/* 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 PLATFORM_3DS_H #define PLATFORM_3DS_H #include #include "backends/mutex/mutex.h" #include "backends/base-backend.h" #include "graphics/palette.h" #include "base/main.h" #include "audio/mixer_intern.h" #include "backends/graphics/graphics.h" #include "backends/platform/3ds/sprite.h" #include "common/rect.h" #include "common/queue.h" #define TICKS_PER_MSEC 268123 namespace _3DS { enum { GFX_LINEAR = 0, GFX_NEAREST = 1 }; enum InputMode { MODE_HOVER, MODE_DRAG, }; static const OSystem::GraphicsMode s_graphicsModes[] = { {"default", "Default Test", GFX_LINEAR}, { 0, 0, 0 } }; class OSystem_3DS : public EventsBaseBackend, public PaletteManager { public: OSystem_3DS(); virtual ~OSystem_3DS(); volatile bool exiting; volatile bool sleeping; virtual void initBackend(); virtual bool hasFeature(OSystem::Feature f); virtual void setFeatureState(OSystem::Feature f, bool enable); virtual bool getFeatureState(OSystem::Feature f); virtual bool pollEvent(Common::Event &event); virtual uint32 getMillis(bool skipRecord = false); virtual void delayMillis(uint msecs); virtual void getTimeAndDate(TimeDate &t) const; virtual MutexRef createMutex(); virtual void lockMutex(MutexRef mutex); virtual void unlockMutex(MutexRef mutex); virtual void deleteMutex(MutexRef mutex); virtual void logMessage(LogMessageType::Type type, const char *message); virtual Audio::Mixer *getMixer(); virtual PaletteManager *getPaletteManager() { return this; } virtual Common::String getSystemLanguage() const; virtual void fatalError(); virtual void quit(); virtual Common::String getDefaultConfigFileName(); // Graphics virtual const OSystem::GraphicsMode *getSupportedGraphicsModes() const; int getDefaultGraphicsMode() const; bool setGraphicsMode(int mode); void resetGraphicsScale(); int getGraphicsMode() const; inline Graphics::PixelFormat getScreenFormat() const { return _pfGame; } virtual Common::List getSupportedFormats() const; void initSize(uint width, uint height, const Graphics::PixelFormat *format = NULL); virtual int getScreenChangeID() const { return 0; }; void beginGFXTransaction(); OSystem::TransactionError endGFXTransaction(); int16 getHeight(){ return _gameHeight; } int16 getWidth(){ return _gameWidth; } void setPalette(const byte *colors, uint start, uint num); void grabPalette(byte *colors, uint start, uint num) const; void copyRectToScreen(const void *buf, int pitch, int x, int y, int w, int h); Graphics::Surface *lockScreen(); void unlockScreen(); void updateScreen(); void setShakePos(int shakeOffset); void setFocusRectangle(const Common::Rect &rect); void clearFocusRectangle(); void showOverlay(); void hideOverlay(); Graphics::PixelFormat getOverlayFormat() const; void clearOverlay(); void grabOverlay(void *buf, int pitch); void copyRectToOverlay(const void *buf, int pitch, int x, int y, int w, int h); virtual int16 getOverlayHeight(); virtual int16 getOverlayWidth(); virtual void displayMessageOnOSD(const char *msg); bool showMouse(bool visible); void warpMouse(int x, int y); void setMouseCursor(const void *buf, uint w, uint h, int hotspotX, int hotspotY, uint32 keycolor, bool dontScale = false, const Graphics::PixelFormat *format = NULL); void setCursorPalette(const byte *colors, uint start, uint num); // Transform point from touchscreen coords into gamescreen coords void transformPoint(touchPosition &point); void setCursorDelta(float deltaX, float deltaY); void updateFocus(); void updateConfig(); void updateSize(); private: void initGraphics(); void destroyGraphics(); void initAudio(); void destroyAudio(); void initEvents(); void destroyEvents(); void flushGameScreen(); void flushCursor(); protected: Audio::MixerImpl *_mixer; private: u16 _gameWidth, _gameHeight; u16 _gameTopX, _gameTopY; u16 _gameBottomX, _gameBottomY; // Audio Thread audioThread; // Graphics Graphics::PixelFormat _pfGame; Graphics::PixelFormat _pfGameTexture; Graphics::PixelFormat _pfCursor; byte _palette[3 * 256]; byte _cursorPalette[3 * 256]; Graphics::Surface _gameScreen; Sprite _gameTopTexture; Sprite _gameBottomTexture; Sprite _overlay; int _screenShakeOffset; bool _overlayVisible; DVLB_s *_dvlb; shaderProgram_s _program; int _projectionLocation; int _modelviewLocation; C3D_Mtx _projectionTop; C3D_Mtx _projectionBottom; C3D_RenderTarget* _renderTargetTop; C3D_RenderTarget* _renderTargetBottom; // Focus Common::Rect _focusRect; bool _focusDirty; C3D_Mtx _focusMatrix; int _focusPosX, _focusPosY; int _focusTargetPosX, _focusTargetPosY; float _focusStepPosX, _focusStepPosY; float _focusScaleX, _focusScaleY; float _focusTargetScaleX, _focusTargetScaleY; float _focusStepScaleX, _focusStepScaleY; uint32 _focusClearTime; // Events Thread _eventThread; Thread _timerThread; Common::Queue _eventQueue; // Cursor Graphics::Surface _cursor; Sprite _cursorTexture; bool _cursorPaletteEnabled; bool _cursorVisible; bool _cursorScalable; float _cursorX, _cursorY; float _cursorDeltaX, _cursorDeltaY; int _cursorHotspotX, _cursorHotspotY; uint32 _cursorKeyColor; }; } // namespace _3DS #endif