scummvm/backends/graphics/opengl/opengl-graphics.h
Johannes Schickel a401f0a19e ALL: Replace cursorTargetScale in OSystem API with a simple "do not scale" logic.
All uses of the old target scale API actually wanted to disallow scaling of
the mouse cursor. This commit adapts our API to this and thus simplifies
backend implementations.

Some backends, most notable the Wii and Android, did some implementation of
the cursor target scale, which I didn't adapt yet. I added a TODO for the
porters there.
2012-06-03 02:02:57 +02:00

352 lines
9.1 KiB
C++

/* ScummVM - Graphic Adventure Engine
*
* ScummVM is the legal property of its developers, whose names
* are too numerous to list here. Please refer to the COPYRIGHT
* file distributed with this source distribution.
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software
* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*
*/
#ifndef BACKENDS_GRAPHICS_OPENGL_H
#define BACKENDS_GRAPHICS_OPENGL_H
#include "backends/graphics/opengl/gltexture.h"
#include "backends/graphics/graphics.h"
#include "common/array.h"
#include "common/rect.h"
#include "graphics/font.h"
#include "graphics/pixelformat.h"
// Uncomment this to enable the 'on screen display' code.
#define USE_OSD 1
namespace OpenGL {
// The OpenGL GFX modes. They have to be inside the OpenGL namespace so they
// do not clash with the SDL GFX modes.
enum {
GFX_NORMAL = 0,
GFX_CONSERVE = 1,
GFX_ORIGINAL = 2
};
}
/**
* OpenGL graphics manager. This is an abstract class, it does not do the
* window and OpenGL context initialization.
* Derived classes should at least override internUpdateScreen for doing
* the buffers swap, and implement loadGFXMode for handling the window/context if
* needed. If USE_RGB_COLOR is enabled, getSupportedFormats must be implemented.
*/
class OpenGLGraphicsManager : public GraphicsManager {
public:
OpenGLGraphicsManager();
virtual ~OpenGLGraphicsManager();
virtual bool hasFeature(OSystem::Feature f);
virtual void setFeatureState(OSystem::Feature f, bool enable);
virtual bool getFeatureState(OSystem::Feature f);
static const OSystem::GraphicsMode *supportedGraphicsModes();
virtual const OSystem::GraphicsMode *getSupportedGraphicsModes() const;
virtual int getDefaultGraphicsMode() const;
virtual bool setGraphicsMode(int mode);
virtual int getGraphicsMode() const;
virtual void resetGraphicsScale();
#ifdef USE_RGB_COLOR
virtual Graphics::PixelFormat getScreenFormat() const;
virtual Common::List<Graphics::PixelFormat> getSupportedFormats() const = 0;
#endif
virtual void initSize(uint width, uint height, const Graphics::PixelFormat *format = NULL);
virtual int getScreenChangeID() const;
virtual void beginGFXTransaction();
virtual OSystem::TransactionError endGFXTransaction();
virtual int16 getHeight();
virtual int16 getWidth();
protected:
// PaletteManager API
virtual void setPalette(const byte *colors, uint start, uint num);
virtual void grabPalette(byte *colors, uint start, uint num);
public:
virtual void copyRectToScreen(const byte *buf, int pitch, int x, int y, int w, int h);
virtual Graphics::Surface *lockScreen();
virtual void unlockScreen();
virtual void fillScreen(uint32 col);
virtual void updateScreen();
virtual void setShakePos(int shakeOffset);
virtual void setFocusRectangle(const Common::Rect &rect);
virtual void clearFocusRectangle();
virtual void showOverlay();
virtual void hideOverlay();
virtual Graphics::PixelFormat getOverlayFormat() const;
virtual void clearOverlay();
virtual void grabOverlay(OverlayColor *buf, int pitch);
virtual void copyRectToOverlay(const OverlayColor *buf, int pitch, int x, int y, int w, int h);
virtual int16 getOverlayHeight();
virtual int16 getOverlayWidth();
virtual bool showMouse(bool visible);
virtual void warpMouse(int x, int y);
virtual void setMouseCursor(const byte *buf, uint w, uint h, int hotspotX, int hotspotY, uint32 keycolor, bool dontScale = false, const Graphics::PixelFormat *format = NULL);
virtual void setCursorPalette(const byte *colors, uint start, uint num);
virtual void displayMessageOnOSD(const char *msg);
protected:
/**
* Setup OpenGL settings
*/
virtual void initGL();
/**
* Creates and refreshs OpenGL textures.
*/
virtual void loadTextures();
//
// GFX and video
//
enum {
kTransactionNone = 0,
kTransactionActive = 1,
kTransactionRollback = 2
};
struct TransactionDetails {
bool sizeChanged;
bool needRefresh;
bool needUpdatescreen;
bool filterChanged;
#ifdef USE_RGB_COLOR
