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fbdev is long legacy and the console was just an ASCII art gimmick
330 lines
12 KiB
C++
330 lines
12 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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#ifndef __I_IRRLICHT_CREATION_PARAMETERS_H_INCLUDED__
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#define __I_IRRLICHT_CREATION_PARAMETERS_H_INCLUDED__
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#include "EDriverTypes.h"
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#include "EDeviceTypes.h"
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#include "dimension2d.h"
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#include "ILogger.h"
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#include "position2d.h"
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#include "path.h"
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#include "IrrCompileConfig.h"
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namespace irr
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{
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class IEventReceiver;
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//! Structure for holding Irrlicht Device creation parameters.
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/** This structure is used in the createDeviceEx() function. */
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struct SIrrlichtCreationParameters
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{
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//! Constructs a SIrrlichtCreationParameters structure with default values.
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SIrrlichtCreationParameters() :
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DeviceType(EIDT_BEST),
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DriverType(video::EDT_BURNINGSVIDEO),
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WindowSize(core::dimension2d<u32>(800, 600)),
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WindowPosition(core::position2di(-1,-1)),
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Bits(32),
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ZBufferBits(24),
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Fullscreen(false),
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WindowResizable(2),
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Stencilbuffer(true),
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Vsync(false),
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AntiAlias(0),
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HandleSRGB(false),
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WithAlphaChannel(false),
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Doublebuffer(true),
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IgnoreInput(false),
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Stereobuffer(false),
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HighPrecisionFPU(false),
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EventReceiver(0),
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WindowId(0),
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#ifdef _DEBUG
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LoggingLevel(ELL_DEBUG),
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#else
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LoggingLevel(ELL_INFORMATION),
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#endif
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DisplayAdapter(0),
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DriverMultithreaded(false),
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UsePerformanceTimer(true),
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SDK_version_do_not_use(IRRLICHT_SDK_VERSION),
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PrivateData(0),
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#if defined(_IRR_COMPILE_WITH_IOS_DEVICE_) || defined(_IRR_ANDROID_PLATFORM_) || defined(_IRR_EMSCRIPTEN_PLATFORM_)
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OGLES2ShaderPath("media/Shaders/")
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#else
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OGLES2ShaderPath("../../media/Shaders/")
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#endif
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{
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}
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SIrrlichtCreationParameters(const SIrrlichtCreationParameters& other) :
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SDK_version_do_not_use(IRRLICHT_SDK_VERSION)
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{*this = other;}
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SIrrlichtCreationParameters& operator=(const SIrrlichtCreationParameters& other)
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{
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DeviceType = other.DeviceType;
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DriverType = other.DriverType;
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WindowSize = other.WindowSize;
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WindowPosition = other.WindowPosition;
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Bits = other.Bits;
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ZBufferBits = other.ZBufferBits;
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Fullscreen = other.Fullscreen;
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WindowResizable = other.WindowResizable;
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Stencilbuffer = other.Stencilbuffer;
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Vsync = other.Vsync;
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AntiAlias = other.AntiAlias;
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HandleSRGB = other.HandleSRGB;
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WithAlphaChannel = other.WithAlphaChannel;
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Doublebuffer = other.Doublebuffer;
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IgnoreInput = other.IgnoreInput;
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Stereobuffer = other.Stereobuffer;
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HighPrecisionFPU = other.HighPrecisionFPU;
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EventReceiver = other.EventReceiver;
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WindowId = other.WindowId;
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LoggingLevel = other.LoggingLevel;
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DisplayAdapter = other.DisplayAdapter;
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DriverMultithreaded = other.DriverMultithreaded;
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UsePerformanceTimer = other.UsePerformanceTimer;
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PrivateData = other.PrivateData;
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OGLES2ShaderPath = other.OGLES2ShaderPath;
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return *this;
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}
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//! Type of the device.
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/** This setting decides the windowing system used by the device, most device types are native
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to a specific operating system and so may not be available.
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EIDT_WIN32 is only available on Windows desktops,
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EIDT_COCOA is only available on Mac OSX,
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EIDT_X11 is available on Linux, Solaris, BSD and other operating systems which use X11,
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EIDT_SDL is available on most systems if compiled in,
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EIDT_BEST will select the best available device for your operating system.
