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-rw-r--r--Samples/CommonSrc/Render/Render_GL_Win32_Device.h24
1 files changed, 17 insertions, 7 deletions
diff --git a/Samples/CommonSrc/Render/Render_GL_Win32_Device.h b/Samples/CommonSrc/Render/Render_GL_Win32_Device.h
index f63b1d0..de81a80 100644
--- a/Samples/CommonSrc/Render/Render_GL_Win32_Device.h
+++ b/Samples/CommonSrc/Render/Render_GL_Win32_Device.h
@@ -3,7 +3,7 @@
Filename : Render_GL_Win32 Device.h
Content : Win32 OpenGL Device implementation header
Created : September 10, 2012
-Authors : Andrew Reisse, Michael Antonov
+Authors : Andrew Reisse, Michael Antonov, David Borel
Copyright : Copyright 2012 Oculus VR, Inc. All Rights reserved.
@@ -38,19 +38,29 @@ namespace OVR { namespace Render { namespace GL { namespace Win32 {
// Win32-Specific GL Render Device, used to create OpenGL under Windows.
class RenderDevice : public GL::RenderDevice
{
- HWND Window;
- HGLRC WglContext;
- HDC GdiDc;
+ friend BOOL CALLBACK MonitorEnumFunc(HMONITOR hMonitor, HDC, LPRECT, LPARAM dwData);
+
+ HWND Window;
+ HGLRC WglContext;
+ HDC GdiDc;
+ Recti PreFullscreen;
+ Recti FSDesktop;
+ HMONITOR HMonitor;
public:
- RenderDevice(const Render::RendererParams& p, HWND win, HDC dc, HGLRC gl)
- : GL::RenderDevice(p), Window(win), WglContext(gl), GdiDc(dc) { OVR_UNUSED(p); }
+ RenderDevice(const Render::RendererParams& p, HWND win, HDC dc, HGLRC gl);
+ virtual ~RenderDevice() { Shutdown(); }
// Implement static initializer function to create this class.
static Render::RenderDevice* CreateDevice(const RendererParams& rp, void* oswnd);
+
+ virtual ovrRenderAPIConfig Get_ovrRenderAPIConfig() const;
virtual void Shutdown();
- virtual void Present();
+ virtual void Present(bool withVsync);
+ bool SetParams(const RendererParams& newParams);
+
+ virtual bool SetFullscreen(DisplayMode fullscreen);
};