/* ScummVM - Graphic Adventure Engine * * ScummVM is the legal property of its developers, whose names * are too numerous to list here. Please refer to the COPYRIGHT * file distributed with this source distribution. * * This program is free software; you can redistribute it and/or * modify it under the terms of the GNU General Public License * as published by the Free Software Foundation; either version 2 * of the License, or (at your option) any later version. * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with this program; if not, write to the Free Software * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. * */ #ifndef COMMON_SYSTEM_H #define COMMON_SYSTEM_H #include "common/scummsys.h" #include "common/noncopyable.h" #include "common/array.h" // For OSystem::getGlobalKeymaps() #include "common/list.h" // For OSystem::getSupportedFormats() #include "common/ustr.h" #include "graphics/pixelformat.h" #include "graphics/pixelbuffer.h" #include "graphics/mode.h" namespace Audio { class Mixer; } namespace Graphics { struct Surface; } namespace GUI { class GuiObject; class OptionsContainerWidget; } namespace Common { class EventManager; struct Rect; class SaveFileManager; class SearchSet; class String; #if defined(USE_TASKBAR) class TaskbarManager; #endif #if defined(USE_UPDATES) class UpdateManager; #endif #if defined(USE_TTS) class TextToSpeechManager; #endif #if defined(USE_SYSDIALOGS) class DialogManager; #endif class TimerManager; class SeekableReadStream; class WriteStream; class HardwareInputSet; class Keymap; class KeymapperDefaultBindings; class Encoding; typedef Array KeymapArray; } /** * @defgroup common_system OSystem * @ingroup common * * @brief API related to OSystem - the main interface for ScummVM backends. * * @{ */ class AudioCDManager; class FilesystemFactory; class PaletteManager; /** * Structure describing time and date. * * This is a clone of struct @c tm from time.h. * We implement our own since not all systems provide time.h. * This is not a one-to-one replacement of the @c tm struct, * as only the fields that we need were added. * * @note For now, the members are named exactly as in struct @c tm to ease * the transition. */ struct TimeDate { int tm_sec; /**< Seconds (0 - 60). */ int tm_min; /**< Minutes (0 - 59). */ int tm_hour; /**< Hours (0 - 23). */ int tm_mday; /**< Day of month (1 - 31). */ int tm_mon; /**< Month of year (0 - 11). */ int tm_year; /**< Year - 1900. */ int tm_wday; /**< Days since Sunday (0 - 6). */ }; namespace LogMessageType { /** * Enumeration for log message types. * @ingroup common_system * */ enum Type { kInfo, /**< Info logs. */ kError, /**< Error logs. */ kWarning, /**< Warning logs. */ kDebug /**< Debug logs. */ }; } // End of namespace LogMessageType /** * Interface for ScummVM backends. * * If you want to port ScummVM to a system that is not currently * covered by any of our backends, this is the place to start. * ScummVM will create an instance of a subclass of this interface * and use it to interact with the system. * * In particular, a backend provides: * * - A video surface for ScummVM to draw in * - Methods to create timers * - Methods to handle user input events * - Control audio CD playback * - Sound output */ class OSystem : Common::NonCopyable { friend class Common::Encoding; protected: OSystem(); virtual ~OSystem(); protected: /** * @defgroup common_system_module Subsystem modules * @ingroup common_system * @{ * * For backend authors only, the following pointers (= "slots") to various * subsystem managers / factories / etc. can and should be set to * a suitable instance of the respective type. * * For some of the slots, a default instance is set if your backend * does not do so. For details, refer to the documentation of * each slot. * * A backend may set up slot values in its initBackend() method, * its constructor, or somewhere in between. But it must set a slot's value * no later than in its initBackend() implementation, because * OSystem::initBackend() will create any default instances if * none have been set yet (and for other slots, will verify that * one has been set; if not, an error may be generated). */ /** * No default value is provided for _audiocdManager by OSystem. * However, BaseBackend::initBackend() does set a default value * if none has been set before. * * @note _audiocdManager is deleted by the OSystem destructor. */ AudioCDManager *_audiocdManager; /** * No default value is provided for _eventManager by OSystem. * However, EventsBaseBackend::initBackend() does set a default value * if none has been set before. * * @note _eventManager is deleted by the OSystem destructor. */ Common::EventManager *_eventManager; /** * No default value is provided for _timerManager by OSystem. * * @note _timerManager is deleted by the OSystem destructor. */ Common::TimerManager *_timerManager; /** * No default value is provided for _savefileManager by OSystem. * * @note _savefileManager is deleted by the OSystem destructor. */ Common::SaveFileManager *_savefileManager; #if defined(USE_TASKBAR) /** * No default value is provided for _taskbarManager by OSystem. * * @note _taskbarManager is deleted by the OSystem destructor. */ Common::TaskbarManager *_taskbarManager; #endif #if defined(USE_UPDATES) /** * No default value is provided for _updateManager by OSystem. * * @note _updateManager is deleted by the OSystem destructor. */ Common::UpdateManager *_updateManager; #endif #if defined(USE_TTS) /** * No default value is provided for _textToSpeechManager by OSystem. * * @note _textToSpeechManager is deleted by the OSystem destructor. */ Common::TextToSpeechManager *_textToSpeechManager; #endif #if defined(USE_SYSDIALOGS) /** * No default value is provided for _dialogManager by OSystem. * * @note _dialogManager is deleted by the OSystem destructor. */ Common::DialogManager *_dialogManager; #endif /** * No default value is provided for _fsFactory by OSystem. * * Note that _fsFactory is typically required very early on, * so it usually should be set in the backends constructor or shortly * thereafter, and before initBackend() is called. * * @note _fsFactory is deleted by the OSystem destructor. */ FilesystemFactory *_fsFactory; /** * Used by the default clipboard implementation, for backends that don't * implement clipboard support. */ Common::U32String _clipboard; /** Workaround for a bug in the osx_intel toolchain introduced by * 014bef9eab9fb409cfb3ec66830e033e4aaa29a9. Adding this variable fixes it. */ bool _dummyUnused; /** @} */ private: /** * Indicate if initBackend() has been called. */ bool _backendInitialized; //@} public: /** * Destoy this OSystem instance. */ void destroy(); /** * Call this method once, after g_system is created. */ virtual void init() {} /** * The following method is called once, from main.cpp, after all * config data (including command line params etc.) is fully loaded. * * @note Subclasses should always invoke the implementation of their * parent class. They should do so near the end of their own * implementation. */ virtual void initBackend(); /** * Return false if initBackend() has not yet been called and true otherwise. * * Some functionalities such as mutexes cannot be used until the backend * is initialized. */ bool backendInitialized() const { return _backendInitialized; } /** * Allow the backend to perform engine-specific initialization. * * Called just before the engine is run. */ virtual void engineInit() { } /** * Allow the backend to perform engine-specific deinitialization. * * Called after the engine finishes. */ virtual void engineDone() { } /** * @defgroup common_system_flags Feature flags * @ingroup common_system * @{ */ /** * A feature in this context means an ability of the backend which can be * either on or off. * * Examples include: * - Fullscreen mode * - Aspect ration correction * - Virtual keyboard for text entry (on PDAs) * * There is a difference between the *availability* of a feature * that can be checked using hasFeature(), and its *state*. * For example, the SDL backend *has* the kFeatureFullscreenMode, * so hasFeature returns true for it. On the other hand, * fullscreen mode may be active or not. This can be determined * by checking the state using getFeatureState(). Finally, to * switch between fullscreen and windowed mode, use setFeatureState(). * * Some features, for example kFeatureClipboardSupport and kFeatureOpenUrl * have no state and can only be used to check if the corresponding feature * is available or not. Calling getFeatureState() or setFeatureState() * for them is pointless. */ enum Feature { /** * If supported, this feature flag can be used to switch between * windowed and fullscreen mode. */ kFeatureFullscreenMode, /** * Control aspect ratio correction. * * Aspect ratio correction is used for correcting games running at 320x200 * (i.e with an aspect ratio of 8:5), but which on their original hardware * were displayed with the standard 4:3 ratio * (which means that the original graphics used non-square pixels). * When the backend supports this, then games running at * 320x200 pixels should be scaled up to 320x240 pixels. * For all other resolutions, ignore this feature flag. * * @note Backend implementors can find utility functions in common/scaler.h. * These functions can be used to implement aspect ratio correction. * You can use stretch200To240() can stretch a rect, including (very fast) * particular, interpolation, and works in-place. */ kFeatureAspectRatioCorrection, /** * If supported, this flag can be used to switch between unfiltered and * filtered graphics modes. */ kFeatureFilteringMode, /** * Indicate if stretch modes are supported by the backend. */ kFeatureStretchMode, /** * Determine whether a virtual keyboard is to be shown or not. * This would mostly be implemented by backends for handheld devices, * like PocketPC, Palms, Symbian phones like the P800, Zaurus, etc. */ kFeatureVirtualKeyboard, /** * Backends supporting this feature allow specifying a custom palette * for the cursor. The custom palette is used if the feature state * is set to true by the client code using setFeatureState(). * * It is currently used only by some Macintosh versions of Humongous * Entertainment games. If the backend doesn't implement this feature * then the engine switches to b/w versions of cursors. * The GUI also relies on this feature for mouse cursors. */ kFeatureCursorPalette, /** * A backend has this feature if its overlay pixel format has an alpha * channel which offers at least 3-4 bits of accuracy (as opposed to * just a single alpha bit). * * This feature has no associated state. */ kFeatureOverlaySupportsAlpha, /** * Client code can set the state of this feature to true in order to * iconify the application window. */ kFeatureIconifyWindow, /** * This feature flag can be used to check if hardware-accelerated * OpenGL is supported and can be used for 3D game rendering. */ kFeatureOpenGLForGame, /** * If supported, this feature flag can be used to check if * waiting for vertical sync before refreshing the screen to reduce * tearing is enabled. */ kFeatureVSync, /** * When a backend supports this feature, it guarantees the graphics * context is not destroyed when switching to and from fullscreen. * * For OpenGL, that means the context is kept with all of its content: * texture, programs, etc. * * For TinyGL, that means the backbuffer surface is kept. */ kFeatureFullscreenToggleKeepsContext, /** * The presence of this feature indicates whether the displayLogFile() * call is supported. * * This feature has no associated state. */ kFeatureDisplayLogFile, /** * The presence of this feature indicates whether the system clipboard is * available. * * If this feature is not present, the hasTextInClipboard(), * getTextFromClipboard(), and setTextInClipboard() calls can still be used, * however it should not be used in scenarios where the user is expected to * copy data outside of the application. * * This feature has no associated state. */ kFeatureClipboardSupport, /** * The presence of this feature indicates whether the openUrl() * call is supported. * * This feature has no associated state. */ kFeatureOpenUrl, /** * Show on-screen control. */ kFeatureOnScreenControl, /** * Mouse emulation mode. */ kFeatureTouchpadMode, /** * Swap menu and back buttons. */ kFeatureSwapMenuAndBackButtons, /** * Keyboard mouse and joystick mouse speed. */ kFeatureKbdMouseSpeed, /** * Change analog joystick deadzone. */ kFeatureJoystickDeadzone, /** * Shaders. */ kFeatureShader, /** * Support for using the native system file browser dialog * through the DialogManager. */ kFeatureSystemBrowserDialog, /** * For platforms that should not have a Quit button. */ kFeatureNoQuit }; /** * Determine whether the backend supports the specified feature. */ virtual bool hasFeature(Feature f) { return false; } /** * Enable or disable the specified feature. * * For example, this may be used to enable fullscreen mode * or to deactivate aspect