Files
blender/source/gameengine/BlenderRoutines/KX_BlenderCanvas.cpp
Campbell Barton aa933d2c9f BGE Redraw problem:
at the moment only files from blender 2.4x will display in 2.5x, compared area and window structs in both cases and dont see any differences.

This doesnt fix the problem but corrects a few things related to window drawing with the BGE,
also adds a hack because I noticed the window and area pointers in the KX_BlenderCanvas were offset after initialized, maybe need to use <static cast> ?
2009-06-27 23:54:20 +00:00

184 lines
3.3 KiB
C++

/**
* $Id$
* ***** BEGIN GPL LICENSE BLOCK *****
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
*
* This program 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 General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software Foundation,
* Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
*
* The Original Code is Copyright (C) 2001-2002 by NaN Holding BV.
* All rights reserved.
*
* The Original Code is: all of this file.
*
* Contributor(s): none yet.
*
* ***** END GPL LICENSE BLOCK *****
*/
#include "KX_BlenderCanvas.h"
#include "DNA_screen_types.h"
#include "stdio.h"
#ifdef HAVE_CONFIG_H
#include <config.h>
#endif
// temp hack, prevents pointers being offset somehow, will need to look into this later - Campbell
ARegion *m_ar;
wmWindow *m_win;
KX_BlenderCanvas::KX_BlenderCanvas(struct wmWindow *win, ARegion *ar) :
__m_win(win),
__m_ar(ar)
{
m_ar= ar;
m_win= win;
}
KX_BlenderCanvas::~KX_BlenderCanvas()
{
}
void KX_BlenderCanvas::Init()
{
glDepthFunc(GL_LEQUAL);
}
void KX_BlenderCanvas::SwapBuffers()
{
BL_SwapBuffers(m_win);
}
void KX_BlenderCanvas::BeginFrame()
{
glEnable(GL_DEPTH_TEST);
glDepthFunc(GL_LEQUAL);
}
void KX_BlenderCanvas::EndFrame()
{
// this is needed, else blender distorts a lot
glPopAttrib();
glPushAttrib(GL_ALL_ATTRIB_BITS);
glDisable(GL_FOG);
}
void KX_BlenderCanvas::ClearColor(float r,float g,float b,float a)
{
glClearColor(r,g,b,a);
}
void KX_BlenderCanvas::ClearBuffer(int type)
{
int ogltype = 0;
if (type & RAS_ICanvas::COLOR_BUFFER )
ogltype |= GL_COLOR_BUFFER_BIT;
if (type & RAS_ICanvas::DEPTH_BUFFER )
ogltype |= GL_DEPTH_BUFFER_BIT;
glClear(ogltype);
}
int KX_BlenderCanvas::GetWidth(
) const {
return m_ar->winx;
}
int KX_BlenderCanvas::GetHeight(
) const {
return m_ar->winy;
}
RAS_Rect &
KX_BlenderCanvas::
GetWindowArea(
){
return m_area_rect;
}
void
KX_BlenderCanvas::
SetViewPort(
int x1, int y1,
int x2, int y2
){
int vp_width = (x2 - x1) + 1;
int vp_height = (y2 - y1) + 1;
int minx = m_ar->winrct.xmin;
int miny = m_ar->winrct.ymin;
m_area_rect.SetLeft(minx + x1);
m_area_rect.SetBottom(miny + y1);
m_area_rect.SetRight(minx + x2);
m_area_rect.SetTop(miny + y2);
glViewport(minx + x1, miny + y1, vp_width, vp_height);
glScissor(minx + x1, miny + y1, vp_width, vp_height);
}
void KX_BlenderCanvas::SetMouseState(RAS_MouseState mousestate)
{
switch (mousestate)
{
case MOUSE_INVISIBLE:
{
BL_HideMouse();
break;
}
case MOUSE_WAIT:
{
BL_WaitMouse();
break;
}
case MOUSE_NORMAL:
{
BL_NormalMouse();
break;
}
default:
{
}
}
}
// (0,0) is top left, (width,height) is bottom right
void KX_BlenderCanvas::SetMousePosition(int x,int y)
{
int winX = m_ar->winrct.xmin;
int winY = m_ar->winrct.ymin;
int winH = m_ar->winy;
BL_warp_pointer(winX + x, winY + (winH-y-1));
}
void KX_BlenderCanvas::MakeScreenShot(const char* filename)
{
BL_MakeScreenShot(m_ar, filename);
}