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/**
* $Id: KX_BlenderCanvas.h,v 1.7 2004/03/22 22:01:23 jesterking Exp $
*
* ***** BEGIN GPL/BL DUAL LICENSE BLOCK *****
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version. The Blender
* Foundation also sells licenses for use in proprietary software under
* the Blender License. See http://www.blender.org/BL/ for information
* about this.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software Foundation,
* Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
*
* The Original Code is Copyright (C) 2001-2002 by NaN Holding BV.
* All rights reserved.
*
* The Original Code is: all of this file.
*
* Contributor(s): none yet.
*
* ***** END GPL/BL DUAL LICENSE BLOCK *****
*/
#ifndef __KX_BLENDERCANVAS
#define __KX_BLENDERCANVAS
#ifdef WIN32
#include <windows.h>
#endif
#ifdef __APPLE__
#include <OpenGL/gl.h>
#else
#include <GL/gl.h>
#endif
#include "RAS_ICanvas.h"
#include "RAS_Rect.h"
#include "KX_BlenderGL.h"
struct ScrArea;
/**
* 2D Blender device context abstraction.
* The connection from 3d rendercontext to 2d Blender surface embedding.
*/
class KX_BlenderCanvas : public RAS_ICanvas
{
private:
/** Rect that defines the area used for rendering,
relative to the context */
RAS_Rect m_displayarea;
public:
/* Construct a new canvas.
*
* @param area The Blender ScrArea to run the game within.
*/
KX_BlenderCanvas(struct ScrArea* area);
~KX_BlenderCanvas();
void
Init(
);
void
SwapBuffers(
);
void
Resize(
int width,
int height
);
void
BeginFrame(
);
void
EndFrame(
);
void
ClearColor(
float r,
float g,
float b,
float a
);
void
ClearBuffer(
int type
);
int
GetWidth(
) const ;
int
GetHeight(
) const ;
const
RAS_Rect &
GetDisplayArea(
) const {
return m_displayarea;
};
RAS_Rect &
GetDisplayArea(
) {
return m_displayarea;
};
void
SetViewPort(
int x1, int y1,
int x2, int y2
);
void
SetMouseState(
RAS_MouseState mousestate
);
void
SetMousePosition(
int x,
int y
);
void
MakeScreenShot(
const char* filename
);
/**
* Nothing needs be done for BlenderCanvas
* Begin/End Draw, as the game engine GL context
* is always current/active.
*/
bool
BeginDraw(
) {
return true;
};
void
EndDraw(
) {
};
private:
/** Blender area the game engine is running within */
struct ScrArea* m_area;
};
#endif // __KX_BLENDERCANVAS
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