mirror of
https://github.com/libretro/scummvm.git
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ccbc5f3abb
svn-id: r41433
962 lines
33 KiB
C++
962 lines
33 KiB
C++
/* ScummVM - Graphic Adventure Engine
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*
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* ScummVM is the legal property of its developers, whose names
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* are too numerous to list here. Please refer to the COPYRIGHT
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* file distributed with this source distribution.
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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., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*
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* $URL$
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* $Id$
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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/noncopyable.h"
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#include "common/rect.h"
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#include "graphics/pixelformat.h"
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namespace Audio {
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class Mixer;
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}
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namespace Graphics {
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struct Surface;
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}
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namespace Common {
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struct Event;
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class EventManager;
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class SaveFileManager;
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class SearchSet;
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class TimerManager;
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class SeekableReadStream;
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class WriteStream;
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class HardwareKeySet;
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}
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class FilesystemFactory;
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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 : Common::NonCopyable {
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protected:
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OSystem();
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virtual ~OSystem();
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public:
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/**
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* The following method is called once, from main.cpp, after all
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* config data (including command line params etc.) are fully loaded.
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*
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* @note Subclasses should always invoke the implementation of their
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* parent class. They should do so near the end of their own
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* implementation.
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*/
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virtual void initBackend() { }
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/**
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* Allows the backend to perform engine specific init.
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* Called just before the engine is run.
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*/
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virtual void engineInit() { }
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/**
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* Allows the backend to perform engine specific de-init.
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* Called after the engine finishes.
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*/
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virtual void engineDone() { }
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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 actually 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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* This flag determines whether or not the cursor can have its own palette.
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* It is currently used only by some Macintosh versions of Humongous
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* Entertainment games. If the backend doesn't implement this feature then
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* the engine switches to b/w versions of cursors.
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* The GUI also relies on this feature for mouse cursors.
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*
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* To enable the cursor palette call "disableCursorPalette" with false.
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* @see disableCursorPalette
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*/
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kFeatureCursorHasPalette,
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/**
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* Set to true if the overlay pixel format has an alpha channel.
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* This should only be set if it offers at least 3-4 bits of accuracy,
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* as opposed to a single alpha bit.
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*/
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kFeatureOverlaySupportsAlpha,
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/**
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* Set to true to iconify the window.
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*/
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kFeatureIconifyWindow,
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/**
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* This feature, set to true, is a hint toward the backend to disable all
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* key filtering/mapping, in cases where it would be beneficial to do so.
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* As an example case, this is used in the agi engine's predictive dialog.
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* When the dialog is displayed this feature is set so that backends with
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* phone-like keypad temporarily unmap all user actions which leads to
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* comfortable word entry. Conversely, when the dialog exits the feature
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* is set to false.
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* TODO: Fingolfin suggests that the way the feature is used can be
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* generalized in this sense: Have a keyboard mapping feature, which the
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* engine queries for to assign keys to actions ("Here's my default key
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* map for these actions, what do you want them set to?").
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*/
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kFeatureDisableKeyFiltering
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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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/**
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* @name Graphics
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*
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* The way graphics work in the class OSystem are meant to make
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* it possible for game frontends to implement all they need in
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* an efficient manner. The downside of this is that it may be
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* rather complicated for backend authors to fully understand and
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* implement the semantics of the OSystem interface.
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*
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*
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* The graphics visible to the user in the end are actually
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* composed in three layers: the game graphics, the overlay
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* graphics, and the mouse.
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*
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* First, there are the game graphics. They are always 8bpp, and
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* the methods in this section deal with them exclusively. In
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* particular, the size of the game graphics is defined by a call
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* to initSize(), and copyRectToScreen() blits 8bpp data into the
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* game layer. Let W and H denote the width and height of the
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* game graphics.
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*
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* Before the user sees these graphics, the backend may apply some
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* transformations to it; for example, the may be scaled to better
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* fit on the visible screen; or aspect ratio correction may be
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* performed (see kFeatureAspectRatioCorrection). As a result of
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* this, a pixel of the game graphics may occupy a region bigger
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* than a single pixel on the screen. We define p_w and p_h to be
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* the width resp. height of a game pixel on the screen.
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*
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* In addition, there is a vertical "shake offset" (as defined by
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* setShakePos) which is used in some games to provide a shaking
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* effect. Note that shaking is applied to all three layers, i.e.
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* also to the overlay and the mouse. We denote the shake offset
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* by S.
