mirror of
https://github.com/minetest/minetest.git
synced 2024-11-23 16:13:46 +01:00
234 lines
8.0 KiB
C++
234 lines
8.0 KiB
C++
// Copyright (C) 2002-2012 Nikolaus Gebhardt
|
|
// This file is part of the "Irrlicht Engine".
|
|
// For conditions of distribution and use, see copyright notice in irrlicht.h
|
|
|
|
#pragma once
|
|
|
|
#include "EDriverTypes.h"
|
|
#include "EDeviceTypes.h"
|
|
#include "dimension2d.h"
|
|
#include "ILogger.h"
|
|
#include "position2d.h"
|
|
#include "path.h"
|
|
|
|
namespace irr
|
|
{
|
|
class IEventReceiver;
|
|
|
|
//! Structure for holding Irrlicht Device creation parameters.
|
|
/** This structure is used in the createDeviceEx() function. */
|
|
struct SIrrlichtCreationParameters
|
|
{
|
|
//! Constructs a SIrrlichtCreationParameters structure with default values.
|
|
SIrrlichtCreationParameters() :
|
|
DeviceType(EIDT_BEST),
|
|
DriverType(video::EDT_OPENGL),
|
|
WindowSize(core::dimension2d<u32>(800, 600)),
|
|
WindowPosition(core::position2di(-1, -1)),
|
|
Bits(32),
|
|
ZBufferBits(24),
|
|
Fullscreen(false),
|
|
WindowMaximized(false),
|
|
WindowResizable(2),
|
|
Stencilbuffer(true),
|
|
Vsync(false),
|
|
AntiAlias(0),
|
|
WithAlphaChannel(false),
|
|
Doublebuffer(true),
|
|
Stereobuffer(false),
|
|
EventReceiver(0),
|
|
WindowId(0),
|
|
#ifdef _DEBUG
|
|
LoggingLevel(ELL_DEBUG),
|
|
#else
|
|
LoggingLevel(ELL_INFORMATION),
|
|
#endif
|
|
PrivateData(0),
|
|
#ifdef IRR_MOBILE_PATHS
|
|
OGLES2ShaderPath("media/Shaders/"),
|
|
#else
|
|
OGLES2ShaderPath("../../media/Shaders/"),
|
|
#endif
|
|
DriverDebug(false)
|
|
{
|
|
}
|
|
|
|
//! Type of the device.
|
|
/** This setting decides the windowing system used by the device, most device types are native
|
|
to a specific operating system and so may not be available.
|
|
EIDT_WIN32 is only available on Windows desktops,
|
|
EIDT_COCOA is only available on Mac OSX,
|
|
EIDT_X11 is available on Linux, Solaris, BSD and other operating systems which use X11,
|
|
EIDT_SDL is available on most systems if compiled in,
|
|
EIDT_BEST will select the best available device for your operating system.
|
|
Default: EIDT_BEST. */
|
|
E_DEVICE_TYPE DeviceType;
|
|
|
|
//! Type of video driver used to render graphics.
|
|
video::E_DRIVER_TYPE DriverType;
|
|
|
|
//! Size of the window or the video mode in fullscreen mode. Default: 800x600
|
|
core::dimension2d<u32> WindowSize;
|
|
|
|
//! Position of the window on-screen. Default: (-1, -1) or centered.
|
|
core::position2di WindowPosition;
|
|
|
|
//! Minimum Bits per pixel of the color buffer in fullscreen mode. Ignored if windowed mode. Default: 32.
|
|
u8 Bits;
|
|
|
|
//! Minimum Bits per pixel of the depth buffer. Default: 24.
|
|
u8 ZBufferBits;
|
|
|
|
//! Should be set to true if the device should run in fullscreen.
|
|
/** Otherwise the device runs in windowed mode. Default: false. */
|
|
bool Fullscreen;
|
|
|
|
//! Maximised window. (Only supported on SDL.) Default: false
|
|
bool WindowMaximized;
|
|
|
|
//! Should a non-fullscreen window be resizable.
|
|
/** Might not be supported by all devices. Ignored when Fullscreen is true.
|
|
Values: 0 = not resizable, 1 = resizable, 2 = system decides default itself
|
|
Default: 2*/
|
|
u8 WindowResizable;
|
|
|
|
//! Specifies if the stencil buffer should be enabled.
|
|
/** Set this to true, if you want the engine be able to draw
|
|
stencil buffer shadows. Note that not all drivers are able to
|
|
use the stencil buffer, hence it can be ignored during device
|
|
creation. Without the stencil buffer no shadows will be drawn.
|
|
Default: true. */
|
|
bool Stencilbuffer;
|
|
|
|
//! Specifies vertical synchronization.
|
|
/** If set to true, the driver will wait for the vertical
|
|
retrace period, otherwise not. May be silently ignored.
|
|
Default: false */
|
|
bool Vsync;
|
|
|
|
//! Specifies if the device should use fullscreen anti aliasing
|
|
/** Makes sharp/pixelated edges softer, but requires more
|
|
performance. Also, 2D elements might look blurred with this
|
|
switched on. The resulting rendering quality also depends on
|
|
the hardware and driver you are using, your program might look
|
|
different on different hardware with this. So if you are
|
|
writing a game/application with AntiAlias switched on, it would
|
|
be a good idea to make it possible to switch this option off
|
|
again by the user.
