/usr/include/crystalspace-2.0/ivaria/view.h is in libcrystalspace-dev 2.0+dfsg-1build1.
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Copyright (C) 2000 by Jorrit Tyberghein
Authored by Brandon Ehle
This library is free software; you can redistribute it and/or
modify it under the terms of the GNU Library General Public
License as published by the Free Software Foundation; either
version 2 of the License, or (at your option) any later version.
This library is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
Library General Public License for more details.
You should have received a copy of the GNU Library General Public
License along with this library; if not, write to the Free
Software Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
*/
#ifndef __CS_IVARIA_VIEW_H__
#define __CS_IVARIA_VIEW_H__
/**\file
* Renderer view interface
*/
#include "csutil/scf_interface.h"
#include "cstool/meshfilter.h"
struct iCamera;
struct iClipper2D;
struct iCustomMatrixCamera;
struct iEngine;
struct iGraphics3D;
struct iMeshWrapper;
struct iPerspectiveCamera;
/**
* The iView class encapsulates the top-level Crystal Space
* renderer interface. It is basically a camera and a clipper.
*
* Main creators of instances implementing this interface:
* - Applications using csView.
*
* Main ways to get pointers to this interface:
* - Application stores it.
*
* Main users of this interface:
* - Application uses it.
*
*/
struct iView : public virtual iBase
{
SCF_INTERFACE(iView, 3,0,1);
/// Get engine handle.
virtual iEngine* GetEngine () = 0;
/// Set engine handle.
virtual void SetEngine (iEngine* e) = 0;
/// Get current camera.
virtual iCamera* GetCamera () = 0;
/// Set current camera.
virtual void SetCamera (iCamera* c) = 0;
/**
* Get current perspective camera.
* Can return 0 if the current camera is not a perspective camera.
*/
virtual iPerspectiveCamera* GetPerspectiveCamera () = 0;
/// Set current perspective camera.
virtual void SetPerspectiveCamera (iPerspectiveCamera* c) = 0;
/// Get Context
virtual iGraphics3D* GetContext () = 0;
/// Set Context
virtual void SetContext (iGraphics3D *ig3d) = 0;
/**
* Set clipping rectangle.
* \remarks The coordinates are vertically mirrored in comparison to screen
* space, i.e. y=0 is at the bottom of the viewport, y=GetHeight() at the
* top.
* \param restrict Restrict the rectangle to be no bigger than the screen size.
*/
virtual void SetRectangle (int x, int y, int w, int h, bool restrictToScreen = true) = 0;
/// Clear clipper in order to start building a polygon-based clipper.
virtual void ClearView () = 0;
/// Add a vertex to clipping polygon (non-rectangular clipping).
virtual void AddViewVertex (int x, int y) = 0;
/// Clip the view clipper to the screen boundaries
virtual void RestrictClipperToScreen () = 0;
/// Update the Clipper. This is usually called from Draw.
virtual void UpdateClipper () = 0;
/// Return the current clipper. This function may call UpdateClipper ().
virtual iClipper2D* GetClipper () = 0;
/**
* Draw 3D world as seen from the camera.
* If a mesh is given then only that single mesh is rendered.
* Note that in that case the mesh will only be rendered if it
* is in the same sector as the camera!
*/
virtual void Draw (iMeshWrapper* mesh = 0) = 0;
/**
* Enable / Disable automatic resizing. When this
* is true (default) then the view will detect automatically
* when the window size changes and adapt the view
* and camera automatically (i.e. it will change the view
* rectangle and perspective center). If you don't want that
* then you can disable this.
*/
virtual void SetAutoResize (bool state) = 0;
virtual CS::Utility::MeshFilter& GetMeshFilter () = 0;
/**
* Get current custom matrix camera.
* Can return 0 if the current camera is not a custom matrix camera.
*/
virtual iCustomMatrixCamera* GetCustomMatrixCamera () = 0;
/// Set current perspective camera.
virtual void SetCustomMatrixCamera (iCustomMatrixCamera* c) = 0;
// Get the view width.
virtual int GetWidth () const = 0;
// Get the view height.
virtual int GetHeight () const = 0;
// Set the view width.
virtual void SetWidth (int w) = 0;
// Set the view height.
virtual void SetHeight (int h) = 0;
/**
* Transform a normalized screenspace coordinate (-1 to 1) to real pixels in this
* viewport.
*/
virtual csVector2 NormalizedToScreen (const csVector2& pos) = 0;
/**
* Transform a screenspace coordinate in pixels to a normalized screen
* coordinate (-1 to 1).
*/
virtual csVector2 ScreenToNormalized (const csVector2& pos) = 0;
};
#endif // __CS_IVARIA_VIEW_H__
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