mirror of
				https://github.com/luanti-org/luanti.git
				synced 2025-10-26 13:25:27 +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
 |