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/* ResidualVM - A 3D game interpreter
*
* ResidualVM 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_SURFACESDL_GRAPHICS_H
#define BACKENDS_GRAPHICS_SURFACESDL_GRAPHICS_H
#ifdef USE_OPENGL
#include "graphics/opengles2/system_headers.h"
#include "graphics/opengles2/framebuffer.h"
#endif
#undef ARRAYSIZE
#ifdef USE_OPENGL_SHADERS
#include "graphics/opengles2/shader.h"
#endif
#include "backends/graphics/graphics.h"
#include "backends/graphics/sdl/sdl-graphics.h"
#include "graphics/pixelformat.h"
#include "graphics/scaler.h"
#include "common/events.h"
#include "common/system.h"
#include "math/rect2d.h"
#include "backends/events/sdl/sdl-events.h"
#include "backends/platform/sdl/sdl-sys.h"
#ifndef RELEASE_BUILD
// Define this to allow for focus rectangle debugging
#define USE_SDL_DEBUG_FOCUSRECT
#endif
/**
* SDL graphics manager
*/
class SurfaceSdlGraphicsManager : public SdlGraphicsManager, public Common::EventObserver {
public:
SurfaceSdlGraphicsManager(SdlEventSource *sdlEventSource);
virtual ~SurfaceSdlGraphicsManager();
virtual void activateManager();
virtual void deactivateManager();
virtual bool hasFeature(OSystem::Feature f);
virtual void setFeatureState(OSystem::Feature f, bool enable);
virtual bool getFeatureState(OSystem::Feature f);
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 { return _screenFormat; }
virtual Common::List<Graphics::PixelFormat> getSupportedFormats() const;
#endif
virtual void initSize(uint w, uint h, const Graphics::PixelFormat *format = NULL);
virtual void launcherInitSize(uint w, uint h); // ResidualVM specific method
Graphics::PixelBuffer setupScreen(uint screenW, uint screenH, bool fullscreen, bool accel3d); // ResidualVM specific method
virtual int getScreenChangeID() const { return _screenChangeCount; }
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 void *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 { return _overlayFormat; }
virtual void clearOverlay();
virtual void grabOverlay(void *buf, int pitch);
virtual void copyRectToOverlay(const void *buf, int pitch, int x, int y, int w, int h);
//ResidualVM specific implementions:
virtual int16 getOverlayHeight() { return _overlayHeight; }
virtual int16 getOverlayWidth() { return _overlayWidth; }
void closeOverlay(); // ResidualVM specific method
virtual bool showMouse(bool visible);
virtual void warpMouse(int x, int y);
virtual void setMouseCursor(const void *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 bool lockMouse(bool lock); // ResidualVM specific method
#ifdef USE_OSD
virtual void displayMessageOnOSD(const char *msg);
#endif
// Override from Common::EventObserver
bool notifyEvent(const Common::Event &event);
// SdlGraphicsManager interface
virtual void notifyVideoExpose();
virtual void transformMouseCoordinates(Common::Point &point);
virtual void notifyMousePos(Common::Point mouse);
protected:
SDL_Surface *_screen;
SDL_Surface *_subScreen;
#ifdef USE_RGB_COLOR
Graphics::PixelFormat _screenFormat;
Common::List<Graphics::PixelFormat> _supportedFormats;
#endif
#ifdef USE_OPENGL
bool _opengl;
#endif
bool _lockAspectRatio;
bool _fullscreen;
// overlay
SDL_Surface *_overlayscreen;
bool _overlayVisible;
Graphics::PixelFormat _overlayFormat;
int _overlayWidth, _overlayHeight;
bool _overlayDirty;
uint _desktopW, _desktopH;
Math::Rect2d _gameRect;
#ifdef USE_OPENGL
// Antialiasing
int _antialiasing;
void setAntialiasing(bool enable);
// Overlay
int _overlayNumTex;
GLuint *_overlayTexIds;
GLenum _overlayScreenGLFormat;
void updateOverlayTextures();
void drawOverlayOpenGL();
void drawFramebufferOpenGL();
Graphics::FrameBuffer *_frameBuffer;
#ifdef USE_OPENGL_SHADERS
Graphics::Shader *_boxShader;
GLuint _boxVerticesVBO;
void drawOverlayOpenGLShaders();
void drawFramebufferOpenGLShaders();
#endif
#endif
/** Force full redraw on next updateScreen */
bool _forceFull;
int _screenChangeCount;
void drawOverlay();
};
#endif
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