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-rw-r--r--Runtime/Export/UnityEngineDisplay.txt127
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diff --git a/Runtime/Export/UnityEngineDisplay.txt b/Runtime/Export/UnityEngineDisplay.txt
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+C++RAW
+
+#include "UnityPrefix.h"
+#include "Configuration/UnityConfigure.h"
+#include "Runtime/Scripting/ScriptingUtility.h"
+#include "Runtime/Graphics/RenderTexture.h"
+#include "Runtime/Graphics/DisplayManager.h"
+
+CSRAW
+using System;
+using System.Collections;
+
+namespace UnityEngine
+{
+CLASS Display
+
+ CSRAW
+ internal IntPtr nativeDisplay;
+ internal Display() {
+ #if UNITY_FLASH
+ this.nativeDisplay = new IntPtr();
+ #else
+ this.nativeDisplay = new IntPtr(0);
+ #endif
+ }
+ internal Display(IntPtr nativeDisplay) { this.nativeDisplay = nativeDisplay; }
+
+ CSRAW public int renderingWidth { get
+ {
+ int w=0, h=0;
+ GetRenderingExtImpl(nativeDisplay, out w, out h);
+ return w;
+ }
+ }
+ CSRAW public int renderingHeight { get
+ {
+ int w=0, h=0;
+ GetRenderingExtImpl(nativeDisplay, out w, out h);
+ return h;
+ }
+ }
+
+ CSRAW public int systemWidth { get
+ {
+ int w=0, h=0;
+ GetSystemExtImpl(nativeDisplay, out w, out h);
+ return w;
+ }
+ }
+ CSRAW public int systemHeight { get
+ {
+ int w=0, h=0;
+ GetSystemExtImpl(nativeDisplay, out w, out h);
+ return h;
+ }
+ }
+
+ CSRAW public RenderBuffer colorBuffer { get
+ {
+ RenderBuffer color, depth;
+ GetRenderingBuffersImpl(nativeDisplay, out color, out depth);
+ return color;
+ }
+ }
+
+ CSRAW public RenderBuffer depthBuffer { get
+ {
+ RenderBuffer color, depth;
+ GetRenderingBuffersImpl(nativeDisplay, out color, out depth);
+ return depth;
+ }
+ }
+
+ CSRAW public void SetRenderingResolution(int w, int h)
+ {
+ SetRenderingResolutionImpl(nativeDisplay, w, h);
+ }
+
+ public static Display[] displays = new Display[1] { new Display() };
+
+ private static Display _mainDisplay = displays[0];
+ public static Display main { get{return _mainDisplay;} }
+
+ CSRAW private static void RecreateDisplayList(IntPtr[] nativeDisplay)
+ {
+ Display.displays = new Display[nativeDisplay.Length];
+ for(int i = 0 ; i < nativeDisplay.Length ; ++i)
+ Display.displays[i] = new Display(nativeDisplay[i]);
+
+ _mainDisplay = displays[0];
+ }
+
+ CSRAW private static void FireDisplaysUpdated()
+ {
+ if(onDisplaysUpdated != null)
+ onDisplaysUpdated();
+ }
+
+ CSRAW public delegate void DisplaysUpdatedDelegate();
+ CSRAW public static event DisplaysUpdatedDelegate onDisplaysUpdated = null;
+
+
+
+ CUSTOM private static void GetSystemExtImpl(IntPtr nativeDisplay, out int w, out int h)
+ {
+ UnityDisplayManager_DisplaySystemResolution(nativeDisplay,w,h);
+ }
+
+ CUSTOM private static void GetRenderingExtImpl(IntPtr nativeDisplay, out int w, out int h)
+ {
+ UnityDisplayManager_DisplaySystemResolution(nativeDisplay,w,h);
+ }
+
+ CUSTOM private static void GetRenderingBuffersImpl(IntPtr nativeDisplay, out RenderBuffer color, out RenderBuffer depth)
+ {
+ UnityDisplayManager_DisplayRenderingBuffers(nativeDisplay, &color->m_BufferPtr, &depth->m_BufferPtr);
+ }
+
+ CUSTOM private static void SetRenderingResolutionImpl(IntPtr nativeDisplay, int w, int h)
+ {
+ UnityDisplayManager_SetRenderingResolution(nativeDisplay,w,h);
+ }
+
+END
+
+CSRAW }
+