scummvm/backends/platform/sdl/sdl.h

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/* 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.
*
* $URL$
* $Id$
*
*/
#ifndef SDL_COMMON_H
#define SDL_COMMON_H
#if defined(__SYMBIAN32__)
#include <esdl\SDL.h>
#else
#include <SDL.h>
#endif
#include "backends/base-backend.h"
#include "backends/mutex/sdl/sdl-mutex.h"
#include "backends/graphics/sdl/sdl-graphics.h"
#include "graphics/scaler.h"
namespace Audio {
class MixerImpl;
}
#if !defined(_WIN32_WCE) && !defined(__SYMBIAN32__)
// Uncomment this to enable the 'on screen display' code.
#define USE_OSD 1
#endif
#if defined(MACOSX)
// On Mac OS X, we need to double buffer the audio buffer, else anything
// which produces sampled data with high latency (like the MT-32 emulator)
// will sound terribly.
// This could be enabled for more / most ports in the future, but needs some
// testing.
#define MIXER_DOUBLE_BUFFERING 1
#endif
class OSystem_SDL : public BaseBackend {
public:
OSystem_SDL();
virtual ~OSystem_SDL();
virtual void initBackend();
protected:
SdlMutexManager *_mutexManager;
SdlGraphicsManager *_graphicsManager;
public:
void beginGFXTransaction();
TransactionError endGFXTransaction();
#ifdef USE_RGB_COLOR
// Game screen
virtual Graphics::PixelFormat getScreenFormat() const;
// Highest supported
virtual Common::List<Graphics::PixelFormat> getSupportedFormats();
#endif
// Set the size and format of the video bitmap.
// Typically, 320x200 CLUT8
virtual void initSize(uint w, uint h, const Graphics::PixelFormat *format); // overloaded by CE backend
virtual int getScreenChangeID() const;
// Set colors of the palette
void setPalette(const byte *colors, uint start, uint num);
// Get colors of the palette
void grabPalette(byte *colors, uint start, uint num);
// Draw a bitmap to screen.
// The screen will not be updated to reflect the new bitmap
virtual void copyRectToScreen(const byte *src, int pitch, int x, int y, int w, int h); // overloaded by CE backend (FIXME)
virtual Graphics::Surface *lockScreen();
virtual void unlockScreen();
// Update the dirty areas of the screen
void updateScreen();
// Either show or hide the mouse cursor
bool showMouse(bool visible);
// Warp the mouse cursor. Where set_mouse_pos() only informs the
// backend of the mouse cursor's current position, this function
// actually moves the cursor to the specified position.
virtual void warpMouse(int x, int y); // overloaded by CE backend (FIXME)
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// Set the bitmap that's used when drawing the cursor.
virtual void setMouseCursor(const byte *buf, uint w, uint h, int hotspot_x, int hotspot_y, uint32 keycolor, int cursorTargetScale, const Graphics::PixelFormat *format); // overloaded by CE backend (FIXME)
// Set colors of cursor palette
void setCursorPalette(const byte *colors, uint start, uint num);
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// Disables or enables cursor palette
void disableCursorPalette(bool disable);
// Shaking is used in SCUMM. Set current shake position.
void setShakePos(int shake_pos);
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// Get the number of milliseconds since the program was started.
uint32 getMillis();
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// Delay for a specified amount of milliseconds
void delayMillis(uint msecs);
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// Get the next event.
// Returns true if an event was retrieved.
virtual bool pollEvent(Common::Event &event); // overloaded by CE backend
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protected:
virtual bool dispatchSDLEvent(SDL_Event &ev, Common::Event &event);
// Handlers for specific SDL events, called by pollEvent.
