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authorMax Horn2004-03-13 15:12:23 +0000
committerMax Horn2004-03-13 15:12:23 +0000
commitf712d21c1db7afe86d7011f90e639b73f0edafdf (patch)
tree52d7b24f01db77cc1bb3cb1e7594c5470a4110be /common
parent020d0702d1d68e7e5bd731193ec7fcf2f6cc63a0 (diff)
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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
Diffstat (limited to 'common')
-rw-r--r--common/system.h35
1 files changed, 35 insertions, 0 deletions
diff --git a/common/system.h b/common/system.h
index e0c5a08505..d8a9e502b6 100644
--- a/common/system.h
+++ b/common/system.h
@@ -63,9 +63,44 @@ public:
* - a virtual keyboard for text entry (on PDAs)
*/
enum Feature {
+ /**
+ * If your backend supports both a windowed and a fullscreen mode,
+ * then this feature flag can be used to switch between the two.
+ */
kFeatureFullscreenMode,
+
+ /**
+ * Control aspect ratio correction. Aspect ratio correction is used to
+ * correct games running at 320x200 (i.e with an aspect ratio of 8:5),
+ * but which on their original hardware were displayed with the
+ * standard 4:3 ratio (that is, the original graphics used non-square
+ * pixels). When the backend support this, then games running at
+ * 320x200 pixels should be scaled up to 320x240 pixels. For all other
+ * resolutions, ignore this feature flag.
+ * @note You can find utility functions in common/scaler.h which can
+ * be used to implement aspect ratio correction. In particular,
+ * stretch200To240() can stretch a rect, including (very fast)
+ * interpolation, and works in-place.
+ */
kFeatureAspectRatioCorrection,
+
+ /**
+ * Determine whether a virtual keyboard is too be shown or not.
+ * This would mostly be implemented by backends for hand held devices,
+ * like PocketPC, Palms, Symbian phones like the P800, Zaurus, etc.
+ */
kFeatureVirtualKeyboard,
+
+ /**
+ * This flag is a bit more obscure: it gives a hint to the backend that
+ * the frontend code is very inefficient in doing screen updates. So
+ * the frontend might do a lot of fullscreen blits even though only a
+ * tiny portion of the actual screen data changed. In that case, it
+ * might pay off for the backend to compute which parts actual changed,
+ * and then only mark those as dirty.
+ * Implementing this is purely optional, and no harm should arise
+ * when not doing so (except for decreased speed in said frontends).
+ */
kFeatureAutoComputeDirtyRects
};