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Engine directory for ticket #1
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Engine/source/gfx/gfxInit.h
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Engine/source/gfx/gfxInit.h
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//-----------------------------------------------------------------------------
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// Copyright (c) 2012 GarageGames, LLC
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//
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// Permission is hereby granted, free of charge, to any person obtaining a copy
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// of this software and associated documentation files (the "Software"), to
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// deal in the Software without restriction, including without limitation the
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// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
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// sell copies of the Software, and to permit persons to whom the Software is
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// furnished to do so, subject to the following conditions:
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//
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// The above copyright notice and this permission notice shall be included in
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// all copies or substantial portions of the Software.
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//
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// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
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// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
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// IN THE SOFTWARE.
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//-----------------------------------------------------------------------------
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#ifndef _GFXINIT_H_
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#define _GFXINIT_H_
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#ifndef _GFXDEVICE_H_
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#include "gfx/gfxDevice.h"
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#endif
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#ifndef _ENGINEOBJECT_H_
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#include "console/engineObject.h"
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#endif
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/// Interface for tracking GFX adapters and initializing them into devices.
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/// @note Implement this class per platform.
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/// @note This is just a class so it can be friends with GFXDevice)
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class GFXInit
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{
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DECLARE_STATIC_CLASS( GFXInit );
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public:
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/// Allows device to register themselves as available
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typedef Signal<void (Vector<GFXAdapter*>&)> RegisterDeviceSignal;
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static RegisterDeviceSignal& getRegisterDeviceSignal();
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/// Prepares the adapter list.
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static void init();
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/// Cleans out the adapter list.
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static void cleanup();
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/// Creates a GFXDevice based on an adapter from the
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/// enumerateAdapters method.
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///
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/// @param adapter Graphics adapter to create device
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static GFXDevice *createDevice( GFXAdapter *adapter );
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/// Enumerate all the graphics adapters on the system
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static void enumerateAdapters();
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/// Get the enumerated adapters. Should only call this after
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/// a call to enumerateAdapters.
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static void getAdapters( Vector<GFXAdapter*> *adapters );
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/// Get the number of available adapters.
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static S32 getAdapterCount();
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/// Chooses a suitable GFXAdapter, based on type, preferences, and fallbacks.
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/// If the requested type is omitted, we use the prefs value.
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/// If the requested type isn't found, we use fallbacks: OpenGL, NullDevice
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/// This method never returns NULL.
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static GFXAdapter *chooseAdapter( GFXAdapterType type);
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/// Gets the first adapter of the requested type from the list of enumerated
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/// adapters. Should only call this after a call to enumerateAdapters.
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static GFXAdapter *getAdapterOfType( GFXAdapterType type );
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/// Converts a GFXAdapterType to a string name. Useful for writing out prefs
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static const char *getAdapterNameFromType( GFXAdapterType type );
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/// Converts a string to a GFXAdapterType. Useful for reading in prefs.
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static GFXAdapterType getAdapterTypeFromName( const char* name );
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/// Returns a GFXVideoMode that describes the current state of the main monitor.
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/// This should probably move to the abstract window manager
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static GFXVideoMode getDesktopResolution();
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/// Based on user preferences (or in the absence of a valid user selection,
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/// a heuristic), return a "best" adapter.
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static GFXAdapter *getBestAdapterChoice();
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/// Get the initial video mode based on user preferences (or a heuristic).
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static GFXVideoMode getInitialVideoMode();
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private:
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/// List of known adapters.
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static Vector<GFXAdapter*> smAdapters;
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static RegisterDeviceSignal* smRegisterDeviceSignal;
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};
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#endif
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