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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 AUTHORS
* 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 STARK_GFX_DRIVER_H
#define STARK_GFX_DRIVER_H
#include "common/rect.h"
#include "graphics/pixelformat.h"
namespace Graphics {
struct Surface;
}
namespace Stark {
class VisualActor;
class VisualProp;
namespace Gfx {
class SurfaceRenderer;
class FadeRenderer;
class Texture;
class Driver {
public:
static Driver *create();
virtual ~Driver() {}
virtual void init() = 0;
/**
* Toggle between windowed mode and fullscreen when spported by the backend.
*/
void toggleFullscreen() const;
void computeScreenViewport();
virtual void setScreenViewport(bool noScaling) = 0; // deprecated
virtual void setViewport(Common::Rect rect, bool noScaling) = 0;
/** Get the screen viewport in actual resolution */
Common::Rect getScreenViewport() { return _screenViewport; }
Common::Rect gameViewport() const;
virtual void clearScreen() = 0;
virtual void flipBuffer() = 0;
/**
* Create a new texture
*
* The caller is responsible for freeing it.
*
*/
virtual Texture *createTexture(const Graphics::Surface *surface = nullptr, const byte *palette = nullptr) = 0;
/**
* Create a new actor renderer
*
* The caller is responsible for freeing it.
*/
virtual VisualActor *createActorRenderer() = 0;
/**
* Create a new prop renderer
*
* The caller is responsible for freeing it.
*/
virtual VisualProp *createPropRenderer() = 0;
/**
* Create a new surface renderer
*
* The caller is responsible for freeing it.
*/
virtual SurfaceRenderer *createSurfaceRenderer() = 0;
/**
* Create a new fade renderer
*
* The caller is responsible for freeing it.
*/
virtual FadeRenderer *createFadeRenderer() = 0;
/** Bound a screen coordinate coord within the actual game area */
Common::Point getScreenPosBounded(const Common::Point &point) const;
/** Convert a coordinate from current to original resolution */
Common::Point convertCoordinateCurrentToOriginal(const Common::Point &point) const;
/** Scale a width value from original resolution to current resolution */
uint scaleWidthOriginalToCurrent(uint width) const;
/** Scale a height value from original resolution to current resolution */
uint scaleHeightOriginalToCurrent(uint height) const;
/**
* Textures are expected to be in the RGBA byte order
*
* That is to say bitmaps sent to OpenGL need to have the following layout:
* R G B A R G B A, ...
*
* This method can be used to retrieve what that means in terms
* of pixel format according to the current platform's endianness.
*/
static const Graphics::PixelFormat getRGBAPixelFormat();
/** Grab a screenshot of the currently active viewport as defined by setViewport */
virtual Graphics::Surface *getViewportScreenshot() const = 0;
virtual void set3DMode() = 0;
static const int32 kOriginalWidth = 640;
static const int32 kOriginalHeight = 480;
static const int32 kTopBorderHeight = 36;
static const int32 kGameViewportHeight = 365;
static const int32 kBottomBorderHeight = 79;
static const int32 kGameViewportWidth = 640;
protected:
static void flipVertical(Graphics::Surface *s);
Common::Rect _screenViewport;
};
} // End of namespace Gfx
} // End of namespace Stark
#endif // STARK_GFX_DRIVER_H
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