//========= Copyright Valve Corporation, All rights reserved. ============// // TOGL CODE LICENSE // // Copyright 2011-2014 Valve Corporation // All Rights Reserved. // // Permission is hereby granted, free of charge, to any person obtaining a copy // of this software and associated documentation files (the "Software"), to deal // in the Software without restriction, including without limitation the rights // to use, copy, modify, merge, publish, distribute, sublicense, and/or sell // copies of the Software, and to permit persons to whom the Software is // furnished to do so, subject to the following conditions: // // The above copyright notice and this permission notice shall be included in // all copies or substantial portions of the Software. // // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR // IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, // FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE // AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER // LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, // OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN // THE SOFTWARE. #ifndef GLMDISPLAYDB_H #define GLMDISPLAYDB_H #include "tier1/utlvector.h" //=============================================================================== // modes, displays, and renderers //=============================================================================== // GLMDisplayModeInfoFields is in glmdisplay.h class GLMDisplayMode { public: GLMDisplayModeInfoFields m_info; GLMDisplayMode( uint width, uint height, uint refreshHz ); GLMDisplayMode() { }; ~GLMDisplayMode( void ); void Init( uint width, uint height, uint refreshHz ); void Dump( int which ); }; //=============================================================================== // GLMDisplayInfoFields is in glmdisplay.h class GLMDisplayInfo { public: GLMDisplayInfoFields m_info; CUtlVector< GLMDisplayMode* > *m_modes; // starts out NULL, set by PopulateModes GLMDisplayMode m_DesktopMode; #ifdef OSX GLMDisplayInfo( CGDirectDisplayID displayID, CGOpenGLDisplayMask displayMask ); #else GLMDisplayInfo( void ); #endif ~GLMDisplayInfo( void ); void PopulateModes( void ); void Dump( int which ); #ifdef OSX private: int m_display; #endif }; //=============================================================================== // GLMRendererInfoFields is in glmdisplay.h class GLMRendererInfo { public: GLMRendererInfoFields m_info; #ifdef OSX CUtlVector< GLMDisplayInfo* > *m_displays; // starts out NULL, set by PopulateDisplays #else GLMDisplayInfo *m_display; #endif #ifdef OSX GLMRendererInfo ( GLMRendererInfoFields *info ); #else GLMRendererInfo (); #endif ~GLMRendererInfo ( void ); #ifndef OSX void Init( GLMRendererInfoFields *info ); #endif void PopulateDisplays(); void Dump( int which ); }; //=============================================================================== #ifdef OSX // this is just a tuple describing fake adapters which are really renderer/display pairings. // dxabstract bridges the gap between the d3d adapter-centric world and the GL renderer+display world. // this makes it straightforward to handle cases like two video cards with two displays on one, and one on the other - // you get three fake adapters which represent each useful screen. // the constraint that dxa will have to follow though, is that if the user wants to change their // display selection for full screen, they would only be able to pick on that has the same underlying renderer. // can't change fakeAdapter from one to another with different GL renderer under it. Screen hop but no card hop. struct GLMFakeAdapter { int m_rendererIndex; int m_displayIndex; }; #endif class GLMDisplayDB { public: #ifdef OSX CUtlVector< GLMRendererInfo* > *m_renderers; // starts out NULL, set by PopulateRenderers CUtlVector< GLMFakeAdapter > m_fakeAdapters; #else GLMRendererInfo m_renderer; #endif GLMDisplayDB ( void ); ~GLMDisplayDB ( void ); virtual void PopulateRenderers( void ); virtual void PopulateFakeAdapters( uint realRendererIndex ); // fake adapters = one real adapter times however many displays are on it virtual void Populate( void ); // The info-get functions return false on success. virtual int GetFakeAdapterCount( void ); virtual bool GetFakeAdapterInfo( int fakeAdapterIndex, int *rendererOut, int *displayOut, GLMRendererInfoFields *rendererInfoOut, GLMDisplayInfoFields *displayInfoOut ); virtual int GetRendererCount( void ); virtual bool GetRendererInfo( int rendererIndex, GLMRendererInfoFields *infoOut ); virtual int GetDisplayCount( int rendererIndex ); virtual bool GetDisplayInfo( int rendererIndex, int displayIndex, GLMDisplayInfoFields *infoOut ); virtual int GetModeCount( int rendererIndex, int displayIndex ); virtual bool GetModeInfo( int rendererIndex, int displayIndex, int modeIndex, GLMDisplayModeInfoFields *infoOut ); virtual void Dump( void ); }; #endif // GLMDISPLAYDB_H