c7bc44d5ad
That year should bring the long-awaited OpenGL ES 3.0 compatible renderer with state-of-the-art rendering techniques tuned to work as low as middle end handheld devices - without compromising with the possibilities given for higher end desktop games of course. Great times ahead for the Godot community and the gamers that will play our games!
121 lines
4.4 KiB
C++
121 lines
4.4 KiB
C++
/*************************************************************************/
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/* os_server.h */
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/*************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* http://www.godotengine.org */
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/*************************************************************************/
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/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/*************************************************************************/
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#ifndef OS_SERVER_H
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#define OS_SERVER_H
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#include "main/input_default.h"
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#include "drivers/unix/os_unix.h"
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#include "servers/visual_server.h"
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#include "servers/visual/rasterizer.h"
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#include "servers/audio/audio_driver_dummy.h"
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#include "servers/physics_server.h"
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#include "servers/audio/audio_server_sw.h"
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#include "servers/audio/sample_manager_sw.h"
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#include "servers/spatial_sound/spatial_sound_server_sw.h"
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#include "servers/spatial_sound_2d/spatial_sound_2d_server_sw.h"
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#include "drivers/rtaudio/audio_driver_rtaudio.h"
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#include "servers/physics_2d/physics_2d_server_sw.h"
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//bitch
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#undef CursorShape
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/**
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@author Juan Linietsky <reduzio@gmail.com>
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*/
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class OS_Server : public OS_Unix {
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Rasterizer *rasterizer;
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VisualServer *visual_server;
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VideoMode current_videomode;
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List<String> args;
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MainLoop *main_loop;
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AudioDriverDummy driver_dummy;
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bool grab;
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PhysicsServer *physics_server;
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Physics2DServer *physics_2d_server;
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virtual void delete_main_loop();
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IP_Unix *ip_unix;
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AudioServerSW *audio_server;
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SampleManagerMallocSW *sample_manager;
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SpatialSoundServerSW *spatial_sound_server;
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SpatialSound2DServerSW *spatial_sound_2d_server;
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bool force_quit;
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InputDefault *input;
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protected:
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virtual int get_video_driver_count() const;
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virtual const char * get_video_driver_name(int p_driver) const;
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virtual VideoMode get_default_video_mode() const;
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virtual void initialize(const VideoMode& p_desired,int p_video_driver,int p_audio_driver);
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virtual void finalize();
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virtual void set_main_loop( MainLoop * p_main_loop );
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public:
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virtual String get_name();
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virtual void set_cursor_shape(CursorShape p_shape);
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virtual void set_mouse_show(bool p_show);
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virtual void set_mouse_grab(bool p_grab);
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virtual bool is_mouse_grab_enabled() const;
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virtual Point2 get_mouse_pos() const;
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virtual int get_mouse_button_state() const;
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virtual void set_window_title(const String& p_title);
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virtual MainLoop *get_main_loop() const;
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virtual bool can_draw() const;
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virtual void set_video_mode(const VideoMode& p_video_mode,int p_screen=0);
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virtual VideoMode get_video_mode(int p_screen=0) const;
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virtual void get_fullscreen_mode_list(List<VideoMode> *p_list,int p_screen=0) const;
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virtual Size2 get_window_size() const;
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virtual void move_window_to_foreground();
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void run();
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OS_Server();
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};
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#endif
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