blender/source/gameengine/BlenderRoutines/KX_BlenderCanvas.h
Campbell Barton 611e2f484c GameEngine WIP,
* pressing P starts the BGE in the 3D view
* redraw window clipping isnt right
* BGE python api works in py3k (without __import__ override or Mathutils, BGL, Geometry)
* no events yet (so there is no way to exit)
2009-06-13 17:25:54 +00:00

173 lines
2.7 KiB
C++

/**
* $Id$
*
* ***** BEGIN GPL 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.
*
* 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 LICENSE BLOCK *****
*/
#ifndef __KX_BLENDERCANVAS
#define __KX_BLENDERCANVAS
#ifdef WIN32
#include <windows.h>
#endif
#include "GL/glew.h"
#include "RAS_ICanvas.h"
#include "RAS_Rect.h"
#include "KX_BlenderGL.h"
struct ARegion;
struct wmWindow;
/**
* 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 ARegion to run the game within.
*/
KX_BlenderCanvas(struct wmWindow* win, struct ARegion* ar);
~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;
};
RAS_Rect &
GetWindowArea(
);
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 ARegion* m_ar;
struct wmWindow* m_win;
RAS_Rect m_area_rect;
};
#endif // __KX_BLENDERCANVAS