/* 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. * * $URL$ * $Id$ * */ #ifndef COMMON_SYSTEM_H #define COMMON_SYSTEM_H #include "common/scummsys.h" #include "common/mutex.h" #include "common/noncopyable.h" #include "common/rect.h" namespace Audio { class Mixer; } namespace Graphics { struct Surface; } namespace Common { struct Event; class EventManager; class SaveFileManager; class TimerManager; class SeekableReadStream; class WriteStream; } class FilesystemFactory; /** * Interface for ScummVM backends. If you want to port ScummVM to a system * which 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, to handle user input events, * control audio CD playback, and sound output. */ class OSystem : Common::NonCopyable { protected: OSystem(); virtual ~OSystem(); public: /** * The following method is called once, from main.cpp, after all * config data (including command line params etc.) are 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() { } /** * Allows the backend to perform engine specific init. * Called just before the engine is run. */ virtual void engineInit() { } /** * Allows the backend to perform engine specific de-init. * Called after the engine finishes. */ virtual void engineDone() { } /** @name Feature flags */ //@{ /** * 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 * - a virtual keyboard for text entry (on PDAs) */ enum Feature { /** * If your backend supports both a windowed and a fullscreen mode, * then this feature flag can be used to switch between the two. */ kFeatureFullscreenMode, /** * Control aspect ratio correction. Aspect ratio correction is used to * correct 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 (that is, the original graphics used non-square * pixels). When the backend support this, then games running at * 320x200 pixels should be scaled up to 320x240 pixels. For all other * resolutions, ignore this feature flag. * @note You can find utility functions in common/scaler.h which can * be used to implement aspect ratio correction. In particular, * stretch200To240() can stretch a rect, including (very fast) * interpolation, and works in-place. */ kFeatureAspectRatioCorrection, /** * Determine whether a virtual keyboard is too be shown or not. * This would mostly be implemented by backends for hand held devices, * like PocketPC, Palms, Symbian phones like the P800, Zaurus, etc. */ kFeatureVirtualKeyboard, /** * This flag is a bit more obscure: it gives a hint to the backend that * the frontend code is very inefficient in doing screen updates. So * the frontend might do a lot of fullscreen blits even though only a * tiny portion of the actual screen data changed. In that case, it * might pay off for the backend to compute which parts actually changed, * and then only mark those as dirty. * Implementing this is purely optional, and no harm should arise * when not doing so (except for decreased speed in said frontends). */ kFeatureAutoComputeDirtyRects, /** * This flag determines either cursor can have its own palette or not * It is currently used only by some Macintosh versions of Humongous * Entertainment games. If backend doesn't implement this feature then * engine switches to b/w version of cursors. */ kFeatureCursorHasPalette, /** * Set to true if the overlay pixel format has an alpha channel. * This should only be set if it offers at least 3-4 bits of accuracy, * as opposed to a single alpha bit. */ kFeatureOverlaySupportsAlpha, /** * Set to true to iconify the window. */ kFeatureIconifyWindow, /** * This feature, set to true, is a hint toward the backend to disable all * key filtering/mapping, in cases where it would be beneficial to do so. * As an example case, this is used in the agi engine's predictive dialog. * When the dialog is displayed this feature is set so that backends with * phone-like keypad temporarily unmap all user actions which leads to * comfortable word entry. Conversely, when the dialog exits the feature * is set to false. * TODO: Fingolfin suggests that the way the feature is used can be * generalized in this sense: Have a keyboard mapping feature, which the * engine queries for to assign keys to actions ("Here's my default key * map for these actions, what do you want them set to?"). */ kFeatureDisableKeyFiltering }; /** * Determine whether the backend supports the specified feature. */ virtual bool hasFeature(Feature f) { return false; } /** * En-/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; } //@} /** * @name Graphics * * The way graphics work in the class OSystem are meant to make * it possible for game frontends to implement all 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 in three layers: the game graphics, the overlay * graphics, and the mouse. * * First, there are the game graphics. They are always 8bpp, and * 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 8bpp data 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, the may be scaled to better * fit on 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. We define p_w and p_h to be * the width resp. height of a game pixel on the screen. * * In addition, there is a vertical "shake offset" (as defined by * setShakePos) which 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. We denote the shake offset * 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. By default, it has exactly the same size and * resolution as the game graphics. However, client code can * specify an overlay scale (as an additional parameter to * initSize()). This is meant to increase the resolution of the * overlay while keeping its size