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/* 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 "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);
	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;

protected:
	SdlEventSource *_eventSource;
};

#endif