#include <TargetHandle.h>
This class is similar as TargetHandle.
But instead of binding to a texture, application can use this class to present content to a specific window.
Public Member Functions |
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GraphicsDriverAPI | PresentableTargetHandle () |
GraphicsDriverAPI | PresentableTargetHandle (PresentableTargetHandle &from) |
GraphicsDriverAPI PresentableTargetHandle & |
operator= (const PresentableTargetHandle &from) |
virtual GraphicsDriverAPI | ~PresentableTargetHandle () |
virtual GraphicsDriverAPI bool | Initialize (size_t width, size_t height, HWND hWnd) |
Initialize the instance of target. |
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virtual GraphicsDriverAPI void | Present () |
Present the content to specific window This
method must called out of
ImmediateFragment::Begin/End() block. |
GraphicsDriverAPI PresentableTargetHandle | ( | ) |
GraphicsDriverAPI PresentableTargetHandle | ( | PresentableTargetHandle & | from | ) |
virtual GraphicsDriverAPI ~PresentableTargetHandle | ( | ) | [virtual] |
GraphicsDriverAPI PresentableTargetHandle& operator= | ( | const PresentableTargetHandle & | from | ) |
virtual GraphicsDriverAPI bool Initialize | ( | size_t | width, |
size_t | height, | ||
HWND | hWnd | ||
) | [virtual] |
Initialize the instance of target.
The target format is fixed to A8R8G8B8 A TextureHandle should be initialized before it's used
[in] | width | the width of target. |
[in] | height | the height of target. |
[in] | hWnd | handle of the window |
virtual GraphicsDriverAPI void Present | ( | ) | [virtual] |
Present the content to specific window This method must called out of ImmediateFragment::Begin/End() block.
Typically, after ImmediateFragment::End().