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/* ScummVM - Scumm Interpreter
* Copyright (C) 2001/2002 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 RENDERER_H
#define RENDERER_H
#include "config.h"
#include "palette.h"
#include "common/rect.h"
using ScummVM::Point;
using ScummVM::Rect;
class Mixer;
/*! @brief interface for general output (rendering)
This is the interface for frame output.
Several implementations of these interface exist, each having a particular
application.
*/
class Renderer {
public:
virtual ~Renderer() {};
/*! @brief start of animation output
This is called by the animation player when output is going to start.
@param fname name of the animation being played.
@param version version number of the animation
@param nbframes total number of frames of the animation.
@return true if initialisation was ok, false otherwise
*/
virtual bool startDecode(const char * fname, int32 version, int32 nbframes) = 0;
/*! @brief start of animation output
This is called by the animation player when the frame size is changing.
@param size new size of the frames.
@return true if everything went fine, false otherwise
*/
virtual bool initFrame(const Point & size) = 0;
/*! @brief set a new palette
This is called by the animation player when the palette is changing.
@param pal new palette.
@return true if everything went fine, false otherwise
*/
virtual bool setPalette(const Palette & pal) = 0;
/*! @brief lock a frame buffer
This is called by the animation player when a frame is going to be decoded.
@param frame the frame number.
@return a pointer to the frame buffer to output data to.
*/
virtual char * lockFrame(int32 frame) = 0;
/*! @brief unlock a frame buffer
This is called by the animation player when a frame has been decoded.
@return true if everything went fine, false otherwise
*/
virtual bool unlockFrame() = 0;
/*! @brief flip a frame buffer
This is called by the animation player when the current frame should be shown.
@return true if everything went fine, false otherwise
*/
virtual bool flipFrame() = 0;
/*! @brief wait for some time
This is called by the animation player when the animation should stay idle.
@param ms number of millisecond to wait.
@return true if everything went fine, false otherwise
*/
virtual bool wait(int32 ms) = 0;
/*! @brief does the renderer want a premature end of the animation ?
This is called by the animation player after each frame.
@return true if playing should be stopped, false otherwise.
*/
virtual bool prematureClose() = 0;
/*! @brief request for a mixer
This is called by the animation player when sound output is required by the animation.
@return a valid pointer to an uninitialized mixer instance, or null if none is available.
*/
virtual Mixer * getMixer() = 0;
/*! @brief debugging function : do not use
@return true if everything went fine, false otherwise
*/
virtual bool saveCurrent() { return false; };
};
#endif
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