mirror of
https://github.com/libretro/scummvm.git
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bc44b5ec15
svn-id: r16493
712 lines
23 KiB
C++
712 lines
23 KiB
C++
/* ScummVM - Scumm Interpreter
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* Copyright (C) 2001 Ludvig Strigeus
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* Copyright (C) 2001-2005 The ScummVM project
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software
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* Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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*
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* $Header$
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*
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*/
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#ifndef COMMON_SYSTEM_H
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#define COMMON_SYSTEM_H
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#include "common/scummsys.h"
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#include "common/util.h"
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#include "common/rect.h"
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#include "common/savefile.h"
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#include "common/singleton.h"
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/**
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* Interface for ScummVM backends. If you want to port ScummVM to a system
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* which is not currently covered by any of our backends, this is the place
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* to start. ScummVM will create an instance of a subclass of this interface
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* and use it to interact with the system.
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*
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* In particular, a backend provides a video surface for ScummVM to draw in;
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* methods to create timers, to handle user input events,
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* control audio CD playback, and sound output.
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*/
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class OSystem : public Common::Singleton<OSystem> {
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protected:
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static OSystem *createSystem();
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friend class Common::Singleton<SingletonBaseType>;
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public:
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/** @name Feature flags */
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//@{
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/**
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* A feature in this context means an ability of the backend which can be
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* either on or off. Examples include:
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* - fullscreen mode
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* - aspect ration correction
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* - a virtual keyboard for text entry (on PDAs)
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*/
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enum Feature {
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/**
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* If your backend supports both a windowed and a fullscreen mode,
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* then this feature flag can be used to switch between the two.
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*/
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kFeatureFullscreenMode,
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/**
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* Control aspect ratio correction. Aspect ratio correction is used to
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* correct games running at 320x200 (i.e with an aspect ratio of 8:5),
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* but which on their original hardware were displayed with the
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* standard 4:3 ratio (that is, the original graphics used non-square
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* pixels). When the backend support this, then games running at
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* 320x200 pixels should be scaled up to 320x240 pixels. For all other
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* resolutions, ignore this feature flag.
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* @note You can find utility functions in common/scaler.h which can
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* be used to implement aspect ratio correction. In particular,
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* stretch200To240() can stretch a rect, including (very fast)
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* interpolation, and works in-place.
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*/
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kFeatureAspectRatioCorrection,
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/**
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* Determine whether a virtual keyboard is too be shown or not.
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* This would mostly be implemented by backends for hand held devices,
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* like PocketPC, Palms, Symbian phones like the P800, Zaurus, etc.
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*/
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kFeatureVirtualKeyboard,
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/**
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* This flag is a bit more obscure: it gives a hint to the backend that
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* the frontend code is very inefficient in doing screen updates. So
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* the frontend might do a lot of fullscreen blits even though only a
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* tiny portion of the actual screen data changed. In that case, it
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* might pay off for the backend to compute which parts actual changed,
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* and then only mark those as dirty.
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* Implementing this is purely optional, and no harm should arise
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* when not doing so (except for decreased speed in said frontends).
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*/
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kFeatureAutoComputeDirtyRects
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};
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/**
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* Determine whether the backend supports the specified feature.
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*/
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virtual bool hasFeature(Feature f) { return false; }
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/**
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* En-/disable the specified feature. For example, this may be used to
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* enable fullscreen mode, or to deactivate aspect correction, etc.
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*/
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virtual void setFeatureState(Feature f, bool enable) {}
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/**
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* Query the state of the specified feature. For example, test whether
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* fullscreen mode is active or not.
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*/
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virtual bool getFeatureState(Feature f) { return false; }
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//@}
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/** @name Graphics */
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//@{
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/**
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* Description of a graphics mode.
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*/
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struct GraphicsMode {
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/**
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* The 'name' of the graphics mode. This name is matched when selecting
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* a mode via the command line, or via the config file.
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* Examples: "1x", "advmame2x", "hq3x"
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*/
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const char *name;
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/**
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* Human readable description of the scaler.
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* Examples: "Normal (no scaling)", "AdvMAME2x", "HQ3x"
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*/
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const char *description;
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/**
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* ID of the graphics mode. How to use this is completely up to the
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* backend. This value will be passed to the setGraphicsMode(int)
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* method by client code.
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*/
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int id;
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};
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/**
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* Retrieve a list of all graphics modes supported by this backend.