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Default: EIDT_BEST. */
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E_DEVICE_TYPE DeviceType;
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//! Type of video driver used to render graphics.
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/** This can currently be video::EDT_NULL, video::EDT_SOFTWARE,
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video::EDT_BURNINGSVIDEO, video::EDT_DIRECT3D9, and video::EDT_OPENGL.
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Default: EDT_BURNINGSVIDEO. */
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video::E_DRIVER_TYPE DriverType;
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//! Size of the window or the video mode in fullscreen mode. Default: 800x600
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core::dimension2d<u32> WindowSize;
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//! Position of the window on-screen. Default: (-1, -1) or centered.
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core::position2di WindowPosition;
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//! Minimum Bits per pixel of the color buffer in fullscreen mode. Ignored if windowed mode. Default: 32.
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u8 Bits;
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//! Minimum Bits per pixel of the depth buffer. Default: 24.
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u8 ZBufferBits;
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//! Should be set to true if the device should run in fullscreen.
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/** Otherwise the device runs in windowed mode. Default: false. */
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bool Fullscreen;
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//! Should a non-fullscreen window be resizable.
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/** Might not be supported by all devices. Ignored when Fullscreen is true.
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Values: 0 = not resizable, 1 = resizable, 2 = system decides default itself
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Default: 2*/
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u8 WindowResizable;
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//! Specifies if the stencil buffer should be enabled.
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/** Set this to true, if you want the engine be able to draw
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stencil buffer shadows. Note that not all drivers are able to
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use the stencil buffer, hence it can be ignored during device
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creation. Without the stencil buffer no shadows will be drawn.
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Default: true. */
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bool Stencilbuffer;
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//! Specifies vertical synchronization.
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/** If set to true, the driver will wait for the vertical
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retrace period, otherwise not. May be silently ignored.
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Default: false */
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bool Vsync;
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//! Specifies if the device should use fullscreen anti aliasing
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/** Makes sharp/pixelated edges softer, but requires more
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performance. Also, 2D elements might look blurred with this
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switched on. The resulting rendering quality also depends on
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the hardware and driver you are using, your program might look
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different on different hardware with this. So if you are
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writing a game/application with AntiAlias switched on, it would
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be a good idea to make it possible to switch this option off
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again by the user.
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The value is the maximal antialiasing factor requested for
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the device. The creation method will automatically try smaller
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values if no window can be created with the given value.
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Value one is usually the same as 0 (disabled), but might be a
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special value on some platforms. On D3D devices it maps to
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NONMASKABLE.
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Default value: 0 - disabled */
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u8 AntiAlias;
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//! Flag to enable proper sRGB and linear color handling
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/** In most situations, it is desirable to have the color handling in
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non-linear sRGB color space, and only do the intermediate color
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calculations in linear RGB space. If this flag is enabled, the device and
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driver try to assure that all color input and output are color corrected
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and only the internal color representation is linear. This means, that
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the color output is properly gamma-adjusted to provide the brighter
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colors for monitor display. And that blending and lighting give a more
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natural look, due to proper conversion from non-linear colors into linear
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color space for blend operations. If this flag is enabled, all texture colors
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(which are usually in sRGB space) are correctly displayed. However vertex colors
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and other explicitly set values have to be manually encoded in linear color space.
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Default value: false. */
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bool HandleSRGB;
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//! Whether the main framebuffer uses an alpha channel.
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/** In some situations it might be desirable to get a color
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buffer with an alpha channel, e.g. when rendering into a
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transparent window or overlay. If this flag is set the device
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tries to create a framebuffer with alpha channel.
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If this flag is set, only color buffers with alpha channel
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are considered. Otherwise, it depends on the actual hardware
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if the colorbuffer has an alpha channel or not.
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Default value: false */
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bool WithAlphaChannel;
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//! Whether the main framebuffer uses doublebuffering.
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/** This should be usually enabled, in order to avoid render
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artifacts on the visible framebuffer. However, it might be
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useful to use only one buffer on very small devices. If no
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doublebuffering is available, the drivers will fall back to
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single buffers. Default value: true */
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bool Doublebuffer;
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//! Specifies if the device should ignore input events
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/** This is only relevant when using external I/O handlers.
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External windows need to take care of this themselves.
