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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 BADA_GRAPHICS_H
#define BADA_GRAPHICS_H
#include <FBase.h>
#include <FGraphics.h>
#include <FApp.h>
#include <FGraphicsOpengl.h>
#include <FSystem.h>
#include <FUi.h>
#include "config.h"
#include "backends/graphics/opengl/opengl-graphics.h"
#include "graphics/font.h"
#include "backends/platform/bada/form.h"
using namespace Osp::Graphics;
using namespace Osp::Graphics::Opengl;
using namespace Osp::App;
class BadaGraphicsManager : public OpenGLGraphicsManager {
public:
BadaGraphicsManager(BadaAppForm *appForm);
Common::List<Graphics::PixelFormat> getSupportedFormats() const;
bool hasFeature(OSystem::Feature f);
void updateScreen();
void setFeatureState(OSystem::Feature f, bool enable);
void setReady();
bool isReady() { return !_initState; }
const Graphics::Font *getFontOSD();
bool moveMouse(int16 &x, int16 &y);
private:
void internUpdateScreen();
bool loadGFXMode();
void loadTextures();
void unloadGFXMode();
void refreshGameScreen();
void setInternalMousePosition(int x, int y) {}
void showSplash();
bool loadEgl();
BadaAppForm *_appForm;
EGLDisplay _eglDisplay;
EGLSurface _eglSurface;
EGLConfig _eglConfig;
EGLContext _eglContext;
bool _initState;
};
#endif
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