correction, etc. */ virtual void setFeatureState(Feature f, bool enable) {} /** * Query the state of the specified feature. * * For example, test whether fullscreen mode is active or not. */ virtual bool getFeatureState(Feature f) { return false; } /** @} */ /** * @defgroup common_system_graphics Graphics * @ingroup common_system * @{ * * The way graphics work in the OSystem class is meant to make * it possible for game frontends to implement everything they need in * an efficient manner. The downside of this is that it may be * rather complicated for backend authors to fully understand and * implement the semantics of the OSystem interface. * * The graphics visible to the user in the end are actually * composed of three layers: the game graphics, the overlay * graphics, and the mouse. * * First, there are the game graphics. The methods in this section * deal with them exclusively. In particular, the size of the game * graphics is defined by a call to initSize(), and * copyRectToScreen() blits the data in the current pixel format * into the game layer. Let W and H denote the width and height of * the game graphics. * * Before the user sees these graphics, the backend may apply some * transformations to it. For example, they may be scaled to better * fit the visible screen or aspect ratio correction may be * performed (see kFeatureAspectRatioCorrection). As a result of * this, a pixel of the game graphics may occupy a region bigger * than a single pixel on the screen. p_w and p_h are defined to be * the width and, respectively, height of a game pixel on the screen. * * In addition, there is a vertical "shake offset" (as defined by * setShakePos) that is used in some games to provide a shaking * effect. Note that shaking is applied to all three layers, i.e. * also to the overlay and the mouse. The shake offset is denoted * by S. * * Putting this together, a pixel (x,y) of the game graphics is * transformed to a rectangle of height p_h and width p_w * appearing at position (p_w * x, p_hw * (y + S)) on the real * screen. In addition, a backend may choose to offset * everything, e.g. to center the graphics on the screen. * * The next layer is the overlay. It is composed over the game * graphics. Historically, the overlay size had always been a * multiple of the game resolution. For example, if the game * resolution was 320x200 and the user selected a 2x scaler and did * not enable aspect ratio correction, it had a size of 640x400. * An exception was the aspect ratio correction, which did allow * for non multiples of the vertical resolution of the game screen. * Currently, the overlay size does not need to have any relation to * the game resolution though, for example the overlay resolution * might be the same as the physical screen resolution. * The overlay is forced to a 16 bpp mode right now. * * Finally, there is the mouse layer. This layer does not have to * actually exist within the backend -- it all depends on how a * backend chooses to implement mouse cursors. However, in the default * SDL backend, it really is a separate layer. The mouse can * have a palette of its own, if the backend supports it. * * Graphics do not need to be thread-safe and in fact most/all backends * using OpenGL are not. So do *not* try to call any of these functions * from a timer and/or audio callback (like readBuffer of AudioStreams). */ /** * Description of a graphics mode. */ struct GraphicsMode { /** * The name of the graphics mode. * * This name is matched when selecting a mode using the command line * or using the config file. Examples: "1x", "advmame2x", "hq3x". */ const char *name; /** * Human-readable description of the scaler. * * Examples: "Normal (no scaling)", "AdvMAME2x", "HQ3x". */ const char *description; /** * ID of the graphics mode. * * How to use this is entirely up to the backend. This value is passed * to the setGraphicsMode(int) method by the client code. */ int id; }; /** * Retrieve a list of all graphics modes supported by this backend. * * This can be both video modes as well as graphic filters/scalers. * It is completely up to the backend maintainer to decide what is * appropriate here and what not. * The list is terminated by an all-zero entry. * * @return List of supported graphics modes. */ virtual const GraphicsMode *getSupportedGraphicsModes() const { static const GraphicsMode noGraphicsModes[] = {{"NONE", "Normal", 0}, {nullptr, nullptr, 0 }}; return noGraphicsModes; } /** * Return the ID of the 'default' graphics mode. What exactly this means * is up to the backend. This mode is set by the client code when no user * overrides are present (i.e. if no custom graphics mode is selected using * the command line or a config file). * * @return ID of the 'default' graphics mode. */ virtual int getDefaultGraphicsMode() const { return 0; } enum GfxModeFlags { kGfxModeNoFlags = 0, /**< No flags. */ kGfxModeRender3d = (1 << 0) /**< Indicate 3D hardware-accelerated in-game GFX. */ }; /** * Switch to the specified graphics mode. * * If switching to the new mode fails, this method returns false. * * The flag 'kGfxModeRender3d' is optional. It allows to switch to 3D-only rendering mode. * In this mode, the game engine is allowed to use OpenGL(ES) directly. * * @param mode ID of the new graphics mode. * @param flags Flags for the new graphics mode. * * @return True if the switch was successful, false otherwise. */ virtual bool setGraphicsMode(int mode, uint flags = kGfxModeNoFlags) { return (mode == 0); } /** * Switch to the graphics mode with the given name. * * If @p name is unknown, or if switching to the new mode fails, this method returns false. * * @param name Name of the new graphics mode. * * @return True if the switch was successful, false otherwise. * * @note This is implemented using the setGraphicsMode(int) method, as well * as getSupportedGraphicsModes() and getDefaultGraphicsMode(). * In particular, backends do not have to overload this! */ bool setGraphicsMode(const char *name); /** * Determine which graphics mode is currently active. * * @return ID of the active graphics mode. */ virtual int getGraphicsMode() const { return 0; } #ifdef USE_RGB_COLOR /** * Determine the pixel format currently in use for screen rendering. * * @return the active screen pixel format. * * @see Graphics::PixelFormat */ virtual Graphics::PixelFormat getScreenFormat() const = 0; /** * Return a list of all pixel formats supported by the backend. * * The first item in the list must be