scummvm/backends/graphics/opengl/opengl-graphics.h
Johannes Schickel aec9b9e22a ALL: Let overlay related methods in OSystem take a void * and use a proper pitch values.
This is a first step to get rid of OverlayColor, which is a requirement for
proper 4Bpp overlay support.
2012-06-16 04:17:14 +02:00

352 lines
9.1 KiB
C++

/* 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 BACKENDS_GRAPHICS_OPENGL_H
#define BACKENDS_GRAPHICS_OPENGL_H
#include "backends/graphics/opengl/gltexture.h"
#include "backends/graphics/graphics.h"
#include "common/array.h"
#include "common/rect.h"
#include "graphics/font.h"
#include "graphics/pixelformat.h"
// Uncomment this to enable the 'on screen display' code.
#define USE_OSD 1
namespace OpenGL {
// The OpenGL GFX modes. They have to be inside the OpenGL namespace so they
// do not clash with the SDL GFX modes.
enum {
GFX_NORMAL = 0,
GFX_CONSERVE = 1,
GFX_ORIGINAL = 2
};
}
/**
* OpenGL graphics manager. This is an abstract class, it does not do the
* window and OpenGL context initialization.
* Derived classes should at least override internUpdateScreen for doing
* the buffers swap, and implement loadGFXMode for handling the window/context if
* needed. If USE_RGB_COLOR is enabled, getSupportedFormats must be implemented.
*/
class OpenGLGraphicsManager : public GraphicsManager {
public:
OpenGLGraphicsManager();
virtual ~OpenGLGraphicsManager();
virtual bool hasFeature(OSystem::Feature f);
virtual void setFeatureState(OSystem::Feature f, bool enable);
virtual bool getFeatureState(OSystem::Feature f);
static const OSystem::GraphicsMode *supportedGraphicsModes();
virtual const OSystem::GraphicsMode *getSupportedGraphicsModes() const;
virtual int getDefaultGraphicsMode() const;
virtual bool setGraphicsMode(int mode);
virtual int getGraphicsMode() const;
virtual void resetGraphicsScale();
#ifdef USE_RGB_COLOR
virtual Graphics::PixelFormat getScreenFormat() const;
virtual Common::List<Graphics::PixelFormat> getSupportedFormats() const = 0;
#endif
virtual void initSize(uint width, uint height, const Graphics::PixelFormat *format = NULL);
virtual int getScreenChangeID() const;
virtual void beginGFXTransaction();
virtual OSystem::TransactionError endGFXTransaction();
virtual int16 getHeight();
virtual int16 getWidth();
protected:
// PaletteManager API
virtual void setPalette(const byte *colors, uint start, uint num);
virtual void grabPalette(byte *colors, uint start, uint num);
public:
virtual void copyRectToScreen(const void *buf, int pitch, int x, int y, int w, int h);
virtual Graphics::Surface *lockScreen();
virtual void unlockScreen();
virtual void fillScreen(uint32 col);
virtual void updateScreen();
virtual void setShakePos(int shakeOffset);
virtual void setFocusRectangle(const Common::Rect &rect);
virtual void clearFocusRectangle();
virtual void showOverlay();
virtual void hideOverlay();
virtual Graphics::PixelFormat getOverlayFormat() const;
virtual void clearOverlay();
virtual void grabOverlay(void *buf, int pitch);
virtual void copyRectToOverlay(const void *buf, int pitch, int x, int y, int w, int h);
virtual int16 getOverlayHeight();
virtual int16 getOverlayWidth();
virtual bool showMouse(bool visible);
virtual void warpMouse(int x, int y);
virtual void setMouseCursor(const void *buf, uint w, uint h, int hotspotX, int hotspotY, uint32 keycolor, bool dontScale = false, const Graphics::PixelFormat *format = NULL);
virtual void setCursorPalette(const byte *colors, uint start, uint num);
virtual void displayMessageOnOSD(const char *msg);
protected:
/**
* Setup OpenGL settings
*/
virtual void initGL();
/**
* Creates and refreshs OpenGL textures.
*/
virtual void loadTextures();
//
// GFX and video
//
enum {
kTransactionNone = 0,
kTransactionActive = 1,
kTransactionRollback = 2
};
struct TransactionDetails {
bool sizeChanged;
bool needRefresh;
bool needUpdatescreen;
bool filterChanged;
#ifdef USE_RGB_COLOR
bool formatChanged;
#endif
};
TransactionDetails _transactionDetails;
int _transactionMode;
struct VideoState {
bool setup;
bool fullscreen;
int mode;
int scaleFactor;
bool antialiasing;
bool aspectRatioCorrection;
int screenWidth, screenHeight;
int overlayWidth, overlayHeight;
int hardwareWidth, hardwareHeight;
#ifdef USE_RGB_COLOR
Graphics::PixelFormat format;
#endif
};
VideoState _videoMode, _oldVideoMode;
/**
* Sets the OpenGL texture format for the given pixel format. If format is not support will raise an error.
