blender/source/gameengine/GamePlayer/ghost/GPG_Application.h

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/**
* $Id$
*
* ***** BEGIN GPL LICENSE BLOCK *****
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*
* 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.
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*
* 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 *****
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* GHOST Blender Player application declaration file.
*/
#include "GHOST_IEventConsumer.h"
#include "STR_String.h"
#ifdef WIN32
#include <wtypes.h>
#endif
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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;
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class GPG_Application : public GHOST_IEventConsumer
{
public:
GPG_Application(GHOST_ISystem* system);
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~GPG_Application(void);
bool SetGameEngineData(struct Main* maggie, struct Scene* scene, int argc, char** argv);
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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);
bool startEmbeddedWindow(STR_String& title, const GHOST_TEmbedderWindowID parent_window, 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
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virtual bool processEvent(GHOST_IEvent* event);
int getExitRequested(void);
const STR_String& getExitString(void);
bool StartGameEngine(int stereoMode);
void StopGameEngine();
protected:
bool handleWheel(GHOST_IEvent* event);
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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;
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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;
/** Running on embedded window */
bool m_isEmbedded;
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/** 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;
Merge of apricot branch game engine changes into trunk, excluding GLSL. GLEW ==== Added the GLEW opengl extension library into extern/, always compiled into Blender now. This is much nicer than doing this kind of extension management manually, and will be used in the game engine, for GLSL, and other opengl extensions. * According to the GLEW website it works on Windows, Linux, Mac OS X, FreeBSD, Irix, and Solaris. There might still be platform specific issues due to this commit, so let me know and I'll look into it. * This means also that all extensions will now always be compiled in, regardless of the glext.h on the platform where compilation happens. Game Engine =========== Refactoring of the use of opengl extensions and other drawing code in the game engine, and cleaning up some hacks related to GLSL integration. These changes will be merged into trunk too after this. The game engine graphics demos & apricot level survived my tests, but this could use some good testing of course. For users: please test with the options "Generate Display Lists" and "Vertex Arrays" enabled, these should be the fastest and are supposed to be "unreliable", but if that's the case that's probably due to bugs that can be fixed. * The game engine now also uses GLEW for extensions, replacing the custom opengl extensions code that was there. Removes a lot of #ifdef's, but the runtime checks stay of course. * Removed the WITHOUT_GLEXT environment variable. This was added to work around a specific bug and only disabled multitexturing anyway. It might also have caused a slowdown since it was retrieving the environment variable for every vertex in immediate mode (bug #13680). * Refactored the code to allow drawing skinned meshes with vertex arrays too, removing some specific immediate mode drawing functions for this that only did extra normal calculation. Now it always splits vertices of flat faces instead. * Refactored normal recalculation with some minor optimizations, required for the above change. * Removed some outdated code behind the __NLA_OLDDEFORM #ifdef. * Fixed various bugs in setting of multitexture coordinates and vertex attributes for vertex arrays. These were not being enabled/disabled correct according to the opengl spec, leading to crashes. Also tangent attributes used an immediate mode call for vertex arrays, which can't work. * Fixed use of uninitialized variable in RAS_TexVert. * Exporting skinned meshes was doing O(n^2) lookups for vertices and deform weights, now uses same trick as regular meshes.
2008-06-17 10:27:34 +00:00
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;
/* argc and argv need to be passed on to python */
int m_argc;
char** m_argv;
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};