/* * ***** 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., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, 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 ***** */ /** \file KX_BlenderCanvas.h * \ingroup blroutines */ #ifndef __KX_BLENDERCANVAS #define __KX_BLENDERCANVAS #ifdef WIN32 #include #endif #include "GL/glew.h" #include "RAS_ICanvas.h" #include "RAS_Rect.h" #include "KX_BlenderGL.h" #ifdef WITH_CXX_GUARDEDALLOC #include "MEM_guardedalloc.h" #endif 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, class RAS_Rect &rect, struct ARegion* ar); ~KX_BlenderCanvas(); void Init( ); void SwapBuffers( ); void ResizeWindow( 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 ; int GetMouseX(int x ); int GetMouseY(int y ); float GetMouseNormalizedX(int x ); float GetMouseNormalizedY(int y ); const RAS_Rect & GetDisplayArea( ) const { return m_displayarea; }; void SetDisplayArea(RAS_Rect *rect ) { m_displayarea= *rect; }; 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 wmWindow* m_win; RAS_Rect m_frame_rect; RAS_Rect m_area_rect; short m_area_left; short m_area_top; #ifdef WITH_CXX_GUARDEDALLOC public: void *operator new(size_t num_bytes) { return MEM_mallocN(num_bytes, "GE:KX_BlenderCanvas"); } void operator delete( void *mem ) { MEM_freeN(mem); } #endif }; #endif // __KX_BLENDERCANVAS