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+/* ScummVM - Graphic Adventure Engine
+ *
+ * ScummVM is the legal property of its developers, whose names
+ * are too numerous to list here. Please refer to the COPYRIGHT
+ * file distributed with this source distribution.
+ *
+ * This program is free software; you can redistribute it and/or
+ * modify it under the terms of the GNU General Public License
+ * as published by the Free Software Foundation; either version 2
+ * of the License, or (at your option) any later version.
+
+ * This program is distributed in the hope that it will be useful,
+ * but WITHOUT ANY WARRANTY; without even the implied warranty of
+ * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+ * GNU General Public License for more details.
+
+ * You should have received a copy of the GNU General Public License
+ * along with this program; if not, write to the Free Software
+ * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
+ *
+ */
+
+/*
+ * This file is based on WME Lite.
+ * http://dead-code.org/redir.php?target=wmelite
+ * Copyright (c) 2011 Jan Nedoma
+ */
+
+#ifndef WINTERMUTE_BRENDERER_H
+#define WINTERMUTE_BRENDERER_H
+
+
+#include "engines/wintermute/coll_templ.h"
+#include "engines/wintermute/base/BBase.h"
+#include "common/rect.h"
+
+namespace WinterMute {
+
+class CBImage;
+class CBActiveRect;
+class CBObject;
+class CBSurface;
+class CBRenderer: public CBBase {
+public:
+ int _realWidth;
+ int _realHeight;
+ int _drawOffsetX;
+ int _drawOffsetY;
+
+ virtual void dumpData(const char *filename) {};
+ virtual CBImage *takeScreenshot();
+ virtual bool setViewport(int left, int top, int right, int bottom);
+ virtual bool setViewport(Rect32 *Rect);
+ virtual bool setScreenViewport();
+ virtual bool fade(uint16 Alpha);
+ virtual bool fadeToColor(uint32 Color, Common::Rect *rect = NULL);
+ virtual bool drawLine(int x1, int y1, int x2, int y2, uint32 color);
+ virtual bool drawRect(int x1, int y1, int x2, int y2, uint32 color, int width = 1);
+ CBRenderer(CBGame *inGame = NULL);
+ virtual ~CBRenderer();
+ virtual bool setProjection() {
+ return STATUS_OK;
+ };
+
+ virtual bool windowedBlt();
+ virtual bool fill(byte r, byte g, byte b, Common::Rect *rect = NULL);
+ virtual void onWindowChange();
+ virtual bool initRenderer(int width, int height, bool windowed);
+ virtual bool flip();
+ virtual void initLoop();
+ virtual bool switchFullscreen();
+ virtual bool setup2D(bool force = false);
+ virtual bool setupLines();
+
+ virtual const char *getName() {
+ return "";
+ };
+ virtual bool displayDebugInfo() {
+ return STATUS_FAILED;
+ };
+ virtual bool drawShaderQuad() {
+ return STATUS_FAILED;
+ }
+
+ virtual float getScaleRatioX() const {
+ return 1.0f;
+ }
+ virtual float getScaleRatioY() const {
+ return 1.0f;
+ }
+
+ virtual CBSurface *createSurface() = 0;
+
+ bool clipCursor();
+ bool unclipCursor();
+
+ CBObject *getObjectAt(int x, int y);
+ void deleteRectList();
+
+ virtual bool startSpriteBatch() {
+ return STATUS_OK;
+ };
+ virtual bool endSpriteBatch() {
+ return STATUS_OK;
+ };
+ bool pointInViewport(Point32 *P);
+ uint32 _forceAlphaColor;
+ uint32 _window;
+ uint32 _clipperWindow;
+ bool _active;
+ bool _ready;
+ bool _windowed;
+ Rect32 _windowRect;
+ Rect32 _viewportRect;
+ Rect32 _screenRect;
+ Rect32 _monitorRect;
+ int _bPP;
+ int _height;
+ int _width;
+
+ CBArray<CBActiveRect *, CBActiveRect *> _rectList;
+};
+
+CBRenderer *makeOSystemRenderer(CBGame *inGame); // Implemented in BRenderSDL.cpp
+
+} // end of namespace WinterMute
+
+#endif