text: // Copyright (C) 2002-2009 Nikolaus Gebhardt
  // This file is part of the "Irrlicht Engine".
  // For conditions of distribution and use, see copyright notice in irrlicht.h
  
  #ifndef __I_IRRLICHT_CREATION_PARAMETERS_H_INCLUDED__
  #define __I_IRRLICHT_CREATION_PARAMETERS_H_INCLUDED__
  
  #include "EDriverTypes.h"
  #include "EDeviceTypes.h"
  #include "dimension2d.h"
  #include "ILogger.h"
  
  namespace irr
  {
  	class IEventReceiver;
  
  	//! Structure for holding Irrlicht Device creation parameters.
  	/** This structure is used in the createDeviceEx() function. */
  	struct SIrrlichtCreationParameters
  	{
  		//! Constructs a SIrrlichtCreationParameters structure with default values.
  		SIrrlichtCreationParameters() :
  			DeviceType(EIDT_BEST),
  			DriverType(video::EDT_BURNINGSVIDEO),
  			WindowSize(core::dimension2d<u32>(800, 600)),
  			Bits(16),
  			ZBufferBits(16),
  			Fullscreen(false),
  			Stencilbuffer(false),
  			Vsync(false),
  			AntiAlias(0),
  			WithAlphaChannel(false),
  			Doublebuffer(true),
  			IgnoreInput(false),
  			Stereobuffer(false),
  			HighPrecisionFPU(false),
  			EventReceiver(0),
  			WindowId(0),
  			LoggingLevel(ELL_INFORMATION),
  			SDK_version_do_not_use(IRRLICHT_SDK_VERSION)
  		{
  		}
  
  		SIrrlichtCreationParameters(const SIrrlichtCreationParameters& other) :
  			SDK_version_do_not_use(IRRLICHT_SDK_VERSION)
  		{*this = other;}
  
  		SIrrlichtCreationParameters& operator=(const SIrrlichtCreationParameters& other)
  		{
  			DeviceType = other.DeviceType;
  			DriverType = other.DriverType;
  			WindowSize = other.WindowSize;
  			Bits = other.Bits;
  			ZBufferBits = other.ZBufferBits;
  			Fullscreen = other.Fullscreen;
  			Stencilbuffer = other.Stencilbuffer;
  			Vsync = other.Vsync;
  			AntiAlias = other.AntiAlias;
  			WithAlphaChannel = other.WithAlphaChannel;
  			Doublebuffer = other.Doublebuffer;
  			IgnoreInput = other.IgnoreInput;
  			Stereobuffer = other.Stereobuffer;
  			HighPrecisionFPU = other.HighPrecisionFPU;
  			EventReceiver = other.EventReceiver;
  			WindowId = other.WindowId;
  			LoggingLevel = other.LoggingLevel;
  			return *this;
  		}
  
  		//! Type of the device.
  		/** This setting decides the windowing system used by the device, most device types are native
  		to a specific operating system and so may not be available.
  		EIDT_WIN32 is only available on Windows desktops,
  		EIDT_WINCE is only available on Windows mobile devices,
  		EIDT_COCOA is only available on Mac OSX,
  		EIDT_X11 is available on Linux, Solaris, BSD and other operating systems which use X11,
  		EIDT_SDL is available on most systems if compiled in,
  		EIDT_CONSOLE is usually available but can only render to text,
  		EIDT_BEST will select the best available device for your operating system.
  		Default: EIDT_BEST. */
  		E_DEVICE_TYPE DeviceType;
  
  		//! Type of video driver used to render graphics.
  		/** This can currently be video::EDT_NULL, video::EDT_SOFTWARE,
  		video::EDT_BURNINGSVIDEO, video::EDT_DIRECT3D8,
  		video::EDT_DIRECT3D9, and video::EDT_OPENGL.
  		Default: Software. */
  		video::E_DRIVER_TYPE DriverType;
  
  		//! Size of the window or the video mode in fullscreen mode. Default: 800x600
  		core::dimension2d<u32> WindowSize;
  
  		//! Minimum Bits per pixel of the color buffer in fullscreen mode. Ignored if windowed mode. Default: 16.
  		u8 Bits;
  
  		//! Minimum Bits per pixel of the depth buffer. Default: 16.
  		u8 ZBufferBits;
  
  		//! Should be set to true if the device should run in fullscreen.
  		/** Otherwise the device runs in windowed mode. Default: false. */
  		bool Fullscreen;
  
  		//! Specifies if the stencil buffer should be enabled.
  		/** Set this to true, if you want the engine be able to draw
  		stencil buffer shadows. Note that not all drivers are able to
  		use the stencil buffer, hence it can be ignored during device
  		creation. Without the stencil buffer no shadows will be drawn.
  		Default: false. */
  		bool Stencilbuffer;
  
  		//! Specifies vertical syncronisation.
  		/** If set to true, the driver will wait for the vertical
  		retrace period, otherwise not. May be silently ignored.
  		Default: false */
  		bool Vsync;
  
