141 lines
5.1 KiB
C
141 lines
5.1 KiB
C
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// Copyright (C) 2002-2007 Nikolaus Gebhardt
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// This file is part of the "Irrlicht Engine".
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// For conditions of distribution and use, see copyright notice in irrlicht.h
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#ifndef __I_IRRLICHT_CREATION_PARAMETERS_H_INCLUDED__
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#define __I_IRRLICHT_CREATION_PARAMETERS_H_INCLUDED__
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namespace irr
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{
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//! Structure for holding advanced Irrlicht Device creation parameters.
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/** This structure is only used in the createDeviceEx() function. */
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struct SIrrlichtCreationParameters
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{
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//! Constructs a SIrrlichtCreationParameters structure with default values.
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SIrrlichtCreationParameters()
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{
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DriverType = video::EDT_BURNINGSVIDEO;
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WindowSize = core::dimension2d<s32>(800, 600);
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Bits = 16;
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Fullscreen = false;
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Stencilbuffer = false;
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Vsync = false;
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AntiAlias = false;
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HighPrecisionFPU = false;
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EventReceiver = 0;
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WindowId = 0;
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SDK_version_do_not_use = IRRLICHT_SDK_VERSION;
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}
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//! Type of the device.
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/** This can currently be video::EDT_NULL,
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video::EDT_SOFTWARE, video::EDT_DIRECT3D8, video::EDT_DIRECT3D9 and video::EDT_OPENGL.
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Default: Software. */
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video::E_DRIVER_TYPE DriverType;
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//! Size of the window or the video mode in fullscreen mode. Default: 800x600
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core::dimension2d<s32> WindowSize;
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//! Bits per pixel in fullscreen mode. Ignored if windowed mode. Default: 16.
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u32 Bits;
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//! Should be set to true if the device should run in fullscreen.
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/** Otherwise the device runs in windowed mode. Default: false. */
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bool Fullscreen;
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//! Specifies if the stencil buffer should be enabled.
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/** Set this to true,
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if you want the engine be able to draw stencil buffer shadows. Note that not all
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devices are able to use the stencil buffer. If they don't no shadows will be drawn.
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Default: false. */
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bool Stencilbuffer;
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//! Specifies vertical syncronisation.
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/** If set to true, the driver will wait for the vertical retrace period, otherwise not.
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Default: false */
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bool Vsync;
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//! Specifies if the device should use fullscreen anti aliasing
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/** Makes sharp/pixelated edges softer, but requires more performance. Also, 2D
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elements might look blurred with this switched on. The resulting rendering quality
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also depends on the hardware and driver you are using, your program might look
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different on different hardware with this. So if you are writing a
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game/application with antiAlias switched on, it would be a good idea to make it
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possible to switch this option off again by the user.
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This is only supported in D3D9 and D3D8. In D3D9, both sample types are supported,
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D3DMULTISAMPLE_X_SAMPLES and D3DMULTISAMPLE_NONMASKABLE. Default value: false */
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bool AntiAlias;
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//! Specifies if the device should use high precision FPU setting
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/** This is only relevant for DirectX Devices, which switch to low FPU precision
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by default for performance reasons. However, this may lead to problems with the
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other computations of the application. In this case setting this flag to true
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should help - on the expense of performance loss, though.
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Default value: false */
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bool HighPrecisionFPU;
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//! A user created event receiver.
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IEventReceiver* EventReceiver;
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//! Window Id.
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/** If this is set to a value other than 0, the Irrlicht Engine will be created in
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an already existing window. For windows, set this to the HWND of the window you want.
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The windowSize and FullScreen options will be ignored when using the WindowId parameter.
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Default this is set to 0.
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To make Irrlicht run inside the custom window, you still will have to draw Irrlicht
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on your own. You can use this loop, as usual:
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\code
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while (device->run())
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{
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driver->beginScene(true, true, 0);
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smgr->drawAll();
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driver->endScene();
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}
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\endcode
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Instead of this, you can also simply use your own message loop
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using GetMessage, DispatchMessage and whatever. Calling
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IrrlichtDevice::run() will cause Irrlicht to dispatch messages internally too.
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You need not call Device->run() if you want to do your own message
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dispatching loop, but Irrlicht will not be able to fetch
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user input then and you have to do it on your own using the window
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messages, DirectInput, or whatever. Also, you'll have to increment the Irrlicht timer.
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An alternative, own message dispatching loop without device->run() would
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look like this:
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\code
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MSG msg;
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while (true)
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{
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if (PeekMessage(&msg, NULL, 0, 0, PM_REMOVE))
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{
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TranslateMessage(&msg);
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DispatchMessage(&msg);
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if (msg.message == WM_QUIT)
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break;
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}
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// increase virtual timer time
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device->getTimer()->tick();
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// draw engine picture
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driver->beginScene(true, true, 0);
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smgr->drawAll();
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driver->endScene();
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}
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\endcode
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However, there is no need to draw the picture this often. Just do it how you like.
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*/
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void* WindowId;
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//! Don't use or change this parameter.
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/** Always set it to IRRLICHT_SDK_VERSION, which is done by default.
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This is needed for sdk version checks. */
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const c8* SDK_version_do_not_use;
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};
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} // end namespace irr
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#endif
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