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* This can be both video modes as well as graphic filters/scalers;
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* it is completely up to the backend maintainer to decide what is
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* appropriate here and what not.
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* The list is terminated by an all-zero entry.
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* @return a list of supported graphics modes
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*/
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virtual const GraphicsMode *getSupportedGraphicsModes() const = 0;
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/**
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* Return the ID of the 'default' graphics mode. What exactly this means
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* is up to the backend. This mode is set by the client code when no user
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* overrides are present (i.e. if no custom graphics mode is selected via
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* the command line or a config file).
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*
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* @return the ID of the 'default' graphics mode
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*/
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virtual int getDefaultGraphicsMode() const = 0;
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/**
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* Switch to the specified graphics mode. If switching to the new mode
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* failed, this method returns false.
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*
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* @param mode the ID of the new graphics mode
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* @return true if the switch was successful, false otherwise
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*/
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virtual bool setGraphicsMode(int mode) = 0;
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/**
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* Switch to the graphics mode with the given name. If 'name' is unknown,
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* or if switching to the new mode failed, this method returns false.
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*
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* @param name the name of the new graphics mode
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* @return true if the switch was successful, false otherwise
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* @note This is implemented via the setGraphicsMode(int) method, as well
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* as getSupportedGraphicsModes() and getDefaultGraphicsMode().
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* In particular, backends do not have to overload this!
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*/
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bool setGraphicsMode(const char *name);
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/**
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* Determine which graphics mode is currently active.
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* @return the active graphics mode
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*/
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virtual int getGraphicsMode() const = 0;
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/**
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* Set the size of the virtual screen. Typical sizes include:
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* - 320x200 (e.g. for most SCUMM games, and Simon)
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* - 320x240 (e.g. for FM-TOWN SCUMM games)
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* - 640x480 (e.g. for Curse of Monkey Island)
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*
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* This is the resolution for which the client code generates data;
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* this is not necessarily equal to the actual display size. For example,
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* a backend may magnify the graphics to fit on screen (see also the
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* GraphicsMode); stretch the data to perform aspect ratio correction;
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* or shrink it to fit on small screens (in cell phones).
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*
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* @param width the new virtual screen width
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* @param height the new virtual screen height
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*/
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virtual void initSize(uint width, uint height) = 0;
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/**
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* Begin a new GFX transaction, which is a sequence of GFX mode changes.
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* The idea behind GFX transactions is to make it possible to activate
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* several different GFX changes at once as a "batch" operation. For
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* example, assume we are running in 320x200 with a 2x scaler (thus using
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* 640x400 pixels in total). Now, we want to switch to 640x400 with the 1x
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* scaler. Without transactions, we have to choose whether we want to first
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* switch the scaler mode, or first to 640x400 mode. In either case,
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* depending on the backend implementation, some ugliness may result.
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* E.g. the window might briefly switch to 320x200 or 1280x800.
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* Using transactions, this can be avoided.
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*
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* @note Transaction support is optional, and the default implementations
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* of the relevant methods simply do nothing.
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* @see endGFXTransaction
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*/
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virtual void beginGFXTransaction() {};
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/**
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* End (and thereby commit) the current GFX transaction.
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* @see beginGFXTransaction
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*/
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virtual void endGFXTransaction() {};
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/**
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* Returns the currently set virtual screen height.
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* @see initSize
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* @return the currently set virtual screen height
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*/
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virtual int16 getHeight() = 0;
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/**
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* Returns the currently set virtual screen width.
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* @see initSize
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* @return the currently set virtual screen width
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*/
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virtual int16 getWidth() = 0;
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/**
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* Replace the specified range of the palette with new colors.
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* The palette entries from 'start' till (start+num-1) will be replaced - so
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* a full palette update is accomplished via start=0, num=256.
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*
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* The palette data is specified in interleaved RGBA format. That is, the
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* first byte of the memory block 'colors' points at is the red component
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* of the first new color; the second byte the blue component of the first
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* new color; the third byte the green component, the last byte to the alpha
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* (transparency) value. Then the second color starts, and so on. So memory
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* looks like this: R1-G1-B1-A1-R2-G2-B2-A2-R3-...
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*
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* @param colors the new colors, in interleaved RGB format
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* @param start the first palette entry to be updated
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* @param num the number of palette entries to be updated
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*
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* @note It is an error if start+num exceeds 256, behaviour is undefined
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* in that case (the backend may ignore it silently or assert).
