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C++ TRefCountPtr::MakeWindowAssociation方法代码示例

本文整理汇总了C++中TRefCountPtr::MakeWindowAssociation方法的典型用法代码示例。如果您正苦于以下问题:C++ TRefCountPtr::MakeWindowAssociation方法的具体用法?C++ TRefCountPtr::MakeWindowAssociation怎么用?C++ TRefCountPtr::MakeWindowAssociation使用的例子?那么恭喜您, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在TRefCountPtr的用法示例。


在下文中一共展示了TRefCountPtr::MakeWindowAssociation方法的1个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C++代码示例。

示例1: IsViewportFullscreen

void FSlateD3DRenderer::Private_CreateViewport( TSharedRef<SWindow> InWindow, const FVector2D &WindowSize )
{
	TSharedRef< FGenericWindow > NativeWindow = InWindow->GetNativeWindow().ToSharedRef();

	bool bFullscreen = IsViewportFullscreen( *InWindow );
	bool bWindowed = true;//@todo implement fullscreen: !bFullscreen;

	DXGI_SWAP_CHAIN_DESC SwapChainDesc;
	FMemory::Memzero(&SwapChainDesc, sizeof(SwapChainDesc) );
	SwapChainDesc.BufferCount = 1;
	SwapChainDesc.BufferDesc.Width = FMath::TruncToInt(WindowSize.X);
	SwapChainDesc.BufferDesc.Height = FMath::TruncToInt(WindowSize.Y);
	SwapChainDesc.BufferDesc.Format = DXGI_FORMAT_B8G8R8A8_UNORM;
	SwapChainDesc.BufferDesc.RefreshRate.Numerator = 0;
	SwapChainDesc.BufferDesc.RefreshRate.Denominator = 1;
	SwapChainDesc.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
	SwapChainDesc.OutputWindow = (HWND)NativeWindow->GetOSWindowHandle();
	SwapChainDesc.SampleDesc.Count = 1;
	SwapChainDesc.SampleDesc.Quality = 0;
	SwapChainDesc.Windowed = bWindowed;
	SwapChainDesc.SwapEffect = DXGI_SWAP_EFFECT_DISCARD;
	SwapChainDesc.Flags = DXGI_SWAP_CHAIN_FLAG_ALLOW_MODE_SWITCH;

	TRefCountPtr<IDXGIDevice> DXGIDevice;
	HRESULT Hr = GD3DDevice->QueryInterface( __uuidof(IDXGIDevice), (void**)DXGIDevice.GetInitReference() );
	check( SUCCEEDED(Hr) );

	TRefCountPtr<IDXGIAdapter> DXGIAdapter;
	Hr = DXGIDevice->GetParent(__uuidof(IDXGIAdapter), (void **)DXGIAdapter.GetInitReference() );
	check( SUCCEEDED(Hr) );

	TRefCountPtr<IDXGIFactory> DXGIFactory;
	DXGIAdapter->GetParent(__uuidof(IDXGIFactory), (void **)DXGIFactory.GetInitReference() );
	check( SUCCEEDED(Hr) );

	FSlateD3DViewport Viewport;

	Hr = DXGIFactory->CreateSwapChain(DXGIDevice.GetReference(), &SwapChainDesc, Viewport.D3DSwapChain.GetInitReference() );
	check( SUCCEEDED(Hr) );

	Hr = DXGIFactory->MakeWindowAssociation((HWND)NativeWindow->GetOSWindowHandle(),DXGI_MWA_NO_ALT_ENTER);
	check(SUCCEEDED(Hr));

	uint32 Width = FMath::TruncToInt(WindowSize.X);
	uint32 Height = FMath::TruncToInt(WindowSize.Y);

	Viewport.ViewportInfo.MaxDepth = 1.0f;
	Viewport.ViewportInfo.MinDepth = 0.0f;
	Viewport.ViewportInfo.Width = Width;
	Viewport.ViewportInfo.Height = Height;
	Viewport.ViewportInfo.TopLeftX = 0;
	Viewport.ViewportInfo.TopLeftY = 0;
	
	CreateBackBufferResources( Viewport.D3DSwapChain, Viewport.BackBufferTexture, Viewport.RenderTargetView );

	Viewport.ProjectionMatrix = CreateProjectionMatrixD3D( Width, Height );

	WindowToViewportMap.Add( &InWindow.Get(), Viewport );

}
开发者ID:kidaa,项目名称:UnrealEngineVR,代码行数:60,代码来源:SlateD3DRenderer.cpp


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