scummvm/backends/graphics3d/sdl/sdl-graphics3d.h

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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_GRAPHICS3D_SDL_SDLGRAPHICS3D_H
#define BACKENDS_GRAPHICS3D_SDL_SDLGRAPHICS3D_H
#include "backends/graphics3d/graphics3d.h"
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#include "backends/platform/sdl/sdl-window.h"
#include "common/events.h"
#include "common/rect.h"
#include "math/rect2d.h"
class SdlEventSource;
/**
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* Base class for a SDL based graphics manager.
*/
class SdlGraphics3dManager : virtual public Graphics3dManager, public Common::EventObserver {
public:
SdlGraphics3dManager(SdlEventSource *source, SdlWindow *window);
virtual ~SdlGraphics3dManager() {}
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/**
* Makes this graphics manager active. That means it should be ready to
* process inputs now. However, even without being active it should be
* able to query the supported modes and other bits.
*/
virtual void activateManager();
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/**
* Makes this graphics manager inactive. This should allow another
* graphics manager to become active again.
*/
virtual void deactivateManager();
/**
* Notify the graphics manager that the graphics needs to be redrawn, since
* the application window was modified.
*
* This is basically called when SDL_VIDEOEXPOSE was received.
*/
virtual void notifyVideoExpose() {};
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/**
* Notify the graphics manager about a resize event.
*
* It is noteworthy that the requested width/height should actually be set
* up as is and not changed by the graphics manager, since otherwise it may
* lead to odd behavior for certain window managers.
*
* It is only required to overwrite this method in case you want a
* resizable window. The default implementation just does nothing.
*
* @param width Requested window width.
* @param height Requested window height.
*/
virtual void notifyResize(const int width, const int height) {};
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/**
* Transforms real screen coordinates into the current active screen
* coordinates (may be either game screen or overlay).
*
* @param point Mouse coordinates to transform.
*/
virtual void transformMouseCoordinates(Common::Point &point) = 0;
/**
* Notifies the graphics manager about a mouse position change.
*
* The passed point *must* be converted from window coordinates to virtual
* coordinates in order for the event to be processed correctly by the game
* engine. Just use `convertWindowToVirtual` for this unless you need to do
* something special.
*
* @param mouse The mouse position in window coordinates, which must be
* converted synchronously to virtual coordinates.
* @returns true if the mouse was in a valid position for the game and
* should cause the event to be sent to the game.
*/
virtual bool notifyMousePosition(Common::Point &mouse);
virtual bool showMouse(bool visible) override;
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virtual bool lockMouse(bool lock) override;
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virtual bool saveScreenshot(const Common::String &filename) const { return false; }
void saveScreenshot() override;
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// Override from Common::EventObserver
virtual bool notifyEvent(const Common::Event &event) override;
/**
* A (subset) of the graphic manager's state. This is used when switching
* between different SDL graphic managers at runtime.
*/
struct State {
bool aspectRatio;
bool fullscreen;
};
/**
* Gets the default feature state of the graphics manager.
*/
virtual void setDefaultFeatureState();
/** Obtain the user configured fullscreen resolution, or default to the desktop resolution */
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virtual Common::Rect getPreferredFullscreenResolution();
/**
* @returns the SDL window.
*/
SdlWindow *getWindow() const { return _window; }
Common::Keymap *getKeymap();
protected:
enum CustomEventAction {
kActionToggleFullscreen = 100,
kActionSaveScreenshot
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};
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protected:
SdlEventSource *_eventSource;
SdlWindow *_window;
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private:
void toggleFullScreen();
};
#endif