the same as that of the game * graphics. For example, if the overlay scale is 2, and the game * graphics have a resolution of 320x200; then the overlay shall * have a resolution of 640x400, but it still has the same * physical size as the game graphics. * The overlay usually uses 16bpp, but on some ports, only 8bpp * are availble, so that is supported, too, via a compile time * switch (see also the OverlayColor typedef in scummsys.h). * * * Finally, there is the mouse layer. This layer doesn't have to * actually exist within the backend -- it all depends on how a * backend chooses to implement mouse cursors, but in the default * SDL backend, it really is a separate layer. The mouse is * always in 8bpp but can have a palette of its own, if the * backend supports it. The scale of the mouse cursor is called * 'cursorTargetScale'. This is meant as a hint to the backend. * For example, let us assume the overlay is not visible, and the * game graphics are displayed using a 2x scaler. If a mouse * cursor with a cursorTargetScale of 1 is set, then it should be * scaled by factor 2x, too, just like the game graphics. But if * it has a cursorTargetScale of 2, then it shouldn't be scaled * again by the game graphics scaler. */ //@{ /** * Description of a graphics mode. */ struct GraphicsMode { /** * The 'name' of the graphics mode. This name is matched when selecting * a mode via the command line, or via 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 completely up to the * backend. This value will be passed to the setGraphicsMode(int) * method by 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 a list of supported graphics modes */ virtual const GraphicsMode *getSupportedGraphicsModes() const = 0; /** * 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 via * the command line or a config file). * * @return the ID of the 'default' graphics mode */ virtual int getDefaultGraphicsMode() const = 0; /** * Switch to the specified graphics mode. If switching to the new mode * failed, this method returns false. * * @param mode the ID of the new graphics mode * @return true if the switch was successful, false otherwise */ virtual bool setGraphicsMode(int mode) = 0; /** * Switch to the graphics mode with the given name. If 'name' is unknown, * or if switching to the new mode failed, this method returns false. * * @param name the name of the new graphics mode * @return true if the switch was successful, false otherwise * @note This is implemented via 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 the active graphics mode */ virtual int getGraphicsMode() const = 0; /** * Set the size 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 screen (see also the * GraphicsMode); stretch the data to perform aspect ratio correction; * or shrink it to fit on small screens (in cell phones). * * @param width the new virtual screen width * @param height the new virtual screen height */ virtual void initSize(uint width, uint height) = 0; /** * Return an int value which is changed whenever any screen * parameters (like the resolution) change. That is, whenever a * EVENT_SCREEN_CHANGED would be 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 an integer which can be used to track screen changes * * @note Backends which 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, some ugliness may result. * E.g. 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() {} /** * End (and thereby commit) the current GFX transaction. * @see beginGFXTransaction */ virtual void endGFXTransaction() {} /** * Returns the currently set virtual screen height. * @see initSize * @return the currently set virtual screen height */ virtual int16 getHeight() = 0; /** * Returns the currently set virtual screen width. * @see initSize * @return the currently set virtual screen width */ virtual int16 getWidth() = 0; /** * Replace the specified range of the 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. * * The palette data is specified in interleaved RGBA format. That is, the * first byte of the memory block 'colors' points at is the red component * of the first new color; the second byte the green component of the first * new color; the third byte the blue component, the last byte to the alpha * (transparency) value. Then the second color starts, and so on. So memory * looks like this: R1-G1-B1-A1-R2-G2-B2-A2-R3-... * * @param colors the new palette data, in interleaved RGB format * @param start the first palette entry to be updated * @param num the number of palette entries to be updated * * @note It is an error if start+num exceeds 256, behaviour is undefined * in that case (the backend may ignore it silently or assert). * @note The alpha value is not actually used, and future revisions of this * API are probably going to remove it. */ virtual void setPalette(const byte *colors, uint start, uint num) = 0; /** * Grabs a specified part of the currently active palette. * The format is the same as for setPalette. * * @see setPalette * @param colors the palette data, in interleaved RGBA format * @param start the first platte entry to be read * @param num the number of palette entries to be read */ virtual void grabPalette(byte *colors, uint start, uint num) = 0; /** * Blit a bitmap to the virtual screen. * The real screen will not immediately be updated to reflect the changes. * Client code has to to call updateScreen to ensure any changes are * visible to the user. This can be used to optimize drawing and reduce * flicker. * The graphics data uses 8 bits per pixel, using the palette specified * via setPalette. * * @param