irrlicht/include/SIrrCreationParameters.h

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// Copyright (C) 2002-2007 Nikolaus Gebhardt
// This file is part of the "Irrlicht Engine".
// For conditions of distribution and use, see copyright notice in irrlicht.h
#ifndef __I_IRRLICHT_CREATION_PARAMETERS_H_INCLUDED__
#define __I_IRRLICHT_CREATION_PARAMETERS_H_INCLUDED__
namespace irr
{
//! Structure for holding advanced Irrlicht Device creation parameters.
/** This structure is only used in the createDeviceEx() function. */
struct SIrrlichtCreationParameters
{
//! Constructs a SIrrlichtCreationParameters structure with default values.
SIrrlichtCreationParameters()
{
DriverType = video::EDT_BURNINGSVIDEO;
WindowSize = core::dimension2d<s32>(800, 600);
Bits = 16;
Fullscreen = false;
Stencilbuffer = false;
Vsync = false;
AntiAlias = false;
HighPrecisionFPU = false;
EventReceiver = 0;
WindowId = 0;
SDK_version_do_not_use = IRRLICHT_SDK_VERSION;
}
//! Type of the device.
/** This can currently be video::EDT_NULL,
video::EDT_SOFTWARE, video::EDT_DIRECT3D8, video::EDT_DIRECT3D9 and video::EDT_OPENGL.
Default: Software. */
video::E_DRIVER_TYPE DriverType;
//! Size of the window or the video mode in fullscreen mode. Default: 800x600
core::dimension2d<s32> WindowSize;
//! Bits per pixel in fullscreen mode. Ignored if windowed mode. Default: 16.
u32 Bits;
//! Should be set to true if the device should run in fullscreen.
/** Otherwise the device runs in windowed mode. Default: false. */
bool Fullscreen;
//! 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
devices are able to use the stencil buffer. If they don't no shadows will be drawn.
Default: false. */
bool Stencilbuffer;
//! Specifies vertical syncronisation.
/** If set to true, the driver will wait for the vertical retrace period, otherwise not.
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.
This is only supported in D3D9 and D3D8. In D3D9, both sample types are supported,
D3DMULTISAMPLE_X_SAMPLES and D3DMULTISAMPLE_NONMASKABLE. Default value: false */
bool AntiAlias;
//! Specifies if the device should use high precision FPU setting
/** This is only relevant for DirectX Devices, which switch to low FPU precision
by default for performance reasons. However, this may lead to problems with the
other computations of the application. In this case setting this flag to true
should help - on the expense of performance loss, though.
Default value: false */
bool HighPrecisionFPU;
//! 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(true, true, 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(true, true, 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;
//! Don't use or change this parameter.
/** Always set it to IRRLICHT_SDK_VERSION, which is done by default.
This is needed for sdk version checks. */
const c8* SDK_version_do_not_use;
};
} // end namespace irr
#endif