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*
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* Putting this together, a pixel (x,y) of the game graphics is
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* transformed to a rectangle of height p_h and width p_w
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* appearing at position (p_w * x, p_hw * (y + S)) on the real
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* screen (in addition, a backend may choose to offset
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* everything, e.g. to center the graphics on the screen).
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*
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*
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* The next layer is the overlay. It is composed over the game
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* graphics. By default, it has exactly the same size and
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* resolution as the game graphics. However, client code can
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* specify an overlay scale (as an additional parameter to
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* initSize()). This is meant to increase the resolution of the
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* overlay while keeping its size the same as that of the game
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* graphics. For example, if the overlay scale is 2, and the game
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* graphics have a resolution of 320x200; then the overlay shall
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* have a resolution of 640x400, but it still has the same
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* physical size as the game graphics.
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* The overlay usually uses 16bpp, but on some ports, only 8bpp
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* are availble, so that is supported, too, via a compile time
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* switch (see also the OverlayColor typedef in scummsys.h).
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*
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*
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* Finally, there is the mouse layer. This layer doesn't have to
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* actually exist within the backend -- it all depends on how a
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* backend chooses to implement mouse cursors, but in the default
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* SDL backend, it really is a separate layer. The mouse is
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* always in 8bpp but can have a palette of its own, if the
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* backend supports it. The scale of the mouse cursor is called
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* 'cursorTargetScale'. This is meant as a hint to the backend.
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* For example, let us assume the overlay is not visible, and the
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* game graphics are displayed using a 2x scaler. If a mouse
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* cursor with a cursorTargetScale of 1 is set, then it should be
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* scaled by factor 2x, too, just like the game graphics. But if
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* it has a cursorTargetScale of 2, then it shouldn't be scaled
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* again by the game graphics scaler.
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*/
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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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* Return an int value which is changed whenever any screen
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* parameters (like the resolution) change. That is, whenever a
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* EVENT_SCREEN_CHANGED would be sent. You can track this value
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* in your code to detect screen changes in case you do not have
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* full control over the event loop(s) being used (like the GUI
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* code).
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*
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* @return an integer which can be used to track screen changes
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*
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* @note Backends which generate EVENT_SCREEN_CHANGED events MUST
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* overload this method appropriately.
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*/
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virtual int getScreenChangeID() const { return 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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* This type is able to save the different errors which can happen while
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* changing GFX config values inside GFX transactions.
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*
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* endGFXTransaction returns a ORed combination of the '*Failed' values
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* if any problem occures, on success 0.
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*
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* @see endGFXTransaction
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*/
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enum TransactionError {
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kTransactionSuccess = 0, /**< Everything fine (use EQUAL check for this one!) */
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kTransactionAspectRatioFailed = (1 << 0), /**< Failed switchting aspect ratio correction mode */
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kTransactionFullscreenFailed = (1 << 1), /**< Failed switchting fullscreen mode */
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kTransactionModeSwitchFailed = (1 << 2), /**< Failed switchting the GFX graphics mode (setGraphicsMode) */
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kTransactionSizeChangeFailed = (1 << 3) /**< Failed switchting the screen dimensions (initSize) */
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};
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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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* @see kTransactionError
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* @return returns a ORed combination of TransactionError values or 0 on success
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*/
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virtual TransactionError endGFXTransaction() { return kTransactionSuccess; }
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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 green component of the first
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* new color; the third byte the blue 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 palette data, in interleaved RGBA 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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* Grabs a specified part of the currently active palette.
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* The format is the same as for setPalette.
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*
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* @see setPalette
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* @param colors the palette data, in interleaved RGBA format
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* @param start the first platte entry to be read
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* @param num the number of palette entries to be read
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*/
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virtual void grabPalette(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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* The graphics data uses 8 bits per pixel, using the palette specified
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* via setPalette.
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*
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* @param buf the buffer containing the graphics data source
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* @param pitch the pitch of the buffer (number of bytes in a scanline)
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* @param x the x coordinate of the destination rectangle
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* @param y the y coordinate of the destination rectangle
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* @param w the width of the destination rectangle
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* @param h the height of the destination rectangle
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*
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* @note The specified destination rectangle must be completly contained
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* in the visible screen space, and must be non-empty. If not, a
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* backend may or may not perform clipping, trigger an assert or
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* silently corrupt memory.
