphicsDevice);
auto audio = AudioEngine();
XnaErrorCode err;
texture = Texture2D::FromStream(*_graphicsDevice, "D:\\sprite.jpg", &err);
Game::LoadContent();
}
auto audio = AudioEngine();
void Update(GameTime const& gameTime) override {
if (Keyboard::GetState().IsKeyDown(Keys::Escape) || GamePad::GetState(PlayerIndex::One).IsButtonDown(Buttons::Back))
Exit();
Game::LoadContent();
}
oldState = currentState;
currentState = Mouse::GetState();
const auto rec = Rectangle((graphics->PreferredBackBufferWidth() / 2) - 100, (graphics->PreferredBackBufferHeight() / 2) - 100, 200, 200);
void Update(GameTime const& gameTime) override {
if (currentState.LeftButton == ButtonState::Pressed && oldState.LeftButton == ButtonState::Released) {
graphics->ToggleFullScreen();
}
Game::Update(gameTime);
}
if (currentState.RightButton == ButtonState::Pressed && oldState.RightButton == ButtonState::Released) {
position.X += 50;
}
void Draw(GameTime const& gameTime) override {
_graphicsDevice->Clear(Colors::CornflowerBlue);
Game::Update(gameTime);
}
spriteBatch->Begin();
spriteBatch->Draw(*texture, position, nullptr, Colors::White, 0, { 0,0 }, 0.5F, SpriteEffects::None, 0);
spriteBatch->End();
void Draw(GameTime const& gameTime) override {
_graphicsDevice->Clear(Colors::CornflowerBlue);
Game::Draw(gameTime);
}
spriteBatch->Begin();
spriteBatch->Draw(*texture, position, Colors::White);
spriteBatch->End();
Game::Draw(gameTime);
}
private:
PGraphicsDeviceManager graphics = nullptr;
PSpriteBatch spriteBatch = nullptr;
PTexture2D texture = nullptr; //200x200
Vector2 position{};
std::vector<Vector2> points;
MouseState currentState{};
MouseState oldState{};
float vel = 1;
int var = 0;
};
}
private:
PGraphicsDeviceManager graphics = nullptr;
PSpriteBatch spriteBatch = nullptr;
PTexture2D texture = nullptr;
Vector2 position{};
std::vector<Vector2> points;
MouseState currentState{};
MouseState oldState{};
float vel = 1;
};
int APIENTRY WinMain(_In_ HINSTANCE hInstance, _In_opt_ HINSTANCE hPrevInstance, _In_ LPSTR lpCmdLine, _In_ int nCmdShow) {
auto game = Game1();
auto game = xna::Game1();
const auto result = game.Run();
return result;
}