blender/source/gameengine/BlenderRoutines/KX_BlenderGL.h
Campbell Barton 611e2f484c GameEngine WIP,
* pressing P starts the BGE in the 3D view
* redraw window clipping isnt right
* BGE python api works in py3k (without __import__ override or Mathutils, BGL, Geometry)
* no events yet (so there is no way to exit)
2009-06-13 17:25:54 +00:00

61 lines
1.6 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 *****
*/
#ifndef __BLENDERGL
#define __BLENDERGL
#ifdef __cplusplus
extern "C" {
#endif //__cplusplus
struct wmWindow;
struct ARegion;
// special swapbuffers, that takes care of which area (viewport) needs to be swapped
void BL_SwapBuffers(struct wmWindow *win);
void BL_warp_pointer(int x,int y);
void BL_MakeScreenShot(struct ARegion *ar, const char* filename);
void BL_HideMouse();
void BL_NormalMouse();
void BL_WaitMouse();
void BL_print_gamedebug_line(char* text, int xco, int yco, int width, int height);
void BL_print_gamedebug_line_padded(char* text, int xco, int yco, int width, int height);
#ifdef __cplusplus
}
#endif //__cplusplus
#endif //__BLENDERGL