blender/source/gameengine/GamePlayer/common/windows/GPW_Engine.cpp

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/**
* $Id$
*
* ***** BEGIN GPL LICENSE BLOCK *****
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*
* 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.
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*
* 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 *****
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*/
#pragma warning (disable : 4786)
#include <assert.h>
#include "GPC_MouseDevice.h"
#include "GPC_RenderTools.h"
#include "GPC_RawImage.h"
#include "GPW_Canvas.h"
#include "GPW_Engine.h"
#include "GPW_KeyboardDevice.h"
#include "GPW_System.h"
#include "SND_DeviceManager.h"
#include "NG_NetworkScene.h"
#include "NG_LoopBackNetworkDeviceInterface.h"
#ifdef HAVE_CONFIG_H
#include <config.h>
#endif
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GPW_Engine::GPW_Engine(char *customLoadingAnimationURL,
int foregroundColor, int backgroundColor, int frameRate) :
GPC_Engine(customLoadingAnimationURL, foregroundColor, backgroundColor,
frameRate)
{
}
GPW_Engine::~GPW_Engine()
{
}
bool GPW_Engine::Initialize(HDC hdc, int width, int height)
{
SND_DeviceManager::Subscribe();
m_audiodevice = SND_DeviceManager::Instance();
m_keyboarddev = new GPW_KeyboardDevice();
m_mousedev = new GPC_MouseDevice();
// constructor only initializes data
m_canvas = new GPW_Canvas(0, hdc, width, height);
m_canvas->Init(); // create the actual visual and rendering context
// put the Blender logo in the topleft corner
if(m_BlenderLogo != 0)
// adding a banner automatically enables them
m_BlenderLogoId = m_canvas->AddBanner(m_BlenderLogo->Width(), m_BlenderLogo->Height(),
m_BlenderLogo->Width(), m_BlenderLogo->Height(),
m_BlenderLogo->Data(), GPC_Canvas::alignTopLeft);
// put the Blender3D logo in the bottom right corner
if(m_Blender3DLogo != 0)
// adding a banner automatically enables them
m_Blender3DLogoId = m_canvas->AddBanner(m_Blender3DLogo->Width(), m_Blender3DLogo->Height(),
m_Blender3DLogo->Width(), m_Blender3DLogo->Height(),
m_Blender3DLogo->Data(), GPC_Canvas::alignBottomRight);
#if 0
// put the NaN logo in the bottom right corner
if(m_NaNLogo != 0)
// adding a banner automatically enables them
m_NaNLogoId = m_canvas->AddBanner(m_NaNLogo->Width(), m_NaNLogo->Height(),
m_NaNLogo->Width(), m_NaNLogo->Height(),
m_NaNLogo->Data(), GPC_Canvas::alignBottomRight);
#endif
// enable the display of all banners
m_canvas->SetBannerDisplayEnabled(true);
// stuff that must be done after creation of a rendering context
//m_canvas->InitPostRenderingContext();
m_rendertools = new GPC_RenderTools();
m_networkdev = new NG_LoopBackNetworkDeviceInterface();
assert(m_networkdev);
// creation of system needs 'current rendering context', this is taken care
// of by the GPW_Canvas
m_system = new GPW_System();
// m_system->SetKeyboardDevice((GPW_KeyboardDevice *)m_keyboarddev);
// m_system->SetMouseDevice(m_mousedev);
// m_system->SetNetworkDevice(m_networkdev);
m_initialized = true;
return m_initialized;
}