mirror of
https://github.com/libretro/scummvm.git
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82af035f91
svn-id: r8409
393 lines
10 KiB
C++
393 lines
10 KiB
C++
/* ScummVM - Scumm Interpreter
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* Copyright (C) 2001 Ludvig Strigeus
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* Copyright (C) 2001-2003 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 "scummsys.h"
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#include "savefile.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 threads and 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 {
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public:
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typedef void *MutexRef;
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typedef int ThreadProc(void *param);
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typedef void SoundProc(void *param, byte *buf, int len);
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//typedef int TimerProc(int interval);
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/**
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* The types of events backends can generate.
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* @todo Add events for quit request, and screen size change.
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* @see Event
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*/
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enum EventCode {
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EVENT_KEYDOWN = 1,
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EVENT_KEYUP = 2,
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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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};
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enum {
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KBD_CTRL = 1,
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KBD_ALT = 2,
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KBD_SHIFT = 4
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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 poll_event.
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*/
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struct Event {
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EventCode event_code;
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struct {
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int keycode;
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uint16 ascii;
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byte flags;
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} kbd;
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struct {
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int x;
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int y;
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} mouse;
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};
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enum {
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PROP_TOGGLE_FULLSCREEN = 1,
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PROP_SET_WINDOW_CAPTION = 2,
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PROP_OPEN_CD = 3,
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PROP_SET_GFX_MODE = 4,
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PROP_SHOW_DEFAULT_CURSOR = 5,
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PROP_GET_SAMPLE_RATE = 6,
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PROP_GET_FULLSCREEN = 7,
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PROP_GET_FMOPL_ENV_BITS = 8,
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PROP_GET_FMOPL_EG_ENT = 9
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};
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union Property {
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const char *caption;
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int cd_num;
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int gfx_mode;
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bool show_cursor;
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};
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enum SoundFormat {
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SOUND_8BIT = 0,
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SOUND_16BIT = 1
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};
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/** @name Graphics */
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//@{
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/** Set the size of the video bitmap. Typically 320x200 pixels. */
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virtual void init_size(uint w, uint h) = 0;
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/**
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* Returns the currently set screen height.
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* @see init_size
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* @return the currently set screen height
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*/
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virtual int16 get_height() = 0;
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/**
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* Returns the currently set screen width.
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* @see init_size
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* @return the currently set screen width
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*/
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virtual int16 get_width() = 0;
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/** Set colors of the palette. */
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virtual void set_palette(const byte *colors, uint start, uint num) = 0;
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/**
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* Draw a bitmap to screen.
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* The screen will not be updated to reflect the new bitmap, you have
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* to call update_screen to do that.
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* @see update_screen
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*/
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virtual void copy_rect(const byte *buf, int pitch, int x, int y, int w, int h) = 0;
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/**
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* Moves the screen content by the offset specified via dx/dy.
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* Only the region from x=0 till x=height-1 is affected.
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* @param dx the horizontal offset.
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* @param dy the vertical offset.
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* @param height the number of lines which in which the move will be done.
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*/
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virtual void move_screen(int dx, int dy, int height) = 0;
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/** Update the dirty areas of the screen. */
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virtual void update_screen() = 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 copy_rect are necessary.
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* @param shakeOffset the shake offset
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*/
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virtual void set_shake_pos(int shakeOffset) = 0;
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/** Convert the given RGB triplet into a NewGuiColor. A NewGuiColor can be
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* 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 NewGuiColor 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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/** Convert the given NewGuiColor into a RGB triplet. A NewGuiColor can be
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* 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(NewGuiColor 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 show_mouse(bool visible) = 0;
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/**
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* Set the position of the mouse cursor.
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* @see warp_mouse
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*/
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virtual void set_mouse_pos(int x, int y) = 0;
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/**
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* Warp the mouse cursor to the specified position. Where set_mouse_pos()
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* only informs the backend of the mouse cursor's current position, this
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* function actually moves the cursor to the specified position.
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* @see set_mouse_pos
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*/
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virtual void warp_mouse(int x, int y) = 0;
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/** Set the bitmap used for drawing the cursor. */
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virtual void set_mouse_cursor(const byte *buf, uint w, uint h, int hotspot_x, int hotspot_y) = 0;
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//@}
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/** @name Events and Threads */
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//@{
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/** Get the number of milliseconds since the program was started. */
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virtual uint32 get_msecs() = 0;
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/** Delay/sleep for the specified amount of milliseconds. */
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virtual void delay_msecs(uint msecs) = 0;
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/**
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* Create a thread with the given entry procedure.
