Renderer: Make WindowSwapchain a RenderTarget

To make it easier to handle window re-creation
This commit is contained in:
SirLynix
2023-01-29 10:38:35 +01:00
parent 97fa4d98be
commit 4a91f3d470
14 changed files with 44 additions and 40 deletions

View File

@@ -9,6 +9,7 @@
#include <Nazara/Prerequisites.hpp>
#include <Nazara/Platform/WindowEventHandler.hpp>
#include <Nazara/Renderer/RenderTarget.hpp>
#include <Nazara/Renderer/Swapchain.hpp>
#include <Nazara/Renderer/SwapchainParameters.hpp>
#include <memory>
@@ -18,13 +19,13 @@ namespace Nz
class RenderDevice;
class Window;
class NAZARA_RENDERER_API WindowSwapchain
class NAZARA_RENDERER_API WindowSwapchain : public RenderTarget
{
public:
WindowSwapchain(std::shared_ptr<RenderDevice> renderDevice, Window& window, SwapchainParameters parameters = SwapchainParameters());
WindowSwapchain(const WindowSwapchain&) = delete;
inline WindowSwapchain(WindowSwapchain&& windowSwapchain) noexcept;
~WindowSwapchain() = default;
WindowSwapchain(WindowSwapchain&&) = delete;
inline ~WindowSwapchain();
inline RenderFrame AcquireFrame();
@@ -32,11 +33,15 @@ namespace Nz
inline void EnableRenderOnlyIfFocused(bool enable = true);
const Framebuffer& GetFramebuffer(std::size_t i) const override;
std::size_t GetFramebufferCount() const override;
const RenderPass& GetRenderPass() const override;
const Vector2ui& GetSize() const override;
inline Swapchain& GetSwapchain();
inline const Swapchain& GetSwapchain() const;
WindowSwapchain& operator=(const WindowSwapchain&) = default;
inline WindowSwapchain& operator=(WindowSwapchain&& windowSwapchain) noexcept;
WindowSwapchain& operator=(const WindowSwapchain&) = delete;
WindowSwapchain& operator=(WindowSwapchain&& windowSwapchain) = delete;
private:
void ConnectSignals();

View File

@@ -8,15 +8,9 @@
namespace Nz
{
inline WindowSwapchain::WindowSwapchain(WindowSwapchain&& windowSwapchain) noexcept :
m_renderDevice(std::move(windowSwapchain.m_renderDevice)),
m_swapchain(std::move(windowSwapchain.m_swapchain)),
m_window(std::move(windowSwapchain.m_window)),
m_renderOnlyIfFocused(windowSwapchain.m_renderOnlyIfFocused),
m_hasFocus(windowSwapchain.m_hasFocus),
m_isMinimized(windowSwapchain.m_isMinimized)
inline WindowSwapchain::~WindowSwapchain()
{
ConnectSignals();
OnRenderTargetRelease(this);
}
inline RenderFrame WindowSwapchain::AcquireFrame()
@@ -47,22 +41,6 @@ namespace Nz
return *m_swapchain;
}
inline WindowSwapchain& WindowSwapchain::operator=(WindowSwapchain&& windowSwapchain) noexcept
{
windowSwapchain.DisconnectSignals();
m_renderDevice = std::move(windowSwapchain.m_renderDevice);
m_swapchain = std::move(windowSwapchain.m_swapchain);
m_window = std::move(windowSwapchain.m_window);
m_renderOnlyIfFocused = windowSwapchain.m_renderOnlyIfFocused;
m_hasFocus = windowSwapchain.m_hasFocus;
m_isMinimized = windowSwapchain.m_isMinimized;
ConnectSignals();
return *this;
}
void WindowSwapchain::DisconnectSignals()
{
m_onGainedFocus.Disconnect();