/* ScummVM - Scumm Interpreter * Copyright (C) 2001-2003 The ScummVM project * * 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., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. * * $Header$ * */ #ifndef SDL_COMMON_H #define SDL_COMMON_H #include "stdafx.h" #include "scummsys.h" #include "system.h" #include #include class OSystem_SDL_Common : public OSystem { public: // Set colors of the palette void set_palette(const byte *colors, uint start, uint num) = 0; // Set the size of the video bitmap. // Typically, 320x200 void init_size(uint w, uint h); // Draw a bitmap to screen. // The screen will not be updated to reflect the new bitmap void copy_rect(const byte *buf, int pitch, int x, int y, int w, int h); void move_screen(int dx, int dy, int height); // Update the dirty areas of the screen void update_screen() = 0; // Either show or hide the mouse cursor bool show_mouse(bool visible); // Set the position of the mouse cursor void set_mouse_pos(int x, int y); // Warp the mouse cursor. Where set_mouse_pos() only informs the // backend of the mouse cursor's current position, this function // actually moves the cursor to the specified position. void warp_mouse(int x, int y); // Set the bitmap that's used when drawing the cursor. void set_mouse_cursor(const byte *buf, uint w, uint h, int hotspot_x, int hotspot_y); // Shaking is used in SCUMM. Set current shake position. void set_shake_pos(int shake_pos); // Get the number of milliseconds since the program was started. uint32 get_msecs(); // Delay for a specified amount of milliseconds void delay_msecs(uint msecs); // Create a thread void create_thread(ThreadProc *proc, void *param); // Get the next event. // Returns true if an event was retrieved. bool poll_event(Event *event); // Set function that generates samples bool set_sound_proc(SoundProc *proc, void *param, SoundFormat format); void clear_sound_proc(); // Poll CD status // Returns true if cd audio is playing bool poll_cdrom(); // Play CD audio track void play_cdrom(int track, int num_loops, int start_frame, int end_frame); // Stop CD audio track void stop_cdrom(); // Update CD audio status void update_cdrom(); // Quit void quit(); // Set a parameter uint32 property(int param, Property *value); // Add a callback timer void set_timer(int timer, int (*callback)(int)); // Mutex handling void *create_mutex(); void lock_mutex(void *mutex); void unlock_mutex(void *mutex); void delete_mutex(void *mutex); // Overlay virtual void show_overlay(); virtual void hide_overlay(); virtual void clear_overlay(); virtual void grab_overlay(int16 *buf, int pitch); virtual void copy_rect_overlay(const int16 *buf, int pitch, int x, int y, int w, int h); virtual int16 get_height(); virtual int16 get_width(); // Methods that convert RGB to/from colors suitable for the overlay. virtual int16 RGBToColor(uint8 r, uint8 g, uint8 b); virtual void colorToRGB(int16 color, uint8 &r, uint8 &g, uint8 &b); static OSystem *create(int gfx_mode, bool full_screen); protected: OSystem_SDL_Common(); virtual ~OSystem_SDL_Common(); static OSystem_SDL_Common *create_intern(); void init_intern(int gfx_mode, bool full_screen); // unseen game screen SDL_Surface *_screen; int _screenWidth, _screenHeight; // temporary screen (for scalers/overlay) SDL_Surface *_tmpscreen; int _tmpScreenWidth; bool _overlayVisible; // CD Audio SDL_CD *_cdrom; int cd_track, cd_num_loops, cd_start_frame, cd_end_frame; Uint32 cd_end_time, cd_stop_time, cd_next_second; enum { DF_WANT_RECT_OPTIM = 1 << 0, DF_UPDATE_EXPAND_1_PIXEL = 1 << 3 }; bool _forceFull; // Force full redraw on next update_screen int _scaleFactor; int _mode; bool _full_screen; uint32 _mode_flags; enum { NUM_DIRTY_RECT = 100, MAX_MOUSE_W = 80, MAX_MOUSE_H = 80, MAX_SCALING = 3 }; // Dirty rect managment SDL_Rect _dirty_rect_list[100]; int _num_dirty_rects; uint32 *_dirty_checksums; bool cksum_valid; int CKSUM_NUM; // Keyboard mouse emulation struct KbdMouse { int16 x, y, x_vel, y_vel, x_max, y_max, x_down_count, y_down_count; uint32 last_time, delay_time, x_down_time, y_down_time; } km; struct MousePos { int16 x, y, w, h; MousePos() : x(0), y(0), w(0), h(0) {} }; // joystick SDL_Joystick *_joystick; bool _mouseVisible; bool _mouseDrawn; const byte *_mouseData; byte *_mouseBackup; MousePos _mouseCurState; MousePos _mouseOldState; int16 _mouseHotspotX; int16 _mouseHotspotY; // Shake mode int _currentShakePos; int _newShakePos; // Palette data SDL_Color *_currentPalette; uint _paletteDirtyStart, _paletteDirtyEnd; // Mutex that prevents multiple threads interferring with each other // when accessing the screen. SDL_mutex *_mutex; void add_dirty_rgn_auto(const byte *buf); void mk_checksums(const byte *buf); static void fill_sound(void *userdata, Uint8 * stream, int len); void add_dirty_rect(int x, int y, int w, int h); virtual void draw_mouse(); virtual void undraw_mouse(); virtual void load_gfx_mode() = 0; virtual void unload_gfx_mode() = 0; void setup_icon(); void kbd_mouse(); void init_joystick() { _joystick = SDL_JoystickOpen(0); } }; // Auxillary class to (un)lock a mutex on the stack class StackLock { SDL_mutex *_mutex; public: StackLock(SDL_mutex *mutex) : _mutex(mutex) { lock(); } ~StackLock() { unlock(); } void lock() { SDL_mutexP(_mutex); } void unlock() { SDL_mutexV(_mutex); } }; #endif