directly supported by hardware * and provide the largest color space of those formats with direct * hardware support. It is also strongly recommended that remaining * formats are placed in the order of descending preference for the * backend to use. * * Example: a backend that supports 32-bit ABGR and 16-bit 555 BGR in hardware * and provides conversion from equivalent RGB(A) modes should order its list * in the following way: * 1) Graphics::PixelFormat(4, 0, 0, 0, 0, 0, 8, 16, 24) * 2) Graphics::PixelFormat(2, 3, 3, 3, 8, 0, 5, 10, 0) * 3) Graphics::PixelFormat(4, 0, 0, 0, 0, 24, 16, 8, 0) * 4) Graphics::PixelFormat(2, 3, 3, 3, 8, 10, 5, 0, 0) * 5) Graphics::PixelFormat::createFormatCLUT8() * * @see Graphics::PixelFormat * * @note Backends supporting RGB color should accept game data in RGB color * order, even if hardware uses BGR or some other color order. */ virtual Common::List getSupportedFormats() const = 0; #else inline Graphics::PixelFormat getScreenFormat() const { return Graphics::PixelFormat::createFormatCLUT8(); } inline Common::List getSupportedFormats() const { Common::List list; list.push_back(Graphics::PixelFormat::createFormatCLUT8()); return list; } #endif /** * Retrieve a list of supported levels of anti-aliasing. * * Anti-aliasing only works when using one of the hardware-accelerated * renderers. An empty list means anti-aliasing is not supported. */ virtual Common::Array getSupportedAntiAliasingLevels() const { return Common::Array(); } /** * Retrieve a list of all hardware shaders supported by this backend. * * This can be only hardware shaders. * It is completely up to the backend maintainer to decide what is * appropriate here and what not. * The list is terminated by an all-zero entry. * * @return List of supported shaders. */ virtual const GraphicsMode *getSupportedShaders() const { static const OSystem::GraphicsMode no_shader[2] = {{"NONE", "Normal (no shader)", 0}, {nullptr, nullptr, 0}}; return no_shader; } /** * Return the ID of the 'default' shader mode. * * What exactly this means is up to the backend. * This mode is set by the client code when no user overrides * are present (i.e. if no custom shader mode is selected using * the command line or a config file). * * @return ID of the 'default' shader mode. */ virtual int getDefaultShader() const { return 0; } /** * Switch to the specified shader mode. * * If switching to the new mode fails, this method returns false. * * @param id ID of the new shader mode. * * @return True if the switch was successful, false otherwise. */ virtual bool setShader(int id) { return false; } /** * Switch to the shader mode with the given name. * * If @p name is unknown, or if switching to the new mode fails, * this method returns false. * * @param name Name of the new shader mode. * * @return True if the switch was successful, false otherwise. * * @note This is implemented using the setShader(int) method, as well * as getSupportedShaders() and getDefaultShader(). * In particular, backends do not have to overload this! */ bool setShader(const char *name); /** * Determine which shader is currently active. * * @return ID of the active shader. */ virtual int getShader() const { return 0; } /** * Retrieve a list of all stretch modes supported by this backend. * * It is completely up to the backend maintainer to decide what is * appropriate here and what not. * The list is terminated by an all-zero entry. * * @return a list of supported stretch modes */ virtual const GraphicsMode *getSupportedStretchModes() const { static const GraphicsMode noStretchModes[] = {{"NONE", "Normal", 0}, {nullptr, nullptr, 0 }}; return noStretchModes; } /** * Return the ID of the 'default' stretch mode. * * What exactly this means is up to the backend. This mode is set * by the client code when no user overrides are present * (i.e. if no custom stretch mode is selected using the command line or a config file). * * @return ID of the 'default' graphics mode. */ virtual int getDefaultStretchMode() const { return 0; } /** * Switch to the specified stretch mode. * * If switching to the new mode fails, this method returns false. * * @param mode ID of the new graphics mode. * * @return True if the switch was successful, false otherwise. */ virtual bool setStretchMode(int mode) { return false; } /** * Switch to the stretch mode with the given name. * * If @p name is unknown, or if switching to the new mode fails, * this method returns false. * * @param name Name of the new stretch mode. * * @return True if the switch was successful, false otherwise. * * @note This is implemented using the setStretchMode(int) method, as well * as getSupportedStretchModes() and getDefaultStretchMode(). * In particular, backends do not have to overload this! */ bool setStretchMode(const char *name); /** * Determine which stretch mode is currently active. * * @return ID of the active stretch mode. */ virtual int getStretchMode() const { return 0; } /** * Set the size and color format of the virtual screen. * * Typical sizes include: * - 320x200 (e.g. for most SCUMM games, and Simon) * - 320x240 (e.g. for FM-TOWN SCUMM games) * - 640x480 (e.g. for Curse of Monkey Island) * * This is the resolution for which the client code generates data. * This is not necessarily equal to the actual display size. For example, * a backend may magnify the graphics to fit on the screen (see also the * GraphicsMode), stretch the data to perform aspect ratio correction, * or shrink it to fit on small screens (in cell phones). * * Typical formats include: * - CLUT8 (e.g. 256 color, for most games) * - RGB555 (e.g. 16-bit color, for later SCUMM HE games) * - RGB565 (e.g. 16-bit color, for Urban Runner) * * This is the pixel format for which the client code generates data. * It is not necessarily equal to the hardware pixel format. For example, * a backend may perform color lookup of 8-bit graphics before pushing * a screen to hardware, or correct the ARGB color order. * * @param width New virtual screen width. * @param height New virtual screen height. * @param format New virtual screen pixel format. */ virtual void initSize(uint width, uint height, const Graphics::PixelFormat *format = nullptr) = 0; /** * Send a list of graphics modes to the backend so it can make a decision * about the best way to set up the display hardware. * * Engines that switch between different virtual screen sizes during a game * should call this function prior to any call to initSize. Engines that use * only a single screen