blender/source/gameengine/BlenderRoutines/KX_BlenderCanvas.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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*/
#include "KX_BlenderCanvas.h"
#include "DNA_screen_types.h"
#include "stdio.h"
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#ifdef HAVE_CONFIG_H
#include <config.h>
#endif
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KX_BlenderCanvas::KX_BlenderCanvas(struct wmWindow *win, ARegion *ar) :
m_win(win),
m_ar(ar)
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{
}
KX_BlenderCanvas::~KX_BlenderCanvas()
{
}
void KX_BlenderCanvas::Init()
{
glDepthFunc(GL_LEQUAL);
}
void KX_BlenderCanvas::SwapBuffers()
{
BL_SwapBuffers(m_win);
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}
void KX_BlenderCanvas::BeginFrame()
{
glEnable(GL_DEPTH_TEST);
glDepthFunc(GL_LEQUAL);
}
void KX_BlenderCanvas::EndFrame()
{
// this is needed, else blender distorts a lot
glPopAttrib();
glPushAttrib(GL_ALL_ATTRIB_BITS);
glDisable(GL_FOG);
}
void KX_BlenderCanvas::ClearColor(float r,float g,float b,float a)
{
glClearColor(r,g,b,a);
}
void KX_BlenderCanvas::ClearBuffer(int type)
{
int ogltype = 0;
if (type & RAS_ICanvas::COLOR_BUFFER )
ogltype |= GL_COLOR_BUFFER_BIT;
if (type & RAS_ICanvas::DEPTH_BUFFER )
ogltype |= GL_DEPTH_BUFFER_BIT;
glClear(ogltype);
}
int KX_BlenderCanvas::GetWidth(
) const {
return m_ar->winx;
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}
int KX_BlenderCanvas::GetHeight(
) const {
return m_ar->winy;
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}
RAS_Rect &
KX_BlenderCanvas::
GetWindowArea(
){
return m_area_rect;
}
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void
KX_BlenderCanvas::
SetViewPort(
int x1, int y1,
int x2, int y2
){
int vp_width = (x2 - x1) + 1;
int vp_height = (y2 - y1) + 1;
int minx = m_ar->winrct.xmin;
int miny = m_ar->winrct.ymin;
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m_area_rect.SetLeft(minx + x1);
m_area_rect.SetBottom(miny + y1);
m_area_rect.SetRight(minx + x2);
m_area_rect.SetTop(miny + y2);
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glViewport(minx + x1, miny + y1, vp_width, vp_height);
glScissor(minx + x1, miny + y1, vp_width, vp_height);
}
void KX_BlenderCanvas::SetMouseState(RAS_MouseState mousestate)
{
switch (mousestate)
{
case MOUSE_INVISIBLE:
{
BL_HideMouse();
break;
}
case MOUSE_WAIT:
{
BL_WaitMouse();
break;
}
case MOUSE_NORMAL:
{
BL_NormalMouse();
break;
}
default:
{
}
}
}
// (0,0) is top left, (width,height) is bottom right
void KX_BlenderCanvas::SetMousePosition(int x,int y)
{
int winX = m_ar->winrct.xmin;
int winY = m_ar->winrct.ymin;
int winH = m_ar->winy;
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BL_warp_pointer(winX + x, winY + (winH-y-1));
}
void KX_BlenderCanvas::MakeScreenShot(const char* filename)
{
BL_MakeScreenShot(m_ar, filename);
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}