blender/source/gameengine/GamePlayer/ghost/GPG_Application.h
Brecht Van Lommel cb89decfdc Merge of first part of changes from the apricot branch, especially
the features that are needed to run the game. Compile tested with
scons, make, but not cmake, that seems to have an issue not related
to these changes. The changes include:

* GLSL support in the viewport and game engine, enable in the game
  menu in textured draw mode.
* Synced and merged part of the duplicated blender and gameengine/
  gameplayer drawing code.
* Further refactoring of game engine drawing code, especially mesh
  storage changed a lot.
* Optimizations in game engine armatures to avoid recomputations.
* A python function to get the framerate estimate in game.

* An option take object color into account in materials.
* An option to restrict shadow casters to a lamp's layers.
* Increase from 10 to 18 texture slots for materials, lamps, word.
  An extra texture slot shows up once the last slot is used.

* Memory limit for undo, not enabled by default yet because it
  needs the .B.blend to be changed.
* Multiple undo for image painting.

* An offset for dupligroups, so not all objects in a group have to
  be at the origin.
2008-09-04 20:51:28 +00:00

179 lines
4.8 KiB
C++

/**
* $Id$
*
* ***** 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., 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 *****
* GHOST Blender Player application declaration file.
*/
#include "GHOST_IEventConsumer.h"
#include "STR_String.h"
#ifdef WIN32
#include <wtypes.h>
#endif
class KX_KetsjiEngine;
class KX_ISceneConverter;
class NG_LoopBackNetworkDeviceInterface;
class SND_IAudioDevice;
class RAS_IRasterizer;
class GHOST_IEvent;
class GHOST_ISystem;
class GHOST_ITimerTask;
class GHOST_IWindow;
class GPC_MouseDevice;
class GPC_RenderTools;
class GPG_Canvas;
class GPG_KeyboardDevice;
class GPG_System;
struct Main;
struct Scene;
class GPG_Application : public GHOST_IEventConsumer
{
public:
GPG_Application(GHOST_ISystem* system);
~GPG_Application(void);
bool SetGameEngineData(struct Main* maggie, struct Scene* scene);
bool startWindow(STR_String& title, int windowLeft, int windowTop, int windowWidth, int windowHeight,
const bool stereoVisual, const int stereoMode);
bool startFullScreen(int width, int height, int bpp, int frequency, const bool stereoVisual, const int stereoMode);
#ifdef WIN32
bool startScreenSaverFullScreen(int width, int height, int bpp, int frequency, const bool stereoVisual, const int stereoMode);
bool startScreenSaverPreview(HWND parentWindow, const bool stereoVisual, const int stereoMode);
#endif
virtual bool processEvent(GHOST_IEvent* event);
int getExitRequested(void);
const STR_String& getExitString(void);
bool StartGameEngine(int stereoMode);
void StopGameEngine();
char*
GetPyGlobalDictMarshal()
{
return m_pyGlobalDictString;
};
void
SetPyGlobalDictMarshal( char* pyGlobalDictString, int length )
{
if (m_pyGlobalDictString && m_pyGlobalDictString != pyGlobalDictString)
free(m_pyGlobalDictString);
m_pyGlobalDictString = pyGlobalDictString;
m_pyGlobalDictString_Length = length;
};
int
GetPyGlobalDictMarshalLength()
{
return m_pyGlobalDictString_Length;
};
protected:
bool handleWheel(GHOST_IEvent* event);
bool handleButton(GHOST_IEvent* event, bool isDown);
bool handleCursorMove(GHOST_IEvent* event);
bool handleKey(GHOST_IEvent* event, bool isDown);
/**
* Initializes the game engine.
*/
bool initEngine(GHOST_IWindow* window, int stereoMode);
/**
* Starts the game engine.
*/
bool startEngine(void);
/**
* Stop the game engine.
*/
void stopEngine(void);
/**
* Shuts the game engine down.
*/
void exitEngine(void);
/* The game data */
STR_String m_startSceneName;
struct Scene* m_startScene;
struct Main* m_maggie;
/* Exit state. */
int m_exitRequested;
STR_String m_exitString;
/* GHOST system abstraction. */
GHOST_ISystem* m_system;
/* Main window. */
GHOST_IWindow* m_mainWindow;
/* Timer to advance frames. */
GHOST_ITimerTask* m_frameTimer;
/* The cursor shape displayed. */
GHOST_TStandardCursor m_cursor;
/** Engine construction state. */
bool m_engineInitialized;
/** Engine state. */
bool m_engineRunning;
/** the gameengine itself */
KX_KetsjiEngine* m_ketsjiengine;
/** The game engine's system abstraction. */
GPG_System* m_kxsystem;
/** The game engine's keyboard abstraction. */
GPG_KeyboardDevice* m_keyboard;
/** The game engine's mouse abstraction. */
GPC_MouseDevice* m_mouse;
/** The game engine's canvas abstraction. */
GPG_Canvas* m_canvas;
/** The game engine's platform dependent render tools. */
GPC_RenderTools* m_rendertools;
/** the rasterizer */
RAS_IRasterizer* m_rasterizer;
/** Converts Blender data files. */
KX_ISceneConverter* m_sceneconverter;
/** Network interface. */
NG_LoopBackNetworkDeviceInterface* m_networkdevice;
/** Sound device. */
SND_IAudioDevice* m_audiodevice;
bool m_blendermat;
bool m_blenderglslmat;
/*
* GameLogic.globalDict as a string so that loading new blend files can use the same dict.
* Do this because python starts/stops when loading blend files.
*/
char* m_pyGlobalDictString;
int m_pyGlobalDictString_Length;
};