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-rw-r--r--common/system.h68
1 files changed, 64 insertions, 4 deletions
diff --git a/common/system.h b/common/system.h
index 5c91296ab1..f4704f5e0e 100644
--- a/common/system.h
+++ b/common/system.h
@@ -31,6 +31,9 @@
#include "common/rect.h"
#include "graphics/pixelformat.h"
+#ifdef USE_RGB_COLOR
+#include "graphics/conversion.h"
+#endif
namespace Audio {
class Mixer;
@@ -347,8 +350,52 @@ public:
*/
virtual int getGraphicsMode() const = 0;
+#ifdef USE_RGB_COLOR
+ /**
+ * Determine the pixel format currently in use for screen rendering.
+ * @return the active screen pixel format.
+ * @see Graphics::PixelFormat
+ */
+ virtual Graphics::PixelFormat getScreenFormat() const = 0;
+
/**
- * Set the size of the virtual screen. Typical sizes include:
+ * Returns a list of all pixel formats supported by the backend.
+ * The first item in the list must be directly supported by hardware,
+ * and provide the largest color space of those formats with direct
+ * hardware support. It is also strongly recommended that remaining
+ * formats should be placed in order of descending preference for the
+ * backend to use.
+ *
+ * EG: a backend that supports 32-bit ABGR and 16-bit 555 BGR in hardware
+ * and provides conversion from equivalent RGB(A) modes should order its list
+ * 1) Graphics::PixelFormat(4, 0, 0, 0, 0, 0, 8, 16, 24)
+ * 2) Graphics::PixelFormat(2, 3, 3, 3, 8, 0, 5, 10, 0)
+ * 3) Graphics::PixelFormat(4, 0, 0, 0, 0, 24, 16, 8, 0)
+ * 4) Graphics::PixelFormat(2, 3, 3, 3, 8, 10, 5, 0, 0)
+ * 5) Graphics::PixelFormat::createFormatCLUT8()
+ *
+ * @see Graphics::PixelFormat
+ *
+ * @note Backends supporting RGB color should accept game data in RGB color
+ * order, even if hardware uses BGR or some other color order.
+ *
+ * @see convertScreenRect
+ */
+ virtual Common::List<Graphics::PixelFormat> getSupportedFormats() = 0;
+#else
+ inline Graphics::PixelFormat getScreenFormat() const {
+ return Graphics::PixelFormat::createFormatCLUT8();
+ };
+
+ inline Common::List<Graphics::PixelFormat> getSupportedFormats() const {
+ Common::List<Graphics::PixelFormat> list;
+ list.push_back(Graphics::PixelFormat::createFormatCLUT8());
+ return list;
+ };
+#endif
+
+ /**
+ * Set the size and color format of the virtual screen. Typical sizes include:
* - 320x200 (e.g. for most SCUMM games, and Simon)
* - 320x240 (e.g. for FM-TOWN SCUMM games)
* - 640x480 (e.g. for Curse of Monkey Island)
@@ -359,10 +406,21 @@ public:
* GraphicsMode); stretch the data to perform aspect ratio correction;
* or shrink it to fit on small screens (in cell phones).
*
+ * Typical formats include:
+ * CLUT8 (e.g. 256 color, for most games)
+ * RGB555 (e.g. 16-bit color, for later SCUMM HE games)
+ * RGB565 (e.g. 16-bit color, for Urban Runner)
+ *
+ * This is the pixel format for which the client code generates data;
+ * this is not necessarily equal to the hardware pixel format. For example,
+ * a backend may perform color lookup of 8-bit graphics before pushing
+ * a screen to hardware, or correct the ARGB color order via convertScreenRect.
+ *
* @param width the new virtual screen width
* @param height the new virtual screen height
+ * @param format the new virtual screen pixel format
*/
- virtual void initSize(uint width, uint height) = 0;
+ virtual void initSize(uint width, uint height, const Graphics::PixelFormat *format = NULL) = 0;
/**
* Return an int value which is changed whenever any screen
@@ -411,7 +469,8 @@ public:
kTransactionAspectRatioFailed = (1 << 0), /**< Failed switching aspect ratio correction mode */
kTransactionFullscreenFailed = (1 << 1), /**< Failed switching fullscreen mode */
kTransactionModeSwitchFailed = (1 << 2), /**< Failed switching the GFX graphics mode (setGraphicsMode) */
- kTransactionSizeChangeFailed = (1 << 3) /**< Failed switching the screen dimensions (initSize) */
+ kTransactionSizeChangeFailed = (1 << 3), /**< Failed switching the screen dimensions (initSize) */
+ kTransactionFormatNotSupported = (1 << 4) /**< Failed setting the color format */
};
/**
@@ -705,8 +764,9 @@ public:
* @param hotspotY vertical offset from the top side to the hotspot
* @param keycolor transparency color index
* @param cursorTargetScale scale factor which cursor is designed for
+ * @param format pointer to the pixel format which cursor graphic uses
*/
- virtual void setMouseCursor(const byte *buf, uint w, uint h, int hotspotX, int hotspotY, byte keycolor = 255, int cursorTargetScale = 1) = 0;
+ virtual void setMouseCursor(const byte *buf, uint w, uint h, int hotspotX, int hotspotY, uint32 keycolor = 0xFFFFFFFF, int cursorTargetScale = 1, const Graphics::PixelFormat *format = NULL) = 0;
/**
* Replace the specified range of cursor the palette with new colors.