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0c6385cb92
Usually something like __IRR_SOME_GUARD_INCLUDED__ replaced by IRR_SOME_GUARD_INCLUDED. Removing underscores at the end wasn't necessary, but more symmetric (probably the reason they got added there as well). While this touches every header it shouldn't affect users (I hope). Also a few whitespace changes to unify whitespace usage a bit. And a bunch of spelling fixes in comments. git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@6252 dfc29bdd-3216-0410-991c-e03cc46cb475
342 lines
13 KiB
C++
342 lines
13 KiB
C++
// Copyright (C) 2002-2012 Nikolaus Gebhardt
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// This file is part of the "Irrlicht Engine".
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// For conditions of distribution and use, see copyright notice in irrlicht.h
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#ifndef IRR_I_IRRLICHT_DEVICE_H_INCLUDED
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#define IRR_I_IRRLICHT_DEVICE_H_INCLUDED
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#include "IReferenceCounted.h"
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#include "dimension2d.h"
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#include "IVideoDriver.h"
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#include "EDriverTypes.h"
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#include "EDeviceTypes.h"
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#include "IEventReceiver.h"
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#include "ICursorControl.h"
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#include "IVideoModeList.h"
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#include "ITimer.h"
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#include "IOSOperator.h"
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namespace irr
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{
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class ILogger;
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class IEventReceiver;
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class IRandomizer;
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namespace io {
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class IFileSystem;
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} // end namespace io
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namespace gui {
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class IGUIEnvironment;
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} // end namespace gui
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namespace scene {
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class ISceneManager;
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} // end namespace scene
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namespace video {
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class IContextManager;
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} // end namespace video
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//! The Irrlicht device. You can create it with createDevice() or createDeviceEx().
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/** This is the most important class of the Irrlicht Engine. You can
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access everything in the engine if you have a pointer to an instance of
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this class. There should be only one instance of this class at any
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time.
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*/
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class IrrlichtDevice : public virtual IReferenceCounted
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{
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public:
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//! Runs the device.
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/** Also increments the virtual timer by calling
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ITimer::tick();. You can prevent this
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by calling ITimer::stop(); before and ITimer::start() after
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calling IrrlichtDevice::run(). Returns false if device wants
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to be deleted. Use it in this way:
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\code
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while(device->run())
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{
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// draw everything here
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}
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\endcode
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If you want the device to do nothing if the window is inactive
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(recommended), use the slightly enhanced code shown at isWindowActive().
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Note if you are running Irrlicht inside an external, custom
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created window: Calling Device->run() will cause Irrlicht to
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dispatch windows messages internally.
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If you are running Irrlicht in your own custom window, you can
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also simply use your own message loop using GetMessage,
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DispatchMessage and whatever and simply don't use this method.
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But note that Irrlicht will not be able to fetch user input
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then. See irr::SIrrlichtCreationParameters::WindowId for more
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information and example code.
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*/
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virtual bool run() = 0;
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//! Cause the device to temporarily pause execution and let other processes run.
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/** This should bring down processor usage without major
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performance loss for Irrlicht */
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virtual void yield() = 0;
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//! Pause execution and let other processes to run for a specified amount of time.
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/** It may not wait the full given time, as sleep may be interrupted
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\param timeMs: Time to sleep for in milliseconds.
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\param pauseTimer: If true, pauses the device timer while sleeping
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*/
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virtual void sleep(u32 timeMs, bool pauseTimer=false) = 0;
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//! Provides access to the video driver for drawing 3d and 2d geometry.
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/** \return Pointer the video driver. */
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virtual video::IVideoDriver* getVideoDriver() = 0;
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//! Provides access to the virtual file system.
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/** \return Pointer to the file system. */
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virtual io::IFileSystem* getFileSystem() = 0;
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//! Provides access to the 2d user interface environment.
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/** \return Pointer to the gui environment. */
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virtual gui::IGUIEnvironment* getGUIEnvironment() = 0;
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//! Provides access to the scene manager.
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/** \return Pointer to the scene manager. */
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virtual scene::ISceneManager* getSceneManager() = 0;
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//! Provides access to the cursor control.
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/** \return Pointer to the mouse cursor control interface. */
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virtual gui::ICursorControl* getCursorControl() = 0;
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//! Provides access to the message logger.
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/** \return Pointer to the logger. */
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virtual ILogger* getLogger() = 0;
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//! Gets a list with all video modes available.
