open_toontown_panda3d/panda/src/display/graphicsEngine.I

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// Filename: graphicsEngine.I
// Created by: drose (24Feb02)
//
////////////////////////////////////////////////////////////////////
//
// 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 .
//
////////////////////////////////////////////////////////////////////
////////////////////////////////////////////////////////////////////
// Function: GraphicsEngine::set_auto_flip
// Access: Published
// Description: Set this flag true to indicate the GraphicsEngine
// should automatically cause windows to sync and flip
// at the end of render_frame().
//
// This only applies to a single-threaded rendering
// model. In the presence of threading, the windows are
// never auto-flipped, regardless of this flag.
//
// This only affects the timing of when the flip occurs.
// If this is true (the default), the flip occurs before
// render_frame() returns. If this is false, the flip
// occurs whenever flip_frame() is called, or at the
// beginning of the next call to render_frame(), if
// flip_frame() is never called.
////////////////////////////////////////////////////////////////////
INLINE void GraphicsEngine::
set_auto_flip(bool auto_flip) {
// We don't bother with the mutex here. It's just a bool, after
// all.
_auto_flip = auto_flip;
}
////////////////////////////////////////////////////////////////////
// Function: GraphicsEngine::get_auto_flip
// Access: Published
// Description: Returns the current setting for the auto-flip flag.
// See set_auto_flip.
////////////////////////////////////////////////////////////////////
INLINE bool GraphicsEngine::
get_auto_flip() const {
// We don't bother with the mutex here. It's just a bool, after
// all.
return _auto_flip;
}
////////////////////////////////////////////////////////////////////
// Function: GraphicsEngine::make_gsg
// Access: Published
// Description: Creates a new gsg using the indicated GraphicsPipe
// and returns it. The GraphicsEngine does not
// officially own the pointer to the gsg; but if any
// windows are created using this GSG, the
// GraphicsEngine will own the pointers to these
// windows, which in turn will own the pointer to the
// GSG.
//
// There is no explicit way to release a GSG, but it
// will be destructed when all windows that reference it
// are destructed, and the draw thread that owns the GSG
// runs one more time.
//
// This flavor of make_gsg() uses the default
// threading model, specified via set_threading_model().
////////////////////////////////////////////////////////////////////
INLINE PT(GraphicsStateGuardian) GraphicsEngine::
make_gsg(GraphicsPipe *pipe) {
return make_gsg(pipe, get_frame_buffer_properties(), get_threading_model());
}
////////////////////////////////////////////////////////////////////
// Function: GraphicsEngine::make_window
// Access: Published
// Description: Creates a new window using the indicated
// GraphicsStateGuardian and returns it. The
// GraphicsEngine becomes the owner of the window; it
// will persist at least until remove_window() is called
// later.
////////////////////////////////////////////////////////////////////
INLINE GraphicsWindow *GraphicsEngine::
make_window(GraphicsPipe *pipe, GraphicsStateGuardian *gsg) {
return make_window(pipe, gsg, get_threading_model());
}
////////////////////////////////////////////////////////////////////
// Function: GraphicsEngine::close_gsg
// Access: Published
// Description: Calls GraphicsPipe::close_gsg() on the indicated pipe
// and GSG. This function mainly exists to allow
// GraphicsEngine::WindowRenderer to call the protected
// method GraphicsPipe::close_gsg().
////////////////////////////////////////////////////////////////////
INLINE void GraphicsEngine::
close_gsg(GraphicsPipe *pipe, GraphicsStateGuardian *gsg) {
pipe->close_gsg(gsg);
}