open_toontown_panda3d/panda/src/display/graphicsWindow.I

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// Filename: graphicsWindow.I
// Created by: frang (07Mar99)
//
////////////////////////////////////////////////////////////////////
//
// PANDA 3D SOFTWARE
// Copyright (c) 2001, Disney Enterprises, Inc. All rights reserved
//
// All use of this software is subject to the terms of the Panda 3d
// Software license. You should have received a copy of this license
// along with this source code; you will also find a current copy of
// the license at http://www.panda3d.org/license.txt .
//
// To contact the maintainers of this program write to
// panda3d@yahoogroups.com .
//
////////////////////////////////////////////////////////////////////
#include <notify.h>
////////////////////////////////////////////////////////////////////
// Function: GraphicsWindow::get_properties
// Access: Published
// Description: Returns the full Properties structure that describes
// the window.
////////////////////////////////////////////////////////////////////
INLINE const GraphicsWindow::Properties &GraphicsWindow::
get_properties() const {
return _props;
}
////////////////////////////////////////////////////////////////////
// Function: GraphicsWindow::get_width
// Access: Published
// Description:
////////////////////////////////////////////////////////////////////
INLINE int GraphicsWindow::
get_width() const {
return (_props._xsize);
}
////////////////////////////////////////////////////////////////////
// Function: GraphicsWindow::get_height
// Access: Published
// Description:
////////////////////////////////////////////////////////////////////
INLINE int GraphicsWindow::
get_height() const {
return (_props._ysize);
}
////////////////////////////////////////////////////////////////////
// Function: GraphicsWindow::get_xorg
// Access: Published
// Description:
////////////////////////////////////////////////////////////////////
INLINE int GraphicsWindow::
get_xorg() const {
return (_props._xorg);
}
////////////////////////////////////////////////////////////////////
// Function: GraphicsWindow::get_yorg
// Access: Published
// Description:
////////////////////////////////////////////////////////////////////
INLINE int GraphicsWindow::
get_yorg() const {
return (_props._yorg);
}
////////////////////////////////////////////////////////////////////
// Function: GraphicsWindow::get_gsg
// Access: Published
// Description: Returns the GSG that is associated with this window.
// There is a one-to-one association between windows and
// GSG's.
//
// It is invalid to call this if the window has been
// closed; that is, if is_closed() returns true. In
// this case the GSG has been closed as well.
////////////////////////////////////////////////////////////////////
INLINE GraphicsStateGuardian *GraphicsWindow::
get_gsg() const {
nassertr(!is_closed(), NULL);
return _gsg;
}
////////////////////////////////////////////////////////////////////
// Function: GraphicsWindow::get_pipe
// Access: Published
// Description: Returns the GraphicsPipe that this window is
// associated with. It is possible that the
// GraphicsPipe might have been deleted while an
// outstanding PT(GraphicsWindow) prevented all of its
// children windows from also being deleted; in this
// unlikely case, get_pipe() may return NULL.
////////////////////////////////////////////////////////////////////
INLINE GraphicsPipe *GraphicsWindow::
get_pipe() const {
return _pipe;
}
////////////////////////////////////////////////////////////////////
// Function: GraphicsWindow::close_window
// Access: Published
// Description: Closes the window and frees all resources associated
// with it, including the GSG. The window may not be
// opened again.
////////////////////////////////////////////////////////////////////
INLINE void GraphicsWindow::
close_window() {
if (!is_closed()) {
do_close_window();
release_gsg();
}
}
////////////////////////////////////////////////////////////////////
// Function: GraphicsWindow::is_closed
// Access: Published
// Description: Returns true if close_window() has been called on
// this window, false otherwise. If the window has been
// closed, most of its interface is no longer valid.
////////////////////////////////////////////////////////////////////
INLINE bool GraphicsWindow::
is_closed() const {
return (_gsg == (GraphicsStateGuardian *)NULL);
}
////////////////////////////////////////////////////////////////////
// Function: GraphicsWindow::set_frame_number
// Access: Published
// Description: Sets the current frame number of the window. This
// affects the frame numbers written for %f in a RIB or
// image filename template. The frame number is
// initially zero, and it increments at each call to
// end_frame().
////////////////////////////////////////////////////////////////////
INLINE void GraphicsWindow::
set_frame_number(const int f) {
_frame_number = f;
}
////////////////////////////////////////////////////////////////////
// Function: GraphicsWindow::get_frame_number
// Access: Published
// Description: Returns the current frame number of the window. See
// set_frame_number().
