/* * ***** 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 KX_BlenderCanvas.h * \ingroup blroutines */ #ifndef __KX_BLENDERCANVAS_H__ #define __KX_BLENDERCANVAS_H__ #ifdef WIN32 #include #endif #include "RAS_ICanvas.h" #include "RAS_Rect.h" #ifdef WITH_CXX_GUARDEDALLOC #include "MEM_guardedalloc.h" #endif struct ARegion; struct wmWindow; struct wmWindowManager; /** * 2D Blender device context abstraction. * The connection from 3d rendercontext to 2d Blender surface embedding. */ class KX_BlenderCanvas : public RAS_ICanvas { private: /** * Rect that defines the area used for rendering, * relative to the context */ RAS_Rect m_displayarea; int m_viewport[4]; public: /* Construct a new canvas. * * \param area The Blender ARegion to run the game within. */ KX_BlenderCanvas(struct wmWindowManager *wm, struct wmWindow* win, RAS_Rect &rect, struct ARegion* ar); ~KX_BlenderCanvas(); void Init( ); void SwapBuffers( ); void SetSwapInterval( int interval ); bool GetSwapInterval( int &intervalOut ); void ResizeWindow( int width, int height ); void SetFullScreen( bool enable ); bool GetFullScreen(); void BeginFrame( ); void EndFrame( ); void ClearColor( float r, float g, float b, float a ); void ClearBuffer( int type ); int GetWidth( ) const; int GetHeight( ) const; int GetMouseX(int x ); int GetMouseY(int y ); float GetMouseNormalizedX(int x ); float GetMouseNormalizedY(int y ); const RAS_Rect & GetDisplayArea( ) const { return m_displayarea; }; void SetDisplayArea(RAS_Rect *rect ) { m_displayarea= *rect; }; RAS_Rect & GetWindowArea( ); void SetViewPort( int x1, int y1, int x2, int y2 ); void UpdateViewPort( int x1, int y1, int x2, int y2 ); const int* GetViewPort(); void SetMouseState( RAS_MouseState mousestate ); void SetMousePosition( int x, int y ); void MakeScreenShot( const char* filename ); bool BeginDraw( ); void EndDraw( ); private: /** Blender area the game engine is running within */ struct wmWindowManager *m_wm; struct wmWindow* m_win; RAS_Rect m_frame_rect; RAS_Rect m_area_rect; int m_area_left; int m_area_top; int m_frame; #ifdef WITH_CXX_GUARDEDALLOC MEM_CXX_CLASS_ALLOC_FUNCS("GE:KX_BlenderCanvas") #endif }; #endif /* __KX_BLENDERCANVAS_H__ */