scummvm/common/system.h

790 lines
23 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 COMMON_SYSTEM_H
#define COMMON_SYSTEM_H
#include "common/scummsys.h"
#include "common/noncopyable.h"
#include "common/list.h" // For OSystem::getSupportedFormats()
#include "graphics/pixelformat.h"
namespace Audio {
class Mixer;
}
namespace Graphics {
struct Surface;
class PixelBuffer;
}
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
class TimerManager;
class SeekableReadStream;
class WriteStream;
class HardwareKeySet;
}
class AudioCDManager;
class FilesystemFactory;
class PaletteManager;
/**
* A structure describing time and date. This is a clone of struct tm
* from time.h. We roll our own since not all systems provide time.h.
* We also do not imitate all files of struct tm, only those we
* actually need.
*
* @note For now, the members are named exactly as in struct 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
};
namespace LogMessageType {
enum Type {
kInfo,
kError,
kWarning,
kDebug
};
} // End of namespace LogMessageType
/**
* 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();
protected:
/**
* @name Module slots
*
* 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, please look at the documentation of
* each slot.
*
* A backend may setup slot values in its initBackend() method,
* its constructor or somewhere in between. But it must a slot's value
* no later than in its initBackend() implementation, because
* OSystem::initBackend() will create any default instances if
* none has 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, BaseBackend::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
/**
* 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;
//@}
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)
*
* One has to distinguish between the *availability* of a feature,
* which 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 via getFeatureState(). Finally, to
* switch between fullscreen and windowed mode, use setFeatureState().
*/
enum Feature {
/**
* If supported, this feature flag can be used to switch between
* windowed and fullscreen mode.
*/
kFeatureFullscreenMode,
/**
* 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,
kFeatureOpenGL,
/**
* 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: The word 'beneficial' above is very unclear. Beneficial to
* whom and for what??? Just giving an example is not enough.
*
* 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,
/**
* The presence of this feature indicates whether the displayLogFile()
* call is supported.
*
* This feature has no associated state.
*/
kFeatureDisplayLogFile
};
/**
* 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.
*/
//@{
/**
* Set the size of the launcher virtual screen.
*
* @param width the new virtual screen width
* @param height the new virtual screen height
*/
virtual void launcherInitSize(uint width, uint height) = 0;
virtual int getScreenChangeID() const { return 0; }
/**
* Set the size of the screen.
*
* @param width the new screen width
* @param height the new screen height
* @param fullscreen the new screen will be displayed in fullscreeen mode
*/
virtual Graphics::PixelBuffer setupScreen(int screenW, int screenH, bool fullscreen, bool accel3d) = 0;
/**
* 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;
/**
* Flush the whole screen, that is render the current content of the screen
* framebuffer to the display.
*
*/
virtual void updateScreen() = 0;
//@}
/**
* @name Overlay
* In order to be able to display dialogs atop the game graphics, backends
* must provide an overlay mode.
*
*/
//@{
/** Activate the overlay mode. */
virtual void showOverlay() = 0;
/** Deactivate the overlay mode. */
virtual void hideOverlay() = 0;
/**
* Returns 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. Either it sets all pixels of
* the overlay to be transparent (when alpha blending is used).
*/
virtual void clearOverlay() = 0;
/**
* Copy the content of the overlay into a buffer provided by the caller.
*/
virtual void grabOverlay(OverlayColor *buf, int pitch) = 0;
/**
* Blit a graphics buffer to the overlay.
* In a sense, this is the reverse of grabOverlay.
*
* @note The pitch parameter actually contains the 'pixel pitch', i.e.,
* the number of pixels per scanline, and not as usual the number of bytes
* per scanline.
*
* @todo Change 'pitch' to be byte and not pixel based
*
* @param buf the buffer containing the graphics data source
* @param pitch the pixel pitch of the buffer (number of pixels 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
*
* @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() = 0;
/**
* Return the width of the overlay.
