/usr/include/crystalspace-2.0/iengine/renderloop.h is in libcrystalspace-dev 2.0+dfsg-1build1.
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1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 | /*
Crystal Space 3D engine
Copyright (C) 2003 by Jorrit Tyberghein
(C) 2003 by Frank Richter
(C) 2004 by Marten Svanfeldt
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_IENGINE_RENDERLOOP_H__
#define __CS_IENGINE_RENDERLOOP_H__
/**\file
* Render loop interfaces.
*/
/**
* \addtogroup engine3d_rloop
* @{ */
#include "csutil/scf.h"
#include "iengine/rendersteps/icontainer.h"
struct iCamera;
struct iClipper2D;
struct iSector;
struct iRenderStep;
struct iRenderView;
struct iMeshWrapper;
class csShaderVariableStack;
/**
* Name of the default render loop created by the engine.
*/
#define CS_DEFAULT_RENDERLOOP_NAME "*default"
/**
* Render loop.
* \remark A render loop also exhibits an iRenderStepContainer interface.
* \todo Add more step management methods.
*
* Main creators of instances implementing this interface:
* - iRenderLoopManager::Create()
*
* Main ways to get pointers to this interface:
* - iRenderLoopManager::Retrieve()
*
* Main users of this interface:
* - iEngine
*/
struct iRenderLoop : public iRenderStepContainer
{
SCF_INTERFACE(iRenderLoop, 2,0,0);
virtual void Draw (iRenderView *rview, iSector *s,
iMeshWrapper* mesh = 0) = 0;
};
/**
* Render loop manager.
* Use to create new loops and manage loop names.
* \remark It's not recommended to unregister the loop with the name of
* #CS_DEFAULT_RENDERLOOP_NAME.
*
* Main ways to get pointers to this interface:
* - iEngine::GetRenderLoopManager()
*/
struct iRenderLoopManager : public virtual iBase
{
SCF_INTERFACE(iRenderLoopManager, 3,0,0);
/**
* Create a new render loop.
* \remark This render loop is "unnamed". To name it, use Register().
*/
virtual csPtr<iRenderLoop> Create () = 0;
/**
* Associate a name with a renderloop.
* One name is associated with one render loop. If you try to register
* a loop with a name that is already used, Register() will fail.
* \param name Name the render loop is registered with.
* \param loop The render loop.
* \return Whether the loop could be registered with the name. Fails if
* either the name is already used or the loop is already registered.
*/
virtual bool Register (const char* name, iRenderLoop* loop, bool checkDupes = false) = 0;
/**
* Get the render loop associated with the name.
* \param name Name for which the renderloop is to be retrieved.
* \return The render loop associated with the name, or 0 when no loop
* is registered with that name.
*/
virtual iRenderLoop* Retrieve (const char* name) = 0;
/**
* Get the name asociated to the render loop.
* \param loop Render loop which associated name is to be retrieved.
* \return Name of the loop. 0 if the loop isn't registered.
*/
virtual const char* GetName (iRenderLoop* loop) = 0;
/**
* Remove an association between a name and a render loop.
* \param loop Render loop which associated name should be removed.
* \return Whether the association was successfully removed.
*/
virtual bool Unregister (iRenderLoop* loop) = 0;
/**
* Load a renderloop from VFS file. This file should be a renderloop
* XML file with \<params\> as the root.
* \param fileName is the VFS path.
*/
virtual csPtr<iRenderLoop> Load (const char* fileName) = 0;
/**
* Unregister all render loops.
* \param evenDefault Whether even the default render loop (identified by
* the name #CS_DEFAULT_RENDERLOOP_NAME) should be unregistered.
*/
virtual void UnregisterAll (bool evenDefault = false) = 0;
};
/**@}*/
#endif
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