  		//! Specifies if the device should use fullscreen anti aliasing
  		/** Makes sharp/pixelated edges softer, but requires more
  		performance. Also, 2D elements might look blurred with this
  		switched on. The resulting rendering quality also depends on
  		the hardware and driver you are using, your program might look
  		different on different hardware with this. So if you are
  		writing a game/application with AntiAlias switched on, it would
  		be a good idea to make it possible to switch this option off
  		again by the user.
  		The value is the maximal antialiasing factor requested for
  		the device. The cretion method will automatically try smaller
  		values if no window can be created with the given value.
  		Value one is usually the same as 0 (disabled), but might be a
  		special value on some platforms. On D3D devices it maps to
  		NONMASKABLE.
  		Default value: 0 - disabled */
  		u8 AntiAlias;
  
  		//! Whether the main framebuffer uses an alpha channel.
  		/** In some situations it might be desireable to get a color
  		buffer with an alpha channel, e.g. when rendering into a
  		transparent window or overlay. If this flag is set the device
  		tries to create a framebuffer with alpha channel.
  		If this flag is set, only color buffers with alpha channel
  		are considered. Otherwise, it depends on the actual hardware
  		if the colorbuffer has an alpha channel or not.
  		Default value: false */
  		bool WithAlphaChannel;
  
  		//! Whether the main framebuffer uses doublebuffering.
  		/** This should be usually enabled, in order to avoid render
  		artifacts on the visible framebuffer. However, it might be
  		useful to use only one buffer on very small devices. If no
  		doublebuffering is available, the drivers will fall back to
  		single buffers. Default value: true */
  		bool Doublebuffer;
  
  		//! Specifies if the device should ignore input events
  		/** This is only relevant when using external I/O handlers.
  		External windows need to take care of this themselves.
  		Currently only supported by X11.
  		Default value: false */
  		bool IgnoreInput;
  
  		//! Specifies if the device should use stereo buffers
  		/** Some high-end gfx cards support two framebuffers for direct
  		support of stereoscopic output devices. If this flag is set the
  		device tries to create a stereo context.
  		Currently only supported by OpenGL.
  		Default value: false */
  		bool Stereobuffer;
  
  		//! Specifies if the device should use high precision FPU setting
  		/** This is only relevant for DirectX Devices, which switch to
  		low FPU precision by default for performance reasons. However,
  		this may lead to problems with the other computations of the
  		application. In this case setting this flag to true should help
  		- on the expense of performance loss, though.
  		Default value: false */
  		bool HighPrecisionFPU;
  
  		//! A user created event receiver.
  		IEventReceiver* EventReceiver;
  
  		//! Window Id.
  		/** If this is set to a value other than 0, the Irrlicht Engine
  		will be created in an already existing window. For windows, set
  		this to the HWND of the window you want. The windowSize and
  		FullScreen options will be ignored when using the WindowId
  		parameter. Default this is set to 0.
  		To make Irrlicht run inside the custom window, you still will
  		have to draw Irrlicht on your own. You can use this loop, as
  		usual:
  		\code
  		while (device->run())
  		{
  			driver->beginScene(true, true, 0);
  			smgr->drawAll();
  			driver->endScene();
  		}
  		\endcode
  		Instead of this, you can also simply use your own message loop
  		using GetMessage, DispatchMessage and whatever. Calling
  		IrrlichtDevice::run() will cause Irrlicht to dispatch messages
  		internally too.  You need not call Device->run() if you want to
  		do your own message dispatching loop, but Irrlicht will not be
  		able to fetch user input then and you have to do it on your own
  		using the window messages, DirectInput, or whatever. Also,
  		you'll have to increment the Irrlicht timer.
  		An alternative, own message dispatching loop without
  		device->run() would look like this:
  		\code
  		MSG msg;
  		while (true)
  		{
  			if (PeekMessage(&msg, NULL, 0, 0, PM_REMOVE))
  			{
  				TranslateMessage(&msg);
  				DispatchMessage(&msg);
  
  				if (msg.message == WM_QUIT)
  					break;
  			}
  
  			// increase virtual timer time
  			device->getTimer()->tick();
  
  			// draw engine picture
  			driver->beginScene(true, true, 0);
  			smgr->drawAll();
  			driver->endScene();
  		}
  		\endcode
  		However, there is no need to draw the picture this often. Just
  		do it how you like. */
  		void* WindowId;
  
  		//! Specifies the logging level used in the logging interface.
  		/** The default value is ELL_INFORMATION. You can access the ILogger interface
  		later on from the IrrlichtDevice with getLogger() and set another level.
  		But if you need more or less logging information already from device creation,
  		then you have to change it here.
  		*/
  		ELOG_LEVEL LoggingLevel;
  
  		//! Don't use or change this parameter.
  		/** Always set it to IRRLICHT_SDK_VERSION, which is done by default.
  		This is needed for sdk version checks. */
  		const c8* const SDK_version_do_not_use;
  	};
  
  
  } // end namespace irr
  
  #endif
  
  