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*
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* @see updateScreen
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*/
|
|
virtual void copyRectToScreen(const byte *buf, int pitch, int x, int y, int w, int h) = 0;
|
|
|
|
/**
|
|
* Lock the active screen framebuffer and return a Graphics::Surface
|
|
* representing it. The caller can then perform arbitrary graphics
|
|
* transformations on the framebuffer (blitting, scrolling, etc.).
|
|
* Must be followed by matching call to unlockScreen(). Calling code
|
|
* should make sure to only lock the framebuffer for the briefest
|
|
* periods of time possible, as the whole system is potentially stalled
|
|
* while the lock is active.
|
|
* Returns 0 if an error occurred. Otherwise an 8bit surface is returned.
|
|
*
|
|
* The returned surface must *not* be deleted by the client code.
|
|
*/
|
|
virtual Graphics::Surface *lockScreen() = 0;
|
|
|
|
/**
|
|
* Unlock the screen framebuffer, and mark it as dirty (i.e. during the
|
|
* next updateScreen() call, the whole screen will be updated.
|
|
*/
|
|
virtual void unlockScreen() = 0;
|
|
|
|
/**
|
|
* Fills the screen with a given color value.
|
|
*
|
|
* @note We are using uint32 here even though currently
|
|
* we only support 8bpp indexed mode. Thus the value should
|
|
* be always inside [0, 255] for now.
|
|
*/
|
|
virtual void fillScreen(uint32 col) = 0;
|
|
|
|
/**
|
|
* Flush the whole screen, that is render the current content of the screen
|
|
* framebuffer to the display.
|
|
*
|
|
* This method could be called very often by engines. Backends are hence
|
|
* supposed to only perform any redrawing if it is necessary, and otherwise
|
|
* return immediately. For a discussion of the subject, see
|
|
* <http://www.nabble.com/ATTN-porters%3A-updateScreen%28%29-OSystem-method-tt3960261.html#a3960261>
|
|
*/
|
|
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 with 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 offset
|
|
* equal to zero. No calls to copyRectToScreen are necessary.
|
|
* @param shakeOffset the shake offset
|
|
*
|
|
* @note This is currently used in the SCUMM, QUEEN and KYRA engines.
|
|
*/
|
|
virtual void setShakePos(int shakeOffset) = 0;
|
|
|
|
/**
|
|
* Sets the area of the screen that has the focus. For example, when a character
|
|
* is speaking, they will have the focus. Allows for pan-and-scan style views
|
|
* where the backend could follow the speaking character or area of interest on
|
|
* the screen.
|
|
*
|
|
* The backend is responsible for clipping the rectangle and deciding how best to
|
|
* zoom the screen to show any shape and size rectangle the engine provides.
|
|
*
|
|
* @param rect A rectangle on the screen to be focused on
|
|
* @see clearFocusRectangle
|
|
*/
|
|
virtual void setFocusRectangle(const Common::Rect& rect) {}
|
|
|
|
/**
|
|
* Clears the focus set by a call to setFocusRectangle(). This allows the engine
|
|
* to clear the focus during times when no particular area of the screen has the
|
|
* focus.
|
|
* @see setFocusRectangle
|
|
*/
|
|
virtual void clearFocusRectangle() {}
|
|
|
|
//@}
|
|
|
|
|
|
|
|
/**
|
|
* @name Overlay
|
|
* In order to be able to display dialogs atop the game graphics, backends
|
|
* must provide an overlay mode.
|
|
*
|
|
* While the game graphics are always 8 bpp, the overlay can be 8 or 16 bpp.
|
|
* Depending on which it is, OverlayColor is 8 or 16 bit.
|
|
*
|
|
* For 'coolness' we usually want to have an overlay which is blended over
|
|
* the game graphics. On backends which support alpha blending, this is
|
|
* no issue; but on other systems (in particular those which only support
|
|
* 8bpp), this needs some trickery.
|
|
*
|
|
* Essentially, we fake (alpha) blending on these systems by copying the
|
|
* current game graphics into the overlay buffer when activating the overlay,
|
|
* then manually compose whatever graphics we want to show in the overlay.
|
|
* This works because we assume the game to be "paused" whenever an overlay
|
|
* is active.
|
|
*/
|
|
//@{
|
|
|
|
/** 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).
|
|
*
|
|
* Or, in case of fake alpha blending, it might just put a copy of the
|
|
* current game graphics screen into the overlay.
|
|
*/
|
|
virtual void clearOverlay() = 0;
|
|
|
|
/**
|
|
* Copy the content of the overlay into a buffer provided by the caller.
