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

@ -92,11 +92,8 @@ public:
// 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)
// Copies the screen to a buffer
bool grabRawScreen(Graphics::Surface *surf);
// Clear the screen
void clearScreen();
virtual Graphics::Surface *lockScreen();
virtual void unlockScreen();
// Update the dirty areas of the screen
void updateScreen();
@ -218,6 +215,8 @@ protected:
// unseen game screen
SDL_Surface *_screen;
// TODO: We could get rid of the following two vars and just use _screen instead
int _screenWidth, _screenHeight;
// temporary screen (for scalers)
@ -274,6 +273,9 @@ protected:
int _mode;
int _transactionMode;
bool _fullscreen;
bool _screenIsLocked;
Graphics::Surface _framebuffer;
/** Current video mode flags (see DF_* constants) */
uint32 _modeFlags;