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- // 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
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