scummvm/common/system.h

553 lines
16 KiB
C
Raw Normal View History

2009-05-26 14:22:57 +00:00
/* Residual - A 3D game interpreter
2009-05-07 19:06:31 +00:00
*
* Residual 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,
2009-05-07 19:06:31 +00:00
* 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.
2009-05-07 19:06:31 +00:00
*
* $URL$
* $Id$
*
*/
#ifndef COMMON_SYSTEM_H
#define COMMON_SYSTEM_H
#include "common/sys.h"
#include "common/noncopyable.h"
#include "common/rect.h"
2009-06-18 11:52:26 +00:00
#include "graphics/pixelformat.h"
2009-08-23 10:51:20 +00:00
typedef uint16 OverlayColor;
2009-05-07 19:06:31 +00:00
namespace Audio {
class Mixer;
}
namespace Graphics {
struct Surface;
}
namespace Common {
struct Event;
class EventManager;
class SaveFileManager;
class SearchSet;
class TimerManager;
class SeekableReadStream;
class WriteStream;
class HardwareKeySet;
2009-05-07 19:06:31 +00:00
}
class FilesystemFactory;
/**
* Interface for Residual backends.
*/
class OSystem : Common::NonCopyable {
protected:
OSystem();
virtual ~OSystem();
public:
/**
* The following method is called once, from main.cpp, after all
* config data (including command line params etc.) are fully loaded.
*
* @note Subclasses should always invoke the implementation of their
* parent class. They should do so near the end of their own
* implementation.
*/
virtual void initBackend() { }
/**
* Allows the backend to perform engine specific init.
* Called just before the engine is run.
*/
virtual void engineInit() { }
/**
* Allows the backend to perform engine specific de-init.
* Called after the engine finishes.
*/
virtual void engineDone() { }
/** @name Feature flags */
//@{
/**
* A feature in this context means an ability of the backend which can be
* either on or off. Examples include:
* - fullscreen mode
* - aspect ration correction
* - a virtual keyboard for text entry (on PDAs)
2009-05-07 19:06:31 +00:00
*/
enum Feature {
/**
* If your backend supports both a windowed and a fullscreen mode,
* then this feature flag can be used to switch between the two.
*/
kFeatureFullscreenMode,
/**
* Control aspect ratio correction. Aspect ratio correction is used to
* correct games running at 320x200 (i.e with an aspect ratio of 8:5),
* but which on their original hardware were displayed with the
* standard 4:3 ratio (that is, the original graphics used non-square
* pixels). When the backend support this, then games running at
* 320x200 pixels should be scaled up to 320x240 pixels. For all other
* resolutions, ignore this feature flag.
* @note You can find utility functions in common/scaler.h which can
* be used to implement aspect ratio correction. In particular,
* stretch200To240() can stretch a rect, including (very fast)
* interpolation, and works in-place.
*/
kFeatureAspectRatioCorrection,
/**
* Determine whether a virtual keyboard is too be shown or not.
* This would mostly be implemented by backends for hand held devices,
* like PocketPC, Palms, Symbian phones like the P800, Zaurus, etc.
*/
kFeatureVirtualKeyboard,
2009-05-07 19:06:31 +00:00
kFeatureIconifyWindow,
kFeatureOpenGL,
/**
* This feature, set to true, is a hint toward the backend to disable all
* key filtering/mapping, in cases where it would be beneficial to do so.
* As an example case, this is used in the agi engine's predictive dialog.
* When the dialog is displayed this feature is set so that backends with
* phone-like keypad temporarily unmap all user actions which leads to
* comfortable word entry. Conversely, when the dialog exits the feature
* is set to false.
* TODO: Fingolfin suggests that the way the feature is used can be
* generalized in this sense: Have a keyboard mapping feature, which the
* engine queries for to assign keys to actions ("Here's my default key
* map for these actions, what do you want them set to?").
*/
kFeatureDisableKeyFiltering
2009-05-07 19:06:31 +00:00
};
/**
* Determine whether the backend supports the specified feature.
*/
virtual bool hasFeature(Feature f) { return false; }
/**
* En-/disable the specified feature. For example, this may be used to
* enable fullscreen mode, or to deactivate aspect correction, etc.
*/
virtual void setFeatureState(Feature f, bool enable) {}
/**
* Query the state of the specified feature. For example, test whether
* fullscreen mode is active or not.
*/
virtual bool getFeatureState(Feature f) { return false; }
//@}
/**
* @name Graphics
*
* The way graphics work in the class OSystem are meant to make
* it possible for game frontends to implement all they need in
* an efficient manner. The downside of this is that it may be
* rather complicated for backend authors to fully understand and
* implement the semantics of the OSystem interface.
*/
//@{
/**
* Set the size of the launcher virtual screen.
*
* @param width the new virtual screen width
* @param height the new virtual screen height
*/
virtual void launcherInitSize(uint width, uint height) = 0;
2009-05-07 19:06:31 +00:00
/**
* Set the size of the screen.
