1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
|
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 }
|