1 // Copyright (C) 2002-2012 Nikolaus Gebhardt
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2 // This file is part of the "Irrlicht Engine".
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3 // For conditions of distribution and use, see copyright notice in irrlicht.h
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5 #ifndef __I_IRRLICHT_DEVICE_H_INCLUDED__
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6 #define __I_IRRLICHT_DEVICE_H_INCLUDED__
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8 #include "IReferenceCounted.h"
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9 #include "dimension2d.h"
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10 #include "IVideoDriver.h"
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11 #include "EDriverTypes.h"
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12 #include "EDeviceTypes.h"
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13 #include "IEventReceiver.h"
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14 #include "ICursorControl.h"
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15 #include "IVideoModeList.h"
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17 #include "IOSOperator.h"
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22 class IEventReceiver;
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27 } // end namespace io
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30 class IGUIEnvironment;
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31 } // end namespace gui
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34 class ISceneManager;
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35 } // end namespace scene
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38 class IContextManager;
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39 } // end namespace video
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41 //! The Irrlicht device. You can create it with createDevice() or createDeviceEx().
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42 /** This is the most important class of the Irrlicht Engine. You can
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43 access everything in the engine if you have a pointer to an instance of
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44 this class. There should be only one instance of this class at any
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47 class IrrlichtDevice : public virtual IReferenceCounted
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51 //! Runs the device.
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52 /** Also increments the virtual timer by calling
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53 ITimer::tick();. You can prevent this
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54 by calling ITimer::stop(); before and ITimer::start() after
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55 calling IrrlichtDevice::run(). Returns false if device wants
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56 to be deleted. Use it in this way:
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58 while(device->run())
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60 // draw everything here
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63 If you want the device to do nothing if the window is inactive
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64 (recommended), use the slightly enhanced code shown at isWindowActive().
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66 Note if you are running Irrlicht inside an external, custom
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67 created window: Calling Device->run() will cause Irrlicht to
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68 dispatch windows messages internally.
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69 If you are running Irrlicht in your own custom window, you can
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70 also simply use your own message loop using GetMessage,
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71 DispatchMessage and whatever and simply don't use this method.
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72 But note that Irrlicht will not be able to fetch user input
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73 then. See irr::SIrrlichtCreationParameters::WindowId for more
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74 information and example code.
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76 virtual bool run() = 0;
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78 //! Cause the device to temporarily pause execution and let other processes run.
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79 /** This should bring down processor usage without major
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80 performance loss for Irrlicht */
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81 virtual void yield() = 0;
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83 //! Pause execution and let other processes to run for a specified amount of time.
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84 /** It may not wait the full given time, as sleep may be interrupted
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85 \param timeMs: Time to sleep for in milliseconds.
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86 \param pauseTimer: If true, pauses the device timer while sleeping
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88 virtual void sleep(u32 timeMs, bool pauseTimer=false) = 0;
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90 //! Provides access to the video driver for drawing 3d and 2d geometry.
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91 /** \return Pointer the video driver. */
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92 virtual video::IVideoDriver* getVideoDriver() = 0;
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94 //! Provides access to the virtual file system.
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95 /** \return Pointer to the file system. */
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96 virtual io::IFileSystem* getFileSystem() = 0;
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98 //! Provides access to the 2d user interface environment.
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99 /** \return Pointer to the gui environment. */
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100 virtual gui::IGUIEnvironment* getGUIEnvironment() = 0;
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102 //! Provides access to the scene manager.
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103 /** \return Pointer to the scene manager. */
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104 virtual scene::ISceneManager* getSceneManager() = 0;
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106 //! Provides access to the cursor control.
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107 /** \return Pointer to the mouse cursor control interface. */
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108 virtual gui::ICursorControl* getCursorControl() = 0;
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110 //! Provides access to the message logger.
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111 /** \return Pointer to the logger. */
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112 virtual ILogger* getLogger() = 0;
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114 //! Gets a list with all video modes available.
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115 /** You only need a null driver (ED_NULL) to access
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116 those video modes. So you can get the available modes
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117 before starting any other video driver.
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118 \return Pointer to a list with all video modes supported
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119 by the gfx adapter. */
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120 virtual video::IVideoModeList* getVideoModeList() = 0;
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122 //! Get context manager
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123 virtual video::IContextManager* getContextManager() = 0;
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125 //! Provides access to the operation system operator object.
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126 /** The OS operator provides methods for
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127 getting system specific information and doing system
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128 specific operations, such as exchanging data with the clipboard
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129 or reading the operation system version.
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130 \return Pointer to the OS operator. */
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131 virtual IOSOperator* getOSOperator() = 0;
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133 //! Provides access to the engine's timer.
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134 /** The system time can be retrieved by it as
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135 well as the virtual time, which also can be manipulated.