2009-05-07 19:06:31 +00:00
*
* @param width the new screen width
* @param height the new screen height
* @param fullscreen the new screen will be displayed in fullscreeen mode
*/
virtual byte *setupScreen(int screenW, int screenH, bool fullscreen, bool accel3d) = 0;
int getScreenChangeID() const { return 0; }
/**
* Returns the currently set virtual screen height.
* @see initSize
* @return the currently set virtual screen height
*/
virtual int16 getHeight() = 0;
/**
* Returns the currently set virtual screen width.
* @see initSize
* @return the currently set virtual screen width
*/
virtual int16 getWidth() = 0;
2009-05-07 19:06:31 +00:00
/**
* Flush the whole screen, that is render the current content of the screen
* framebuffer to the display.
*
*/
virtual void updateScreen() = 0;
2009-08-23 10:51:20 +00:00
//@}
/**
* @name Overlay
* In order to be able to display dialogs atop the game graphics, backends
* must provide an overlay mode.
*
*/
//@{
/** Activate the overlay mode. */
virtual void showOverlay() = 0;
/** Deactivate the overlay mode. */
virtual void hideOverlay() = 0;
/**
* Returns the pixel format description of the overlay.
* @see Graphics::PixelFormat
*/
virtual Graphics::PixelFormat getOverlayFormat() const = 0;
/**
* Reset the overlay.
*
* After calling this method while the overlay mode is active, the user
* should be seeing only the game graphics. How this is achieved depends
* on how the backend implements the overlay. Either it sets all pixels of
* the overlay to be transparent (when alpha blending is used).
*/
virtual void clearOverlay() = 0;
/**
* Copy the content of the overlay into a buffer provided by the caller.
*/
virtual void grabOverlay(OverlayColor *buf, int pitch) = 0;
/**
* Blit a graphics buffer to the overlay.
* In a sense, this is the reverse of grabOverlay.
*
* @note The pitch parameter actually contains the 'pixel pitch', i.e.,
* the number of pixels per scanline, and not as usual the number of bytes
* per scanline.
*
* @todo Change 'pitch' to be byte and not pixel based
*
* @param buf the buffer containing the graphics data source
* @param pitch the pixel pitch of the buffer (number of pixels in a scanline)
* @param x the x coordinate of the destination rectangle
* @param y the y coordinate of the destination rectangle
* @param w the width of the destination rectangle
* @param h the height of the destination rectangle
*
* @see copyRectToScreen
* @see grabOverlay
*/
virtual void copyRectToOverlay(const OverlayColor *buf, int pitch, int x, int y, int w, int h) = 0;
/**
* Return the height of the overlay.
* @see getHeight
*/
virtual int16 getOverlayHeight() = 0;
/**
* Return the width of the overlay.
* @see getWidth
*/
virtual int16 getOverlayWidth() = 0;
2009-05-07 19:06:31 +00:00
//@}
/** @name Mouse
* This is the lower level implementation as provided by the
* backends. The engines should use the Graphics::CursorManager
* class instead of using it directly.
*/
2009-05-07 19:06:31 +00:00
//@{
2009-06-18 11:52:26 +00:00
/** Show or hide the mouse cursor. */
virtual bool showMouse(bool visible) = 0;
2009-05-07 19:06:31 +00:00
/**
* Move ("warp") the mouse cursor to the specified position in virtual
* screen coordinates.
* @param x the new x position of the mouse
* @param y the new y position of the mouse
*/
virtual void warpMouse(int x, int y) = 0;
/**
* Set the bitmap used for drawing the cursor.
*
* @param buf the pixmap data to be used (8bit/pixel)
* @param w width of the mouse cursor
* @param h height of the mouse cursor
* @param hotspotX horizontal offset from the left side to the hotspot
* @param hotspotY vertical offset from the top side to the hotspot
* @param keycolor transparency color index
* @param cursorTargetScale scale factor which cursor is designed for
*/
virtual void setMouseCursor(const byte *buf, uint w, uint h, int hotspotX, int hotspotY, byte keycolor = 255, int cursorTargetScale = 1) = 0;
2009-05-07 19:06:31 +00:00
//@}
/** @name Events and Time */
//@{
/** Get the number of milliseconds since the program was started. */
virtual uint32 getMillis() = 0;
/** Delay/sleep for the specified amount of milliseconds. */
virtual void delayMillis(uint msecs) = 0;
/**
* Get the current time and date, in the local timezone.
* Corresponds on many systems to the combination of time()
* and localtime().
*/
virtual void getTimeAndDate(struct tm &t) const = 0;
/**
* Return the timer manager singleton. For more information, refer
* to the TimerManager documentation.
*/
virtual Common::TimerManager *getTimerManager() = 0;
/**
* Return the event manager singleton. For more information, refer
* to the EventManager documentation.
*/
virtual Common::EventManager *getEventManager() = 0;
/**
* Register hardware keys with keymapper
*
* @return HardwareKeySet with all keys and recommended mappings
*
* See keymapper documentation for further reference.
