st/nine: Handle Window Occlusion
Apps can know if the window is occluded by checking for specific error messages. The behaviour is different for Device9 and Device9Ex. This allow games to release the mouse and stop rendering until the focus is restored. In case of multiple swapchain we do care only of the device one. Signed-off-by: Patrick Rudolph <siro@das-labor.org> Reviewed-by: Axel Davy <axel.davy@ens.fr>
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Axel Davy

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e59908e57f
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a961ec335d
@@ -69,6 +69,8 @@ typedef struct ID3DPresentVtbl
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HRESULT (WINAPI *SetCursor)(ID3DPresent *This, void *pBitmap, POINT *pHotspot, BOOL bShow);
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HRESULT (WINAPI *SetGammaRamp)(ID3DPresent *This, const D3DGAMMARAMP *pRamp, HWND hWndOverride);
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HRESULT (WINAPI *GetWindowInfo)(ID3DPresent *This, HWND hWnd, int *width, int *height, int *depth);
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/* Available since version 1.1 */
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BOOL (WINAPI *GetWindowOccluded)(ID3DPresent *This);
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} ID3DPresentVtbl;
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struct ID3DPresent
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@@ -96,6 +98,7 @@ struct ID3DPresent
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#define ID3DPresent_SetCursor(p,a,b,c) (p)->lpVtbl->SetCursor(p,a,b,c)
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#define ID3DPresent_SetGammaRamp(p,a,b) (p)->lpVtbl->SetGammaRamp(p,a,b)
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#define ID3DPresent_GetWindowInfo(p,a,b,c,d) (p)->lpVtbl->GetWindowSize(p,a,b,c,d)
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#define ID3DPresent_GetWindowOccluded(p) (p)->lpVtbl->GetWindowOccluded(p)
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typedef struct ID3DPresentGroupVtbl
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{
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