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136 \return Pointer to the ITimer object. */
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137 virtual ITimer* getTimer() = 0;
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139 //! Provides access to the engine's currently set randomizer.
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140 /** \return Pointer to the IRandomizer object. */
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141 virtual IRandomizer* getRandomizer() const =0;
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143 //! Sets a new randomizer.
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144 /** \param r Pointer to the new IRandomizer object. This object is
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145 grab()'ed by the engine and will be released upon the next setRandomizer
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146 call or upon device destruction. */
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147 virtual void setRandomizer(IRandomizer* r) =0;
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149 //! Creates a new default randomizer.
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150 /** The default randomizer provides the random sequence known from previous
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151 Irrlicht versions and is the initial randomizer set on device creation.
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152 \return Pointer to the default IRandomizer object. */
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153 virtual IRandomizer* createDefaultRandomizer() const =0;
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155 //! Sets the caption of the window.
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156 /** \param text: New text of the window caption. */
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157 virtual void setWindowCaption(const wchar_t* text) = 0;
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159 //! Returns if the window is active.
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160 /** If the window is inactive,
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161 nothing needs to be drawn. So if you don't want to draw anything
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162 when the window is inactive, create your drawing loop this way:
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164 while(device->run())
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166 if (device->isWindowActive())
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168 // draw everything here
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174 \return True if window is active. */
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175 virtual bool isWindowActive() const = 0;
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177 //! Checks if the Irrlicht window has the input focus
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178 /** \return True if window has focus. */
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179 virtual bool isWindowFocused() const = 0;
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181 //! Checks if the Irrlicht window is minimized
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182 /** \return True if window is minimized. */
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183 virtual bool isWindowMinimized() const = 0;
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185 //! Checks if the Irrlicht window is running in fullscreen mode
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186 /** \return True if window is fullscreen. */
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187 virtual bool isFullscreen() const = 0;
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189 //! Get the current color format of the window
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190 /** \return Color format of the window. */
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191 virtual video::ECOLOR_FORMAT getColorFormat() const = 0;
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193 //! Notifies the device that it should close itself.
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194 /** IrrlichtDevice::run() will always return false after closeDevice() was called. */
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195 virtual void closeDevice() = 0;
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197 //! Get the version of the engine.
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198 /** The returned string
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199 will look like this: "1.2.3" or this: "1.2".
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200 \return String which contains the version. */
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201 virtual const c8* getVersion() const = 0;
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203 //! Sets a new user event receiver which will receive events from the engine.
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204 /** Return true in IEventReceiver::OnEvent to prevent the event from continuing along
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205 the chain of event receivers. The path that an event takes through the system depends
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206 on its type. See irr::EEVENT_TYPE for details.
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207 \param receiver New receiver to be used. */
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208 virtual void setEventReceiver(IEventReceiver* receiver) = 0;
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210 //! Provides access to the current event receiver.
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211 /** \return Pointer to the current event receiver. Returns 0 if there is none. */
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212 virtual IEventReceiver* getEventReceiver() = 0;
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214 //! Sends a user created event to the engine.
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215 /** Is is usually not necessary to use this. However, if you
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216 are using an own input library for example for doing joystick
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217 input, you can use this to post key or mouse input events to
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218 the engine. Internally, this method only delegates the events
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219 further to the scene manager and the GUI environment. */
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220 virtual bool postEventFromUser(const SEvent& event) = 0;
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222 //! Sets the input receiving scene manager.
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223 /** If set to null, the main scene manager (returned by
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224 GetSceneManager()) will receive the input
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225 \param sceneManager New scene manager to be used. */
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226 virtual void setInputReceivingSceneManager(scene::ISceneManager* sceneManager) = 0;
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228 //! Sets if the window should be resizable in windowed mode.
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229 /** The default is false. This method only works in windowed
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231 \param resize Flag whether the window should be resizable. */
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232 virtual void setResizable(bool resize=false) = 0;
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234 //! Resize the render window.
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235 /** This will only work in windowed mode and is not yet supported on all systems.
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236 It does set the drawing/clientDC size of the window, the window decorations are added to that.
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237 You get the current window size with IVideoDriver::getScreenSize() (might be unified in future)
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239 virtual void setWindowSize(const irr::core::dimension2d<u32>& size) = 0;
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241 //! Minimizes the window if possible.
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242 virtual void minimizeWindow() =0;
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244 //! Maximizes the window if possible.
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245 virtual void maximizeWindow() =0;
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247 //! Restore the window to normal size if possible.
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248 virtual void restoreWindow() =0;
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250 //! Get the position of the frame on-screen
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251 virtual core::position2di getWindowPosition() = 0;
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253 //! Activate any joysticks, and generate events for them.
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254 /** Irrlicht contains support for joysticks, but does not generate joystick events by default,
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255 as this would consume joystick info that 3rd party libraries might rely on. Call this method to
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256 activate joystick support in Irrlicht and to receive irr::SJoystickEvent events.
