forked from bartvdbraak/blender
686ce92fe8
Description: This patch allows the user to change the size of the window (or the resolution in fullscreen mode) using the new bge.render.setWindowSize() method. This only works in the Blenderplayer since it doesn't make a whole lot of sense for the embedded player.
205 lines
3.2 KiB
C++
205 lines
3.2 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
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#define __KX_BLENDERCANVAS
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#ifdef WIN32
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#include <windows.h>
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#endif
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#include "GL/glew.h"
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#include "RAS_ICanvas.h"
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#include "RAS_Rect.h"
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#include "KX_BlenderGL.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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/**
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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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/** 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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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 wmWindow* win, class 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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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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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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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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/**
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* Nothing needs be done for BlenderCanvas
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* Begin/End Draw, as the game engine GL context
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* is always current/active.
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*/
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bool
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BeginDraw(
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) {
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return true;
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};
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void
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EndDraw(
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) {
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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 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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short m_area_left;
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short m_area_top;
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#ifdef WITH_CXX_GUARDEDALLOC
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public:
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void *operator new(size_t num_bytes) { return MEM_mallocN(num_bytes, "GE:KX_BlenderCanvas"); }
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void operator delete( void *mem ) { MEM_freeN(mem); }
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#endif
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};
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#endif // __KX_BLENDERCANVAS
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