// Filename: graphicsWindow.I // Created by: frang (07Mar99) // //////////////////////////////////////////////////////////////////// // // PANDA 3D SOFTWARE // Copyright (c) Carnegie Mellon University. All rights reserved. // // All use of this software is subject to the terms of the revised BSD // license. You should have received a copy of this license along // with this source code in a file named "LICENSE." // //////////////////////////////////////////////////////////////////// //////////////////////////////////////////////////////////////////// // Function: GraphicsWindow::is_closed // Access: Published // Description: Returns true if the window has not yet been opened, // or has been fully closed, false if it is open. The // window is not opened immediately after // GraphicsEngine::make_window() is called; nor is it // closed immediately after // GraphicsEngine::remove_window() is called. Either // operation may take a frame or two. //////////////////////////////////////////////////////////////////// INLINE bool GraphicsWindow:: is_closed() const { return !_properties.get_open(); } //////////////////////////////////////////////////////////////////// // Function: GraphicsWindow::is_fullscreen // Access: Published // Description: Returns true if the window has been opened as a // fullscreen window, false otherwise. //////////////////////////////////////////////////////////////////// INLINE bool GraphicsWindow:: is_fullscreen() const { return _properties.get_fullscreen(); } //////////////////////////////////////////////////////////////////// // Function: GraphicsWindow::get_window_handle // Access: Published // Description: Returns the WindowHandle corresponding to this window // on the desktop. This is mainly useful for // communicating with external libraries. Use // window_handle->get_os_handle()->get_handle(), or // window_handle->get_string_handle(), to get the actual // OS-specific window handle object, whatever type that // might be. //////////////////////////////////////////////////////////////////// INLINE WindowHandle *GraphicsWindow:: get_window_handle() const { return _window_handle; } //////////////////////////////////////////////////////////////////// // Function: GraphicsWindow::add_input_device // Access: Protected // Description: Adds a GraphicsWindowInputDevice to the vector. //////////////////////////////////////////////////////////////////// INLINE void GraphicsWindow:: add_input_device(const GraphicsWindowInputDevice &device) { _input_devices.push_back(device); _input_devices.back().set_device_index(_input_devices.size()-1); }