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/* ScummVM - Scumm Interpreter
* Copyright (C) 2001 Ludvig Strigeus
* Copyright (C) 2001-2003 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 COMMON_SYSTEM_H
#define COMMON_SYSTEM_H
#include "scummsys.h"
#include "savefile.h"
/**
* Interface for ScummVM backends. If you want to port ScummVM to a system
* which is not currently covered by any of our backends, this is the place
* to start. ScummVM will create an instance of a subclass of this interface
* and use it to interact with the system.
*
* In particular, a backend provides a video surface for ScummVM to draw in;
* methods to create threads and timers, to handle user input events,
* control audio CD playback, and sound output.
*/
class OSystem {
public:
typedef void *MutexRef;
typedef int ThreadProc(void *param);
typedef void SoundProc(void *param, byte *buf, int len);
//typedef int TimerProc(int interval);
/**
* The types of events backends can generate.
* @todo Add events for quit request, and screen size change.
* @see Event
*/
enum EventCode {
EVENT_KEYDOWN = 1,
EVENT_KEYUP = 2,
EVENT_MOUSEMOVE = 3,
EVENT_LBUTTONDOWN = 4,
EVENT_LBUTTONUP = 5,
EVENT_RBUTTONDOWN = 6,
EVENT_RBUTTONUP = 7,
EVENT_WHEELUP = 8,
EVENT_WHEELDOWN = 9,
EVENT_QUIT = 10
};
enum {
KBD_CTRL = 1,
KBD_ALT = 2,
KBD_SHIFT = 4
};
/**
* Data structure for an event. A pointer to an instance of Event
* can be passed to poll_event.
*/
struct Event {
EventCode event_code;
struct {
int keycode;
uint16 ascii;
byte flags;
} kbd;
struct {
int x;
int y;
} mouse;
};
enum {
PROP_TOGGLE_FULLSCREEN = 1,
PROP_SET_WINDOW_CAPTION = 2,
PROP_OPEN_CD = 3,
PROP_SET_GFX_MODE = 4,
PROP_SHOW_DEFAULT_CURSOR = 5,
PROP_GET_SAMPLE_RATE = 6,
PROP_GET_FULLSCREEN = 7,
PROP_GET_FMOPL_ENV_BITS = 8,
PROP_GET_FMOPL_EG_ENT = 9
};
union Property {
const char *caption;
int cd_num;
int gfx_mode;
bool show_cursor;
};
enum SoundFormat {
SOUND_8BIT = 0,
SOUND_16BIT = 1
};
/** @name Graphics */
//@{
/** Set the size of the video bitmap. Typically 320x200 pixels. */
virtual void init_size(uint w, uint h) = 0;
/**
* Returns the currently set screen height.
* @see init_size
* @return the currently set screen height
*/
virtual int16 get_height() = 0;
/**
* Returns the currently set screen width.
* @see init_size
* @return the currently set screen width
*/
virtual int16 get_width() = 0;
/** Set colors of the palette. */
virtual void set_palette(const byte *colors, uint start, uint num) = 0;
/**
* Draw a bitmap to screen.
* The screen will not be updated to reflect the new bitmap, you have
* to call update_screen to do that.
* @see update_screen
*/
virtual void copy_rect(const byte *buf, int pitch, int x, int y, int w, int h) = 0;
/**
* Moves the screen content by the offset specified via dx/dy.
* Only the region from x=0 till x=height-1 is affected.
* @param dx the horizontal offset.
* @param dy the vertical offset.
* @param height the number of lines which in which the move will be done.
*/
virtual void move_screen(int dx, int dy, int height) = 0;
/** Update the dirty areas of the screen. */
virtual void update_screen() = 0;
/**
* Set current shake position, a feature needed for some SCUMM screen effects.
* The effect causes the displayed graphics to be shifted upwards by the specified
* (always positive) offset. The area at the bottom of the screen which is moved
* into view by this is filled by black. This does not cause any graphic data to
* be lost - that is, to restore the original view, the game engine only has to
* call this method again with a 0 offset. No calls to copy_rect are necessary.
* @param shakeOffset the shake offset
*/
virtual void set_shake_pos(int shakeOffset) = 0;
/** Convert the given RGB triplet into a NewGuiColor. A NewGuiColor can be
* 8bit, 16bit or 32bit, depending on the target system. The default
* implementation generates a 16 bit color value, in the 565 format
* (that is, 5 bits red, 6 bits green, 5 bits blue).
* @see colorToRGB
*/
virtual NewGuiColor RGBToColor(uint8 r, uint8 g, uint8 b) {
return ((((r >> 3) & 0x1F) << 11) | (((g >> 2) & 0x3F) << 5) | ((b >> 3) & 0x1F));
}
/** Convert the given NewGuiColor into a RGB triplet. A NewGuiColor can be
* 8bit, 16bit or 32bit, depending on the target system. The default
* implementation takes a 16 bit color value and assumes it to be in 565 format
* (that is, 5 bits red, 6 bits green, 5 bits blue).
* @see RGBToColor
*/
virtual void colorToRGB(NewGuiColor color, uint8 &r, uint8 &g, uint8 &b) {
r = (((color >> 11) & 0x1F) << 3);
g = (((color >> 5) & 0x3F) << 2);
b = ((color&0x1F) << 3);
}
//@}
/** @name Mouse */
//@{
/** Show or hide the mouse cursor. */
virtual bool show_mouse(bool visible) = 0;
/**
* Set the position of the mouse cursor.
