31cc60e76b
This patch allows the game engine to keep running while performing things like PNG compression and disk I/O. As an example, my crowd simulation rasterizer saves a screenshot for every frame. This now takes up 13 msec per frame, which was 31 msec before this patch. Effectively, it allows the simulation to save every frame and still run at 60 FPS. Reviewers: lordloki, moguri, panzergame Reviewed By: moguri, panzergame Projects: #game_engine Differential Revision: https://developer.blender.org/D1507
223 lines
3.3 KiB
C++
223 lines
3.3 KiB
C++
/*
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* ***** BEGIN GPL LICENSE BLOCK *****
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software Foundation,
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* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*
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* The Original Code is Copyright (C) 2001-2002 by NaN Holding BV.
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* All rights reserved.
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*
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* The Original Code is: all of this file.
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*
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* Contributor(s): none yet.
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*
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* ***** END GPL LICENSE BLOCK *****
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*/
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/** \file KX_BlenderCanvas.h
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* \ingroup blroutines
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*/
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#ifndef __KX_BLENDERCANVAS_H__
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#define __KX_BLENDERCANVAS_H__
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#ifdef WIN32
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#include <windows.h>
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#endif
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#include "RAS_ICanvas.h"
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#include "RAS_Rect.h"
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#ifdef WITH_CXX_GUARDEDALLOC
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#include "MEM_guardedalloc.h"
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#endif
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struct ARegion;
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struct wmWindow;
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struct wmWindowManager;
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/**
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* 2D Blender device context abstraction.
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* The connection from 3d rendercontext to 2d Blender surface embedding.
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*/
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class KX_BlenderCanvas : public RAS_ICanvas
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{
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private:
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/**
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* Rect that defines the area used for rendering,
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* relative to the context */
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RAS_Rect m_displayarea;
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int m_viewport[4];
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public:
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/* Construct a new canvas.
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*
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* \param area The Blender ARegion to run the game within.
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*/
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KX_BlenderCanvas(struct wmWindowManager *wm, struct wmWindow* win, RAS_Rect &rect, struct ARegion* ar);
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~KX_BlenderCanvas();
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void
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Init(
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);
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void
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SwapBuffers(
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);
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void
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SetSwapInterval(
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int interval
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);
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bool
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GetSwapInterval(
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int &intervalOut
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);
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void GetDisplayDimensions(int &width, int &height);
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void
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ResizeWindow(
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int width,
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int height
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);
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void
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SetFullScreen(
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bool enable
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);
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bool
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GetFullScreen();
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void
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BeginFrame(
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);
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void
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EndFrame(
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);
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void
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ClearColor(
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float r,
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float g,
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float b,
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float a
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);
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void
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ClearBuffer(
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int type
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);
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int
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GetWidth(
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) const;
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int
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GetHeight(
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) const;
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int
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GetMouseX(int x
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);
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int
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GetMouseY(int y
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);
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float
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GetMouseNormalizedX(int x
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);
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float
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GetMouseNormalizedY(int y
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);
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const
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RAS_Rect &
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GetDisplayArea(
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) const {
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return m_displayarea;
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};
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void
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SetDisplayArea(RAS_Rect *rect
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) {
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m_displayarea= *rect;
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};
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RAS_Rect &
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GetWindowArea(
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);
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void
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SetViewPort(
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int x1, int y1,
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int x2, int y2
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);
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void
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UpdateViewPort(
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int x1, int y1,
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int x2, int y2
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);
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const int*
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GetViewPort();
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void
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SetMouseState(
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RAS_MouseState mousestate
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);
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void
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SetMousePosition(
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int x,
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int y
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);
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void
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MakeScreenShot(
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const char* filename
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);
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bool
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BeginDraw(
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);
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void
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EndDraw(
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);
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private:
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/** Blender area the game engine is running within */
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struct wmWindowManager *m_wm;
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struct wmWindow* m_win;
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RAS_Rect m_frame_rect;
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RAS_Rect m_area_rect;
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int m_area_left;
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int m_area_top;
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#ifdef WITH_CXX_GUARDEDALLOC
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MEM_CXX_CLASS_ALLOC_FUNCS("GE:KX_BlenderCanvas")
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#endif
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};
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#endif /* __KX_BLENDERCANVAS_H__ */
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