IDisplayDevice.h
Engine/source/platform/output/IDisplayDevice.h
Classes:
class
Defines the basic display pose common to most display devices.
class
Detailed Description
1 2//----------------------------------------------------------------------------- 3// Copyright (c) 2012 GarageGames, LLC 4// 5// Permission is hereby granted, free of charge, to any person obtaining a copy 6// of this software and associated documentation files (the "Software"), to 7// deal in the Software without restriction, including without limitation the 8// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or 9// sell copies of the Software, and to permit persons to whom the Software is 10// furnished to do so, subject to the following conditions: 11// 12// The above copyright notice and this permission notice shall be included in 13// all copies or substantial portions of the Software. 14// 15// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR 16// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, 17// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE 18// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER 19// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING 20// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS 21// IN THE SOFTWARE. 22//----------------------------------------------------------------------------- 23 24#ifndef _IDISPLAYDEVICE_H_ 25#define _IDISPLAYDEVICE_H_ 26 27#include "console/consoleTypes.h" 28 29class GameConnection; 30class GuiCanvas; 31 32// Defines a custom display device that requires particular rendering settings 33// in order for a scene to display correctly. 34 35/// Defines the basic display pose common to most display devices 36typedef struct DisplayPose 37{ 38 EulerF orientation; /// Direction device is facing 39 Point3F position; /// Relative position of device in view space 40} IDevicePose; 41 42class IDisplayDevice 43{ 44public: 45 virtual bool providesFrameEyePose() const = 0; 46 virtual void getFrameEyePose(IDevicePose *pose, U32 eye) const = 0; 47 48 virtual bool providesEyeOffsets() const = 0; 49 /// Returns eye offset not taking into account any position tracking info 50 virtual void getEyeOffsets(Point3F *dest) const = 0; 51 52 virtual bool providesFovPorts() const = 0; 53 virtual void getFovPorts(FovPort *out) const = 0; 54 55 virtual bool providesProjectionOffset() const = 0; 56 virtual const Point2F& getProjectionOffset() const = 0; 57 58 virtual void getStereoViewports(RectI *out) const = 0; 59 virtual void getStereoTargets(GFXTextureTarget **out) const = 0; 60 61 virtual void setDrawCanvas(GuiCanvas *canvas) = 0; 62 63 virtual void setCurrentConnection(GameConnection *connection) = 0; 64 virtual GameConnection* getCurrentConnection() = 0; 65 66 virtual void onStartFrame() = 0; 67}; 68 69#endif // _IDISPLAYDEVICE_H_ 70
