Compilation error was mostly caused by trying to use namespace std before it was actually defined (e.g. before any include of stl header). It's not actually good idea to use namespaces in header files -- it's really easy to run into namespace conflicts and so. Resolved by not using "using namespace" in header files and using full quality accessing to stl collections (e.g. std::vector).
230 lines
3.3 KiB
C++
230 lines
3.3 KiB
C++
/*
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* ***** BEGIN GPL 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.
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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., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, 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 LICENSE BLOCK *****
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*/
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/** \file RAS_ICanvas.h
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* \ingroup bgerast
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*/
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#ifndef __RAS_ICANVAS
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#define __RAS_ICANVAS
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#ifdef WITH_CXX_GUARDEDALLOC
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#include "MEM_guardedalloc.h"
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#endif
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class RAS_Rect;
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/**
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* 2D rendering device context. The connection from 3d rendercontext to 2d surface.
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*/
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class RAS_ICanvas
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{
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public:
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enum BufferType {
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COLOR_BUFFER=1,
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DEPTH_BUFFER=2
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};
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enum RAS_MouseState
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{
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MOUSE_INVISIBLE=1,
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MOUSE_WAIT,
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MOUSE_NORMAL
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};
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virtual
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~RAS_ICanvas(
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) {
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};
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virtual
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void
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Init(
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) = 0;
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virtual
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void
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BeginFrame(
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)=0;
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virtual
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void
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EndFrame(
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)=0;
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/**
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* Initializes the canvas for drawing. Drawing to the canvas is
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* only allowed between BeginDraw() and EndDraw().
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*
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* @retval false Acquiring the canvas failed.
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* @retval true Acquiring the canvas succeeded.
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*
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*/
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virtual
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bool
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BeginDraw(
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)=0;
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/**
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* Unitializes the canvas for drawing.
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*/
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virtual
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void
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EndDraw(
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)=0;
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/// probably needs some arguments for PS2 in future
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virtual
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void
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SwapBuffers(
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)=0;
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virtual
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void
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ClearBuffer(
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int type
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)=0;
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virtual
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void
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ClearColor(
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float r,
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float g,
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float b,
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float a
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)=0;
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virtual
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int
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GetWidth(
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) const = 0;
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virtual
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int
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GetHeight(
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) const = 0;
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virtual
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int
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GetMouseX( int x
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)=0;
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virtual
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int
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GetMouseY( int y
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)= 0;
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virtual
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float
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GetMouseNormalizedX( int x
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)=0;
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virtual
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float
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GetMouseNormalizedY( int y
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)= 0;
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virtual
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const RAS_Rect &
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GetDisplayArea(
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) const = 0;
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virtual
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void
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SetDisplayArea(RAS_Rect *rect
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) = 0;
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/**
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* Used to get canvas area within blender.
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*/
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virtual
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RAS_Rect &
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GetWindowArea(
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) = 0;
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/**
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* Set the visible vieport
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*/
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virtual
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void
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SetViewPort(
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int x1, int y1,
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int x2, int y2
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) = 0;
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virtual
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void
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SetMouseState(
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RAS_MouseState mousestate
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)=0;
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virtual
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void
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SetMousePosition(
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int x,
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int y
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)=0;
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virtual
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RAS_MouseState
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GetMouseState()
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{
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return m_mousestate;
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}
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virtual
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void
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MakeScreenShot(
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const char* filename
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)=0;
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virtual
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void
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ResizeWindow(
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int width,
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int height
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)=0;
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protected:
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RAS_MouseState m_mousestate;
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#ifdef WITH_CXX_GUARDEDALLOC
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public:
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void *operator new(size_t num_bytes) { return MEM_mallocN(num_bytes, "GE:RAS_ICanvas"); }
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void operator delete( void *mem ) { MEM_freeN(mem); }
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#endif
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};
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#endif //__RAS_ICANVAS
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