// EMERGENT GAME TECHNOLOGIES PROPRIETARY INFORMATION // // This software is supplied under the terms of a license agreement or // nondisclosure agreement with Emergent Game Technologies and may not // be copied or disclosed except in accordance with the terms of that // agreement. // // Copyright (c) 1996-2008 Emergent Game Technologies. // All Rights Reserved. // // Emergent Game Technologies, Chapel Hill, North Carolina 27517 // http://www.emergent.net //--------------------------------------------------------------------------- inline NiCommand* NiApplication::GetCommand() { return ms_pkCommand; } //--------------------------------------------------------------------------- inline void NiApplication::SetInstanceReference(NiInstanceRef pInstance) { ms_pInstance = pInstance; } //--------------------------------------------------------------------------- inline NiInstanceRef NiApplication::GetInstanceReference() { return ms_pInstance; } //--------------------------------------------------------------------------- inline void NiApplication::SetAcceleratorReference(NiAcceleratorRef pAccel) { ms_pAccel = pAccel; } //--------------------------------------------------------------------------- inline NiAcceleratorRef NiApplication::GetAcceleratorReference() { return ms_pAccel; } //--------------------------------------------------------------------------- inline void NiApplication::SetFullscreen(bool bOn) { m_bFullscreen = bOn; } //--------------------------------------------------------------------------- inline bool NiApplication::GetFullscreen() const { return m_bFullscreen; } //--------------------------------------------------------------------------- inline void NiApplication::SetStencil(bool bOn) { m_bStencil = bOn; } //--------------------------------------------------------------------------- inline bool NiApplication::GetStencil() const { return m_bStencil; } //--------------------------------------------------------------------------- inline void NiApplication::SetRendererDialog(bool bOn) { m_bRendererDialog = bOn; } //--------------------------------------------------------------------------- inline bool NiApplication::GetRendererDialog() const { return m_bRendererDialog; } //--------------------------------------------------------------------------- inline void NiApplication::SetMultiThread(bool bMultiThread) { m_bMultiThread = bMultiThread; } //--------------------------------------------------------------------------- inline bool NiApplication::GetMultiThread() const { return m_bMultiThread; } //--------------------------------------------------------------------------- #if defined(WIN32) inline void NiApplication::SetD3D10Renderer(bool bD3D10Renderer) { m_bD3D10Renderer = bD3D10Renderer; } //--------------------------------------------------------------------------- inline bool NiApplication::GetD3D10Renderer() const { return m_bD3D10Renderer; } //--------------------------------------------------------------------------- inline void NiApplication::SetRefRast(bool bRefRast) { m_bRefRast = bRefRast; } //--------------------------------------------------------------------------- inline bool NiApplication::GetRefRast() const { return m_bRefRast; } //--------------------------------------------------------------------------- inline void NiApplication::SetPerfHUD(bool bPerfHUD) { m_bNVPerfHUD = bPerfHUD; } //--------------------------------------------------------------------------- inline bool NiApplication::GetPerfHUD() const { return m_bNVPerfHUD; } //--------------------------------------------------------------------------- inline void NiApplication::SetSWVertex(bool bSWVertex) { m_bSWVertex = bSWVertex; } //--------------------------------------------------------------------------- inline bool NiApplication::GetSWVertex() const { return m_bSWVertex; } #endif //--------------------------------------------------------------------------- inline float NiApplication::GetMaxFrameRate() { return 1.0f / m_fMinFramePeriod; } //--------------------------------------------------------------------------- inline NiAppWindow* NiApplication::GetAppWindow() const { return m_pkAppWindow; } //--------------------------------------------------------------------------- inline unsigned int NiApplication::GetMenuID() const { return m_uiMenuID; } //--------------------------------------------------------------------------- inline NiWindowRef NiApplication::CreateMainWindow(int iWinMode, NiWindowRef hWnd) const { return m_pkAppWindow->CreateMainWindow(iWinMode, hWnd); } //--------------------------------------------------------------------------- inline NiWindowRef NiApplication::GetWindowReference() const { return m_pkAppWindow->GetWindowReference(); } //--------------------------------------------------------------------------- inline NiWindowRef NiApplication::GetRenderWindowReference() const { return m_pkAppWindow->GetRenderWindowReference(); } //--------------------------------------------------------------------------- inline float NiApplication::GetCurrentTime() { return m_fCurrentTime; }; //--------------------------------------------------------------------------- inline float NiApplication::GetLastTime() { return m_fLastTime; }; //--------------------------------------------------------------------------- inline float NiApplication::GetAccumTime() { return m_fAccumTime; }; //--------------------------------------------------------------------------- inline float NiApplication::GetFrameTime() { return m_fFrameTime; }; //--------------------------------------------------------------------------- inline NiInputSystem* NiApplication::GetInputSystem() { return m_spInputSystem; } //--------------------------------------------------------------------------- #if defined(WIN32) inline bool NiApplication::IsExclusiveMouse() const { return m_bExclusiveMouse; } #endif //--------------------------------------------------------------------------- inline NiTPointerList& NiApplication::GetScreenElements() { return m_spMeshScreenElementsRenderView->GetScreenElements(); } //--------------------------------------------------------------------------- inline NiTPointerList& NiApplication::GetVisualTrackers() { return m_spVisualTrackerRenderClick->GetVisualTrackers(); } //---------------------------------------------------------------------------