bool formatChanged;
#endif
};
TransactionDetails _transactionDetails;
int _transactionMode;
struct VideoState {
bool setup;
bool fullscreen;
int mode;
int scaleFactor;
bool antialiasing;
bool aspectRatioCorrection;
int screenWidth, screenHeight;
int overlayWidth, overlayHeight;
int hardwareWidth, hardwareHeight;
#ifdef USE_RGB_COLOR
Graphics::PixelFormat format;
#endif
};
VideoState _videoMode, _oldVideoMode;
/**
* Sets the OpenGL texture format for the given pixel format. If format is not support will raise an error.
*/
virtual void getGLPixelFormat(Graphics::PixelFormat pixelFormat, byte &bpp, GLenum &intFormat, GLenum &glFormat, GLenum &type);
virtual void internUpdateScreen();
virtual bool loadGFXMode();
virtual void unloadGFXMode();
/**
* Setup the fullscreen mode state.
*/
void setFullscreenMode(bool enable);
/**
* Query the fullscreen state.
*/
inline bool getFullscreenMode() const { return _videoMode.fullscreen; }
/**
* Set the scale factor.
*
* This can only be used in a GFX transaction.
*
* @param newScale New scale factor.
*/
void setScale(int newScale);
/**
* Query the scale factor.
*/
inline int getScale() const { return _videoMode.scaleFactor; }
/**
* Toggle the antialiasing state of the current video mode.
*
* This can only be used in a GFX transaction.
*/
void toggleAntialiasing();
/**
* Query the antialiasing state.
*/
inline bool getAntialiasingState() const { return _videoMode.antialiasing; }
// Drawing coordinates for the current display mode and scale
int _displayX;
int _displayY;
int _displayWidth;
int _displayHeight;
virtual const char *getCurrentModeName();
virtual void calculateDisplaySize(int &width, int &height);
virtual void refreshDisplaySize();
uint getAspectRatio() const;
void setFormatIsBGR(bool isBGR) { _formatBGR = isBGR; }
bool _formatBGR;
//
// Game screen
//
GLTexture *_gameTexture;
Graphics::Surface _screenData;
int _screenChangeCount;
bool _screenNeedsRedraw;
Common::Rect _screenDirtyRect;
#ifdef USE_RGB_COLOR
Graphics::PixelFormat _screenFormat;
#endif
byte *_gamePalette;
virtual void refreshGameScreen();
// Shake mode
int _shakePos;
//
// Overlay
//
GLTexture *_overlayTexture;
Graphics::Surface _overlayData;
Graphics::PixelFormat _overlayFormat;
bool _overlayVisible;
bool _overlayNeedsRedraw;
Common::Rect _overlayDirtyRect;
virtual void refreshOverlay();
//
// Mouse
//
struct MousePos {
// The mouse position in hardware screen coordinates.
int16 x, y;
// The size and hotspot of the original cursor image.
int16 w, h;
int16 hotX, hotY;
// The size and hotspot of the scaled cursor, in real coordinates.
int16 rW, rH;
int16 rHotX, rHotY;
// The size and hotspot of the scaled cursor, in game coordinates.
int16 vW, vH;
int16 vHotX, vHotY;
MousePos() : x(0), y(0), w(0), h(0), hotX(0), hotY(0),
rW(0), rH(0), rHotX(0), rHotY(0), vW(0), vH(0),
vHotX(0), vHotY(0) {}
};
GLTexture *_cursorTexture;
Graphics::Surface _cursorData;
Graphics::PixelFormat _cursorFormat;
byte *_cursorPalette;
bool _cursorPaletteDisabled;
MousePos _cursorState;
bool _cursorVisible;
uint32 _cursorKeyColor;
bool _cursorDontScale;
bool _cursorNeedsRedraw;
/**
* Set up the mouse position for graphics output.
*
* @param x X coordinate in native coordinates.
* @param y Y coordinate in native coordinates.
*/
void setMousePosition(int x, int y) { _cursorState.x = x; _cursorState.y = y; }
virtual void refreshCursor();
virtual void refreshCursorScale();
/**
* Set up the mouse position for the (event) system.
*
* @param x X coordinate in native coordinates.
* @param y Y coordinate in native coordinates.
*/
virtual void setInternalMousePosition(int x, int y) = 0;
/**
* Adjusts hardware screen coordinates to either overlay or game screen
* coordinates depending on whether the overlay is visible or not.
*
* @param x X coordinate of the mouse position.
* @param y Y coordinate of the mouse position.
*/
virtual void adjustMousePosition(int16 &x, int16 &y);
//
// Misc
//
virtual bool saveScreenshot(const char *filename);
#ifdef USE_OSD
/**
* Returns the font used for on screen display
*/
virtual const Graphics::Font *getFontOSD();
/**
* Update the OSD texture / surface.
*/
void updateOSD();
/**
* The OSD contents.
*/
Common::Array<Common::String> _osdLines;
GLTexture *_osdTexture;
Graphics::Surface _osdSurface;
uint8 _osdAlpha;
uint32 _osdFadeStartTime;
bool _requireOSDUpdate;
enum {
kOSDFadeOutDelay = 2 * 1000,
kOSDFadeOutDuration = 500,
kOSDInitialAlpha = 80
};
#endif
};
#endif