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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_H
#define WINTERMUTE_BRENDERER_H
#include "engines/wintermute/math/rect32.h"
#include "engines/wintermute/base/base.h"
#include "common/rect.h"
#include "common/array.h"
namespace WinterMute {
class BaseImage;
class BaseActiveRect;
class BaseObject;
class BaseSurface;
class BaseRenderer: public BaseClass {
public:
int _realWidth;
int _realHeight;
int _drawOffsetX;
int _drawOffsetY;
virtual void dumpData(const char *filename) {};
virtual BaseImage *takeScreenshot();
virtual bool setViewport(int left, int top, int right, int bottom);
virtual bool setViewport(Rect32 *Rect);
virtual bool setScreenViewport();
virtual bool fade(uint16 Alpha);
virtual bool fadeToColor(uint32 Color, Common::Rect *rect = NULL);
virtual bool drawLine(int x1, int y1, int x2, int y2, uint32 color);
virtual bool drawRect(int x1, int y1, int x2, int y2, uint32 color, int width = 1);
BaseRenderer(BaseGame *inGame = NULL);
virtual ~BaseRenderer();
virtual bool setProjection() {
return STATUS_OK;
};
virtual bool windowedBlt();
virtual bool fill(byte r, byte g, byte b, Common::Rect *rect = NULL);
virtual void onWindowChange();
virtual bool initRenderer(int width, int height, bool windowed);
virtual bool flip();
virtual void initLoop();
virtual bool switchFullscreen();
virtual bool setup2D(bool force = false);
virtual bool setupLines();
virtual const char *getName() {
return "";
};
virtual bool displayDebugInfo() {
return STATUS_FAILED;
};
virtual bool drawShaderQuad() {
return STATUS_FAILED;
}
virtual float getScaleRatioX() const {
return 1.0f;
}
virtual float getScaleRatioY() const {
return 1.0f;
}
virtual BaseSurface *createSurface() = 0;
bool clipCursor();
bool unclipCursor();
BaseObject *getObjectAt(int x, int y);
void deleteRectList();
virtual bool startSpriteBatch() {
return STATUS_OK;
};
virtual bool endSpriteBatch() {
return STATUS_OK;
};
bool pointInViewport(Point32 *P);
bool _active;
bool _ready;
bool _windowed;
int _bPP;
int _height;
int _width;
uint32 _window;
uint32 _forceAlphaColor;
void addRectToList(BaseActiveRect *rect);
protected:
uint32 _clipperWindow;
Rect32 _windowRect;
Rect32 _viewportRect;
Rect32 _screenRect;
Rect32 _monitorRect;
private:
Common::Array<BaseActiveRect *> _rectList;
};
BaseRenderer *makeOSystemRenderer(BaseGame *inGame); // Implemented in BRenderSDL.cpp
} // end of namespace WinterMute
#endif
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