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authorMax Horn2007-06-19 22:39:59 +0000
committerMax Horn2007-06-19 22:39:59 +0000
commitb51f2f3212ae8a5abbdce4d947ec2d1cad1a0b6f (patch)
tree45a838924ce55038021cd3c3d8760e80ff630f38 /common/system.h
parentab9b9a1bf362e68f5f6a69462ef2b7c146e6e08f (diff)
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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
Diffstat (limited to 'common/system.h')
-rw-r--r--common/system.h29
1 files changed, 21 insertions, 8 deletions
diff --git a/common/system.h b/common/system.h
index 500056e695..a54546f233 100644
--- a/common/system.h
+++ b/common/system.h
@@ -452,21 +452,34 @@ public:
virtual void copyRectToScreen(const byte *buf, int pitch, int x, int y, int w, int h) = 0;
/**
- * Copies the current screen contents to a new surface, with the original
- * bit depth. This will allocate memory for the pixel data.
- * WARNING: surf->free() must be called by the user to avoid leaking.
+ * Lock the active screen framebuffer and return a Graphics::Surface
+ * representing it. The caller can then perform arbitrary graphics
+ * transformations on the framebuffer (blitting, scrolling, etc.).
+ * Must be followed by matching call to unlockScreen(). Calling code
+ * should make sure to only lock the framebuffer for the briefest
+ * periods of time possible, as the whole system is potentially stalled
+ * while the lock is active.
+ * Returns 0 if an error occurred. Otherwise an 8bit surface is returned.
*
- * @param surf the surfce to store the data in it
- * @return true if all went well, false if an error occured
+ * The returned surface must *not* be deleted by the client code.
*/
- virtual bool grabRawScreen(Graphics::Surface *surf) = 0;
+ virtual Graphics::Surface *lockScreen() = 0;
+
+ /**
+ * Unlock the screen framebuffer, and mark it as dirty (i.e. during the
+ * next updateScreen() call, the whole screen will be updated.
+ */
+ virtual void unlockScreen() = 0;
/**
* Clear the screen to black.
*/
- virtual void clearScreen() {}
+ virtual void clearScreen();
- /** Update the dirty areas of the screen. */
+ /**
+ * Flush the whole screen, that is render the current content of the screen
+ * framebuffer (resp. the dirty/changed parts of it) to the display.
+ */
virtual void updateScreen() = 0;
/**