151 lines
4.6 KiB
C++
151 lines
4.6 KiB
C++
/* ResidualVM - A 3D game interpreter
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*
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* ResidualVM is the legal property of its developers, whose names
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* are too numerous to list here. Please refer to the COPYRIGHT
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* file distributed with this source distribution.
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software
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* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*
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*/
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#ifndef BACKENDS_GRAPHICS3D_SDL_SDLGRAPHICS3D_H
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#define BACKENDS_GRAPHICS3D_SDL_SDLGRAPHICS3D_H
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#include "backends/graphics3d/graphics3d.h"
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#include "backends/platform/sdl/sdl-window.h"
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#include "common/events.h"
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#include "common/rect.h"
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#include "math/rect2d.h"
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class SdlEventSource;
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/**
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* Base class for a SDL based graphics manager.
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*/
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class SdlGraphics3dManager : virtual public Graphics3dManager, public Common::EventObserver {
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public:
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SdlGraphics3dManager(SdlEventSource *source, SdlWindow *window);
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virtual ~SdlGraphics3dManager() {}
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/**
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* Makes this graphics manager active. That means it should be ready to
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* process inputs now. However, even without being active it should be
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* able to query the supported modes and other bits.
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*/
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virtual void activateManager();
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/**
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* Makes this graphics manager inactive. This should allow another
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* graphics manager to become active again.
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*/
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virtual void deactivateManager();
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/**
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* Notify the graphics manager that the graphics needs to be redrawn, since
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* the application window was modified.
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*
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* This is basically called when SDL_VIDEOEXPOSE was received.
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*/
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virtual void notifyVideoExpose() {};
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/**
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* Notify the graphics manager about a resize event.
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*
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* It is noteworthy that the requested width/height should actually be set
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* up as is and not changed by the graphics manager, since otherwise it may
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* lead to odd behavior for certain window managers.
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*
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* It is only required to overwrite this method in case you want a
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* resizable window. The default implementation just does nothing.
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*
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* @param width Requested window width.
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* @param height Requested window height.
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*/
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virtual void notifyResize(const int width, const int height) {};
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/**
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* Transforms real screen coordinates into the current active screen
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* coordinates (may be either game screen or overlay).
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*
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* @param point Mouse coordinates to transform.
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*/
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virtual void transformMouseCoordinates(Common::Point &point) = 0;
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/**
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* Notifies the graphics manager about a mouse position change.
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*
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* The passed point *must* be converted from window coordinates to virtual
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* coordinates in order for the event to be processed correctly by the game
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* engine. Just use `convertWindowToVirtual` for this unless you need to do
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* something special.
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*
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* @param mouse The mouse position in window coordinates, which must be
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* converted synchronously to virtual coordinates.
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* @returns true if the mouse was in a valid position for the game and
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* should cause the event to be sent to the game.
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*/
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virtual bool notifyMousePosition(Common::Point &mouse);
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virtual bool showMouse(bool visible) override;
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virtual bool lockMouse(bool lock) override;
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virtual bool saveScreenshot(const Common::String &filename) const { return false; }
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void saveScreenshot() override;
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// Override from Common::EventObserver
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virtual bool notifyEvent(const Common::Event &event) override;
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/**
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* A (subset) of the graphic manager's state. This is used when switching
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* between different SDL graphic managers at runtime.
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*/
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struct State {
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bool aspectRatio;
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bool fullscreen;
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};
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/**
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* Gets the default feature state of the graphics manager.
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*/
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virtual void setDefaultFeatureState();
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/** Obtain the user configured fullscreen resolution, or default to the desktop resolution */
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virtual Common::Rect getPreferredFullscreenResolution();
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/**
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* @returns the SDL window.
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*/
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SdlWindow *getWindow() const { return _window; }
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Common::Keymap *getKeymap();
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protected:
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enum CustomEventAction {
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kActionToggleFullscreen = 100,
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kActionSaveScreenshot
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};
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protected:
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SdlEventSource *_eventSource;
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SdlWindow *_window;
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private:
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void toggleFullScreen();
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};
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#endif
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