source: OGRE/trunk/ogrenew/OgreMain/include/OgreRenderWindow.h @ 692

Revision 692, 8.2 KB checked in by mattausch, 19 years ago (diff)

adding ogre 1.2 and dependencies

RevLine 
[692]1/*-------------------------------------------------------------------------
2This source file is a part of OGRE
3(Object-oriented Graphics Rendering Engine)
4
5For the latest info, see http://www.ogre3d.org/
6
7Copyright (c) 2000-2005 The OGRE Team
8Also see acknowledgements in Readme.html
9
10This library is free software; you can redistribute it and/or modify it
11under the terms of the GNU Lesser General Public License (LGPL) as
12published by the Free Software Foundation; either version 2.1 of the
13License, or (at your option) any later version.
14
15This library is distributed in the hope that it will be useful, but
16WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY
17or FITNESS FOR A PARTICULAR PURPOSE.  See the GNU Lesser General Public
18License for more details.
19
20You should have received a copy of the GNU Lesser General Public License
21along with this library; if not, write to the Free Software Foundation,
22Inc., 59 Temple Place, Suite 330, Boston, MA  02111-1307 USA or go to
23http://www.gnu.org/copyleft/lesser.txt
24-------------------------------------------------------------------------*/
25#ifndef __RenderWindow_H__
26#define __RenderWindow_H__
27
28#include "OgrePrerequisites.h"
29
30#include "OgreRenderTarget.h"
31
32namespace Ogre
33{
34    /** Manages the target rendering window.
35        @remarks
36            This class handles a window into which the contents
37            of a scene are rendered. There is a many-to-1 relationship
38            between instances of this class an instance of RenderSystem
39            which controls the rendering of the scene. There may be
40            more than one window in the case of level editor tools etc.
41            This class is abstract since there may be
42            different implementations for different windowing systems.
43        @remarks
44            Instances are created and communicated with by the render system
45            although client programs can get a reference to it from
46            the render system if required for resizing or moving.
47            Note that you can have multiple viewpoints
48            in the window for effects like rear-view mirrors and
49            picture-in-picture views (see Viewport and Camera).
50        @author
51            Steven Streeting
52        @version
53            1.0
54    */
55    class _OgreExport RenderWindow : public RenderTarget
56    {
57
58    public:
59        /** Default constructor.
60        */
61        RenderWindow();
62
63        /** Creates & displays the new window.
64            @param
65                width The width of the window in pixels.
66            @param
67                height The height of the window in pixels.
68            @param
69                colourDepth The colour depth in bits. Ignored if
70                fullScreen is false since the desktop depth is used.
71            @param
72                fullScreen If true, the window fills the screen,
73                with no title bar or border.
74            @param
75                left The x-position of the window. Ignored if
76                fullScreen = true.
77            @param
78                top The y-position of the window. Ignored if
79                fullScreen = true.
80            @param
81                depthBuffer Specify true to include a depth-buffer.
82            @param
83                miscParam A variable number of pointers to platform-specific arguments. The
84                actual requirements must be defined by the implementing subclasses.
85        */
86                virtual void create(const String& name, unsigned int width, unsigned int height,
87                    bool fullScreen, const NameValuePairList *miscParams) = 0;
88       
89        /** Destroys the window.
90        */
91        virtual void destroy(void) = 0;
92
93        /** Alter the size of the window.
94        */
95        virtual void resize(unsigned int width, unsigned int height) = 0;
96
97                /** Notify that the window has been resized externally.
98                @remarks
99                        You don't need to call this unless you created the window externally.
100                */
101                virtual void windowMovedOrResized() {}
102
103        /** Reposition the window.
104        */
105        virtual void reposition(int left, int top) = 0;
106
107        /** Indicates whether the window is visible (not minimized or obscured)
108        */
109        virtual bool isVisible(void) const { return true; }
110
111        /** Overridden from RenderTarget, flags invisible windows as inactive
112        */
113        virtual bool isActive(void) const { return mActive && isVisible(); }
114
115        /** Indicates whether the window has been closed by the user.
116        */
117        virtual bool isClosed(void) const = 0;
118       
119        /** Indicates wether the window is the primary window. The
120                primary window is special in that it is destroyed when
121                ogre is shut down, and cannot be destroyed directly.
122                This is the case because it holds the context for vertex,
123                index buffers and textures.
124        */
125        virtual bool isPrimary(void) const;
126
127        /** Swaps the frame buffers to display the next frame.
128            @remarks
129                All render windows are double-buffered so that no
130                'in-progress' versions of the scene are displayed
131                during rendering. Once rendering has completed (to
132                an off-screen version of the window) the buffers
133                are swapped to display the new frame.
134
135            @param
136                waitForVSync If true, the system waits for the
137                next vertical blank period (when the CRT beam turns off
138                as it travels from bottom-right to top-left at the
139                end of the pass) before flipping. If false, flipping
140                occurs no matter what the beam position. Waiting for
141                a vertical blank can be slower (and limits the
142                framerate to the monitor refresh rate) but results
143                in a steadier image with no 'tearing' (a flicker
144                resulting from flipping buffers when the beam is
145                in the progress of drawing the last frame).
146        */
147        virtual void swapBuffers(bool waitForVSync = true) = 0;
148
149                /// @copydoc RenderTarget::update
150        virtual void update(void);
151        /** Updates the window contents.
152            @remarks
153                The window is updated by telling each camera which is supposed
154                to render into this window to render it's view, and then
155                the window buffers are swapped via swapBuffers() if requested
156                        @param swapBuffers If set to true, the window will immediately
157                                swap it's buffers after update. Otherwise, the buffers are
158                                not swapped, and you have to call swapBuffers yourself sometime
159                                later. You might want to do this on some rendersystems which
160                                pause for queued rendering commands to complete before accepting
161                                swap buffers calls - so you could do other CPU tasks whilst the
162                                queued commands complete. Or, you might do this if you want custom
163                                control over your windows, such as for externally created windows.
164        */
165        virtual void update(bool swapBuffers);
166
167        /** Returns true if window is running in fullscreen mode.
168        */
169        virtual bool isFullScreen(void) const;
170
171        /** Overloaded version of getMetrics from RenderTarget, including extra details
172            specific to windowing systems.
173        */
174        virtual void getMetrics(unsigned int& width, unsigned int& height, unsigned int& colourDepth,
175                        int& left, int& top);
176
177    protected:
178        bool mIsFullScreen;
179        bool mIsPrimary;
180        int mLeft;
181        int mTop;
182       
183        /** Indicates that this is the primary window. Only to be called by
184            Ogre::Root
185        */
186        void _setPrimary() { mIsPrimary = true; }
187       
188        friend class Root;
189    };
190
191    /** Defines the interface a DLL implemeting a platform-specific version must implement.
192        @remarks
193            Any library (.dll, .so) wishing to implement a platform-specific version of this
194            dialog must export the symbol 'createRenderWindow' with the signature
195            void createPlatformRenderWindow(RenderWindow** ppDlg)
196    */
197    typedef void (*DLL_CREATERENDERWINDOW)(RenderWindow** ppWindow);
198
199} // Namespace
200#endif
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