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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 PLATFORM_3DS_H
#define PLATFORM_3DS_H

#define FORBIDDEN_SYMBOL_EXCEPTION_time_h

#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<Graphics::PixelFormat> 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<Common::Event> _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