blender/source/gameengine/Rasterizer/RAS_ICanvas.h

268 lines
3.6 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 RAS_ICanvas.h
* \ingroup bgerast
*/
#ifndef __RAS_ICANVAS_H__
#define __RAS_ICANVAS_H__
#ifdef WITH_CXX_GUARDEDALLOC
#include "MEM_guardedalloc.h"
#endif
class RAS_Rect;
/**
* 2D rendering device context. The connection from 3d rendercontext to 2d surface.
*/
class RAS_ICanvas
{
public:
enum BufferType {
COLOR_BUFFER=1,
DEPTH_BUFFER=2
};
enum RAS_MouseState
{
MOUSE_INVISIBLE=1,
MOUSE_WAIT,
MOUSE_NORMAL
};
virtual
~RAS_ICanvas(
) {
}
virtual
void
Init(
) = 0;
virtual
void
BeginFrame(
)=0;
virtual
void
EndFrame(
)=0;
/**
* Initializes the canvas for drawing. Drawing to the canvas is
* only allowed between BeginDraw() and EndDraw().
*
* \retval false Acquiring the canvas failed.
* \retval true Acquiring the canvas succeeded.
*
*/
virtual
bool
BeginDraw(
)=0;
/**
* Unitializes the canvas for drawing.
*/
virtual
void
EndDraw(
)=0;
/// probably needs some arguments for PS2 in future
virtual
void
SwapBuffers(
)=0;
virtual
void
SetSwapInterval(
int interval
)=0;
virtual
int
GetSwapInterval(
)=0;
virtual
void
ClearBuffer(
int type
)=0;
virtual
void
ClearColor(
float r,
float g,
float b,
float a
)=0;
virtual
int
GetWidth(
) const = 0;
virtual
int
GetHeight(
) const = 0;
virtual
int
GetMouseX(int x
)=0;
virtual
int
GetMouseY(int y
)= 0;
virtual
float
GetMouseNormalizedX(int x
)=0;
virtual
float
GetMouseNormalizedY(int y
)= 0;
virtual
const RAS_Rect &
GetDisplayArea(
) const = 0;
virtual
void
SetDisplayArea(RAS_Rect *rect
) = 0;
/**
* Used to get canvas area within blender.
*/
virtual
RAS_Rect &
GetWindowArea(
) = 0;
/**
* Set the visible view-port
*/
virtual
void
SetViewPort(
int x1, int y1,
int x2, int y2
) = 0;
/**
* Update the Canvas' viewport (used when the viewport changes without using SetViewPort()
* eg: Shadow buffers and FBOs
*/
virtual
void
UpdateViewPort(
int x1, int y1,
int x2, int y2
) = 0;
/**
* Get the visible viewport
*/
virtual
const int*
GetViewPort() = 0;
virtual
void
SetMouseState(
RAS_MouseState mousestate
)=0;
virtual
void
SetMousePosition(
int x,
int y
)=0;
virtual
RAS_MouseState
GetMouseState()
{
return m_mousestate;
}
virtual
void
MakeScreenShot(
const char* filename
)=0;
virtual
void
ResizeWindow(
int width,
int height
)=0;
virtual
void
SetFullScreen(
bool enable
)=0;
virtual
bool
GetFullScreen()=0;
protected:
RAS_MouseState m_mousestate;
#ifdef WITH_CXX_GUARDEDALLOC
MEM_CXX_CLASS_ALLOC_FUNCS("GE:RAS_ICanvas")
#endif
};
#endif /* __RAS_ICANVAS_H__ */