forked from bartvdbraak/blender
244ce92dbd
viewport. This helps to eliminate OpenGL calls in weird places like the physics code and to reduce glGet calls, which are expensive. There should be no functional changes (except maybe a very slight speed improvement).
236 lines
3.3 KiB
C++
236 lines
3.3 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 RAS_ICanvas.h
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* \ingroup bgerast
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*/
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#ifndef __RAS_ICANVAS_H__
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#define __RAS_ICANVAS_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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class RAS_Rect;
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/**
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* 2D rendering device context. The connection from 3d rendercontext to 2d surface.
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*/
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class RAS_ICanvas
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{
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public:
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enum BufferType {
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COLOR_BUFFER=1,
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DEPTH_BUFFER=2
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};
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enum RAS_MouseState
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{
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MOUSE_INVISIBLE=1,
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MOUSE_WAIT,
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MOUSE_NORMAL
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};
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virtual
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~RAS_ICanvas(
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) {
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};
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virtual
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void
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Init(
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) = 0;
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virtual
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void
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BeginFrame(
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)=0;
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virtual
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void
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EndFrame(
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)=0;
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/**
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* Initializes the canvas for drawing. Drawing to the canvas is
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* only allowed between BeginDraw() and EndDraw().
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*
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* \retval false Acquiring the canvas failed.
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* \retval true Acquiring the canvas succeeded.
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*
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*/
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virtual
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bool
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BeginDraw(
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)=0;
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/**
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* Unitializes the canvas for drawing.
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*/
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virtual
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void
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EndDraw(
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)=0;
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/// probably needs some arguments for PS2 in future
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virtual
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void
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SwapBuffers(
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)=0;
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virtual
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void
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ClearBuffer(
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int type
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)=0;
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virtual
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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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)=0;
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virtual
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int
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GetWidth(
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) const = 0;
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virtual
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int
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GetHeight(
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) const = 0;
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virtual
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int
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GetMouseX(int x
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)=0;
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virtual
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int
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GetMouseY(int y
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)= 0;
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virtual
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float
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GetMouseNormalizedX(int x
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)=0;
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virtual
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float
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GetMouseNormalizedY(int y
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)= 0;
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virtual
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const RAS_Rect &
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GetDisplayArea(
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) const = 0;
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virtual
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void
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SetDisplayArea(RAS_Rect *rect
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) = 0;
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/**
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* Used to get canvas area within blender.
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*/
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virtual
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RAS_Rect &
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GetWindowArea(
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) = 0;
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/**
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* Set the visible view-port
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*/
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virtual
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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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) = 0;
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/**
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* Get the visible viewport
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*/
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virtual
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const int*
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GetViewPort() = 0;
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virtual
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void
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SetMouseState(
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RAS_MouseState mousestate
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)=0;
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virtual
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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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)=0;
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virtual
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RAS_MouseState
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GetMouseState()
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{
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return m_mousestate;
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}
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virtual
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void
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MakeScreenShot(
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const char* filename
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)=0;
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virtual
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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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)=0;
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protected:
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RAS_MouseState m_mousestate;
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#ifdef WITH_CXX_GUARDEDALLOC
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MEM_CXX_CLASS_ALLOC_FUNCS("GE:RAS_ICanvas")
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#endif
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};
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#endif //__RAS_ICANVAS_H__
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