scummvm/engines/wintermute/base/gfx/base_renderer.h
2013-04-18 17:45:50 +02:00

234 lines
6.6 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.
*
*/
/*
* This file is based on WME Lite.
* http://dead-code.org/redir.php?target=wmelite
* Copyright (c) 2011 Jan Nedoma
*/
#ifndef WINTERMUTE_BASE_RENDERER_H
#define WINTERMUTE_BASE_RENDERER_H
#include "engines/wintermute/math/rect32.h"
#include "engines/wintermute/base/base.h"
#include "common/rect.h"
#include "common/array.h"
namespace Wintermute {
class BaseImage;
class BaseActiveRect;
class BaseObject;
class BaseSurface;
class BasePersistenceManager;
/**
* @class BaseRenderer a common interface for the rendering portion of WME
* this interface is mainly intended to wrap away any differencies between
* software-rendering/hardware-rendering.
*/
class BaseRenderer: public BaseClass {
public:
int _realWidth;
int _realHeight;
int _drawOffsetX;
int _drawOffsetY;
virtual void dumpData(const char *filename) {}
/**
* Take a screenshot of the current screenstate
*
* @return a BaseImage containing the current screen-buffer.
*/
virtual BaseImage *takeScreenshot() = 0;
virtual bool saveScreenShot(const Common::String &filename, int sizeX = 0, int sizeY = 0);
virtual bool setViewport(int left, int top, int right, int bottom);
virtual bool setViewport(Rect32 *rect);
virtual Rect32 getViewPort() = 0;
virtual bool setScreenViewport();
virtual Graphics::PixelFormat getPixelFormat() const = 0;
/**
* Fade the screen to black
*
* @param alpha amount to fade by (alpha value of black)
* @return
*/
virtual void fade(uint16 alpha) = 0;
/**
* Fade a portion of the screen to a specific color
*
* @param r the red component to fade too.
* @param g the green component to fade too.
* @param b the blue component to fade too.
* @param a the alpha component to fade too.
* @param rect the portion of the screen to fade (if nullptr, the entire screen will be faded).
*/
virtual void fadeToColor(byte r, byte g, byte b, byte a, Common::Rect *rect = nullptr) = 0;
virtual bool drawLine(int x1, int y1, int x2, int y2, uint32 color); // Unused outside indicator-display
virtual bool drawRect(int x1, int y1, int x2, int y2, uint32 color, int width = 1); // Unused outside indicator-display
BaseRenderer(BaseGame *inGame = nullptr);
virtual ~BaseRenderer();
virtual bool setProjection() {
return STATUS_OK;
};
virtual bool windowedBlt();
/**
* Fill a portion of the screen with a specified color
*
* @param r the red component to fill with.
* @param g the green component to fill with.
* @param b the blue component to fill with.
*/
virtual bool fill(byte r, byte g, byte b, Common::Rect *rect = nullptr) = 0;
virtual void onWindowChange();
virtual bool initRenderer(int width, int height, bool windowed);
/**
* Flip the backbuffer onto the screen-buffer
* The screen will NOT be updated before calling this function.
*
* @return true if successfull, false on error.
*/
virtual bool flip() = 0;
/**
* Special flip for the indicator drawn during save/load
* essentially, just copies the region defined by the _indicator-variables.
*/
virtual bool indicatorFlip() = 0;
virtual void initLoop();
virtual bool setup2D(bool force = false);
virtual bool setupLines();
/**
* Get the name of the current renderer
*
* @return the name of the renderer.
*/
virtual Common::String getName() const = 0;
virtual bool displayDebugInfo() {
return STATUS_FAILED;
};
virtual bool drawShaderQuad() {
return STATUS_FAILED;
}
virtual float getScaleRatioX() const {
return 1.0f;
}
virtual float getScaleRatioY() const {
return 1.0f;
}
/**
* Create a Surface fit for use with the renderer.
* As diverse implementations of BaseRenderer might have different solutions for storing surfaces
* this allows for a common interface for creating surface-handles. (Mostly usefull to ease future
* implementation of hw-accelerated rendering, or readding 3D-support at some point).
*
* @return a surface that can be used with this renderer
*/
virtual BaseSurface *createSurface() = 0;
bool clipCursor();
bool unclipCursor();
BaseObject *getObjectAt(int x, int y);
void deleteRectList();
virtual bool startSpriteBatch() {
return STATUS_OK;
};
virtual bool endSpriteBatch() {
return STATUS_OK;
};
bool pointInViewport(Point32 *P);
bool _active;
bool _ready;
bool isReady() const { return _ready; }
bool isWindowed() const { return _windowed; }
int32 getBPP() const { return _bPP; }
uint32 _window;
uint32 _forceAlphaColor;
void addRectToList(BaseActiveRect *rect);
// Indicator & Save/Load-related functions
void initIndicator();
void setIndicatorVal(int value);
void setIndicator(int width, int height, int x, int y, uint32 color);
void persistSaveLoadImages(BasePersistenceManager *persistMgr);
void initSaveLoad(bool isSaving, bool quickSave = false);
virtual void endSaveLoad();
void setLoadingScreen(const char *filename, int x, int y);
void setSaveImage(const char *filename, int x, int y);
bool displayIndicator();
int32 getWidth() const { return _width; }
int32 getHeight() const { return _height; }
protected:
int32 _height;
int32 _width;
bool _windowed;
int32 _bPP;
Common::String _loadImageName;
Common::String _saveImageName;
int32 _saveImageX;
int32 _saveImageY;
int32 _loadImageX;
int32 _loadImageY;
BaseSurface *_saveLoadImage;
bool _hasDrawnSaveLoadImage;
int32 _indicatorWidthDrawn;
uint32 _indicatorColor;
int32 _indicatorX;
int32 _indicatorY;
int32 _indicatorWidth;
int32 _indicatorHeight;
bool _loadInProgress;
bool _indicatorDisplay;
int32 _indicatorProgress;
uint32 _clipperWindow;
Rect32 _windowRect;
Rect32 _viewportRect;
Rect32 _screenRect;
Rect32 _monitorRect;
private:
Common::Array<BaseActiveRect *> _rectList;
};
BaseRenderer *makeOSystemRenderer(BaseGame *inGame); // Implemented in BRenderSDL.cpp
} // end of namespace Wintermute
#endif