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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.
*
*/
/*
* This file is based on WME Lite.
* http://dead-code.org/redir.php?target=wmelite
* Copyright (c) 2011 Jan Nedoma
*/
#ifndef WINTERMUTE_BRENDERER_SDL_H
#define WINTERMUTE_BRENDERER_SDL_H
#include "BRenderer.h"
#include "SDL.h"
class SDL_Window;
class SDL_Renderer;
namespace WinterMute {
class CBRenderSDL : public CBRenderer {
public:
CBRenderSDL(CBGame *inGame);
~CBRenderSDL();
const char *GetName();
HRESULT InitRenderer(int width, int height, bool windowed);
HRESULT Flip();
HRESULT Fill(byte r, byte g, byte b, RECT *rect);
HRESULT Fade(WORD Alpha);
HRESULT FadeToColor(uint32 Color, RECT *rect = NULL);
HRESULT SwitchFullscreen();
HRESULT DrawLine(int X1, int Y1, int X2, int Y2, uint32 Color);
CBImage *TakeScreenshot();
SDL_Renderer *GetSdlRenderer() const {
return m_Renderer;
}
SDL_Window *GetSdlWindow() const {
return m_Win;
}
HRESULT SetViewport(int left, int top, int right, int bottom);
void ModTargetRect(SDL_Rect *rect);
void PointFromScreen(POINT *point);
void PointToScreen(POINT *point);
void DumpData(char *Filename);
float GetScaleRatioX() const {
return m_RatioX;
}
float GetScaleRatioY() const {
return m_RatioY;
}
private:
SDL_Renderer *m_Renderer;
SDL_Window *m_Win;
AnsiString m_Name;
int m_BorderLeft;
int m_BorderTop;
int m_BorderRight;
int m_BorderBottom;
float m_RatioX;
float m_RatioY;
};
} // end of namespace WinterMute
#endif // __WmeBRenderSDL_H__
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