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/** You only need a null driver (ED_NULL) to access
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those video modes. So you can get the available modes
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before starting any other video driver.
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\return Pointer to a list with all video modes supported
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by the gfx adapter. */
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virtual video::IVideoModeList* getVideoModeList() = 0;
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//! Get context manager
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virtual video::IContextManager* getContextManager() = 0;
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//! Provides access to the operation system operator object.
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/** The OS operator provides methods for
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getting system specific information and doing system
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specific operations, such as exchanging data with the clipboard
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or reading the operation system version.
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\return Pointer to the OS operator. */
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virtual IOSOperator* getOSOperator() = 0;
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//! Provides access to the engine's timer.
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/** The system time can be retrieved by it as
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well as the virtual time, which also can be manipulated.
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\return Pointer to the ITimer object. */
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virtual ITimer* getTimer() = 0;
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//! Provides access to the engine's currently set randomizer.
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/** \return Pointer to the IRandomizer object. */
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virtual IRandomizer* getRandomizer() const =0;
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//! Sets a new randomizer.
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/** \param r Pointer to the new IRandomizer object. This object is
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grab()'ed by the engine and will be released upon the next setRandomizer
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call or upon device destruction. */
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virtual void setRandomizer(IRandomizer* r) =0;
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//! Creates a new default randomizer.
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/** The default randomizer provides the random sequence known from previous
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Irrlicht versions and is the initial randomizer set on device creation.
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\return Pointer to the default IRandomizer object. */
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virtual IRandomizer* createDefaultRandomizer() const =0;
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//! Sets the caption of the window.
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/** \param text: New text of the window caption. */
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virtual void setWindowCaption(const wchar_t* text) = 0;
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//! Returns if the window is active.
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/** If the window is inactive,
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nothing needs to be drawn. So if you don't want to draw anything
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when the window is inactive, create your drawing loop this way:
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\code
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while(device->run())
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{
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if (device->isWindowActive())
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{
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// draw everything here
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}
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else
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device->yield();
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}
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\endcode
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\return True if window is active. */
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virtual bool isWindowActive() const = 0;
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//! Checks if the Irrlicht window has the input focus
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/** \return True if window has focus. */
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virtual bool isWindowFocused() const = 0;
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//! Checks if the Irrlicht window is minimized
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/** \return True if window is minimized. */
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virtual bool isWindowMinimized() const = 0;
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//! Checks if the Irrlicht window is running in fullscreen mode
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/** \return True if window is fullscreen. */
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virtual bool isFullscreen() const = 0;
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//! Get the current color format of the window
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/** \return Color format of the window. */
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virtual video::ECOLOR_FORMAT getColorFormat() const = 0;
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//! Notifies the device that it should close itself.
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/** IrrlichtDevice::run() will always return false after closeDevice() was called. */
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virtual void closeDevice() = 0;
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//! Get the version of the engine.
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/** The returned string
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will look like this: "1.2.3" or this: "1.2".
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\return String which contains the version. */
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virtual const c8* getVersion() const = 0;
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//! Sets a new user event receiver which will receive events from the engine.
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/** Return true in IEventReceiver::OnEvent to prevent the event from continuing along
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the chain of event receivers. The path that an event takes through the system depends
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on its type. See irr::EEVENT_TYPE for details.
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\param receiver New receiver to be used. */
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virtual void setEventReceiver(IEventReceiver* receiver) = 0;
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//! Provides access to the current event receiver.
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/** \return Pointer to the current event receiver. Returns 0 if there is none. */
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virtual IEventReceiver* getEventReceiver() = 0;
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//! Sends a user created event to the engine.
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/** Is is usually not necessary to use this. However, if you
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are using an own input library for example for doing joystick
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input, you can use this to post key or mouse input events to
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the engine. Internally, this method only delegates the events
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further to the scene manager and the GUI environment. */
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virtual bool postEventFromUser(const SEvent& event) = 0;
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//! Sets the input receiving scene manager.
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/** If set to null, the main scene manager (returned by
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GetSceneManager()) will receive the input
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\param sceneManager New scene manager to be used. */
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virtual void setInputReceivingSceneManager(scene::ISceneManager* sceneManager) = 0;
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//! Sets if the window should be resizable in windowed mode.
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/** The default is false. This method only works in windowed
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mode.
