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GAUGE3D::GDisplay Class Reference

Represents a two dimentional surface to which scenes can be rendered. More...

#include <gauge3d/renderer/camera.h>

Inherits GAUGE3D::GObject.

List of all members.

Public Methods

virtual ~GDisplay ()
virtual bool Open (int width,int height,int depth,bool fullScreen)=0
 Resets the display resolution and color depth. More...

virtual void Camera (pGCamera camera)=0
 Sets the viewpoint from which to render the display. More...

virtual void CaptureMouse (bool enable)=0
 Set whether the display should capture mouse input. More...


Detailed Description

Represents a two dimentional surface to which scenes can be rendered.

This is basically the frame buffer of the graphics card, though in some more interesting cases it might represent only a portion of the framebuffer (e.g. for a split-screen effect) or even a texture (render-to-texture).


Member Function Documentation

bool GAUGE3D::GDisplay::Open ( int width,
int height,
int depth,
bool fullScreen ) [pure virtual]
 

Resets the display resolution and color depth.

Parameters:
width   The width, in pixels, of the desired display.
height   The height, in pixels, of the desired display.
depth   The number of bits per pixel of the desired display.
fullScreen   True if the display should be fullscreen. False otherwise.

This function must be called once before any rendering can be done. If the display could not be openned, false is returned. Passing zero for colorDepth will cause the current display depth to be used.

Note:
This function will be removed before GAUGE v1.0. By that time, the user will be able to configure the display type themselves through the rendering plugin's configuration dialog.

void GAUGE3D::GDisplay::Camera ( pGCamera camera ) [pure virtual]
 

Sets the viewpoint from which to render the display.

Remarks:
Obviously, the camera must have come from a GScene object which came from the same renderer as this GDisplay object. If you don't follow this rule, the renderer is free to crash your program. :)

void GAUGE3D::GDisplay::CaptureMouse ( bool enable ) [pure virtual]
 

Set whether the display should capture mouse input.

This controls whether the mouse is treated as controling a pointer on the screen or if the mouse input is captured raw. When mouse capturing is enabled, mouse input messages will no longer contain absolute display coordinates, but the mouse can move infinately in any direction without hitting the side of the display or leaving the display window. When off, the mouse just controls a pointer that moves about the screen.

By default, the mouse is not captured.


The documentation for this class was generated from the following file:
Generated at Tue Jan 30 17:07:34 2001 for gauge3d by doxygen1.2.4 written by Dimitri van Heesch, © 1997-2000