blob: 53cda59349d9f86e4998b5961ebb811d62c3f0c6 [file] [log] [blame]
// SwiftShader Software Renderer
//
// Copyright(c) 2005-2012 TransGaming Inc.
//
// All rights reserved. No part of this software may be copied, distributed, transmitted,
// transcribed, stored in a retrieval system, translated into any human or computer
// language by any means, or disclosed to third parties without the explicit written
// agreement of TransGaming Inc. Without such an agreement, no rights or licenses, express
// or implied, including but not limited to any patent rights, are granted to you.
//
#include "FrameBufferWin.hpp"
namespace sw
{
FrameBufferWin::FrameBufferWin(HWND windowHandle, int width, int height, bool fullscreen, bool topLeftOrigin) : FrameBuffer(width, height, fullscreen, topLeftOrigin), windowHandle(windowHandle)
{
if(!windowed)
{
// Force fullscreen window style (no borders)
originalWindowStyle = GetWindowLong(windowHandle, GWL_STYLE);
SetWindowLong(windowHandle, GWL_STYLE, WS_POPUP);
}
}
FrameBufferWin::~FrameBufferWin()
{
if(!windowed && GetWindowLong(windowHandle, GWL_STYLE) == WS_POPUP)
{
SetWindowLong(windowHandle, GWL_STYLE, originalWindowStyle);
}
}
void FrameBufferWin::updateBounds(HWND windowOverride)
{
HWND window = windowOverride ? windowOverride : windowHandle;
if(windowed)
{
GetClientRect(window, &bounds);
ClientToScreen(window, (POINT*)&bounds);
ClientToScreen(window, (POINT*)&bounds + 1);
}
else
{
SetRect(&bounds, 0, 0, GetSystemMetrics(SM_CXSCREEN), GetSystemMetrics(SM_CYSCREEN));
}
}
}