/* ----------------------------------------------------------------------------- This source file is part of OGRE (Object-oriented Graphics Rendering Engine) For the latest info, see http://www.ogre3d.org/ Copyright (c) 2000-2011 Torus Knot Software Ltd Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the "Software"), to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so, subject to the following conditions: The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software. THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. ----------------------------------------------------------------------------- */ #ifndef __Viewport_H__ #define __Viewport_H__ #include "CmPrerequisites.h" #include "CmCommonEnums.h" #include "CmColor.h" #include "CmRect.h" #include namespace CamelotFramework { /** \addtogroup Core * @{ */ /** \addtogroup RenderSystem * @{ */ /** An abstraction of a viewport, i.e. a rendering region on a render target. @remarks A viewport is the meeting of a camera and a rendering surface - the camera renders the scene from a viewpoint, and places its results into some subset of a rendering target, which may be the whole surface or just a part of the surface. Each viewport has a single camera as source and a single target as destination. A camera only has 1 viewport, but a render target may have several. A viewport also has a Z-order, i.e. if there is more than one viewport on a single render target and they overlap, one must obscure the other in some predetermined way. */ class CM_EXPORT Viewport { public: Viewport(); /** The usual constructor. @param cam Pointer to a camera to be the source for the image. @param target Pointer to the render target to be the destination for the rendering. @param left @param top @param width @param height Dimensions of the viewport, expressed as a value between 0 and 1. This allows the dimensions to apply irrespective of changes in the target's size: e.g. to fill the whole area, values of 0,0,1,1 are appropriate. @param ZOrder Relative Z-order on the target. Lower = further to the front. */ Viewport( RenderTargetPtr target, float left = 0.0f, float top = 0.0f, float width = 1.0f, float height = 1.0f, int ZOrder = 0); /** Default destructor. */ virtual ~Viewport(); /** Retrieves a pointer to the render target for this viewport. */ RenderTargetPtr getTarget(void) const; /** Gets the Z-Order of this viewport. */ int getZOrder(void) const; /** Gets one of the relative dimensions of the viewport, a value between 0.0 and 1.0. */ float getNormalizedLeft(void) const; /** Gets one of the relative dimensions of the viewport, a value between 0.0 and 1.0. */ float getNormalizedTop(void) const; /** Gets one of the relative dimensions of the viewport, a value between 0.0 and 1.0. */ float getNormalizedWidth(void) const; /** Gets one of the relative dimensions of the viewport, a value between 0.0 and 1.0. */ float getNormalizedHeight(void) const; /** Gets one of the actual dimensions of the viewport, a value in pixels. */ int getLeft(void) const; /** Gets one of the actual dimensions of the viewport, a value in pixels. */ int getTop(void) const; /** Gets one of the actual dimensions of the viewport, a value in pixels. */ int getWidth(void) const; /** Gets one of the actual dimensions of the viewport, a value in pixels. */ int getHeight(void) const; /** Sets the dimensions (after creation). @param left @param top @param width @param height Dimensions relative to the size of the target, represented as real values between 0 and 1. i.e. the full target area is 0, 0, 1, 1. */ void setDimensions(float left, float top, float width, float height); /** Access to actual dimensions (based on target size). */ const Rect& getDimensions() const { return mDimensions; } protected: RenderTargetPtr mTarget; // Relative dimensions, irrespective of target dimensions (0..1) float mRelLeft, mRelTop, mRelWidth, mRelHeight; // Actual dimensions, based on target dimensions Rect mDimensions; boost::signals::connection mTargetConn; /// ZOrder int mZOrder; /** Notifies the viewport of a possible change in dimensions. @remarks Used by the target to update the viewport's dimensions (usually the result of a change in target size). @note Internal use by engine only. */ void updateDimensions(void); void targetResized(RenderTarget* target); }; /** @} */ /** @} */ } #endif