/* 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_SDL_H #define WINTERMUTE_BRENDERER_SDL_H #include "BRenderer.h" #include "SDL.h" class SDL_Window; class SDL_Renderer; namespace WinterMute { class CBRenderSDL : public CBRenderer { public: CBRenderSDL(CBGame *inGame); ~CBRenderSDL(); const char *GetName(); HRESULT InitRenderer(int width, int height, bool windowed); HRESULT Flip(); HRESULT Fill(byte r, byte g, byte b, RECT *rect); HRESULT Fade(WORD Alpha); HRESULT FadeToColor(uint32 Color, RECT *rect = NULL); HRESULT SwitchFullscreen(); HRESULT DrawLine(int X1, int Y1, int X2, int Y2, uint32 Color); CBImage *TakeScreenshot(); SDL_Renderer *GetSdlRenderer() const { return m_Renderer; } SDL_Window *GetSdlWindow() const { return m_Win; } HRESULT SetViewport(int left, int top, int right, int bottom); void ModTargetRect(SDL_Rect *rect); void PointFromScreen(POINT *point); void PointToScreen(POINT *point); void DumpData(char *Filename); float GetScaleRatioX() const { return m_RatioX; } float GetScaleRatioY() const { return m_RatioY; } private: SDL_Renderer *m_Renderer; SDL_Window *m_Win; AnsiString m_Name; int m_BorderLeft; int m_BorderTop; int m_BorderRight; int m_BorderBottom; float m_RatioX; float m_RatioY; }; } // end of namespace WinterMute #endif // __WmeBRenderSDL_H__