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2be84dc636
Use vid_activeinbackground CVAR to override this behavior
49 lines
1.1 KiB
C++
49 lines
1.1 KiB
C++
#ifndef __WIN32_GL_SYSFB_H__
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#define __WIN32_GL_SYSFB_H__
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#include "v_video.h"
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class SystemFrameBuffer : public DFrameBuffer
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{
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typedef DFrameBuffer Super;
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public:
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SystemFrameBuffer() {}
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// Actually, hMonitor is a HMONITOR, but it's passed as a void * as there
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// look to be some cross-platform bits in the way.
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SystemFrameBuffer(void *hMonitor, int width, int height, int bits, int refreshHz, bool fullscreen, bool bgra);
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virtual ~SystemFrameBuffer();
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void SetVSync (bool vsync);
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void SwapBuffers();
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void NewRefreshRate ();
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int GetClientWidth();
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int GetClientHeight();
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int GetTrueHeight();
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bool IsFullscreen();
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void InitializeState();
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protected:
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void ResetGammaTable();
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void SetGammaTable(uint16_t * tbl);
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float m_Gamma, m_Brightness, m_Contrast;
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uint16_t m_origGamma[768];
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bool m_supportsGamma;
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bool m_Fullscreen, m_Bgra;
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int m_Width, m_Height, m_Bits, m_RefreshHz;
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char m_displayDeviceNameBuffer[32/*CCHDEVICENAME*/]; // do not use windows.h constants here!
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char *m_displayDeviceName;
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int SwapInterval;
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friend class Win32GLVideo;
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};
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#endif // __WIN32_GL_SYSFB_H__
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