Document the backend feature flags a bit, I hope this clarifies their purposes; if not feel free to augment the descriptions or tell me what I should add (same goes for the rest of the OSystem documentation, BTW)
svn-id: r13252
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@ -63,9 +63,44 @@ public:
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* - a virtual keyboard for text entry (on PDAs)
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*/
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enum Feature {
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/**
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* If your backend supports both a windowed and a fullscreen mode,
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* then this feature flag can be used to switch between the two.
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*/
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kFeatureFullscreenMode,
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/**
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* Control aspect ratio correction. Aspect ratio correction is used to
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* correct games running at 320x200 (i.e with an aspect ratio of 8:5),
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* but which on their original hardware were displayed with the
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* standard 4:3 ratio (that is, the original graphics used non-square
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* pixels). When the backend support this, then games running at
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* 320x200 pixels should be scaled up to 320x240 pixels. For all other
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* resolutions, ignore this feature flag.
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* @note You can find utility functions in common/scaler.h which can
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* be used to implement aspect ratio correction. In particular,
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* stretch200To240() can stretch a rect, including (very fast)
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* interpolation, and works in-place.
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*/
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kFeatureAspectRatioCorrection,
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/**
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* Determine whether a virtual keyboard is too be shown or not.
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* This would mostly be implemented by backends for hand held devices,
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* like PocketPC, Palms, Symbian phones like the P800, Zaurus, etc.
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*/
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kFeatureVirtualKeyboard,
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/**
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* This flag is a bit more obscure: it gives a hint to the backend that
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* the frontend code is very inefficient in doing screen updates. So
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* the frontend might do a lot of fullscreen blits even though only a
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* tiny portion of the actual screen data changed. In that case, it
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* might pay off for the backend to compute which parts actual changed,
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* and then only mark those as dirty.
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* Implementing this is purely optional, and no harm should arise
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* when not doing so (except for decreased speed in said frontends).
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*/
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kFeatureAutoComputeDirtyRects
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};
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