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* @note The alpha value is not actually used, and future revisions of this
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* API are probably going to remove it.
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*/
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virtual void setPalette(const byte *colors, uint start, uint num) = 0;
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/**
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* Blit a bitmap to the virtual screen.
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* The real screen will not immediately be updated to reflect the changes.
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* Client code has to to call updateScreen to ensure any changes are
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* visible to the user. This can be used to optimize drawing and reduce
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* flicker.
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* @see updateScreen
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*/
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virtual void copyRectToScreen(const byte *buf, int pitch, int x, int y, int w, int h) = 0;
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/**
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* Clear the screen to black.
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*/
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virtual void clearScreen() {}
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/** Update the dirty areas of the screen. */
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virtual void updateScreen() = 0;
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/**
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* Set current shake position, a feature needed for some SCUMM screen effects.
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* The effect causes the displayed graphics to be shifted upwards by the specified
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* (always positive) offset. The area at the bottom of the screen which is moved
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* into view by this is filled by black. This does not cause any graphic data to
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* be lost - that is, to restore the original view, the game engine only has to
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* call this method again with a 0 offset. No calls to copyRectToScreen are necessary.
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* @param shakeOffset the shake offset
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*
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* @todo This is a rather special screen effect, only used by the SCUMM
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* frontend - we should consider removing it from the backend API
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* and instead implement the functionality in the frontend.
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*/
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virtual void setShakePos(int shakeOffset) = 0;
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//@}
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/** @name Overlay */
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//@{
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virtual void showOverlay() = 0;
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virtual void hideOverlay() = 0;
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virtual void clearOverlay() = 0;
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virtual void grabOverlay(OverlayColor *buf, int pitch) = 0;
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virtual void copyRectToOverlay(const OverlayColor *buf, int pitch, int x, int y, int w, int h) = 0;
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virtual int16 getOverlayHeight() { return getHeight(); }
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virtual int16 getOverlayWidth() { return getWidth(); }
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/**
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* Convert the given RGB triplet into an OverlayColor. A OverlayColor can
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* be 8bit, 16bit or 32bit, depending on the target system. The default
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* implementation generates a 16 bit color value, in the 565 format
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* (that is, 5 bits red, 6 bits green, 5 bits blue).
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* @see colorToRGB
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*/
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virtual OverlayColor RGBToColor(uint8 r, uint8 g, uint8 b) {
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return ((((r >> 3) & 0x1F) << 11) | (((g >> 2) & 0x3F) << 5) | ((b >> 3) & 0x1F));
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}
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/**
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* Convert the given OverlayColor into a RGB triplet. An OverlayColor can
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* be 8bit, 16bit or 32bit, depending on the target system. The default
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* implementation takes a 16 bit color value and assumes it to be in 565 format
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* (that is, 5 bits red, 6 bits green, 5 bits blue).
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* @see RGBToColor
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*/
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virtual void colorToRGB(OverlayColor color, uint8 &r, uint8 &g, uint8 &b) {
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r = (((color >> 11) & 0x1F) << 3);
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g = (((color >> 5) & 0x3F) << 2);
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b = ((color&0x1F) << 3);
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}
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//@}
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/** @name Mouse */
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//@{
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/** Show or hide the mouse cursor. */
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virtual bool showMouse(bool visible) = 0;
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/**
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* Move ("warp") the mouse cursor to the specified position in virtual
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* screen coordinates.
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* @param x the new x position of the mouse
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* @param y the new x position of the mouse
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*/
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virtual void warpMouse(int x, int y) = 0;
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/**
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* Set the bitmap used for drawing the cursor.
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*
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* @param buf the pixmap data to be used (8bit/pixel)
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* @param w width of the mouse cursor
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* @param h height of the mouse cursor
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* @param hotspotX horizontal offset from the left side to the hotspot
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* @param hotspotY vertical offset from the top side to the hotspot
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* @param keycolor transparency color index
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*/
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virtual void setMouseCursor(const byte *buf, uint w, uint h, int hotspotX, int hotspotY, byte keycolor = 255) = 0;
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//@}
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/** @name Events and Time */
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//@{
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typedef int (*TimerProc)(int interval);
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/**
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* The types of events backends may generate.
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* @see Event
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*
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* @todo Merge EVENT_LBUTTONDOWN, EVENT_RBUTTONDOWN and EVENT_WHEELDOWN;
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* likewiese EVENT_LBUTTONUP, EVENT_RBUTTONUP, EVENT_WHEELUP.
