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86db015c23
We need this because we need to pass the layer to MoltenVK, not the view handle. But the input subsystem still needs the window.
47 lines
1.4 KiB
C
47 lines
1.4 KiB
C
// Copyright 2018 Dolphin Emulator Project
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// Licensed under GPLv2+
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// Refer to the license.txt file included.
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#pragma once
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enum class WindowSystemType
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{
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Headless,
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Windows,
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MacOS,
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Android,
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X11,
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Wayland,
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FBDev,
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};
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struct WindowSystemInfo
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{
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WindowSystemInfo() = default;
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WindowSystemInfo(WindowSystemType type_, void* display_connection_, void* render_window_,
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void* render_surface_)
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: type(type_), display_connection(display_connection_), render_window(render_window_),
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render_surface(render_surface_)
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{
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}
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// Window system type. Determines which GL context or Vulkan WSI is used.
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WindowSystemType type = WindowSystemType::Headless;
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// Connection to a display server. This is used on X11 and Wayland platforms.
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void* display_connection = nullptr;
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// Render window. This is a pointer to the native window handle, which depends
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// on the platform. e.g. HWND for Windows, Window for X11. If the surface is
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// set to nullptr, the video backend will run in headless mode.
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void* render_window = nullptr;
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// Render surface. Depending on the host platform, this may differ from the window.
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// This is kept seperate as input may require a different handle to rendering, and
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// during video backend startup the surface pointer may change (MoltenVK).
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void* render_surface = nullptr;
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// Scale of the render surface. For hidpi systems, this will be >1.
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float render_surface_scale = 1.0f;
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};
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