buf the buffer containing the graphics data source * @param pitch the pitch of the buffer (number of bytes in a scanline) * @param x the x coordinate of the destination rectangle * @param y the y coordinate of the destination rectangle * @param w the width of the destination rectangle * @param h the 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 */ virtual void copyRectToScreen(const byte *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 matching call to unlockScreen(). Calling code * should make sure to only lock the framebuffer for the briefest * periods of time possible, as the whole system is potentially stalled * while the lock is active. * Returns 0 if an error occurred. Otherwise an 8bit surface is returned. * * The returned surface must *not* be deleted by the client code. */ 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; /** * Clear the screen to black. */ virtual void clearScreen(); /** * Flush the whole screen, that is render the current content of the screen * framebuffer (resp. the dirty/changed parts of it) to the display. */ 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 - that is, 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 shakeOffset the shake offset * * @note This is currently used in the SCUMM, QUEEN and KYRA engines. */ virtual void setShakePos(int shakeOffset) = 0; /** * Sets the area of the screen that has the focus. For example, when a character * is speaking, they will have the focus. Allows for pan-and-scan style views * where the backend could 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 A rectangle on the screen to be focused on * @see clearFocusRectangle */ virtual void setFocusRectangle(const Common::Rect& rect) {} /** * Clears the focus set by a call to setFocusRectangle(). This allows the engine * to clear the focus during times when no particular area of the screen has the * focus. * @see setFocusRectangle */ virtual void clearFocusRectangle() {} //@} /** * @name Overlay * In order to be able to display dialogs atop the game graphics, backends * must provide an overlay mode. * * While the game graphics are always 8 bpp, the overlay can be 8 or 16 bpp. * Depending on which it is, OverlayColor is 8 or 16 bit. * * For 'coolness' we usually want to have an overlay which is blended over * the game graphics. On backends which support alpha blending, this is * no issue; but on other systems (in particular those which only support * 8bpp), 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, * 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; /** * 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. Either it 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(OverlayColor *buf, int pitch) = 0; /** * Blit a graphics buffer to the overlay. * In a sense, this is the reverse of grabOverlay. * @see copyRectToScreen * @see grabOverlay */ virtual void copyRectToOverlay(const OverlayColor *buf, int pitch, int x, int y, int w, int h) = 0; /** * Return the height of the overlay. * @see getHeight */ virtual int16 getOverlayHeight() { return getHeight(); } /** * Return the width of the overlay. * @see getWidth */ virtual int16 getOverlayWidth() { return getWidth(); } /** * Convert the given RGB triplet into an OverlayColor. A OverlayColor can * be 8bit, 16bit or 32bit, depending on the target system. The default * implementation generates a 16 bit color value, in the 565 format * (that is, 5 bits red, 6 bits green, 5 bits blue). * @see colorToRGB * @see ARGBToColor */ virtual OverlayColor RGBToColor(uint8 r, uint8 g, uint8 b); /** * Convert the given OverlayColor into a RGB triplet. An OverlayColor can * be 8bit, 16bit or 32bit, depending on the target system. The default * implementation takes a 16 bit color value and assumes it to be in 565 format * (that is, 5 bits red, 6 bits green, 5 bits blue). * @see RGBToColor * @see colorToARGB */ virtual void colorToRGB(OverlayColor color, uint8 &r, uint8 &g, uint8 &b); /** * Convert the given ARGB quadruplet into an OverlayColor. A OverlayColor can * be 8bit, 16bit or 32bit, depending on the target system. The default * implementation generates a 16 bit color value, in the 565 format * (that is, 5 bits red, 6 bits green, 5 bits blue). * @note The alpha component, ranges from 0 (transparent) to 255 (opaque). * @see colorToRGB * @see RGBToColor */ virtual OverlayColor ARGBToColor(uint8 a, uint8 r, uint8 g, uint8 b); /** * Convert the given OverlayColor into an ARGB quadruplet. An OverlayColor can * be 8bit, 16bit or 32bit, depending on the target system. The default * implementation takes a 16 bit color value and assumes it to be in 565 format * (that is, 5 bits red, 6 bits green, 5 bits blue). * @note The alpha component, ranges from 0 (transparent) to 255 (opaque). * @see ARGBToColor * @see colorToRGB */ virtual void colorToARGB(OverlayColor color, uint8 &a, uint8 &r, uint8 &g, uint8 &b); //@} /** @name Mouse */ //@{ /** Show or hide the mouse cursor. */ virtual bool showMouse(bool visible) = 0; /** * Move ("warp") the mouse cursor to the specified position in virtual * screen coordinates. * @param x the new x position of the mouse * @param y the new y position of the mouse */ virtual void warpMouse(int x, int y) = 0; /** * Set the bitmap used for drawing the cursor. * * @param buf the pixmap data to be used (8bit/pixel) * @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 index * @param cursorTargetScale scale factor which cursor is designed for */ virtual void setMouseCursor(const byte *buf, uint w, uint h, int hotspotX, int hotspotY, byte keycolor = 255, int