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* To do that, we just have to add a field to the Event which
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* indicates which button was pressed.
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*/
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enum EventType {
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/** A key was pressed, details in Event::kbd. */
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EVENT_KEYDOWN = 1,
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/** A key was released, details in Event::kbd. */
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EVENT_KEYUP = 2,
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/** The mouse moved, details in Event::mouse. */
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EVENT_MOUSEMOVE = 3,
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EVENT_LBUTTONDOWN = 4,
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EVENT_LBUTTONUP = 5,
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EVENT_RBUTTONDOWN = 6,
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EVENT_RBUTTONUP = 7,
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EVENT_WHEELUP = 8,
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EVENT_WHEELDOWN = 9,
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EVENT_QUIT = 10,
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EVENT_SCREEN_CHANGED = 11
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};
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/**
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* Keyboard modifier flags, used for Event::kbd::flags.
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*/
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enum {
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KBD_CTRL = 1 << 0,
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KBD_ALT = 1 << 1,
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KBD_SHIFT = 1 << 2
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};
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/**
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* Data structure for an event. A pointer to an instance of Event
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* can be passed to pollEvent.
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* @todo Rework/document this structure. It should be made 100% clear which
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* field is valid for which event type.
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* Implementation wise, we might want to use the classic
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* union-of-structs trick. It goes roughly like this:
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* struct BasicEvent {
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* EventType type;
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* };
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* struct MouseMovedEvent : BasicEvent {
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* Common::Point pos;
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* };
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* struct MouseButtonEvent : MouseMovedEvent {
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* int button;
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* };
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* struct KeyEvent : BasicEvent {
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* ...
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* };
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* ...
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* union Event {
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* EventType type;
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* MouseMovedEvent mouse;
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* MouseButtonEvent button;
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* KeyEvent key;
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* ...
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* };
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*/
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struct Event {
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/** The type of the event. */
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EventType type;
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/**
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* Keyboard data; only valid for keyboard events (EVENT_KEYDOWN and
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* EVENT_KEYUP). For all other event types, content is undefined.
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*/
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struct {
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/**
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* Abstract key code (will be the same for any given key regardless
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* of modifiers being held at the same time.
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* For example, this is the same for both 'A' and Shift-'A'.
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* @todo Document which values are to be used for non-ASCII keys
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* like F1-F10. For now, let's just say that our primary backend
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* is the SDL one, and it uses the values SDL uses... so until
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* we fix this, your best bet is to get a copy of SDL_keysym.h
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* and look at that, if you want to find out a key code.
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*/
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int keycode;
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/**
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* ASCII-value of the pressed key (if any).
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* This depends on modifiers, i.e. pressing the 'A' key results in
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* different values here depending on the status of shift, alt and
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* caps lock.
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* For the function keys F1-F9, values of 315-323 are used.
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*/
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uint16 ascii;
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/**
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* Status of the modifier keys. Bits are set in this for each
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* pressed modifier
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* @see KBD_CTRL, KBD_ALT, KBD_SHIFT
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*/
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byte flags;
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} kbd;
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/**
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* The mouse coordinates, in virtual screen coordinates. Only valid
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* for mouse events.
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* Virtual screen coordinatest means: the coordinate system of the
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* screen area as defined by the most recent call to initSize().
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*/
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Common::Point mouse;
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};
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/**
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* Get the next event in the event queue.
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* @param event point to an Event struct, which will be filled with the event data.
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* @return true if an event was retrieved.
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*/
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virtual bool pollEvent(Event &event) = 0;
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/** Get the number of milliseconds since the program was started. */
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virtual uint32 getMillis() = 0;
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/** Delay/sleep for the specified amount of milliseconds. */
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virtual void delayMillis(uint msecs) = 0;
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/**
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* Set the timer callback, a function which is periodically invoked by the
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* backend. This can for example be done via a background thread.