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* @param proc the thread main procedure
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* @param param an arbitrary parameter which is stored and passed to proc
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* @return
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*/
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virtual void create_thread(ThreadProc *proc, void *param) = 0;
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/** Add a new callback timer. */
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virtual void set_timer(int timer, int (*callback)(int)) = 0;
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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 poll_event(Event *event) = 0;
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//@}
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/** @name Sound */
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//@{
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/**
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* Set the audio callback which is invoked whenever samples need to be generated.
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* Currently, only the 16-bit signed mode is ever used for Simon & Scumm
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* @param proc pointer to the callback.
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* @param param an arbitrary parameter which is stored and passed to proc.
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* @param format the sample type format.
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*/
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virtual bool set_sound_proc(SoundProc *proc, void *param, SoundFormat format) = 0;
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/**
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* Remove any audio callback previously set via set_sound_proc, thus effectively
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* stopping all audio output immediately.
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* @see set_sound_proc
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*/
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virtual void clear_sound_proc() = 0;
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//@}
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/**
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* @name Audio CD
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* The methods in this group deal with Audio CD playback.
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*/
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//@{
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/**
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* Poll CD status
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* @return true if CD audio is playing
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*/
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virtual bool poll_cdrom() = 0;
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/**
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* Start audio CD playback.
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* @param track the track to play.
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* @param num_loops how often playback should be repeated (-1 = infinitely often).
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* @param start_frame the frame at which playback should start.
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* @param end_frame the frame at which playback should end.
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*/
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virtual void play_cdrom(int track, int num_loops, int start_frame, int end_frame) = 0;
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/**
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// Stop audio CD playback
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*/
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virtual void stop_cdrom() = 0;
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/**
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// Update cdrom audio status
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*/
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virtual void update_cdrom() = 0;
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//@}
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/** @name Mutex handling */
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//@{
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/**
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* Create a new mutex.
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* @return the newly created mutex, or 0 if an error occured.
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*/
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virtual MutexRef create_mutex(void) = 0;
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/**
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* Lock the given mutex.
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* @param mutex the mutex to lock.
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*/
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virtual void lock_mutex(MutexRef mutex) = 0;
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/**
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* Unlock the given mutex.
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* @param mutex the mutex to unlock.
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*/
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virtual void unlock_mutex(MutexRef mutex) = 0;
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/**
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* Delete the given mutex. Make sure the mutex is unlocked before you delete it.
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* If you delete a locked mutex, the behavior is undefined, in particular, your
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* program may crash.
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* @param mutex the mutex to delete.
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*/
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virtual void delete_mutex(MutexRef mutex) = 0;
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//@}
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/** @name Overlay */
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//@{
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virtual void show_overlay() = 0;
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virtual void hide_overlay() = 0;
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virtual void clear_overlay() = 0;
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virtual void grab_overlay(NewGuiColor *buf, int pitch) = 0;
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virtual void copy_rect_overlay(const NewGuiColor *buf, int pitch, int x, int y, int w, int h) = 0;
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//@}
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/** @name Miscellaneous */
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//@{
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/** Get or set a backend property. */
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virtual uint32 property(int param, Property *value) = 0;
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/** Quit (exit) the application. */
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virtual void quit() = 0;
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/** Savefile management. */
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virtual SaveFileManager *get_savefile_manager() {
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return new SaveFileManager();
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}
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//@}
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};
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/* Factory functions. This means we don't have to include the headers for
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* all backends.
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*/
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extern OSystem *OSystem_SDL_create(int gfx_driver, bool full_screen);
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extern OSystem *OSystem_NULL_create();
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extern OSystem *OSystem_MorphOS_create(int game_id, int gfx_driver, bool full_screen);
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extern OSystem *OSystem_Dreamcast_create();
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extern OSystem *OSystem_WINCE3_create();
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extern OSystem *OSystem_X11_create();
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extern OSystem *OSystem_MAC_create(int gfx_mode, bool full_screen);
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extern OSystem *OSystem_GP32_create(int gfx_mode, bool full_screen); //ph0x
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extern OSystem *OSystem_PALMOS_create(int gfx_mode);
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enum {
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#ifdef _WIN32_WCE
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SAMPLES_PER_SEC_OLD = 11025,
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SAMPLES_PER_SEC_NEW = 22050
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#else
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SAMPLES_PER_SEC = 22050
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#endif
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};
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enum {
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FMOPL_ENV_BITS_HQ = 16,
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FMOPL_ENV_BITS_LQ = 8,
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FMOPL_EG_ENT_HQ = 4096,
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FMOPL_EG_ENT_LQ = 128
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};
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#endif
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