Implemented the OSystem framebuffer API, as discussed on scummvm-devel. All changes are just fine, and won't cause any compile problems or regressions, despite the fact that I can't test most of the non-SDL backend changes, at an improbability level of two to the power of two hundred and seventy-six thousand to one against - possibly much higher. Anything you still can't cope with is therefore your own problem. Please relax.

svn-id: r27548
This commit is contained in:
Max Horn 2007-06-19 22:39:59 +00:00
parent ab9b9a1bf3
commit b51f2f3212
26 changed files with 217 additions and 144 deletions

View file

@ -63,7 +63,8 @@ public:
virtual void grabPalette(byte *colors, uint start, uint num);
virtual void copyRectToScreen(const byte *buf, int pitch, int x, int y, int w, int h);
virtual void updateScreen();
virtual bool grabRawScreen(Graphics::Surface *surf);
virtual Graphics::Surface *lockScreen();
virtual void unlockScreen();
virtual void setShakePos(int shakeOffset);
virtual void showOverlay();
@ -189,8 +190,11 @@ void OSystem_NULL::copyRectToScreen(const byte *buf, int pitch, int x, int y, in
void OSystem_NULL::updateScreen() {
}
bool OSystem_NULL::grabRawScreen(Graphics::Surface *surf) {
return false;
Graphics::Surface *OSystem_NULL::lockScreen() {
return 0;
}
void OSystem_NULL::unlockScreen() {
}
void OSystem_NULL::setShakePos(int shakeOffset) {