Renderer: Make WindowSwapchain a RenderTarget
To make it easier to handle window re-creation
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@@ -8,15 +8,9 @@
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namespace Nz
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{
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inline WindowSwapchain::WindowSwapchain(WindowSwapchain&& windowSwapchain) noexcept :
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m_renderDevice(std::move(windowSwapchain.m_renderDevice)),
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m_swapchain(std::move(windowSwapchain.m_swapchain)),
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m_window(std::move(windowSwapchain.m_window)),
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m_renderOnlyIfFocused(windowSwapchain.m_renderOnlyIfFocused),
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m_hasFocus(windowSwapchain.m_hasFocus),
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m_isMinimized(windowSwapchain.m_isMinimized)
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inline WindowSwapchain::~WindowSwapchain()
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{
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ConnectSignals();
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OnRenderTargetRelease(this);
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}
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inline RenderFrame WindowSwapchain::AcquireFrame()
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@@ -47,22 +41,6 @@ namespace Nz
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return *m_swapchain;
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}
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inline WindowSwapchain& WindowSwapchain::operator=(WindowSwapchain&& windowSwapchain) noexcept
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{
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windowSwapchain.DisconnectSignals();
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m_renderDevice = std::move(windowSwapchain.m_renderDevice);
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m_swapchain = std::move(windowSwapchain.m_swapchain);
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m_window = std::move(windowSwapchain.m_window);
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m_renderOnlyIfFocused = windowSwapchain.m_renderOnlyIfFocused;
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m_hasFocus = windowSwapchain.m_hasFocus;
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m_isMinimized = windowSwapchain.m_isMinimized;
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ConnectSignals();
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return *this;
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}
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void WindowSwapchain::DisconnectSignals()
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{
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m_onGainedFocus.Disconnect();
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