scummvm/common/system.h

708 lines
22 KiB
C++

/* ScummVM - Scumm Interpreter
* Copyright (C) 2001 Ludvig Strigeus
* Copyright (C) 2001-2005 The ScummVM project
*
* 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., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
*
* $Header$
*
*/
#ifndef COMMON_SYSTEM_H
#define COMMON_SYSTEM_H
#include "common/scummsys.h"
#include "common/util.h"
#include "common/rect.h"
#include "common/savefile.h"
#include "common/singleton.h"
class OSystem;
/**
* Custome object factory for OSystem.
*/
template <>
OSystem *makeInstance<>();
/**
* 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 : public Common::Singleton<OSystem> {
public:
/** @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 actual 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
};
/**
* 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 */
//@{
/**
* 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;
/**
* 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 blue component of the first
* new color; the third byte the green 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 colors, 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;
/**
* 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.
* @see updateScreen
*/
virtual void copyRectToScreen(const byte *buf, int pitch, int x, int y, int w, int h) = 0;
/**
* Clear the screen to black.
*/
virtual void clearScreen() {}
/** Update the dirty areas of the screen. */
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 by 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 a 0 offset. No calls to copyRectToScreen are necessary.
* @param shakeOffset the shake offset
*
* @todo This is a rather special screen effect, only used by the SCUMM
* frontend - we should consider removing it from the backend API
* and instead implement the functionality in the frontend.
*/
virtual void setShakePos(int shakeOffset) = 0;
//@}
/** @name Overlay */
//@{
virtual void showOverlay() = 0;
virtual void hideOverlay() = 0;
virtual void clearOverlay() = 0;
virtual void grabOverlay(OverlayColor *buf, int pitch) = 0;
virtual void copyRectToOverlay(const OverlayColor *buf, int pitch, int x, int y, int w, int h) = 0;
virtual int16 getOverlayHeight() { return getHeight(); }
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
*/
virtual OverlayColor RGBToColor(uint8 r, uint8 g, uint8 b) {
return ((((r >> 3) & 0x1F) << 11) | (((g >> 2) & 0x3F) << 5) | ((b >> 3) & 0x1F));
}
/**
* 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
*/
virtual void colorToRGB(OverlayColor color, uint8 &r, uint8 &g, uint8 &b) {
r = (((color >> 11) & 0x1F) << 3);
g = (((color >> 5) & 0x3F) << 2);
b = ((color&0x1F) << 3);
}
//@}
/** @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 x 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
*/
virtual void setMouseCursor(const byte *buf, uint w, uint h, int hotspotX, int hotspotY, byte keycolor = 255) = 0;
//@}
/** @name Events and Time */
//@{
typedef int (*TimerProc)(int interval);
/**
* The types of events backends may generate.
* @see Event
*
* @todo Merge EVENT_LBUTTONDOWN, EVENT_RBUTTONDOWN and EVENT_WHEELDOWN;
* likewiese EVENT_LBUTTONUP, EVENT_RBUTTONUP, EVENT_WHEELUP.
* To do that, we just have to add a field to the Event which
* indicates which button was pressed.
*/
enum EventType {
/** A key was pressed, details in Event::kbd. */
EVENT_KEYDOWN = 1,
/** A key was released, details in Event::kbd. */
EVENT_KEYUP = 2,
/** The mouse moved, details in Event::mouse. */
EVENT_MOUSEMOVE = 3,
EVENT_LBUTTONDOWN = 4,
EVENT_LBUTTONUP = 5,
EVENT_RBUTTONDOWN = 6,
EVENT_RBUTTONUP = 7,
EVENT_WHEELUP = 8,
EVENT_WHEELDOWN = 9,
EVENT_QUIT = 10,
EVENT_SCREEN_CHANGED = 11
};
/**
* Keyboard modifier flags, used for Event::kbd::flags.
*/
enum {
KBD_CTRL = 1 << 0,
KBD_ALT = 1 << 1,
KBD_SHIFT = 1 << 2
};
/**
* Data structure for an event. A pointer to an instance of Event
* can be passed to pollEvent.
* @todo Rework/document this structure. It should be made 100% clear which
* field is valid for which event type.
* Implementation wise, we might want to use the classic
* union-of-structs trick. It goes roughly like this:
* struct BasicEvent {
* EventType type;
* };
* struct MouseMovedEvent : BasicEvent {
* Common::Point pos;
* };
* struct MouseButtonEvent : MouseMovedEvent {
* int button;
* };
* struct KeyEvent : BasicEvent {
* ...
* };
* ...
* union Event {
* EventType type;
* MouseMovedEvent mouse;
* MouseButtonEvent button;
* KeyEvent key;
* ...
* };
*/
struct Event {
/** The type of the event. */
EventType type;
/**
* Keyboard data; only valid for keyboard events (EVENT_KEYDOWN and
* EVENT_KEYUP). For all other event types, content is undefined.
*/
struct {
/**
* Abstract key code (will be the same for any given key regardless
* of modifiers being held at the same time.
* For example, this is the same for both 'A' and Shift-'A'.
* @todo Document which values are to be used for non-ASCII keys
* like F1-F10. For now, let's just say that our primary backend
* is the SDL one, and it uses the values SDL uses... so until
* we fix this, your best bet is to get a copy of SDL_keysym.h
* and look at that, if you want to find out a key code.
*/
int keycode;
/**
* ASCII-value of the pressed key (if any).
* This depends on modifiers, i.e. pressing the 'A' key results in
* different values here depending on the status of shift, alt and
* caps lock.
* For the function keys F1-F9, values of 315-323 are used.
*/
uint16 ascii;
/**
* Status of the modifier keys. Bits are set in this for each
* pressed modifier
* @see KBD_CTRL, KBD_ALT, KBD_SHIFT
*/
byte flags;
} kbd;
/**
* The mouse coordinates, in virtual screen coordinates. Only valid
* for mouse events.
* Virtual screen coordinatest means: the coordinate system of the
* screen area as defined by the most recent call to initSize().
*/
Common::Point mouse;
};
/**
* Get the next event in the event queue.
* @param event point to an Event struct, which will be filled with the event data.
* @return true if an event was retrieved.
*/
virtual bool pollEvent(Event &event) = 0;
/** 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;
/**
* Set the timer callback, a function which is periodically invoked by the
* backend. This can for example be done via a background thread.
* There is at most one active timer; if this method is called while there
* 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();
//@}
};
/** 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