* @see warp_mouse
*/
virtual void set_mouse_pos(int x, int y) = 0;
/**
* Warp the mouse cursor to the specified position. Where set_mouse_pos()
* only informs the backend of the mouse cursor's current position, this
* function actually moves the cursor to the specified position.
* @see set_mouse_pos
*/
virtual void warp_mouse(int x, int y) = 0;
/** Set the bitmap used for drawing the cursor. */
virtual void set_mouse_cursor(const byte *buf, uint w, uint h, int hotspot_x, int hotspot_y) = 0;
//@}
/** @name Events and Threads */
//@{
/** Get the number of milliseconds since the program was started. */
virtual uint32 get_msecs() = 0;
/** Delay/sleep for the specified amount of milliseconds. */
virtual void delay_msecs(uint msecs) = 0;
/**
* Create a thread with the given entry procedure.
* @param proc the thread main procedure
* @param param an arbitrary parameter which is stored and passed to proc
* @return
*/
virtual void create_thread(ThreadProc *proc, void *param) = 0;
/** Add a new callback timer. */
virtual void set_timer(int timer, int (*callback)(int)) = 0;
/**
* Get the next event in the event queue.
* @param event point to an Event struct, which will be filled with the event data.
* @return true if an event was retrieved.
*/
virtual bool poll_event(Event *event) = 0;
//@}
/** @name Sound */
//@{
/**
* Set the audio callback which is invoked whenever samples need to be generated.
* Currently, only the 16-bit signed mode is ever used for Simon & Scumm
* @param proc pointer to the callback.
* @param param an arbitrary parameter which is stored and passed to proc.
* @param format the sample type format.
*/
virtual bool set_sound_proc(SoundProc *proc, void *param, SoundFormat format) = 0;
/**
* Remove any audio callback previously set via set_sound_proc, thus effectively
* stopping all audio output immediately.
* @see set_sound_proc
*/
virtual void clear_sound_proc() = 0;
//@}
/**
* @name Audio CD
* The methods in this group deal with Audio CD playback.
*/
//@{
/**
* Poll CD status
* @return true if CD audio is playing
*/
virtual bool poll_cdrom() = 0;
/**
* Start audio CD playback.
* @param track the track to play.
* @param num_loops how often playback should be repeated (-1 = infinitely often).
* @param start_frame the frame at which playback should start.
* @param end_frame the frame at which playback should end.
*/
virtual void play_cdrom(int track, int num_loops, int start_frame, int end_frame) = 0;
/**
// Stop audio CD playback
*/
virtual void stop_cdrom() = 0;
/**
// Update cdrom audio status
*/
virtual void update_cdrom() = 0;
//@}
/** @name Mutex handling */
//@{
/**
* Create a new mutex.
* @return the newly created mutex, or 0 if an error occured.
*/
virtual MutexRef create_mutex(void) = 0;
/**
* Lock the given mutex.
* @param mutex the mutex to lock.
*/
virtual void lock_mutex(MutexRef mutex) = 0;
/**
* Unlock the given mutex.
* @param mutex the mutex to unlock.
*/
virtual void unlock_mutex(MutexRef mutex) = 0;
/**
* Delete the given mutex. Make sure the mutex is unlocked before you delete it.
* If you delete a locked mutex, the behavior is undefined, in particular, your
* program may crash.
* @param mutex the mutex to delete.
*/
virtual void delete_mutex(MutexRef mutex) = 0;
//@}
/** @name Overlay */
//@{
virtual void show_overlay() = 0;
virtual void hide_overlay() = 0;
virtual void clear_overlay() = 0;
virtual void grab_overlay(NewGuiColor *buf, int pitch) = 0;
virtual void copy_rect_overlay(const NewGuiColor *buf, int pitch, int x, int y, int w, int h) = 0;
//@}
/** @name Miscellaneous */
//@{
/** Get or set a backend property. */
virtual uint32 property(int param, Property *value) = 0;
/** Quit (exit) the application. */
virtual void quit() = 0;
/** Savefile management. */
virtual SaveFileManager *get_savefile_manager() {
return new SaveFileManager();
}
//@}
};
/* Factory functions. This means we don't have to include the headers for
* all backends.
*/
extern OSystem *OSystem_SDL_create(int gfx_driver, bool full_screen);
extern OSystem *OSystem_NULL_create();
extern OSystem *OSystem_MorphOS_create(int game_id, int gfx_driver, bool full_screen);
extern OSystem *OSystem_Dreamcast_create();
extern OSystem *OSystem_WINCE3_create();
extern OSystem *OSystem_X11_create();
extern OSystem *OSystem_MAC_create(int gfx_mode, bool full_screen);
extern OSystem *OSystem_GP32_create(int gfx_mode, bool full_screen); //ph0x
extern OSystem *OSystem_PALMOS_create(int gfx_mode);
enum {
#ifdef _WIN32_WCE
SAMPLES_PER_SEC_OLD = 11025,
SAMPLES_PER_SEC_NEW = 22050
#else
SAMPLES_PER_SEC = 22050
#endif
};
enum {
FMOPL_ENV_BITS_HQ = 16,
FMOPL_ENV_BITS_LQ = 8,
FMOPL_EG_ENT_HQ = 4096,
FMOPL_EG_ENT_LQ = 128
};
#endif
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