blender/source/gameengine/Rasterizer/RAS_ICanvas.h
Kent Mein b9a19f1ea7 Did all of the .h's in source
(adding)
#ifdef HAVE_CONFIG_H
#include <config.h>
#endif

also the Makefile.in's were from previous patch adding
the system depend stuff to configure.ac

Kent
--
mein@cs.umn.edu
2002-11-25 11:16:17 +00:00

179 lines
2.7 KiB
C++

/**
* $Id$
*
* ***** BEGIN GPL/BL DUAL 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. The Blender
* Foundation also sells licenses for use in proprietary software under
* the Blender License. See http://www.blender.org/BL/ for information
* about this.
*
* 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/BL DUAL LICENSE BLOCK *****
*/
#ifndef __RAS_ICANVAS
#define __RAS_ICANVAS
#ifdef HAVE_CONFIG_H
#include <config.h>
#endif
/**
* 2D rendering device context. The connection from 3d rendercontext to 2d surface.
*/
class RAS_Rect;
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
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
const RAS_Rect &
GetDisplayArea(
) const = 0;
virtual
RAS_Rect &
GetDisplayArea(
) = 0;
/**
* Set the visible vieport
*/
virtual
void
SetViewPort(
int x1, int y1,
int x2, int y2
) = 0;
virtual
void
SetMouseState(
RAS_MouseState mousestate
)=0;
virtual
void
SetMousePosition(
int x,
int y
)=0;
virtual
void
MakeScreenShot(
const char* filename
)=0;
};
#endif //__RAS_ICANVAS