*/
virtual Common::HardwareKeySet *getHardwareKeySet() { return 0; }
2009-05-07 19:06:31 +00:00
//@}
/**
* @name Mutex handling
* Historically, the OSystem API used to have a method which allowed
* creating threads. Hence mutex support was needed for thread syncing.
* To ease portability, though, we decided to remove the threading API.
* Instead, we now use timers (see setTimerCallback() and Common::Timer).
* But since those may be implemented using threads (and in fact, that's
* how our primary backend, the SDL one, does it on many systems), we
* still have to do mutex syncing in our timer callbacks.
* In addition, the sound mixer uses a mutex in case the backend runs it
* from a dedicated thread (as e.g. the SDL backend does).
*
* Hence backends which do not use threads to implement the timers simply
* can use dummy implementations for these methods.
*/
//@{
typedef struct OpaqueMutex *MutexRef;
/**
* Create a new mutex.
* @return the newly created mutex, or 0 if an error occured.
*/
virtual MutexRef createMutex() = 0;
/**
* Lock the given mutex.
*
* @note ScummVM code assumes that the mutex implementation supports
* recursive locking. That is, a thread may lock a mutex twice w/o
* deadlocking. In case of a multilock, the mutex has to be unlocked
* as many times as it was locked befored it really becomes unlocked.
*
* @param mutex the mutex to lock.
*/
virtual void lockMutex(MutexRef mutex) = 0;
/**
* Unlock the given mutex.
* @param mutex the mutex to unlock.
*/
virtual void unlockMutex(MutexRef mutex) = 0;
/**
* Delete the given mutex. Make sure the mutex is unlocked before you delete it.
* If you delete a locked mutex, the behavior is undefined, in particular, your
* program may crash.
* @param mutex the mutex to delete.
*/
virtual void deleteMutex(MutexRef mutex) = 0;
//@}
/** @name Sound */
//@{
/**
* Return the audio mixer. For more information, refer to the
* Audio::Mixer documentation.
*/
virtual Audio::Mixer *getMixer() = 0;
//@}
2009-06-18 11:52:26 +00:00
/**
* @name Audio CD
* The methods in this group deal with Audio CD playback.
* The default implementation simply does nothing.
* This is the lower level implementation as provided by the
* backends. The engines should use the Audio::AudioCDManager
* class instead of using it directly.
*/
//@{
/**
* Initialise the specified CD drive for audio playback.
* @return true if the CD drive was inited succesfully
*/
virtual bool openCD(int drive);
/**
* Poll CD status.
* @return true if CD audio is playing
*/
virtual bool pollCD();
/**
* Start audio CD playback.
* @param track the track to play.
* @param num_loops how often playback should be repeated (-1 = infinitely often).
* @param start_frame the frame at which playback should start (75 frames = 1 second).
* @param duration the number of frames to play.
*/
virtual void playCD(int track, int num_loops, int start_frame, int duration) {}
/**
* Stop audio CD playback.
*/
virtual void stopCD() {}
/**
* Update cdrom audio status.
*/
virtual void updateCD() {}
//@}
2009-05-07 19:06:31 +00:00
/** @name Miscellaneous */
//@{
/** Quit (exit) the application. */
virtual void quit() = 0;
/**
* Set a window caption or any other comparable status display to the
* given value. The caption must be a pure ASCII string. Passing a
* non-ASCII string may lead to unexpected behavior, even crashes.
*
* In a future revision of this API, this may be changed to allowing
* UTF-8 or UTF-16 encoded data, or maybe ISO LATIN 1.
*
* @param caption the window caption to use, as an ASCII string
*/
virtual void setWindowCaption(const char *caption) {}
/**
* Return the SaveFileManager, used to store and load savestates
* and other modifiable persistent game data. For more information,
* refer to the SaveFileManager documentation.
*/
virtual Common::SaveFileManager *getSavefileManager() = 0;
/**
* Returns the FilesystemFactory object, depending on the current architecture.
*
* @return the FSNode factory for the current architecture
*/
virtual FilesystemFactory *getFilesystemFactory() = 0;
/**
* Add system specific Common::Archive objects to the given SearchSet.
* E.g. on Unix the dir corresponding to DATA_PATH (if set), or on
* Mac OS X the 'Resource' dir in the app bundle.
*
* @todo Come up with a better name. This one sucks.
*
* @param s the SearchSet to which the system specific dirs, if any, are added
* @param priority the priority with which those dirs are added
*/
virtual void addSysArchivesToSearchSet(Common::SearchSet &s, int priority = 0) {}
/**
* Open the default config file for reading, by returning a suitable
* ReadStream instance. It is the callers responsiblity to delete
* the stream after use.
*/
virtual Common::SeekableReadStream *createConfigReadStream() = 0;
/**
* Open the default config file for writing, by returning a suitable
* WriteStream instance. It is the callers responsiblity to delete
* the stream after use.
*
* May return 0 to indicate that writing to config file is not possible.
*/
virtual Common::WriteStream *createConfigWriteStream() = 0;
//@}
};
/** The global OSystem instance. Initialised in main(). */
extern OSystem *g_system;
#endif