////////////////////////////////////////////////////////////////////
INLINE int GraphicsWindow::
get_frame_number() const {
return _frame_number;
}
////////////////////////////////////////////////////////////////////
// Function: GraphicsWindow::set_draw_callback
// Access: Public
// Description:
////////////////////////////////////////////////////////////////////
INLINE void GraphicsWindow::
set_draw_callback(Callback *c) {
_draw_callback = c;
}
////////////////////////////////////////////////////////////////////
// Function: GraphicsWindow::set_idle_callback
// Access: Public
// Description:
////////////////////////////////////////////////////////////////////
INLINE void GraphicsWindow::
set_idle_callback(Callback *c) {
_idle_callback = c;
}
////////////////////////////////////////////////////////////////////
// Function: GraphicsWindow::call_draw_callback
// Access: Public
// Description:
////////////////////////////////////////////////////////////////////
INLINE void GraphicsWindow::
call_draw_callback(bool force_redraw) {
if (_draw_callback) {
_draw_callback->draw(force_redraw);
}
}
////////////////////////////////////////////////////////////////////
// Function: GraphicsWindow::call_idle_callback
// Access: Public
// Description:
////////////////////////////////////////////////////////////////////
INLINE void GraphicsWindow::
call_idle_callback() {
if (_idle_callback) {
_idle_callback->idle();
}
}
////////////////////////////////////////////////////////////////////
// Function: GraphicsWindow::get_num_input_devices
// Access: Published
// Description: Returns the number of separate input devices
// associated with the window. Typically, a window will
// have exactly one input device: the keyboard/mouse
// pair. However, some windows may have no input
// devices, and others may add additional devices, for
// instance for a joystick.
////////////////////////////////////////////////////////////////////
INLINE int GraphicsWindow::
get_num_input_devices() const {
return _input_devices.size();
}
////////////////////////////////////////////////////////////////////
// Function: GraphicsWindow::get_input_device_name
// Access: Published
// Description: Returns the name of the nth input device.
////////////////////////////////////////////////////////////////////
INLINE string GraphicsWindow::
get_input_device_name(int device) const {
nassertr(device >= 0 && device < (int)_input_devices.size(), "");
return _input_devices[device].get_name();
}
////////////////////////////////////////////////////////////////////
// Function: GraphicsWindow::has_pointer
// Access: Published
// Description: Returns true if the nth input device has a
// screen-space pointer (for instance, a mouse), false
// otherwise.
////////////////////////////////////////////////////////////////////
INLINE bool GraphicsWindow::
has_pointer(int device) const {
nassertr(device >= 0 && device < (int)_input_devices.size(), false);
return _input_devices[device].has_pointer();
}
////////////////////////////////////////////////////////////////////
// Function: GraphicsWindow::has_keyboard
// Access: Published
// Description: Returns true if the nth input device has a keyboard,
// false otherwise.
////////////////////////////////////////////////////////////////////
INLINE bool GraphicsWindow::
has_keyboard(int device) const {
nassertr(device >= 0 && device < (int)_input_devices.size(), false);
return _input_devices[device].has_keyboard();
}
////////////////////////////////////////////////////////////////////
// Function: GraphicsWindow::get_mouse_data
// Access: Published
// Description: Returns the MouseData associated with the nth input
// device.
////////////////////////////////////////////////////////////////////
INLINE const MouseData &GraphicsWindow::
get_mouse_data(int device) const {
nassertr(device >= 0 && device < (int)_input_devices.size(),
*(new MouseData));
return _input_devices[device].get_mouse_data();
}
////////////////////////////////////////////////////////////////////
// Function: GraphicsWindow::has_button_event
// Access: Published
// Description: Returns true if the indicated device has a pending
// button event (a mouse button or keyboard button
// down/up), false otherwise. If this returns true, the
// particular event may be extracted via
// get_button_event().
////////////////////////////////////////////////////////////////////
INLINE bool GraphicsWindow::
has_button_event(int device) const {
nassertr(device >= 0 && device < (int)_input_devices.size(), false);
return _input_devices[device].has_button_event();
}
////////////////////////////////////////////////////////////////////
// Function: GraphicsWindow::get_button_event
// Access: Published
// Description: Assuming a previous call to has_button_event()
// returned true, this returns the pending button event.
////////////////////////////////////////////////////////////////////
INLINE ButtonEvent GraphicsWindow::
get_button_event(int device) {
nassertr(has_button_event(device), ButtonEvent());
return _input_devices[device].get_button_event();
}
////////////////////////////////////////////////////////////////////
// Function: GraphicsWindow::set_sync
// Access: Public
// Description: Sets flag for whether the buffer swap is done
// implicitely at the end of each frame, or done
// explicitely for the purpose of synchronization.
////////////////////////////////////////////////////////////////////
INLINE void GraphicsWindow::
set_sync(const bool b) {
_is_synced = b;
}
////////////////////////////////////////////////////////////////////
// Function: GraphicsWindow::get_sync
// Access: Public
// Description: Returns whether buffer swap is done explicitely by
// call to swap() method.
////////////////////////////////////////////////////////////////////
INLINE bool GraphicsWindow::
get_sync() const {
return _is_synced;
}