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257 \param joystickInfo On return, this will contain an array of each joystick that was found and activated.
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258 \return true if joysticks are supported on this device and _IRR_COMPILE_WITH_JOYSTICK_EVENTS_
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259 is defined, false if joysticks are not supported or support is compiled out.
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261 virtual bool activateJoysticks(core::array<SJoystickInfo>& joystickInfo) =0;
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263 //! Activate accelerometer.
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264 virtual bool activateAccelerometer(float updateInterval = 0.016666f) = 0;
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266 //! Deactivate accelerometer.
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267 virtual bool deactivateAccelerometer() = 0;
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269 //! Is accelerometer active.
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270 virtual bool isAccelerometerActive() = 0;
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272 //! Is accelerometer available.
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273 virtual bool isAccelerometerAvailable() = 0;
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275 //! Activate gyroscope.
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276 virtual bool activateGyroscope(float updateInterval = 0.016666f) = 0;
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278 //! Deactivate gyroscope.
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279 virtual bool deactivateGyroscope() = 0;
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281 //! Is gyroscope active.
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282 virtual bool isGyroscopeActive() = 0;
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284 //! Is gyroscope available.
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285 virtual bool isGyroscopeAvailable() = 0;
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287 //! Activate device motion.
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288 virtual bool activateDeviceMotion(float updateInterval = 0.016666f) = 0;
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290 //! Deactivate device motion.
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291 virtual bool deactivateDeviceMotion() = 0;
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293 //! Is device motion active.
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294 virtual bool isDeviceMotionActive() = 0;
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296 //! Is device motion available.
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297 virtual bool isDeviceMotionAvailable() = 0;
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299 //! Set the current Gamma Value for the Display
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300 virtual bool setGammaRamp(f32 red, f32 green, f32 blue,
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301 f32 relativebrightness, f32 relativecontrast) =0;
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303 //! Get the current Gamma Value for the Display
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304 virtual bool getGammaRamp(f32 &red, f32 &green, f32 &blue,
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305 f32 &brightness, f32 &contrast) =0;
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307 //! Set the maximal elapsed time between 2 clicks to generate doubleclicks for the mouse. It also affects tripleclick behavior.
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308 /** When set to 0 no double- and tripleclicks will be generated.
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309 \param timeMs maximal time in milliseconds for two consecutive clicks to be recognized as double click
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311 virtual void setDoubleClickTime(u32 timeMs) =0;
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313 //! Get the maximal elapsed time between 2 clicks to generate double- and tripleclicks for the mouse.
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314 /** When return value is 0 no double- and tripleclicks will be generated.
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315 \return maximal time in milliseconds for two consecutive clicks to be recognized as double click
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317 virtual u32 getDoubleClickTime() const =0;
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319 //! Remove messages pending in the system message loop
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320 /** This function is usually used after messages have been buffered for a longer time, for example
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321 when loading a large scene. Clearing the message loop prevents that mouse- or buttonclicks which users
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322 have pressed in the meantime will now trigger unexpected actions in the gui. <br>
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323 So far the following messages are cleared:<br>
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324 Win32: All keyboard and mouse messages<br>
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325 Linux: All keyboard and mouse messages<br>
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326 All other devices are not yet supported here.<br>
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327 The function is still somewhat experimental, as the kind of messages we clear is based on just a few use-cases.
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328 If you think further messages should be cleared, or some messages should not be cleared here, then please tell us. */
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329 virtual void clearSystemMessages() = 0;
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331 //! Get the type of the device.
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332 /** This allows the user to check which windowing system is currently being
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334 virtual E_DEVICE_TYPE getType() const = 0;
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336 //! Check if a driver type is supported by the engine.
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337 /** Even if true is returned the driver may not be available
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338 for a configuration requested when creating the device. */
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339 static bool isDriverSupported(video::E_DRIVER_TYPE driver)
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343 case video::EDT_NULL:
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345 case video::EDT_SOFTWARE:
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346 #ifdef _IRR_COMPILE_WITH_SOFTWARE_
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351 case video::EDT_BURNINGSVIDEO:
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352 #ifdef _IRR_COMPILE_WITH_BURNINGSVIDEO_
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357 case video::EDT_DIRECT3D9:
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358 #ifdef _IRR_COMPILE_WITH_DIRECT3D_9_
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363 case video::EDT_OPENGL:
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364 #ifdef _IRR_COMPILE_WITH_OPENGL_
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369 case video::EDT_OGLES1:
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370 #ifdef _IRR_COMPILE_WITH_OGLES1_
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375 case video::EDT_OGLES2:
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376 #ifdef _IRR_COMPILE_WITH_OGLES2_
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381 case video::EDT_WEBGL1:
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382 #ifdef _IRR_COMPILE_WITH_WEBGL1_
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393 } // end namespace irr
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