blender/source/gameengine/GamePlayer/common/GPC_Engine.h

126 lines
3.4 KiB
C++

/*
* ***** 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 GPC_Engine.h
* \ingroup player
*/
#ifndef __GPC_ENGINE_H
#define __GPC_ENGINE_H
#include "GPC_Canvas.h"
#include "GPC_System.h"
class GPC_KeyboardDevice;
class GPC_MouseDevice;
class RAS_IRenderTools;
class KetsjiPortal;
class KX_ISceneConverter;
class NG_LoopBackNetworkDeviceInterface;
class GPC_RawImage;
class GPC_Engine
{
//protected:
public:
/** Engine construction state. */
bool m_initialized;
/** Engine state. */
bool m_running;
/** loading state, ie a file is requested and is being loaded. Different
* from initialized and/or running */
bool m_loading;
bool m_customLoadingAnimation;
/** Last file download progress measurement. */
float m_previousProgress;
/** The game engine's system abstraction. */
GPC_System* m_system;
/** The game engine's keyboard abstraction. */
GPC_KeyboardDevice* m_keyboarddev;
/** The game engine's mouse abstraction. */
GPC_MouseDevice* m_mousedev;
/** The game engine's canvas abstraction. */
GPC_Canvas* m_canvas;
/** The game engine's platform dependent render tools. */
RAS_IRenderTools* m_rendertools;
/** The portal used to start the engine. */
KetsjiPortal* m_portal;
/** Converts Blender data files. */
KX_ISceneConverter* m_sceneconverter;
/** Network interface. */
NG_LoopBackNetworkDeviceInterface* m_networkdev;
struct ScrArea *m_curarea; // for future use, not used yet
char *m_customLoadingAnimationURL;
int m_foregroundColor;
int m_backgroundColor;
int m_frameRate;
GPC_RawImage *m_BlenderLogo;
GPC_Canvas::TBannerId m_BlenderLogoId;
GPC_RawImage *m_Blender3DLogo;
GPC_Canvas::TBannerId m_Blender3DLogoId;
#if 0
GPC_RawImage *m_NaNLogo;
GPC_Canvas::TBannerId m_NaNLogoId;
#endif
public:
GPC_Engine(char *customLoadingAnimation,
int foregroundColor, int backgroundColor, int frameRate);
virtual ~GPC_Engine();
// Initialize() functions are not put here since they have
// different prototypes for Unix and Windows
void StartLoadingAnimation();
bool Start(const char *filename); // file-on-disk starter
bool Start(unsigned char *blenderDataBuffer,
unsigned int blenderDataBufferSize); // file-in-memory starter
void Stop();
virtual void Exit();
bool Initialized(void) {return m_initialized;}
bool Loading(void) {return m_loading;}
bool Running(void) const {return m_running;}
virtual float DetermineProgress(void); // will be platform dependant
void UpdateLoadingAnimation(void);
private:
bool StartKetsji(void);
};
#endif // __GPC_ENGINE_H