cursorTargetScale = 1) = 0; /** * Replace the specified range of cursor the 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 it should have kFeatureCursorHasPalette flag set * * @see setPalette * @see kFeatureCursorHasPalette */ virtual void setCursorPalette(const byte *colors, uint start, uint num) {} /** * Disable or enable cursor palette. * * Backends which implement it should have kFeatureCursorHasPalette flag set * * @param disable True to disable, false to enable. * * @see setPalette * @see kFeatureCursorHasPalette */ virtual void disableCursorPalette(bool disable) {} //@} /** @name Events and Time */ //@{ protected: friend class DefaultEventManager; /** * Get the next event in the event queue. * @param event point to an Common::Event struct, which will be filled with the event data. * @return true if an event was retrieved. */ virtual bool pollEvent(Common::Event &event) = 0; public: /** Get the number of milliseconds since the program was started. */ virtual uint32 getMillis() = 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. * Corresponds on many systems to the combination of time() * and localtime(). */ virtual void getTimeAndDate(struct tm &t) const = 0; /** * Return the timer manager singleton. For more information, refer * to the TimerManager documentation. */ virtual Common::TimerManager *getTimerManager() = 0; /** * Return the event manager singleton. For more information, refer * to the EventManager documentation. */ virtual Common::EventManager *getEventManager(); //@} /** * @name Mutex handling * Historically, the OSystem API used to have a method which allowed * creating threads. Hence mutex support was needed for thread syncing. * To ease portability, though, we decided to remove the threading API. * Instead, we now use timers (see setTimerCallback() and Common::Timer). * But since those may be implemented using threads (and in fact, that's * how our primary backend, the SDL one, does it on many systems), we * still have to 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 e.g. the SDL backend does). * * Hence backends which do not use threads to implement the timers simply * can use dummy implementations for these methods. */ //@{ typedef Common::MutexRef MutexRef; /** * Create a new mutex. * @return the newly created mutex, or 0 if an error occured. */ virtual MutexRef createMutex() = 0; /** * Lock the given mutex. * * @note ScummVM code assumes that the mutex implementation supports * recursive locking. That is, a thread may lock a mutex twice w/o * deadlocking. In case of a multilock, the mutex has to 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; //@} /** @name Sound */ //@{ /** * Return the audio mixer. For more information, refer to the * Audio::Mixer documentation. */ virtual Audio::Mixer *getMixer() = 0; //@} /** * @name Audio CD * The methods in this group deal with Audio CD playback. * The default implementation simply does nothing. */ //@{ /** * Initialise the specified CD drive for audio playback. * @return true if the CD drive was inited succesfully */ virtual bool openCD(int drive); /** * Poll CD status. * @return true if CD audio is playing */ virtual bool pollCD(); /** * Start audio CD playback. * @param track the track to play. * @param num_loops how often playback should be repeated (-1 = infinitely often). * @param start_frame the frame at which playback should start (75 frames = 1 second). * @param duration the number of frames to play. */ virtual void playCD(int track, int num_loops, int start_frame, int duration); /** * Stop audio CD playback. */ virtual void stopCD(); /** * Update cdrom audio status. */ virtual void updateCD(); //@} /** @name Miscellaneous */ //@{ /** Quit (exit) the application. */ virtual void quit() = 0; /** * Set a window caption or any other comparable status display to the * given value. The caption must be a pure ASCII string. Passing a * non-ASCII string may lead to unexpected behavior, even crashes. * * In a future revision of this API, this may be changed to allowing * UTF-8 or UTF-16 encoded data, or maybe ISO LATIN 1. * * @param caption the window caption to use, as an ASCII string */ virtual void setWindowCaption(const char *caption) {} /** * Display a message in an 'on screen display'. That is, display it in a * fashion where it is visible on or near the screen (e.g. in a transparent * rectangle over the regular screen content; or in a message box beneath * it; etc.). * * @note There is a default implementation which uses a TimedMessageDialog * to display the message. Hence implementing this is optional. * * @param msg the message to display on screen */ virtual void displayMessageOnOSD(const char *msg); /** * Return the SaveFileManager, used to store and load savestates * and other modifiable persistent game data. For more information, * refer to the SaveFileManager documentation. */ virtual Common::SaveFileManager *getSavefileManager() = 0; /** * Returns the FilesystemFactory object, depending on the current architecture. * * @return FilesystemFactory* The specific factory for the current architecture. */ virtual FilesystemFactory *getFilesystemFactory() = 0; /** * Return String which is used for backend-specific addition to theme * config. * * Typical usage is to disable unneeded GUI widgets or defining * theme-specific tab. */ virtual Common::String getExtraThemeConfig() { return ""; } //@} Common::SeekableReadStream *openConfigFileForReading(); Common::WriteStream *openConfigFileForWriting(); }; /** The global OSystem instance. Initialised in main(). */ extern OSystem *g_system; #endif