|
|
* This is only used to implement fake alpha blending.
|
|
*/
|
|
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. */
|
|
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 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 (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
|
|
* @param cursorTargetScale scale factor which cursor is designed for
|
|
*/
|
|
virtual void setMouseCursor(const byte *buf, uint w, uint h, int hotspotX, int hotspotY, byte keycolor = 255, int cursorTargetScale = 1) = 0;
|
|
|
|
/**
|
|
* Replace the specified range of cursor 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.
|
|
*
|
|
* Backends which implement it should have kFeatureCursorHasPalette flag set
|
|
*
|
|
* @see setPalette
|
|
* @see kFeatureCursorHasPalette
|
|
*/
|
|
virtual void setCursorPalette(const byte *colors, uint start, uint num) {}
|
|
|
|
/**
|
|
* Disable or enable cursor palette.
|
|
*
|
|
* Backends which implement it should have kFeatureCursorHasPalette flag set
|
|
*
|
|
* @param disable True to disable, false to enable.
|
|
*
|
|
* @see setPalette
|
|
* @see kFeatureCursorHasPalette
|
|
*/
|
|
virtual void disableCursorPalette(bool disable) {}
|
|
|
|
//@}
|
|
|
|
|
|
|
|
/** @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(struct tm &t) const = 0;
|
|
|
|
/**
|
|
* Return the timer manager singleton. For more information, refer
|
|
* to the TimerManager documentation.
|
|
*/
|
|
virtual Common::TimerManager *getTimerManager() = 0;
|
|
|
|
/**
|
|
* Return the event manager singleton. For more information, refer
|
|
* to the EventManager documentation.
|
|
*/
|
|
virtual Common::EventManager *getEventManager() = 0;
|
|
|
|
/**
|
|
* 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 occured.
|
|
*/
|
|
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
|
|
* The methods in this group deal with Audio CD playback.
|
|
* The default implementation simply does nothing.
|
|
* This is the lower level implementation as provided by the
|
|
* backends. The engines should use the Audio::AudioCDManager
|
|
* class instead of using it directly.
|
|
*/
|
|
//@{
|
|
|
|
/**
|
|
* Initialise the specified CD drive for audio playback.
|
|
* @return true if the CD drive was inited succesfully
|
|
*/
|
|
virtual bool openCD(int drive);
|
|
|
|
/**
|
|
* Poll CD status.
|
|
* @return true if CD audio is playing
|
|
*/
|
|
virtual bool pollCD();
|
|
|
|
/**
|
|
* 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) {}
|
|
|
|
/**
|
|
* Stop audio CD playback.
|
|
*/
|
|
virtual void stopCD() {}
|
|
|
|
/**
|
|
* Update cdrom audio status.
|
|
*/
|
|
virtual void updateCD() {}
|
|
|
|
//@}
|
|
|
|
|
|
|
|
/** @name Miscellaneous */
|
|
//@{
|
|
/** Quit (exit) the application. */
|
|
virtual void quit() = 0;
|
|
|
|
/**
|
|
* Set a window caption or any other comparable status display to the
|
|
* given value. The caption must be a pure ASCII string. Passing a
|
|
* non-ASCII string may lead to unexpected behavior, even crashes.
|
|
*
|
|
* In a future revision of this API, this may be changed to allowing
|
|
* UTF-8 or UTF-16 encoded data, or maybe ISO LATIN 1.
|
|
*
|
|
* @param caption the window caption to use, as an ASCII 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.).
|
|
*
|
|
* @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) = 0;
|
|
|
|
/**
|
|
* Return the SaveFileManager, used to store and load savestates
|
|
* and other modifiable persistent game data. For more information,
|
|
* refer to the SaveFileManager documentation.
|
|
*/
|
|
virtual Common::SaveFileManager *getSavefileManager() = 0;
|
|
|
|
/**
|
|
* Returns the FilesystemFactory object, depending on the current architecture.
|
|
*
|
|
* @return the FSNode factory for the current architecture
|
|
*/
|
|
virtual FilesystemFactory *getFilesystemFactory() = 0;
|
|
|
|
/**
|
|
* 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() = 0;
|
|
|
|
/**
|
|
* 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() = 0;
|
|
|
|
//@}
|
|
};
|
|
|
|
|
|
/** The global OSystem instance. Initialised in main(). */
|
|
extern OSystem *g_system;
|
|
|
|
#endif
|