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author | Patrick Rudolph <siro@das-labor.org> | 2015-06-20 20:06:11 +0200 |
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committer | Axel Davy <axel.davy@ens.fr> | 2016-02-04 22:12:17 +0100 |
commit | a961ec335d5f38c07181e4956341c9b4cca59fa4 (patch) | |
tree | 38b1b8729d3516591737a5b30bf4819bfc7fff38 /include/D3D9 | |
parent | e59908e57f4f6d63bbe079fde4e0180167e709c1 (diff) | |
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st/nine: Handle Window Occlusion
Apps can know if the window is occluded by checking for
specific error messages. The behaviour is different
for Device9 and Device9Ex.
This allow games to release the mouse and stop rendering
until the focus is restored.
In case of multiple swapchain we do care only of the device one.
Signed-off-by: Patrick Rudolph <siro@das-labor.org>
Reviewed-by: Axel Davy <axel.davy@ens.fr>
Diffstat (limited to 'include/D3D9')
-rw-r--r-- | include/D3D9/d3d9types.h | 1 |
1 files changed, 1 insertions, 0 deletions
diff --git a/include/D3D9/d3d9types.h b/include/D3D9/d3d9types.h index 52fbc99..d74ce80 100644 --- a/include/D3D9/d3d9types.h +++ b/include/D3D9/d3d9types.h @@ -227,6 +227,7 @@ typedef struct _RGNDATA { #define D3DERR_DRIVERINVALIDCALL MAKE_D3DHRESULT(2157) #define D3DERR_DEVICEREMOVED MAKE_D3DHRESULT(2160) #define D3DERR_DEVICEHUNG MAKE_D3DHRESULT(2164) +#define S_PRESENT_OCCLUDED MAKE_D3DSTATUS(2168) /******************************************************** * Bitmasks * |