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source/gameengine/GamePlayer/common/GPC_Engine.h
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130
source/gameengine/GamePlayer/common/GPC_Engine.h
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/**
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* $Id$
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*
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* ***** BEGIN GPL/BL DUAL LICENSE BLOCK *****
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version. The Blender
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* Foundation also sells licenses for use in proprietary software under
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* the Blender License. See http://www.blender.org/BL/ for information
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* about this.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software Foundation,
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* Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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*
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* The Original Code is Copyright (C) 2001-2002 by NaN Holding BV.
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* All rights reserved.
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*
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* The Original Code is: all of this file.
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*
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* Contributor(s): none yet.
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*
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* ***** END GPL/BL DUAL LICENSE BLOCK *****
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*/
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#ifndef __GPC_ENGINE_H
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#define __GPC_ENGINE_H
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#include "GPC_Canvas.h"
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#include "GPC_System.h"
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class GPC_KeyboardDevice;
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class GPC_MouseDevice;
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class RAS_IRenderTools;
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class KetsjiPortal;
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class KX_ISceneConverter;
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class NG_LoopBackNetworkDeviceInterface;
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class SND_IAudioDevice;
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class GPC_RawImage;
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class GPC_Engine
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{
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//protected:
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public:
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/** Engine construction state. */
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bool m_initialized;
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/** Engine state. */
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bool m_running;
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/** loading state, ie a file is requested and is being loaded. Different
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* from initialized and/or running */
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bool m_loading;
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bool m_customLoadingAnimation;
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/** Last file download progress measurement. */
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float m_previousProgress;
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/** The game engine's system abstraction. */
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GPC_System* m_system;
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/** The game engine's keyboard abstraction. */
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GPC_KeyboardDevice* m_keyboarddev;
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/** The game engine's mouse abstraction. */
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GPC_MouseDevice* m_mousedev;
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/** The game engine's canvas abstraction. */
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GPC_Canvas* m_canvas;
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/** The game engine's platform dependent render tools. */
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RAS_IRenderTools* m_rendertools;
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/** The portal used to start the engine. */
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KetsjiPortal* m_portal;
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/** Converts Blender data files. */
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KX_ISceneConverter* m_sceneconverter;
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/** Network interface. */
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NG_LoopBackNetworkDeviceInterface* m_networkdev;
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/** Audiodevice interface */
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SND_IAudioDevice* m_audiodevice;
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struct ScrArea *m_curarea; // for future use, not used yet
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char *m_customLoadingAnimationURL;
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int m_foregroundColor;
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int m_backgroundColor;
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int m_frameRate;
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GPC_RawImage *m_BlenderLogo;
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GPC_Canvas::TBannerId m_BlenderLogoId;
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GPC_RawImage *m_Blender3DLogo;
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GPC_Canvas::TBannerId m_Blender3DLogoId;
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#if 0
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GPC_RawImage *m_NaNLogo;
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GPC_Canvas::TBannerId m_NaNLogoId;
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#endif
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public:
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GPC_Engine(char *customLoadingAnimation,
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int foregroundColor, int backgroundColor, int frameRate);
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~GPC_Engine();
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// Initialize() functions are not put here since they have
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// different prototypes for Unix and Windows
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void StartLoadingAnimation();
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bool Start(char *filename); // file-on-disk starter
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bool Start(unsigned char *blenderDataBuffer,
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unsigned int blenderDataBufferSize); // file-in-memory starter
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void Stop();
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virtual void Exit();
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bool Initialized(void) {return m_initialized;}
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bool Loading(void) {return m_loading;}
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bool Running(void) const {return m_running;}
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virtual float DetermineProgress(void); // will be platform dependant
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void UpdateLoadingAnimation(void);
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private:
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bool StartKetsji(void);
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};
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#endif // __GPC_ENGINE_H
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