size do not need to call this function. * * @param modes List of graphics modes the engine will probably use. */ virtual void initSizeHint(const Graphics::ModeList &modes) {} /** * Return an int value that is changed whenever any screen * parameters (like the resolution) change, i.e. whenever * EVENT_SCREEN_CHANGED is sent. * * You can track this value in your code to detect screen changes in case * you do not have full control over the event loop(s) * being used (like the GUI code). * * @return Integer that can be used to track screen changes. * * @note Backends that generate EVENT_SCREEN_CHANGED events must * overload this method appropriately. */ virtual int getScreenChangeID() const { return 0; } /** * Begin a new GFX transaction, which is a sequence of GFX mode changes. * * The idea behind GFX transactions is to make it possible to activate * several different GFX changes at once as a "batch" operation. For * example, assume we are running in 320x200 with a 2x scaler (thus using * 640x400 pixels in total). Now, we want to switch to 640x400 with the 1x * scaler. Without transactions, we have to choose whether we want to first * switch the scaler mode, or first to 640x400 mode. In either case, * depending on the backend implementation, problems may occur. * For example, the window might briefly switch to 320x200 or 1280x800. * Using transactions, this can be avoided. * * @note Transaction support is optional, and the default implementations * of the relevant methods simply do nothing. * * @see endGFXTransaction */ virtual void beginGFXTransaction() {} /** * This type can save the different errors which can happen while * changing GFX config values inside GFX transactions. * * endGFXTransaction returns an ORed combination of the '*Failed' values * if any problem occurs. It returns '0' on success. * * @see endGFXTransaction */ enum TransactionError { kTransactionSuccess = 0, /**< Everything fine (use EQUAL check for this one!) */ kTransactionAspectRatioFailed = (1 << 0), /**< Failed switching aspect ratio correction mode */ kTransactionFullscreenFailed = (1 << 1), /**< Failed switching fullscreen mode */ kTransactionModeSwitchFailed = (1 << 2), /**< Failed switching the GFX graphics mode (setGraphicsMode) */ kTransactionSizeChangeFailed = (1 << 3), /**< Failed switching the screen dimensions (initSize) */ kTransactionFormatNotSupported = (1 << 4), /**< Failed setting the color format */ kTransactionFilteringFailed = (1 << 5), /**< Failed setting the filtering mode */ kTransactionStretchModeSwitchFailed = (1 << 6) /**< Failed setting the stretch mode */ }; /** * End (and thereby commit) the current GFX transaction. * * @see beginGFXTransaction * @see kTransactionError * * @return ORed combination of TransactionError values or 0 on success. */ virtual TransactionError endGFXTransaction() { return kTransactionSuccess; } /** * Return the currently set virtual screen height. * * @see initSize * * @return Currently set virtual screen height. */ virtual int16 getHeight() = 0; /** * Return the currently set virtual screen width. * * @see initSize * * @return Currently set virtual screen width. */ virtual int16 getWidth() = 0; /** * Return the palette manager singleton. * * For more information, see @ref PaletteManager. */ virtual PaletteManager *getPaletteManager() = 0; /** * Blit a bitmap to the virtual screen. * * The real screen will not immediately be updated to reflect the changes. * Client code must call updateScreen to ensure any changes are visible * to the user. This can be used to optimize drawing and reduce flicker. * * If the current pixel format has one byte per pixel, the graphics data * uses 8 bits per pixel, using the palette specified via setPalette. * If more than one byte per pixel is in use, the graphics data uses the * pixel format returned by getScreenFormat. * * @param buf Buffer containing the graphics data source. * @param pitch Pitch of the buffer (number of bytes in a scanline). * @param x x coordinate of the destination rectangle. * @param y y coordinate of the destination rectangle. * @param w Width of the destination rectangle. * @param h Height of the destination rectangle. * * @note The specified destination rectangle must be completly contained * in the visible screen space, and must be non-empty. If not, a * backend may or may not perform clipping, trigger an assert, or * silently corrupt memory. * * @see updateScreen * @see getScreenFormat */ virtual void copyRectToScreen(const void *buf, int pitch, int x, int y, int w, int h) = 0; /** * Lock the active screen framebuffer and return a Graphics::Surface * representing it. * * The caller can then perform arbitrary graphics transformations * on the framebuffer (blitting, scrolling, etc.). * Must be followed by a matching call to unlockScreen(). * Code that is calling this should make sure to only lock the framebuffer * for the shortest time possible, as the whole system is potentially stalled * while the lock is active. * * @return 0 if an error occurs. Otherwise, a surface with the pixel * format described by getScreenFormat is returned. * * The returned surface must *not* be deleted by the client code. * * @see getScreenFormat */ virtual Graphics::Surface *lockScreen() = 0; /** * Unlock the screen framebuffer, and mark it as dirty, i.e. during the * next updateScreen() call, the whole screen will be updated. */ virtual void unlockScreen() = 0; /** * Fill the screen with the given color value. */ virtual void fillScreen(uint32 col) = 0; /** * Flush the whole screen, i.e. render the current content of the screen * framebuffer to the display. * * This method may be called very often by engines. Backends are hence * supposed to only perform any redrawing if it is necessary and otherwise * return immediately. See * */ virtual void updateScreen() = 0; /** * Set current shake position, a feature needed for some SCUMM screen * effects. * * The effect causes the displayed graphics to be shifted upwards * by the specified (always positive) offset. The area at the bottom of the * screen which is moved into view by this is filled with black. This does * not cause any graphic data to be lost. To restore the original * view, the game engine only has to call this method again with offset * equal to zero. No calls to copyRectToScreen are necessary. * * @param shakeXOffset Shake x offset. * @param shakeYOffset Shake y offset. * * @note This is currently used in the SCUMM, QUEEN, KYRA, SCI, DREAMWEB, * SUPERNOVA, TEENAGENT, TOLTECS, ULTIMA, and