/* ScummVM - Scumm Interpreter * Copyright (C) 2002-2003 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 RENDERER_H #define RENDERER_H #include "config.h" #include "palette.h" #include "common/rect.h" using ScummVM::Point; using ScummVM::Rect; class Mixer; /*! @brief interface for general output (rendering) This is the interface for frame output. Several implementations of these interface exist, each having a particular application. */ class Renderer { public: virtual ~Renderer() {}; /*! @brief start of animation output This is called by the animation player when output is going to start. @param fname name of the animation being played. @param version version number of the animation @param nbframes total number of frames of the animation. @return true if initialisation was ok, false otherwise */ virtual bool startDecode(const char *fname, int32 version, int32 nbframes) = 0; /*! @brief start of animation output This is called by the animation player when the frame size is changing. @param size new size of the frames. @return true if everything went fine, false otherwise */ virtual bool initFrame(const Point & size) = 0; /*! @brief set a new palette This is called by the animation player when the palette is changing. @param pal new palette. @return true if everything went fine, false otherwise */ virtual bool setPalette(const Palette & pal) = 0; /*! @brief lock a frame buffer This is called by the animation player when a frame is going to be decoded. @param frame the frame number. @return a pointer to the frame buffer to output data to. */ virtual char *lockFrame(int32 frame) = 0; /*! @brief unlock a frame buffer This is called by the animation player when a frame has been decoded. @return true if everything went fine, false otherwise */ virtual bool unlockFrame() = 0; /*! @brief flip a frame buffer This is called by the animation player when the current frame should be shown. @return true if everything went fine, false otherwise */ virtual bool flipFrame() = 0; /*! @brief wait for some time This is called by the animation player when the animation should stay idle. @param ms number of millisecond to wait. @return true if everything went fine, false otherwise */ virtual bool wait(int32 ms) = 0; /*! @brief does the renderer want a premature end of the animation ? This is called by the animation player after each frame. @return true if playing should be stopped, false otherwise. */ virtual bool prematureClose() = 0; /*! @brief request for a mixer This is called by the animation player when sound output is required by the animation. @return a valid pointer to an uninitialized mixer instance, or null if none is available. */ virtual Mixer *getMixer() = 0; /*! @brief debugging function : do not use @return true if everything went fine, false otherwise */ virtual bool saveCurrent() { return false; }; }; #endif