|
|
The value is the maximal antialiasing factor requested for
|
|
the device. The creation method will automatically try smaller
|
|
values if no window can be created with the given value.
|
|
Value one is usually the same as 0 (disabled), but might be a
|
|
special value on some platforms. On D3D devices it maps to
|
|
NONMASKABLE.
|
|
Default value: 0 - disabled */
|
|
u8 AntiAlias;
|
|
|
|
//! Whether the main framebuffer uses an alpha channel.
|
|
/** In some situations it might be desirable to get a color
|
|
buffer with an alpha channel, e.g. when rendering into a
|
|
transparent window or overlay. If this flag is set the device
|
|
tries to create a framebuffer with alpha channel.
|
|
If this flag is set, only color buffers with alpha channel
|
|
are considered. Otherwise, it depends on the actual hardware
|
|
if the colorbuffer has an alpha channel or not.
|
|
Default value: false */
|
|
bool WithAlphaChannel;
|
|
|
|
//! Whether the main framebuffer uses doublebuffering.
|
|
/** This should be usually enabled, in order to avoid render
|
|
artifacts on the visible framebuffer. However, it might be
|
|
useful to use only one buffer on very small devices. If no
|
|
doublebuffering is available, the drivers will fall back to
|
|
single buffers. Default value: true */
|
|
bool Doublebuffer;
|
|
|
|
//! Specifies if the device should use stereo buffers
|
|
/** Some high-end gfx cards support two framebuffers for direct
|
|
support of stereoscopic output devices. If this flag is set the
|
|
device tries to create a stereo context.
|
|
Currently only supported by OpenGL.
|
|
Default value: false */
|
|
bool Stereobuffer;
|
|
|
|
//! A user created event receiver.
|
|
IEventReceiver *EventReceiver;
|
|
|
|
//! Window Id.
|
|
/** If this is set to a value other than 0, the Irrlicht Engine
|
|
will be created in an already existing window.
|
|
For Windows, set this to the HWND of the window you want.
|
|
The windowSize and FullScreen options will be ignored when using
|
|
the WindowId parameter. Default this is set to 0.
|
|
To make Irrlicht run inside the custom window, you still will
|
|
have to draw Irrlicht on your own. You can use this loop, as
|
|
usual:
|
|
\code
|
|
while (device->run())
|
|
{
|
|
driver->beginScene(video::ECBF_COLOR | video::ECBF_DEPTH, 0);
|
|
smgr->drawAll();
|
|
driver->endScene();
|
|
}
|
|
\endcode
|
|
Instead of this, you can also simply use your own message loop
|
|
using GetMessage, DispatchMessage and whatever. Calling
|
|
IrrlichtDevice::run() will cause Irrlicht to dispatch messages
|
|
internally too. You need not call Device->run() if you want to
|
|
do your own message dispatching loop, but Irrlicht will not be
|
|
able to fetch user input then and you have to do it on your own
|
|
using the window messages, DirectInput, or whatever. Also,
|
|
you'll have to increment the Irrlicht timer.
|
|
An alternative, own message dispatching loop without
|
|
device->run() would look like this:
|
|
\code
|
|
MSG msg;
|
|
while (true)
|
|
{
|
|
if (PeekMessage(&msg, NULL, 0, 0, PM_REMOVE))
|
|
{
|
|
TranslateMessage(&msg);
|
|
DispatchMessage(&msg);
|
|
|
|
if (msg.message == WM_QUIT)
|
|
break;
|
|
}
|
|
|
|
// increase virtual timer time
|
|
device->getTimer()->tick();
|
|
|
|
// draw engine picture
|
|
driver->beginScene(video::ECBF_COLOR | video::ECBF_DEPTH, 0);
|
|
smgr->drawAll();
|
|
driver->endScene();
|
|
}
|
|
\endcode
|
|
However, there is no need to draw the picture this often. Just
|
|
do it how you like. */
|
|
void *WindowId;
|
|
|
|
//! Specifies the logging level used in the logging interface.
|
|
/** The default value is ELL_INFORMATION. You can access the ILogger interface
|
|
later on from the IrrlichtDevice with getLogger() and set another level.
|
|
But if you need more or less logging information already from device creation,
|
|
then you have to change it here.
|
|
*/
|
|
ELOG_LEVEL LoggingLevel;
|
|
|
|
//! Define some private data storage.
|
|
/** Used when platform devices need access to OS specific data structures etc.
|
|
This is only used for Android at the moment in order to access the native
|
|
Java RE. */
|
|
void *PrivateData;
|
|
|
|
//! Set the path where default-shaders to simulate the fixed-function pipeline can be found.
|
|
/** This is about the shaders which can be found in media/Shaders by default. It's only necessary
|
|
to set when using OGL-ES 2.0 */
|
|
irr::io::path OGLES2ShaderPath;
|
|
|
|
//! Enable debug and error checks in video driver.
|
|
bool DriverDebug;
|
|
};
|
|
|
|
} // end namespace irr
|