Xbox build

This commit is contained in:
Ryan Dortmans
2004-09-27 08:01:21 +00:00
parent 3e6da1b008
commit 05bfdeceec
+14 -3
View File
@@ -19,7 +19,13 @@
#include "PrefsManager.h"
#include "RageSurface.h"
#include "RageSurfaceUtils.h"
#if !defined(XBOX)
#include "archutils/Win32/GraphicsWindow.h"
#else
#include "archutils/Xbox/GraphicsWindow.h"
#endif
#include "ScreenDimensions.h"
#include "arch/arch.h"
@@ -475,18 +481,19 @@ CString RageDisplay_D3D::TryVideoMode( VideoModeParams p, bool &bNewDeviceOut )
{
if( FindBackBufferType( p.windowed, p.bpp ) == D3DFMT_UNKNOWN ) // no possible back buffer formats
return ssprintf( "FindBackBufferType(%i,%i) failed", p.windowed, p.bpp ); // failed to set mode
#if !defined(XBOX)
if( g_hWndMain == NULL )
GraphicsWindow::CreateGraphicsWindow( p );
#if defined(XBOX)
#else
p.windowed = false;
#endif
/* Set up and display the window before setting up D3D. If we don't do this,
* then setting up a fullscreen window (when we're not coming from windowed)
* causes all other windows on the system to be resized to the new resolution. */
#if !defined(XBOX)
GraphicsWindow::ConfigureGraphicsWindow( p );
#endif
ZeroMemory( &g_d3dpp, sizeof(g_d3dpp) );
@@ -496,7 +503,11 @@ CString RageDisplay_D3D::TryVideoMode( VideoModeParams p, bool &bNewDeviceOut )
g_d3dpp.BackBufferCount = 1;
g_d3dpp.MultiSampleType = D3DMULTISAMPLE_NONE;
g_d3dpp.SwapEffect = D3DSWAPEFFECT_DISCARD;
#if !defined(XBOX)
g_d3dpp.hDeviceWindow = g_hWndMain;
#else
g_d3dpp.hDeviceWindow = NULL;
#endif
g_d3dpp.Windowed = p.windowed;
g_d3dpp.EnableAutoDepthStencil = TRUE;
g_d3dpp.AutoDepthStencilFormat = D3DFMT_D16;