forked from bartvdbraak/blender
8d084e8c8f
https://developer.blender.org/D643 Separates graphics context creation from window code in Ghost so that they can vary separately.
221 lines
3.3 KiB
C++
221 lines
3.3 KiB
C++
/*
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* ***** BEGIN GPL 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.
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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., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, 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 LICENSE BLOCK *****
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*/
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/** \file KX_BlenderCanvas.h
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* \ingroup blroutines
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*/
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#ifndef __KX_BLENDERCANVAS_H__
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#define __KX_BLENDERCANVAS_H__
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#ifdef WIN32
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#include <windows.h>
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#endif
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#include "RAS_ICanvas.h"
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#include "RAS_Rect.h"
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#ifdef WITH_CXX_GUARDEDALLOC
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#include "MEM_guardedalloc.h"
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#endif
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struct ARegion;
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struct wmWindow;
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struct wmWindowManager;
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/**
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* 2D Blender device context abstraction.
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* The connection from 3d rendercontext to 2d Blender surface embedding.
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*/
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class KX_BlenderCanvas : public RAS_ICanvas
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{
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private:
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/**
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* Rect that defines the area used for rendering,
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* relative to the context */
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RAS_Rect m_displayarea;
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int m_viewport[4];
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public:
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/* Construct a new canvas.
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*
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* \param area The Blender ARegion to run the game within.
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*/
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KX_BlenderCanvas(struct wmWindowManager *wm, struct wmWindow* win, RAS_Rect &rect, struct ARegion* ar);
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~KX_BlenderCanvas();
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void
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Init(
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);
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void
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SwapBuffers(
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);
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void
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SetSwapInterval(
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int interval
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);
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bool
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GetSwapInterval(
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int &intervalOut
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);
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void
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ResizeWindow(
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int width,
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int height
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);
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void
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SetFullScreen(
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bool enable
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);
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bool
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GetFullScreen();
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void
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BeginFrame(
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);
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void
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EndFrame(
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);
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void
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ClearColor(
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float r,
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float g,
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float b,
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float a
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);
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void
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ClearBuffer(
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int type
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);
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int
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GetWidth(
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) const;
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int
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GetHeight(
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) const;
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int
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GetMouseX(int x
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);
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int
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GetMouseY(int y
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);
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float
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GetMouseNormalizedX(int x
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);
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float
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GetMouseNormalizedY(int y
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);
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const
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RAS_Rect &
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GetDisplayArea(
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) const {
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return m_displayarea;
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};
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void
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SetDisplayArea(RAS_Rect *rect
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) {
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m_displayarea= *rect;
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};
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RAS_Rect &
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GetWindowArea(
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);
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void
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SetViewPort(
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int x1, int y1,
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int x2, int y2
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);
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void
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UpdateViewPort(
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int x1, int y1,
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int x2, int y2
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);
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const int*
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GetViewPort();
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void
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SetMouseState(
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RAS_MouseState mousestate
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);
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void
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SetMousePosition(
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int x,
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int y
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);
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void
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MakeScreenShot(
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const char* filename
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);
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bool
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BeginDraw(
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);
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void
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EndDraw(
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);
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private:
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/** Blender area the game engine is running within */
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struct wmWindowManager *m_wm;
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struct wmWindow* m_win;
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RAS_Rect m_frame_rect;
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RAS_Rect m_area_rect;
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int m_area_left;
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int m_area_top;
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#ifdef WITH_CXX_GUARDEDALLOC
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MEM_CXX_CLASS_ALLOC_FUNCS("GE:KX_BlenderCanvas")
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#endif
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};
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#endif /* __KX_BLENDERCANVAS_H__ */
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