/* 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. * */ #ifndef BACKENDS_GRAPHICS_SDL_SDLGRAPHICS_H #define BACKENDS_GRAPHICS_SDL_SDLGRAPHICS_H #include "backends/graphics/graphics.h" #include "backends/platform/sdl/sdl-window.h" #include "common/rect.h" class SdlEventSource; /** * Base class for a SDL based graphics manager. * * It features a few extra a few extra features required by SdlEventSource. */ class SdlGraphicsManager : virtual public GraphicsManager { public: SdlGraphicsManager(SdlEventSource *source, SdlWindow *window); virtual ~SdlGraphicsManager(); /** * Makes this graphics manager active. That means it should be ready to * process inputs now. However, even without being active it should be * able to query the supported modes and other bits. */ virtual void activateManager(); /** * Makes this graphics manager inactive. This should allow another * graphics manager to become active again. */ virtual void deactivateManager(); /** * Notify the graphics manager that the graphics needs to be redrawn, since * the application window was modified. * * This is basically called when SDL_VIDEOEXPOSE was received. */ virtual void notifyVideoExpose() = 0; /** * Notify the graphics manager about an resize event. * * It is noteworthy that the requested width/height should actually be set * up as is and not changed by the graphics manager, since else it might * lead to odd behavior for certain window managers. * * It is only required to overwrite this method in case you want a * resizable window. The default implementation just does nothing. * * @param width Requested window width. * @param height Requested window height. */ virtual void notifyResize(const uint width, const uint height) {} /** * Transforms real screen coordinates into the current active screen * coordinates (may be either game screen or overlay). * * @param point Mouse coordinates to transform. */ virtual void transformMouseCoordinates(Common::Point &point) = 0; /** * Notifies the graphics manager about a position change according to the * real screen coordinates. * * @param mouse Mouse position. */ virtual void notifyMousePos(Common::Point mouse) = 0; /** * A (subset) of the graphic manager's state. This is used when switching * between different SDL graphic managers on runtime. */ struct State { int screenWidth, screenHeight; bool aspectRatio; bool fullscreen; bool cursorPalette; #ifdef USE_RGB_COLOR Graphics::PixelFormat pixelFormat; #endif }; /** * Queries the current state of the graphic manager. */ State getState(); /** * Setup a basic state of the graphic manager. */ bool setState(const State &state); /** * Queries the SDL window. */ SdlWindow *getWindow() const { return _window; } protected: SdlEventSource *_eventSource; SdlWindow *_window; }; #endif