PETKA engines. */ virtual void setShakePos(int shakeXOffset, int shakeYOffset) = 0; /** * Set the area of the screen that has the focus. * * For example, when a character is speaking, they will have the focus. * This allows for pan-and-scan style views where the backend * can follow the speaking character or area of interest on the screen. * * The backend is responsible for clipping the rectangle and deciding how best to * zoom the screen to show any shape and size rectangle the engine provides. * * @param rect Rectangle on the screen to be focused on. * * @see clearFocusRectangle */ virtual void setFocusRectangle(const Common::Rect& rect) {} /** * Clear the focus set by a call to setFocusRectangle(). * * This allows the engine to clear the focus when no particular area * of the screen has the focus. * * @see setFocusRectangle */ virtual void clearFocusRectangle() {} /** * Instruct the backend to capture a screenshot of the current screen. * * The backend can persist it the way it considers appropriate. */ virtual void saveScreenshot() {} /** @} */ /** * @defgroup common_system_overlay Overlay * @ingroup common_system * @{ * * To display dialogs atop the game graphics, backends * must provide an overlay mode. * * The overlay is currently forced at 16 bpp. * * For 'coolness' we usually want to have an overlay that is blended over * the game graphics. On backends that support alpha blending, this is * no issue but on other systems this needs some trickery. * * Essentially, we fake (alpha) blending on these systems by copying the * current game graphics into the overlay buffer when activating the overlay, * and then manually compose whatever graphics we want to show in the overlay. * This works because we assume the game to be "paused" whenever an overlay * is active. */ /** Activate the overlay mode. */ virtual void showOverlay() = 0; /** Deactivate the overlay mode. */ virtual void hideOverlay() = 0; /** Return true if the overlay mode is activated, false otherwise. */ virtual bool isOverlayVisible() const = 0; /** * Return the pixel format description of the overlay. * * @see Graphics::PixelFormat */ virtual Graphics::PixelFormat getOverlayFormat() const = 0; /** * Reset the overlay. * * After calling this method while the overlay mode is active, the user * should be seeing only the game graphics. How this is achieved depends * on how the backend implements the overlay. It either sets all pixels of * the overlay to be transparent (when alpha blending is used) or, * in case of fake alpha blending, it might just put a copy of the * current game graphics screen into the overlay. */ virtual void clearOverlay() = 0; /** * Copy the content of the overlay into a buffer provided by the caller. * * This is only used to implement fake alpha blending. */ virtual void grabOverlay(void *buf, int pitch) = 0; /** * Blit a graphics buffer to the overlay. * * In a sense, this is the reverse of grabOverlay. * * @param buf Buffer containing the graphics data source. * @param pitch Pitch of the buffer (number of bytes in a scanline). * @param x x coordinate of the destination rectangle. * @param y y coordinate of the destination rectangle. * @param w Width of the destination rectangle. * @param h Height of the destination rectangle. * * @see copyRectToScreen * @see grabOverlay */ virtual void copyRectToOverlay(const void *buf, int pitch, int x, int y, int w, int h) = 0; /** * Return the height of the overlay. * * @see getHeight */ virtual int16 getOverlayHeight() = 0; /** * Return the width of the overlay. * * @see getWidth */ virtual int16 getOverlayWidth() = 0; /** @} */ /** @defgroup common_system_mouse Mouse * @ingroup common_system * @{ * * This is the lower level implementation as provided by the * backends. The engines should use the Graphics::CursorManager * class instead of using this directly. */ /** * Show or hide the mouse cursor. * * Currently, the backend is not required to immediately draw the * mouse cursor on showMouse(true). * * @todo We might want to reconsider this fact, * check Graphics::CursorManager::showMouse for some details about * this. * * @see Graphics::CursorManager::showMouse */ virtual bool showMouse(bool visible) = 0; /** * Lock or unlock the mouse cursor within the window. * */ virtual bool lockMouse(bool lock) { return false; } /** * Move ("warp") the mouse cursor to the specified position in virtual * screen coordinates. * * @param x New x position of the mouse. * @param y New y position of the mouse. */ virtual void warpMouse(int x, int y) = 0; /** * Set the bitmap used for drawing the cursor. * * @param buf Pixmap data to be used. * @param w Width of the mouse cursor. * @param h Height of the mouse cursor. * @param hotspotX Horizontal offset from the left side to the hotspot. * @param hotspotY Vertical offset from the top side to the hotspot. * @param keycolor Transparency color value. This should not exceed the maximum color value of the specified format. * In case it does, the behavior is undefined. The backend might just error out or simply ignore the * value. (The SDL backend will just assert to prevent abuse of this). * @param dontScale Whether the cursor should never be scaled. An exception is high ppi displays, where the cursor * might be too small to notice otherwise, these are allowed to scale the cursor anyway. * @param format Pointer to the pixel format that the cursor graphic uses (0 means CLUT8). */ virtual void setMouseCursor(const void *buf, uint w, uint h, int hotspotX, int hotspotY, uint32 keycolor, bool dontScale = false, const Graphics::PixelFormat *format = nullptr) = 0; /** * Replace the specified range of cursor palette with new colors. * * The palette entries from 'start' till (start+num-1) will be replaced - so * a full palette update is accomplished via start=0, num=256. * * Backends which implement this should have the kFeatureCursorPalette flag set. * * @see setPalette * @see kFeatureCursorPalette */ virtual void setCursorPalette(const byte *colors, uint start, uint num) {} /** @} */ /** @defgroup common_system_event_time Events and Time * @ingroup common_system * @{ */ /** Get the number of milliseconds since the program was started. * * @param skipRecord Skip recording of this value by the event recorder. * This might be needed particularly when we are in * an on-screen GUI loop where the player can pause * the recording. */ virtual uint32 getMillis(bool skipRecord = false) = 0; /** Delay/sleep