open_toontown_panda3d/panda/src/display/graphicsWindow.I

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// Filename: graphicsWindow.I
// Created by: frang (07Mar99)
//
////////////////////////////////////////////////////////////////////
//
// PANDA 3D SOFTWARE
// Copyright (c) Carnegie Mellon University. All rights reserved.
//
// All use of this software is subject to the terms of the revised BSD
// license. You should have received a copy of this license along
// with this source code in a file named "LICENSE."
//
////////////////////////////////////////////////////////////////////
////////////////////////////////////////////////////////////////////
// Function: GraphicsWindow::is_closed
// Access: Published
// Description: Returns true if the window has not yet been opened,
// or has been fully closed, false if it is open. The
// window is not opened immediately after
// GraphicsEngine::make_window() is called; nor is it
// closed immediately after
// GraphicsEngine::remove_window() is called. Either
// operation may take a frame or two.
////////////////////////////////////////////////////////////////////
INLINE bool GraphicsWindow::
is_closed() const {
return !_properties.get_open();
}
////////////////////////////////////////////////////////////////////
// Function: GraphicsWindow::is_fullscreen
// Access: Published
// Description: Returns true if the window has been opened as a
// fullscreen window, false otherwise.
////////////////////////////////////////////////////////////////////
INLINE bool GraphicsWindow::
is_fullscreen() const {
return _properties.get_fullscreen();
}
////////////////////////////////////////////////////////////////////
// Function: GraphicsWindow::get_window_handle
// Access: Published
// Description: Returns the WindowHandle corresponding to this window
// on the desktop. This is mainly useful for
// communicating with external libraries. Use
// window_handle->get_os_handle()->get_handle(), or
// window_handle->get_string_handle(), to get the actual
// OS-specific window handle object, whatever type that
// might be.
////////////////////////////////////////////////////////////////////
INLINE WindowHandle *GraphicsWindow::
get_window_handle() const {
return _window_handle;
}
////////////////////////////////////////////////////////////////////
// Function: GraphicsWindow::add_input_device
// Access: Protected
// Description: Adds a GraphicsWindowInputDevice to the vector.
////////////////////////////////////////////////////////////////////
INLINE void GraphicsWindow::
add_input_device(const GraphicsWindowInputDevice &device) {
_input_devices.push_back(device);
_input_devices.back().set_device_index(_input_devices.size()-1);
}