*/
virtual void getGLPixelFormat(Graphics::PixelFormat pixelFormat, byte &bpp, GLenum &intFormat, GLenum &glFormat, GLenum &type);
virtual void internUpdateScreen();
virtual bool loadGFXMode();
virtual void unloadGFXMode();
/**
* Setup the fullscreen mode state.
*/
void setFullscreenMode(bool enable);
/**
* Query the fullscreen state.
*/
inline bool getFullscreenMode() const { return _videoMode.fullscreen; }
/**
* Set the scale factor.
*
* This can only be used in a GFX transaction.
*
* @param newScale New scale factor.
*/
void setScale(int newScale);
/**
* Query the scale factor.
*/
inline int getScale() const { return _videoMode.scaleFactor; }
/**
* Toggle the antialiasing state of the current video mode.
*
* This can only be used in a GFX transaction.
*/
void toggleAntialiasing();
/**
* Query the antialiasing state.
*/
inline bool getAntialiasingState() const { return _videoMode.antialiasing; }
// Drawing coordinates for the current display mode and scale
int _displayX;
int _displayY;
int _displayWidth;
int _displayHeight;
virtual const char *getCurrentModeName();
virtual void calculateDisplaySize(int &width, int &height);
virtual void refreshDisplaySize();
uint getAspectRatio() const;
void setFormatIsBGR(bool isBGR) { _formatBGR = isBGR; }
bool _formatBGR;
//
// Game screen
//
GLTexture *_gameTexture;
Graphics::Surface _screenData;
int _screenChangeCount;
bool _screenNeedsRedraw;
Common::Rect _screenDirtyRect;
#ifdef USE_RGB_COLOR
Graphics::PixelFormat _screenFormat;
#endif
byte *_gamePalette;
virtual void refreshGameScreen();
// Shake mode
int _shakePos;
//
// Overlay
//
GLTexture *_overlayTexture;
Graphics::Surface _overlayData;
Graphics::PixelFormat _overlayFormat;
bool _overlayVisible;
bool _overlayNeedsRedraw;
Common::Rect _overlayDirtyRect;
virtual void refreshOverlay();
//
// Mouse
//
struct MousePos {
// The mouse position in hardware screen coordinates.
int16 x, y;
// The size and hotspot of the original cursor image.
int16 w, h;
int16 hotX, hotY;
// The size and hotspot of the scaled cursor, in real coordinates.
int16 rW, rH;
int16 rHotX, rHotY;
// The size and hotspot of the scaled cursor, in game coordinates.
int16 vW, vH;
int16 vHotX, vHotY;
MousePos() : x(0), y(0), w(0), h(0), hotX(0), hotY(0),
rW(0), rH(0), rHotX(0), rHotY(0), vW(0), vH(0),
vHotX(0), vHotY(0) {}
};
GLTexture *_cursorTexture;
Graphics::Surface _cursorData;
Graphics::PixelFormat _cursorFormat;
byte *_cursorPalette;
bool _cursorPaletteDisabled;
MousePos _cursorState;
bool _cursorVisible;
uint32 _cursorKeyColor;
bool _cursorDontScale;
bool _cursorNeedsRedraw;
/**
* Set up the mouse position for graphics output.
*
* @param x X coordinate in native coordinates.
* @param y Y coordinate in native coordinates.
*/
void setMousePosition(int x, int y) { _cursorState.x = x; _cursorState.y = y; }
virtual void refreshCursor();
virtual void refreshCursorScale();
/**
* Set up the mouse position for the (event) system.
*
* @param x X coordinate in native coordinates.
* @param y Y coordinate in native coordinates.
*/
virtual void setInternalMousePosition(int x, int y) = 0;
/**
* Adjusts hardware screen coordinates to either overlay or game screen
* coordinates depending on whether the overlay is visible or not.
*
* @param x X coordinate of the mouse position.
* @param y Y coordinate of the mouse position.
*/
virtual void adjustMousePosition(int16 &x, int16 &y);
//
// Misc
//
virtual bool saveScreenshot(const char *filename);
#ifdef USE_OSD
/**
* Returns the font used for on screen display
*/
virtual const Graphics::Font *getFontOSD();
/**
* Update the OSD texture / surface.
*/
void updateOSD();
/**
* The OSD contents.
*/
Common::Array<Common::String> _osdLines;
GLTexture *_osdTexture;
Graphics::Surface _osdSurface;
uint8 _osdAlpha;
uint32 _osdFadeStartTime;
bool _requireOSDUpdate;
enum {
kOSDFadeOutDelay = 2 * 1000,
kOSDFadeOutDuration = 500,
kOSDInitialAlpha = 80
};
#endif
};
#endif