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OgreRenderWindow.h - Hosted on DriveHQ Cloud IT Platform
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Ruta de la carpeta: \\game3dprogramming\materials\GameFactory\GameFactoryDemo\references\ogre\include\OgreRenderWindow.h
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/*------------------------------------------------------------------------- This source file is a part of OGRE (Object-oriented Graphics Rendering Engine) For the latest info, see http://www.ogre3d.org/ Copyright (c) 2000-2006 Torus Knot Software Ltd Also see acknowledgements in Readme.html This library is free software; you can redistribute it and/or modify it under the terms of the GNU Lesser General Public License (LGPL) as published by the Free Software Foundation; either version 2.1 of the License, or (at your option) any later version. This library 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 Lesser General Public License for more details. You should have received a copy of the GNU Lesser General Public License along with this library; if not, write to the Free Software Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA or go to http://www.gnu.org/copyleft/lesser.txt -------------------------------------------------------------------------*/ #ifndef __RenderWindow_H__ #define __RenderWindow_H__ #include "OgrePrerequisites.h" #include "OgreRenderTarget.h" namespace Ogre { /** Manages the target rendering window. @remarks This class handles a window into which the contents of a scene are rendered. There is a many-to-1 relationship between instances of this class an instance of RenderSystem which controls the rendering of the scene. There may be more than one window in the case of level editor tools etc. This class is abstract since there may be different implementations for different windowing systems. @remarks Instances are created and communicated with by the render system although client programs can get a reference to it from the render system if required for resizing or moving. Note that you can have multiple viewpoints in the window for effects like rear-view mirrors and picture-in-picture views (see Viewport and Camera). @author Steven Streeting @version 1.0 */ class _OgreExport RenderWindow : public RenderTarget { public: /** Default constructor. */ RenderWindow(); /** Creates & displays the new window. @param width The width of the window in pixels. @param height The height of the window in pixels. @param colourDepth The colour depth in bits. Ignored if fullScreen is false since the desktop depth is used. @param fullScreen If true, the window fills the screen, with no title bar or border. @param left The x-position of the window. Ignored if fullScreen = true. @param top The y-position of the window. Ignored if fullScreen = true. @param depthBuffer Specify true to include a depth-buffer. @param miscParam A variable number of pointers to platform-specific arguments. The actual requirements must be defined by the implementing subclasses. */ virtual void create(const String& name, unsigned int width, unsigned int height, bool fullScreen, const NameValuePairList *miscParams) = 0; /** Alter fullscreen mode options. @note Nothing will happen unless the settings here are different from the current settings. @param fullScreen Whether to use fullscreen mode or not. @param width The new width to use @param height The new height to use */ virtual void setFullscreen(bool fullScreen, unsigned int width, unsigned int height) {} /** Destroys the window. */ virtual void destroy(void) = 0; /** Alter the size of the window. */ virtual void resize(unsigned int width, unsigned int height) = 0; /** Notify that the window has been resized @remarks You don't need to call this unless you created the window externally. */ virtual void windowMovedOrResized() {} /** Reposition the window. */ virtual void reposition(int left, int top) = 0; /** Indicates whether the window is visible (not minimized or obscured) */ virtual bool isVisible(void) const { return true; } /** Set the visibility state */ virtual void setVisible(bool visible) {} /** Overridden from RenderTarget, flags invisible windows as inactive */ virtual bool isActive(void) const { return mActive && isVisible(); } /** Indicates whether the window has been closed by the user. */ virtual bool isClosed(void) const = 0; /** Indicates wether the window is the primary window. The primary window is special in that it is destroyed when ogre is shut down, and cannot be destroyed directly. This is the case because it holds the context for vertex, index buffers and textures. */ virtual bool isPrimary(void) const; /** Swaps the frame buffers to display the next frame. @remarks All render windows are double-buffered so that no 'in-progress' versions of the scene are displayed during rendering. Once rendering has completed (to an off-screen version of the window) the buffers are swapped to display the new frame. @param waitForVSync If true, the system waits for the next vertical blank period (when the CRT beam turns off as it travels from bottom-right to top-left at the end of the pass) before flipping. If false, flipping occurs no matter what the beam position. Waiting for a vertical blank can be slower (and limits the framerate to the monitor refresh rate) but results in a steadier image with no 'tearing' (a flicker resulting from flipping buffers when the beam is in the progress of drawing the last frame). */ virtual void swapBuffers(bool waitForVSync = true) = 0; /// @copydoc RenderTarget::update virtual void update(void); /** Updates the window contents. @remarks The window is updated by telling each camera which is supposed to render into this window to render it's view, and then the window buffers are swapped via swapBuffers() if requested @param swapBuffers If set to true, the window will immediately swap it's buffers after update. Otherwise, the buffers are not swapped, and you have to call swapBuffers yourself sometime later. You might want to do this on some rendersystems which pause for queued rendering commands to complete before accepting swap buffers calls - so you could do other CPU tasks whilst the queued commands complete. Or, you might do this if you want custom control over your windows, such as for externally created windows. */ virtual void update(bool swapBuffers); /** Returns true if window is running in fullscreen mode. */ virtual bool isFullScreen(void) const; /** Overloaded version of getMetrics from RenderTarget, including extra details specific to windowing systems. */ virtual void getMetrics(unsigned int& width, unsigned int& height, unsigned int& colourDepth, int& left, int& top); protected: bool mIsFullScreen; bool mIsPrimary; int mLeft; int mTop; /** Indicates that this is the primary window. Only to be called by Ogre::Root */ void _setPrimary() { mIsPrimary = true; } friend class Root; }; /** Defines the interface a DLL implemeting a platform-specific version must implement. @remarks Any library (.dll, .so) wishing to implement a platform-specific version of this dialog must export the symbol 'createRenderWindow' with the signature void createPlatformRenderWindow(RenderWindow** ppDlg) */ typedef void (*DLL_CREATERENDERWINDOW)(RenderWindow** ppWindow); } // Namespace #endif
OgreRenderWindow.h
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