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\param resize Flag whether the window should be resizable. */
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virtual void setResizable(bool resize=false) = 0;
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//! Resize the render window.
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/** This will only work in windowed mode and is not yet supported on all systems.
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It does set the drawing/clientDC size of the window, the window decorations are added to that.
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You get the current window size with IVideoDriver::getScreenSize() (might be unified in future)
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*/
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virtual void setWindowSize(const irr::core::dimension2d<u32>& size) = 0;
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//! Minimizes the window if possible.
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virtual void minimizeWindow() =0;
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//! Maximizes the window if possible.
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virtual void maximizeWindow() =0;
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//! Restore the window to normal size if possible.
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virtual void restoreWindow() =0;
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//! Get the position of the frame on-screen
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virtual core::position2di getWindowPosition() = 0;
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//! Activate any joysticks, and generate events for them.
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/** Irrlicht contains support for joysticks, but does not generate joystick events by default,
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as this would consume joystick info that 3rd party libraries might rely on. Call this method to
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activate joystick support in Irrlicht and to receive irr::SJoystickEvent events.
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\param joystickInfo On return, this will contain an array of each joystick that was found and activated.
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\return true if joysticks are supported on this device and _IRR_COMPILE_WITH_JOYSTICK_EVENTS_
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is defined, false if joysticks are not supported or support is compiled out.
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*/
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virtual bool activateJoysticks(core::array<SJoystickInfo>& joystickInfo) =0;
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//! Set the current Gamma Value for the Display
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virtual bool setGammaRamp(f32 red, f32 green, f32 blue,
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f32 relativebrightness, f32 relativecontrast) =0;
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//! Get the current Gamma Value for the Display
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virtual bool getGammaRamp(f32 &red, f32 &green, f32 &blue,
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f32 &brightness, f32 &contrast) =0;
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//! Set the maximal elapsed time between 2 clicks to generate doubleclicks for the mouse. It also affects tripleclick behavior.
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/** When set to 0 no double- and tripleclicks will be generated.
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\param timeMs maximal time in milliseconds for two consecutive clicks to be recognized as double click
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*/
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virtual void setDoubleClickTime(u32 timeMs) =0;
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//! Get the maximal elapsed time between 2 clicks to generate double- and tripleclicks for the mouse.
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/** When return value is 0 no double- and tripleclicks will be generated.
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\return maximal time in milliseconds for two consecutive clicks to be recognized as double click
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*/
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virtual u32 getDoubleClickTime() const =0;
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//! Remove messages pending in the system message loop
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/** This function is usually used after messages have been buffered for a longer time, for example
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when loading a large scene. Clearing the message loop prevents that mouse- or buttonclicks which users
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have pressed in the meantime will now trigger unexpected actions in the gui. <br>
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So far the following messages are cleared:<br>
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Win32: All keyboard and mouse messages<br>
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Linux: All keyboard and mouse messages<br>
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All other devices are not yet supported here.<br>
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The function is still somewhat experimental, as the kind of messages we clear is based on just a few use-cases.
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If you think further messages should be cleared, or some messages should not be cleared here, then please tell us. */
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virtual void clearSystemMessages() = 0;
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//! Get the type of the device.
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/** This allows the user to check which windowing system is currently being
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used. */
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virtual E_DEVICE_TYPE getType() const = 0;
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//! Check if a driver type is supported by the engine.
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/** Even if true is returned the driver may not be available
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for a configuration requested when creating the device. */
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static bool isDriverSupported(video::E_DRIVER_TYPE driver)
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{
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switch (driver)
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{
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case video::EDT_NULL:
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return true;
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case video::EDT_SOFTWARE:
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#ifdef _IRR_COMPILE_WITH_SOFTWARE_
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return true;
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#else
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return false;
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#endif
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case video::EDT_BURNINGSVIDEO:
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#ifdef _IRR_COMPILE_WITH_BURNINGSVIDEO_
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return true;
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#else
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return false;
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#endif
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case video::EDT_DIRECT3D9:
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#ifdef _IRR_COMPILE_WITH_DIRECT3D_9_
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return true;
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#else
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return false;
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#endif
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case video::EDT_OPENGL:
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#ifdef _IRR_COMPILE_WITH_OPENGL_
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return true;
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#else
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return false;
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#endif
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default:
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return false;
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}
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}
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};
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} // end namespace irr
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#endif
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