* @see getWidth
*/
virtual int16 getOverlayWidth() = 0;
//@}
/** @name Mouse
* This is the lower level implementation as provided by the
* backends. The engines should use the Graphics::CursorManager
* class instead of using it 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.
*
* ResidualVM specific method
*/
virtual bool lockMouse(bool lock) = 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
* @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 cursorTargetScale scale factor which cursor is designed for
* @param format pointer to the pixel format which cursor graphic uses (0 means CLUT8)
*/
virtual void setMouseCursor(const byte *buf, uint w, uint h, int hotspotX, int hotspotY, uint32 keycolor, int cursorTargetScale = 1, const Graphics::PixelFormat *format = NULL) = 0;
//@}
/** @name Events and Time */
//@{
/** 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(TimeDate &t) const = 0;
/**
* Return the timer manager singleton. For more information, refer
* to the TimerManager documentation.
*/
inline Common::TimerManager *getTimerManager() {
return _timerManager;
}
/**
* Return the event manager singleton. For more information, refer
* to the EventManager documentation.
*/
inline Common::EventManager *getEventManager() {
return _eventManager;
}
/**
* Register hardware keys with keymapper
*
* @return HardwareKeySet with all keys and recommended mappings
*
* See keymapper documentation for further reference.
*/
virtual Common::HardwareKeySet *getHardwareKeySet() { return 0; }
//@}
/**
* @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 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 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 */
//@{
/**
* Return the audio cd manager. For more information, refer to the
* AudioCDManager documentation.
*/
inline AudioCDManager *getAudioCDManager() {
return _audiocdManager;
}
//@}
/** @name Miscellaneous */
//@{
/** Quit (exit) the application. */
virtual void quit() = 0;
/**
* Signals that a fatal error inside the client code has happened.
*
* This should quit the application.
*/
virtual void fatalError();
/**
* Set a window caption or any other comparable status display to the
* given value. The caption must be a pure ISO LATIN 1 string. Passing a
* string with a different encoding may lead to unexpected behavior,
* even crashes.
*
* @param caption the window caption to use, as an ISO LATIN 1 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.).
*
* The message is expected to be provided in the current TranslationManager
* charset.
*
* @note There is a default implementation in BaseBackend 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) = 0;
/**
* Return the SaveFileManager, used to store and load savestates
* and other modifiable persistent game data. For more information,
* refer to the SaveFileManager documentation.
*/
inline Common::SaveFileManager *getSavefileManager() {
return _savefileManager;
}
#if defined(USE_TASKBAR)
/**
* Returns the TaskbarManager, 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)
/**
* Returns the UpdateManager, 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
/**
* Returns the FilesystemFactory object, depending on the current architecture.
*
* @return the FSNode factory for the current architecture
*/
virtual FilesystemFactory *getFilesystemFactory();
/**
* Add system specific Common::Archive objects to the given SearchSet.
* E.g. on Unix the dir 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. This one sucks.
*
* @param s the SearchSet to which the system specific dirs, if any, are added
* @param priority the 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 callers 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 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 may use this.
*/
virtual Common::String getDefaultConfigFileName();
/**
* Logs a 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 the 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,
* e.g. as part of a bug report.
*
* On a desktop operating system, this would typically launch
* some kind of (external) text editor / viewer.
* On a phone, it might also cause a context switch to another
* application. Finally, on some ports, it might not be supported
* at all, and so do nothing.
*
* The kFeatureDisplayLogFile feature flag can be used to
* test whether this call has been implemented by the active
* backend.
*
* @return true if all seems to have gone fine, false if an error occurred
*
* @note An error could mean that the log file did not exist,
* or the editor could not launch. However, a return value of true does
* not guarantee that the user actually will 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; }
/**
* Returns the locale of the system.
*
* This returns the currently set up 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 read here:
* http://en.wikipedia.org/wiki/Locale#POSIX-type_platforms
*
* The default implementation returns "en_US".
*
* @return locale of the system
*/
virtual Common::String getSystemLanguage() const;
//@}
};
/** The global OSystem instance. Initialized in main(). */
extern OSystem *g_system;
#endif