forked from bartvdbraak/blender
056a33ac69
including implementation. hope it works, and doesn't break to much. it bakes physics objects transform into ipo, every frame of the running gameengine. When you disable and run the game again, it clears the ipo's again. just for physics objects at the moment. (perhaps some better UI in the future?)
147 lines
4.3 KiB
C++
147 lines
4.3 KiB
C++
/**
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* $Id$
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*
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* ***** BEGIN GPL/BL DUAL 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. The Blender
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* Foundation also sells licenses for use in proprietary software under
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* the Blender License. See http://www.blender.org/BL/ for information
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* about this.
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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., 59 Temple Place - Suite 330, Boston, MA 02111-1307, 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/BL DUAL LICENSE BLOCK *****
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* GHOST Blender Player application declaration file.
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*/
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#include "GHOST_IEventConsumer.h"
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#include "STR_String.h"
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#ifdef WIN32
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#include <wtypes.h>
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#endif
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class KX_KetsjiEngine;
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class KX_ISceneConverter;
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class NG_LoopBackNetworkDeviceInterface;
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class SND_IAudioDevice;
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class RAS_IRasterizer;
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class GHOST_IEvent;
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class GHOST_ISystem;
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class GHOST_ITimerTask;
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class GHOST_IWindow;
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class GPC_MouseDevice;
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class GPC_RenderTools;
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class GPG_Canvas;
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class GPG_KeyboardDevice;
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class GPG_System;
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struct Main;
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class GPG_Application : public GHOST_IEventConsumer
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{
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public:
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GPG_Application(GHOST_ISystem* system, struct Main* maggie, STR_String startSceneName);
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~GPG_Application(void);
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bool SetGameEngineData(struct Main* maggie,STR_String startSceneName);
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bool startWindow(STR_String& title, int windowLeft, int windowTop, int windowWidth, int windowHeight,
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const bool stereoVisual, const int stereoMode);
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bool startFullScreen(int width, int height, int bpp, int frequency, const bool stereoVisual, const int stereoMode);
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#ifdef WIN32
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bool startScreenSaverFullScreen(int width, int height, int bpp, int frequency, const bool stereoVisual, const int stereoMode);
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bool startScreenSaverPreview(HWND parentWindow, const bool stereoVisual, const int stereoMode);
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#endif
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virtual bool processEvent(GHOST_IEvent* event);
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int getExitRequested(void);
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const STR_String& getExitString(void);
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bool StartGameEngine(int stereoMode);
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void StopGameEngine();
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protected:
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bool handleWheel(GHOST_IEvent* event);
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bool handleButton(GHOST_IEvent* event, bool isDown);
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bool handleCursorMove(GHOST_IEvent* event);
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bool handleKey(GHOST_IEvent* event, bool isDown);
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/**
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* Initializes the game engine.
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*/
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bool initEngine(GHOST_IWindow* window, int stereoMode);
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/**
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* Starts the game engine.
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*/
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bool startEngine(void);
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/**
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* Stop the game engine.
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*/
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void stopEngine(void);
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/**
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* Shuts the game engine down.
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*/
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void exitEngine(void);
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/* The game data */
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STR_String m_startSceneName;
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struct Main* m_maggie;
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/* Exit state. */
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int m_exitRequested;
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STR_String m_exitString;
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/* GHOST system abstraction. */
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GHOST_ISystem* m_system;
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/* Main window. */
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GHOST_IWindow* m_mainWindow;
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/* Timer to advance frames. */
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GHOST_ITimerTask* m_frameTimer;
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/* The cursor shape displayed. */
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GHOST_TStandardCursor m_cursor;
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/** Engine construction state. */
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bool m_engineInitialized;
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/** Engine state. */
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bool m_engineRunning;
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/** the gameengine itself */
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KX_KetsjiEngine* m_ketsjiengine;
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/** The game engine's system abstraction. */
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GPG_System* m_kxsystem;
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/** The game engine's keyboard abstraction. */
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GPG_KeyboardDevice* m_keyboard;
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/** The game engine's mouse abstraction. */
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GPC_MouseDevice* m_mouse;
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/** The game engine's canvas abstraction. */
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GPG_Canvas* m_canvas;
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/** The game engine's platform dependent render tools. */
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GPC_RenderTools* m_rendertools;
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/** the rasterizer */
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RAS_IRasterizer* m_rasterizer;
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/** Converts Blender data files. */
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KX_ISceneConverter* m_sceneconverter;
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/** Network interface. */
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NG_LoopBackNetworkDeviceInterface* m_networkdevice;
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/** Sound device. */
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SND_IAudioDevice* m_audiodevice;
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};
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