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Currently only supported by X11.
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Default value: false */
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bool IgnoreInput;
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//! Specifies if the device should use stereo buffers
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/** Some high-end gfx cards support two framebuffers for direct
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support of stereoscopic output devices. If this flag is set the
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device tries to create a stereo context.
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Currently only supported by OpenGL.
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Default value: false */
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bool Stereobuffer;
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//! Specifies if the device should use high precision FPU setting
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/** This is only relevant for DirectX Devices, which switch to
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low FPU precision by default for performance reasons. However,
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this may lead to problems with the other computations of the
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application. In this case setting this flag to true should help
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- on the expense of performance loss, though.
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Default value: false */
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bool HighPrecisionFPU;
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//! A user created event receiver.
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IEventReceiver* EventReceiver;
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//! Window Id.
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/** If this is set to a value other than 0, the Irrlicht Engine
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will be created in an already existing window.
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For Windows, set this to the HWND of the window you want.
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For iOS, assign UIView to this variable.
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The windowSize and FullScreen options will be ignored when using
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the WindowId parameter. Default this is set to 0.
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To make Irrlicht run inside the custom window, you still will
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have to draw Irrlicht on your own. You can use this loop, as
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usual:
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\code
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while (device->run())
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{
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driver->beginScene(video::ECBF_COLOR | video::ECBF_DEPTH, 0);
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smgr->drawAll();
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driver->endScene();
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}
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\endcode
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Instead of this, you can also simply use your own message loop
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using GetMessage, DispatchMessage and whatever. Calling
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IrrlichtDevice::run() will cause Irrlicht to dispatch messages
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internally too. You need not call Device->run() if you want to
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do your own message dispatching loop, but Irrlicht will not be
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able to fetch user input then and you have to do it on your own
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using the window messages, DirectInput, or whatever. Also,
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you'll have to increment the Irrlicht timer.
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An alternative, own message dispatching loop without
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device->run() would look like this:
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\code
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MSG msg;
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while (true)
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{
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if (PeekMessage(&msg, NULL, 0, 0, PM_REMOVE))
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{
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TranslateMessage(&msg);
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DispatchMessage(&msg);
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if (msg.message == WM_QUIT)
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break;
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}
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// increase virtual timer time
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device->getTimer()->tick();
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// draw engine picture
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driver->beginScene(video::ECBF_COLOR | video::ECBF_DEPTH, 0);
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smgr->drawAll();
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driver->endScene();
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}
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\endcode
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However, there is no need to draw the picture this often. Just
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do it how you like. */
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void* WindowId;
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//! Specifies the logging level used in the logging interface.
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/** The default value is ELL_INFORMATION. You can access the ILogger interface
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later on from the IrrlichtDevice with getLogger() and set another level.
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But if you need more or less logging information already from device creation,
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then you have to change it here.
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*/
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ELOG_LEVEL LoggingLevel;
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//! Allows to select which graphic card is used for rendering when more than one card is in the system.
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/** So far only supported on D3D */
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u32 DisplayAdapter;
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//! Create the driver multithreaded.
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/** Default is false. Enabling this can slow down your application.
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Note that this does _not_ make Irrlicht threadsafe, but only the underlying driver-API for the graphiccard.
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So far only supported on D3D. */
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bool DriverMultithreaded;
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//! Enables use of high performance timers on Windows platform.
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/** When performance timers are not used, standard GetTickCount()
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is used instead which usually has worse resolution, but also less
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problems with speed stepping and other techniques.
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*/
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bool UsePerformanceTimer;
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//! Don't use or change this parameter.
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/** Always set it to IRRLICHT_SDK_VERSION, which is done by default.
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This is needed for sdk version checks. */
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const c8* const SDK_version_do_not_use;
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//! Define some private data storage.
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/** Used when platform devices need access to OS specific data structures etc.
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This is only used for Android at th emoment in order to access the native
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Java RE. */
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void *PrivateData;
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//! Set the path where default-shaders to simulate the fixed-function pipeline can be found.
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/** This is about the shaders which can be found in media/Shaders by default. It's only necessary
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to set when using OGL-ES 2.0 */
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irr::io::path OGLES2ShaderPath;
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};
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} // end namespace irr
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#endif
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