Equalizer 1.0
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00001 00002 /* Copyright (c) 2007-2010, Stefan Eilemann <eile@equalizergraphics.com> 00003 * 00004 * Redistribution and use in source and binary forms, with or without 00005 * modification, are permitted provided that the following conditions are met: 00006 * 00007 * - Redistributions of source code must retain the above copyright notice, this 00008 * list of conditions and the following disclaimer. 00009 * - Redistributions in binary form must reproduce the above copyright notice, 00010 * this list of conditions and the following disclaimer in the documentation 00011 * and/or other materials provided with the distribution. 00012 * - Neither the name of Eyescale Software GmbH nor the names of its 00013 * contributors may be used to endorse or promote products derived from this 00014 * software without specific prior written permission. 00015 * 00016 * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" 00017 * AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE 00018 * IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE 00019 * ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE 00020 * LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR 00021 * CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF 00022 * SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS 00023 * INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN 00024 * CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) 00025 * ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE 00026 * POSSIBILITY OF SUCH DAMAGE. 00027 */ 00028 00029 #ifndef EQ_PLY_WINDOW_H 00030 #define EQ_PLY_WINDOW_H 00031 00032 #include <eq/eq.h> 00033 00034 #include "vertexBufferState.h" 00035 #include <string> 00036 00037 namespace eqPly 00038 { 00046 class Window : public eq::Window 00047 { 00048 public: 00049 Window( eq::Pipe* parent ) 00050 : eq::Window( parent ), _state( 0 ), _logoTexture( 0 ) {} 00051 00052 const eq::util::Texture* getLogoTexture() const { return _logoTexture; } 00053 VertexBufferState& getState() { return *_state; } 00054 00055 protected: 00056 virtual ~Window() {} 00057 virtual bool configInitSystemWindow( const eq::uint128_t& initID ); 00058 virtual bool configInitGL( const eq::uint128_t& initID ); 00059 virtual bool configExitGL(); 00060 virtual void frameStart( const eq::uint128_t& frameID, 00061 const uint32_t frameNumber ); 00062 00063 private: 00064 VertexBufferState* _state; 00065 eq::util::Texture* _logoTexture; 00066 00067 void _loadLogo(); 00068 void _loadShaders(); 00069 }; 00070 } 00071 00072 #endif // EQ_PLY_WINDOW_H