for the specified amount of milliseconds. */ virtual void delayMillis(uint msecs) = 0; /** * Get the current time and date, in the local timezone. * * On many systems, this corresponds to the combination of time() * and localtime(). */ virtual void getTimeAndDate(TimeDate &t) const = 0; /** * Return the timer manager singleton. * * For more information, see @ref TimerManager. */ virtual Common::TimerManager *getTimerManager(); /** * Return the event manager singleton. * * For more information, see @ref EventManager. */ inline Common::EventManager *getEventManager() { return _eventManager; } /** * Register hardware inputs with keymapper. * * @return HardwareInputSet with all keys and recommended mappings. * * For more information, see @ref keymapper. */ virtual Common::HardwareInputSet *getHardwareInputSet() { return nullptr; } /** * Return a platform-specific global keymap. * * @return Keymap with actions appropriate for the platform. * * The caller will use and delete the return object. * * For more information, see @ref keymapper. */ virtual Common::KeymapArray getGlobalKeymaps() { return Common::KeymapArray(); } /** * Return platform-specific default keybindings. * * @return KeymapperDefaultBindings populated with keybindings. * * For more information, see @ref keymapper. */ virtual Common::KeymapperDefaultBindings *getKeymapperDefaultBindings() { return nullptr; } /** @} */ /** * @defgroup common_system_mutex Mutex handling * @ingroup common_system * @{ * * Historically, the OSystem API used to have a method that allowed * creating threads. Hence, mutex support was needed for thread syncing. * To ease portability, we decided to remove the threading API. * Instead, we now use timers (see setTimerCallback() and Common::Timer). * But since those can be implemented using threads (and in fact, that is * how our primary backend, the SDL one, does it on many systems), we * still must do mutex syncing in our timer callbacks. * In addition, the sound mixer uses a mutex in case the backend runs it * from a dedicated thread (as the SDL backend does). * * Hence, backends that do not use threads to implement the timers can simply * use dummy implementations for these methods. */ typedef struct OpaqueMutex *MutexRef; /** * Create a new mutex. * * @return The newly created mutex, or 0 if an error occurred. */ virtual MutexRef createMutex() = 0; /** * Lock the given mutex. * * @note ScummVM code assumes that the mutex implementation supports * recursive locking. That is, a thread can lock a mutex twice without * deadlocking. In case of a multilock, the mutex must be unlocked * as many times as it was locked befored it really becomes unlocked. * * @param mutex The mutex to lock. */ virtual void lockMutex(MutexRef mutex) = 0; /** * Unlock the given mutex. * * @param mutex The mutex to unlock. */ virtual void unlockMutex(MutexRef mutex) = 0; /** * Delete the given mutex. * * Make sure the mutex is unlocked before you delete it. * If you delete a locked mutex, the behavior is undefined. * In particular, your program may crash. * * @param mutex The mutex to delete. */ virtual void deleteMutex(MutexRef mutex) = 0; /** @} */ /** @defgroup common_system_sound Sound * @ingroup common_system * @{ */ /** * Return the audio mixer. * * For more information, see @ref Audio::Mixer. */ virtual Audio::Mixer *getMixer() = 0; /** @} */ /** @defgroup common_system_audio Audio CD * @ingroup common_system * @{ */ /** * Return the audio CD manager. * * For more information, see @ref AudioCDManager. */ inline AudioCDManager *getAudioCDManager() { return _audiocdManager; } /** @} */ /** @defgroup common_system_misc Miscellaneous * @ingroup common_system * @{ */ /** Quit (exit) the application. */ virtual void quit() = 0; /** * Signal that a fatal error inside the client code has occurred. * * This should quit the application. */ virtual void fatalError(); /** * Set a window caption or any other comparable status display to the * given value. * * @param caption The window caption to use. */ virtual void setWindowCaption(const Common::U32String &caption) {} /** * Display a message in an 'on-screen display'. * * Displays a message in such a way that it is visible on or near the screen, * for example in a transparent rectangle over the regular screen content, * or in a message box beneath it. * * The message is expected to be provided in the current TranslationManager * charset. * * @note There is a default implementation in BaseBackend that uses a * TimedMessageDialog to display the message. Hence, implementing * this is optional. * * @param msg The message to display on the screen. */ virtual void displayMessageOnOSD(const Common::U32String &msg) = 0; /** * Display an icon that indicates background activity. * * The icon is displayed in an 'on-screen display'. It is visible above * the regular screen content or near it. * * The caller keeps ownership of the icon. It is acceptable to free * the surface just after the call. * * There is no preferred pixel format for the icon. The backend should * convert its copy of the icon to an appropriate format. * * The caller must call this method again with a null pointer * as a parameter to indicate the icon should no longer be displayed. * * @param icon The icon to display on the screen. */ virtual void displayActivityIconOnOSD(const Graphics::Surface *icon) = 0; /** @} */ /** * @addtogroup common_system_module * @{ */ /** * Return the SaveFileManager, which is used to store and load savestates * and other modifiable persistent game data. * * For more information, see @ref SaveFileManager. */ virtual Common::SaveFileManager *getSavefileManager(); #if defined(USE_TASKBAR) /** * Return the TaskbarManager, which is used to handle progress bars, * icon overlay, tasks, and recent items list on the taskbar. * * @return The TaskbarManager for the current architecture. */ virtual Common::TaskbarManager *getTaskbarManager() { return _taskbarManager; } #endif #if defined(USE_UPDATES) /** * Return the UpdateManager, which is used to handle auto-updating * and updating of ScummVM in general. * * @return The UpdateManager for the current architecture. */ virtual Common::UpdateManager *getUpdateManager() { return _updateManager; } #endif #if defined(USE_TTS) /** * Return the TextToSpeechManager, used to handle text-to-speech features. * * @return The TextToSpeechManager for the current architecture. */ virtual Common::TextToSpeechManager *getTextToSpeechManager() { return _textToSpeechManager; } #endif #if defined(USE_SYSDIALOGS) /** * Return the DialogManager, which is used to handle system dialogs. * * @return The DialogManager for the current architecture. */ virtual Common::DialogManager *getDialogManager() { return _dialogManager; } #endif /** * Return the FilesystemFactory object, depending on the current architecture. * * @return The FSNode factory for the current architecture. */ virtual FilesystemFactory *getFilesystemFactory(); /** @} */ /** * @addtogroup common_system_misc * @{ */ /** Add system-specific Common::Archive objects to the given SearchSet. * For example, on Unix, the directory corresponding to DATA_PATH (if set), or, on * Mac OS X, the 'Resource' dir in the app bundle. * * @todo Come up with a better name. * * @param s SearchSet to which the system-specific dirs, if any, are added. * @param priority Priority with which those dirs are added. */ virtual void addSysArchivesToSearchSet(Common::SearchSet &s, int priority = 0) {} /** * Open the default config file for reading by returning a suitable * ReadStream instance. * * It is the caller's responsiblity to delete the stream after use. */ virtual Common::SeekableReadStream *createConfigReadStream(); /** * Open the default config file for writing by returning a suitable * WriteStream instance. * * It is the callers responsiblity to delete the stream after use. * * May return 0 to indicate that writing to the config file is not possible. */ virtual Common::WriteStream *createConfigWriteStream(); /** * Get the default file name (or even path) where the user configuration * of ScummVM will be saved. * * Note that not all ports can use this. */ virtual Common::String getDefaultConfigFileName(); /** * Register the default values for the settings the backend uses into the * configuration manager. * * @param target name of a config manager target */ virtual void registerDefaultSettings(const Common::String &target) const {} /** * Return a GUI widget container for configuring the specified target options. * * The returned widget is shown in the Backend tab in the options dialog. * Backends can build custom options dialogs. * * Backends that don't want to have a Backend tab in the options dialog * can return nullptr. * * @param boss the widget / dialog the returned widget is a child of * @param name the name the returned widget must use * @param target name of a config manager target */ virtual GUI::OptionsContainerWidget *buildBackendOptionsWidget(GUI::GuiObject *boss, const Common::String &name, const Common::String &target) const { return nullptr; } /** * Notify the backend that the settings editable from the game tab in the * options dialog may have changed and that they need to be applied if * necessary. */ virtual void applyBackendSettings() {} /** * Log the given message. * * It is up to the backend where to log the different messages. * The backend should aim at using a non-buffered output for it, * so that no log data is lost in case of a crash. * * The default implementation outputs them on stdout/stderr. * * @param type Type of the message. * @param message The message itself. */ virtual void logMessage(LogMessageType::Type type, const char *message) = 0; /** * Open the log file in a way that allows the user to review it, * and possibly email it (or parts of it) to the ScummVM team, * for example as part of a bug report. * * On a desktop operating system, this would typically launch * some kind of an (external) text editor / viewer. * On a phone, it can also cause a context switch to another * application. Finally, on some ports, it might not be supported * at all, and do nothing. * * The kFeatureDisplayLogFile feature flag can be used to * test whether this call has been implemented by the active * backend. * * @return True on success, false if an error occurred. * * @note An error might mean that the log file did not exist, * or that the editor could not launch. However, a return value of true does * not guarantee that the user will actually see the log file. * * @note It is up to the backend to ensure that the system is in a state * that allows the user to actually see the displayed log files. This * might for example require leaving fullscreen mode. */ virtual bool displayLogFile() { return false; } /** * Check whether there is text available in the clipboard. * * The kFeatureClipboardSupport feature flag can be used to * test whether this call has been implemented by the active * backend. * * @return True if there is text in the clipboard, false otherwise. */ virtual bool hasTextInClipboard() { return !_clipboard.empty(); } /** * Return clipboard contents as a string. * * The kFeatureClipboardSupport feature flag can be used to * test whether this call has been implemented by the active * backend. * * @return clipboard contents ("" if hasTextInClipboard() == false). */ virtual Common::U32String getTextFromClipboard() { return _clipboard; } /** * Set the content of the clipboard to the given string. * * The kFeatureClipboardSupport feature flag can be used to * test whether this call has been implemented by the active * backend. * * @return True if the text has been properly set in the clipboard, false otherwise. */ virtual bool setTextInClipboard(const Common::U32String &text) { _clipboard = text; return true; } /** * Open the given URL in the default browser (if available on the target * system). * * @return True on success, false otherwise. * * @note It is up to the backend to ensure that the system is in a state * that allows the user to actually see the web page. This might for * example require leaving fullscreen mode. * * @param url The URL to open. */ virtual bool openUrl(const Common::String &url) {return false; } /** * Return the locale of the system. * * This returns the currently set locale of the system on which * ScummVM is run. * * The format of the locale is language_country. These should match * the POSIX locale values. * * For information about POSIX locales, see the following link: * https://en.wikipedia.org/wiki/Locale_(computer_software)#POSIX_platforms * * The default implementation returns "en_US". * * @return Locale of the system. */ virtual Common::String getSystemLanguage() const; /** * Return whether the connection is limited (if available on the target system). * * @return True if the connection is limited. */ virtual bool isConnectionLimited(); //@} }; /** The global OSystem instance. Initialized in main(). */ extern OSystem *g_system; /** @} */ #endif