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336 lines
13 KiB
C++
336 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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#pragma once
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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 "ITimer.h"
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#include "IOSOperator.h"
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#include "IrrCompileConfig.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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namespace io
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{
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class IFileSystem;
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} // end namespace io
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namespace gui
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{
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class IGUIEnvironment;
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} // end namespace gui
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namespace scene
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{
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class ISceneManager;
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} // end namespace scene
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namespace video
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{
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class IContextManager;
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extern "C" IRRLICHT_API bool IRRCALLCONV isDriverSupported(E_DRIVER_TYPE driver);
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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 performance loss for Irrlicht.
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But this is system dependent, so there's a chance your thread won't get control back quickly.
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*/
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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 and also may wait longer on some OS.
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\param timeMs: Time to sleep for in milliseconds. Note that the OS can round up this number.
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On Windows you usually get at least 15ms sleep time minium for any value > 0.
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So if you call this in your main loop you can't get more than 65 FPS anymore in your game.
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On most Linux systems it's relatively exact, but also no guarantee.
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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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//! 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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//! 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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//! Sets the window icon.
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/** \param img The icon texture.
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\return False if no icon was set. */
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virtual bool setWindowIcon(const video::IImage *img) = 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 maximized
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//! Only fully works on SDL. Returns false, or the last value set via
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//! maximizeWindow() and restoreWindow(), on other backends.
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/** \return True if window is maximized. */
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virtual bool isWindowMaximized() 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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//! Checks if the window could possibly be visible.
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//! Currently, this only returns false when the activity is stopped on
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//! Android. Note that for Android activities, "stopped" means something
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//! different than you might expect (and also something different than
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//! "paused"). Read the Android lifecycle documentation.
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virtual bool isWindowVisible() const { return true; };
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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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//! 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, false if joysticks are not
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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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//! Activate accelerometer.
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virtual bool activateAccelerometer(float updateInterval = 0.016666f) = 0;
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//! Deactivate accelerometer.
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virtual bool deactivateAccelerometer() = 0;
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//! Is accelerometer active.
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virtual bool isAccelerometerActive() = 0;
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//! Is accelerometer available.
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virtual bool isAccelerometerAvailable() = 0;
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//! Activate gyroscope.
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virtual bool activateGyroscope(float updateInterval = 0.016666f) = 0;
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//! Deactivate gyroscope.
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virtual bool deactivateGyroscope() = 0;
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//! Is gyroscope active.
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virtual bool isGyroscopeActive() = 0;
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//! Is gyroscope available.
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virtual bool isGyroscopeAvailable() = 0;
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//! Activate device motion.
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virtual bool activateDeviceMotion(float updateInterval = 0.016666f) = 0;
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//! Deactivate device motion.
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virtual bool deactivateDeviceMotion() = 0;
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//! Is device motion active.
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virtual bool isDeviceMotionActive() = 0;
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//! Is device motion available.
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virtual bool isDeviceMotionAvailable() = 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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//! Get the display density in dots per inch.
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//! Returns 0.0f on failure.
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virtual float getDisplayDensity() 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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return video::isDriverSupported(driver);
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}
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};
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} // end namespace irr
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