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
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26 changed files with 217 additions and 144 deletions
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@ -92,11 +92,8 @@ public:
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// The screen will not be updated to reflect the new bitmap
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virtual void copyRectToScreen(const byte *src, int pitch, int x, int y, int w, int h); // overloaded by CE backend (FIXME)
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// Copies the screen to a buffer
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bool grabRawScreen(Graphics::Surface *surf);
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// Clear the screen
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void clearScreen();
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virtual Graphics::Surface *lockScreen();
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virtual void unlockScreen();
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// Update the dirty areas of the screen
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void updateScreen();
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@ -218,6 +215,8 @@ protected:
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// unseen game screen
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SDL_Surface *_screen;
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// TODO: We could get rid of the following two vars and just use _screen instead
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int _screenWidth, _screenHeight;
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// temporary screen (for scalers)
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@ -274,6 +273,9 @@ protected:
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int _mode;
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int _transactionMode;
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bool _fullscreen;
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bool _screenIsLocked;
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Graphics::Surface _framebuffer;
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/** Current video mode flags (see DF_* constants) */
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uint32 _modeFlags;
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