// This way, if a backend inherits fromt the SDL backend, it can
// change the behavior of only a single event, without having to override all
// of pollEvent.
virtual bool handleKeyDown(SDL_Event &ev, Common::Event &event);
virtual bool handleKeyUp(SDL_Event &ev, Common::Event &event);
virtual bool handleMouseMotion(SDL_Event &ev, Common::Event &event);
virtual bool handleMouseButtonDown(SDL_Event &ev, Common::Event &event);
virtual bool handleMouseButtonUp(SDL_Event &ev, Common::Event &event);
virtual bool handleJoyButtonDown(SDL_Event &ev, Common::Event &event);
virtual bool handleJoyButtonUp(SDL_Event &ev, Common::Event &event);
virtual bool handleJoyAxisMotion(SDL_Event &ev, Common::Event &event);
public:
// Define all hardware keys for keymapper
virtual Common::HardwareKeySet *getHardwareKeySet();
// Set function that generates samples
virtual void setupMixer();
static void mixCallback(void *s, byte *samples, int len);
virtual void closeMixer();
virtual Audio::Mixer *getMixer();
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// Poll CD status
// Returns true if cd audio is playing
bool pollCD();
// Play CD audio track
void playCD(int track, int num_loops, int start_frame, int duration);
// Stop CD audio track
void stopCD();
// Update CD audio status
void updateCD();
// Quit
virtual void quit(); // overloaded by CE backend
void deinit();
virtual void getTimeAndDate(TimeDate &t) const;
virtual Common::TimerManager *getTimerManager();
// Mutex handling
MutexRef createMutex();
void lockMutex(MutexRef mutex);
void unlockMutex(MutexRef mutex);
void deleteMutex(MutexRef mutex);
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// Overlay
virtual Graphics::PixelFormat getOverlayFormat() const;
virtual void showOverlay();
virtual void hideOverlay();
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 getHeight();
virtual int16 getWidth();
virtual int16 getOverlayHeight();
virtual int16 getOverlayWidth();
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virtual const GraphicsMode *getSupportedGraphicsModes() const;
virtual int getDefaultGraphicsMode() const;
virtual bool setGraphicsMode(int mode);
virtual int getGraphicsMode() const;
virtual void setWindowCaption(const char *caption);
virtual bool openCD(int drive);
virtual bool hasFeature(Feature f);
virtual void setFeatureState(Feature f, bool enable);
virtual bool getFeatureState(Feature f);
virtual void preprocessEvents(SDL_Event *event) {}
#ifdef USE_OSD
void displayMessageOnOSD(const char *msg);
#endif
virtual Common::SaveFileManager *getSavefileManager();
virtual FilesystemFactory *getFilesystemFactory();
virtual void addSysArchivesToSearchSet(Common::SearchSet &s, int priority = 0);
virtual Common::SeekableReadStream *createConfigReadStream();
virtual Common::WriteStream *createConfigWriteStream();
protected:
bool _inited;
SDL_AudioSpec _obtainedRate;
// CD Audio
SDL_CD *_cdrom;
int _cdTrack, _cdNumLoops, _cdStartFrame, _cdDuration;
uint32 _cdEndTime, _cdStopTime;
// Keyboard mouse emulation. Disabled by fingolfin 2004-12-18.
// I am keeping the rest of the code in for now, since the joystick
// code (or rather, "hack") uses it, too.
struct KbdMouse {
int16 x, y, x_vel, y_vel, x_max, y_max, x_down_count, y_down_count;
uint32 last_time, delay_time, x_down_time, y_down_time;
};
KbdMouse _km;
// Scroll lock state - since SDL doesn't track it
bool _scrollLock;
// joystick
SDL_Joystick *_joystick;
#ifdef MIXER_DOUBLE_BUFFERING
SDL_mutex *_soundMutex;
SDL_cond *_soundCond;
SDL_Thread *_soundThread;
bool _soundThreadIsRunning;
bool _soundThreadShouldQuit;
byte _activeSoundBuf;
uint _soundBufSize;
byte *_soundBuffers[2];
void mixerProducerThread();
static int SDLCALL mixerProducerThreadEntry(void *arg);
void initThreadedMixer(Audio::MixerImpl *mixer, uint bufSize);
void deinitThreadedMixer();
#endif
FilesystemFactory *_fsFactory;
Common::SaveFileManager *_savefile;
Audio::MixerImpl *_mixer;
SDL_TimerID _timerID;
Common::TimerManager *_timer;
protected:
virtual void fillMouseEvent(Common::Event &event, int x, int y); // overloaded by CE backend
void toggleMouseGrab();
void handleKbdMouse();
void setupIcon();
virtual bool remapKey(SDL_Event &ev, Common::Event &event);
};
#endif