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* There is at most one active timer; if this method is called while there
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|
* is already an active timer, then the new timer callback should replace
|
|
* the previous one. In particular, passing a callback pointer value of 0
|
|
* is legal and can be used to clear the current timer callback.
|
|
* @see Common::Timer
|
|
* @note The implementation of this method must be 'atomic' in the sense
|
|
* that when the method returns, the previously set callback must
|
|
* not be in use anymore (in particular, if timers are implemented
|
|
* via threads, then it must be ensured that the timer thread is
|
|
* not using the old callback function anymore).
|
|
*
|
|
* @param callback pointer to the callback. May be 0 to reset the timer
|
|
* @param interval the interval (in milliseconds) between invocations
|
|
* of the callback
|
|
*/
|
|
virtual void setTimerCallback(TimerProc callback, int interval) = 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.
|
|
*
|
|
* Hence backends which do not use threads to implement the timers simply
|
|
* can use dummy implementations for these methods.
|
|
*/
|
|
//@{
|
|
|
|
typedef struct Mutex *MutexRef;
|
|
|
|
/**
|
|
* Create a new mutex.
|
|
* @return the newly created mutex, or 0 if an error occured.
|
|
*/
|
|
virtual MutexRef createMutex() = 0;
|
|
|
|
/**
|
|
* Lock the given mutex.
|
|
* @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 */
|
|
//@{
|
|
typedef void (*SoundProc)(void *param, byte *buf, int len);
|
|
|
|
/**
|
|
* Set the audio callback which is invoked whenever samples need to be generated.
|
|
* Currently, only the 16-bit signed mode is ever used for Simon & Scumm
|
|
* @param proc pointer to the callback.
|
|
* @param param an arbitrary parameter which is stored and passed to proc.
|
|
*/
|
|
virtual bool setSoundCallback(SoundProc proc, void *param) = 0;
|
|
|
|
/**
|
|
* Remove any audio callback previously set via setSoundCallback, thus effectively
|
|
* stopping all audio output immediately.
|
|
* @see setSoundCallback
|
|
*/
|
|
virtual void clearSoundCallback() = 0;
|
|
|
|
/**
|
|
* Determine the output sample rate. Audio data provided by the sound
|
|
* callback will be played using this rate.
|
|
* @note Client code other than the sound mixer should _not_ use this
|
|
* method. Instead, call SoundMixer::getOutputRate()!
|
|
* @return the output sample rate
|
|
*/
|
|
virtual int getOutputSampleRate() const = 0;
|
|
|
|
//@}
|
|
|
|
|
|
|
|
/**
|
|
* @name Audio CD
|
|
* The methods in this group deal with Audio CD playback.
|
|
*/
|
|
//@{
|
|
|
|
/**
|
|
* Initialise the specified CD drive for audio playback.
|
|
* @return true if the CD drive was inited succesfully
|
|
*/
|
|
virtual bool openCD(int drive) = 0;
|
|
|
|
/**
|
|
* Poll CD status.
|
|
* @return true if CD audio is playing
|
|
*/
|
|
virtual bool pollCD() = 0;
|
|
|
|
/**
|
|
* 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) = 0;
|
|
|
|
/**
|
|
* Stop audio CD playback.
|
|
*/
|
|
virtual void stopCD() = 0;
|
|
|
|
/**
|
|
* Update cdrom audio status.
|
|
*/
|
|
virtual void updateCD() = 0;
|
|
|
|
//@}
|
|
|
|
|
|
|
|
/** @name Miscellaneous */
|
|
//@{
|
|
/** Quit (exit) the application. */
|
|
virtual void quit() = 0;
|
|
|
|
/**
|
|
* Set a window caption or any other comparable status display to the
|
|
* given value.
|
|
* @param caption the window caption to use from now on
|
|
*/
|
|
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);
|
|
|
|
/** Savefile management. */
|
|
virtual SaveFileManager *getSavefileManager();
|
|
|
|
//@}
|
|
};
|
|
|
|
/**
|
|
* Custom object factory for OSystem.
|
|
*/
|
|
template <>
|
|
OSystem *Common::Singleton<OSystem>::makeInstance();
|
|
|
|
|
|
|
|
/** The global OSystem instance. Inited in main(). */
|
|
#define g_system (&OSystem::instance())
|
|
|
|
namespace Common {
|
|
|
|
/**
|
|
* Auxillary class to (un)lock a mutex on the stack.
|
|
*/
|
|
class StackLock {
|
|
OSystem::MutexRef _mutex;
|
|
const char *_mutexName;
|
|
|
|
void lock();
|
|
void unlock();
|
|
public:
|
|
StackLock(OSystem::MutexRef mutex, const char *mutexName = NULL);
|
|
~StackLock();
|
|
};
|
|
|
|
} // End of namespace Common
|
|
|
|
|
|
#endif
|