-
-
Notifications
You must be signed in to change notification settings - Fork 1k
/
system.h
1994 lines (1770 loc) · 61.2 KB
/
system.h
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
570
571
572
573
574
575
576
577
578
579
580
581
582
583
584
585
586
587
588
589
590
591
592
593
594
595
596
597
598
599
600
601
602
603
604
605
606
607
608
609
610
611
612
613
614
615
616
617
618
619
620
621
622
623
624
625
626
627
628
629
630
631
632
633
634
635
636
637
638
639
640
641
642
643
644
645
646
647
648
649
650
651
652
653
654
655
656
657
658
659
660
661
662
663
664
665
666
667
668
669
670
671
672
673
674
675
676
677
678
679
680
681
682
683
684
685
686
687
688
689
690
691
692
693
694
695
696
697
698
699
700
701
702
703
704
705
706
707
708
709
710
711
712
713
714
715
716
717
718
719
720
721
722
723
724
725
726
727
728
729
730
731
732
733
734
735
736
737
738
739
740
741
742
743
744
745
746
747
748
749
750
751
752
753
754
755
756
757
758
759
760
761
762
763
764
765
766
767
768
769
770
771
772
773
774
775
776
777
778
779
780
781
782
783
784
785
786
787
788
789
790
791
792
793
794
795
796
797
798
799
800
801
802
803
804
805
806
807
808
809
810
811
812
813
814
815
816
817
818
819
820
821
822
823
824
825
826
827
828
829
830
831
832
833
834
835
836
837
838
839
840
841
842
843
844
845
846
847
848
849
850
851
852
853
854
855
856
857
858
859
860
861
862
863
864
865
866
867
868
869
870
871
872
873
874
875
876
877
878
879
880
881
882
883
884
885
886
887
888
889
890
891
892
893
894
895
896
897
898
899
900
901
902
903
904
905
906
907
908
909
910
911
912
913
914
915
916
917
918
919
920
921
922
923
924
925
926
927
928
929
930
931
932
933
934
935
936
937
938
939
940
941
942
943
944
945
946
947
948
949
950
951
952
953
954
955
956
957
958
959
960
961
962
963
964
965
966
967
968
969
970
971
972
973
974
975
976
977
978
979
980
981
982
983
984
985
986
987
988
989
990
991
992
993
994
995
996
997
998
999
1000
/* 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 3 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, see <http://www.gnu.org/licenses/>.
*
*/
#ifndef COMMON_SYSTEM_H
#define COMMON_SYSTEM_H
#include "common/scummsys.h"
#include "common/noncopyable.h"
#include "common/array.h" // For OSystem::getGlobalKeymaps()
#include "common/list.h" // For OSystem::getSupportedFormats()
#include "common/ustr.h"
#include "common/str-array.h" // For OSystem::updateStartSettings()
#include "common/hash-str.h" // For OSystem::updateStartSettings()
#include "common/path.h"
#include "common/log.h"
#include "graphics/pixelformat.h"
#include "graphics/mode.h"
#include "graphics/opengl/context.h"
namespace Audio {
class Mixer;
}
namespace Graphics {
struct Surface;
}
namespace GUI {
class GuiObject;
class OptionsContainerWidget;
}
namespace DLC {
class Store;
}
namespace Common {
class EventManager;
class MutexInternal;
struct Rect;
class SaveFileManager;
class SearchSet;
class String;
#if defined(USE_TASKBAR)
class TaskbarManager;
#endif
#if defined(USE_UPDATES)
class UpdateManager;
#endif
class TextToSpeechManager;
#if defined(USE_SYSDIALOGS)
class DialogManager;
#endif
class TimerManager;
class SeekableReadStream;
class WriteStream;
class HardwareInputSet;
class Keymap;
class KeymapperDefaultBindings;
typedef Array<Keymap *> KeymapArray;
}
/**
* @defgroup common_system OSystem
* @ingroup common
*
* @brief API related to OSystem - the main interface for ScummVM backends.
*
* @{
*/
class AudioCDManager;
class FilesystemFactory;
class PaletteManager;
/**
* Structure describing time and date.
*
* This is a clone of struct @c tm from time.h.
* We implement our own since not all systems provide time.h.
* This is not a one-to-one replacement of the @c tm struct,
* as only the fields that we need were added.
*
* @note For now, the members are named exactly as in struct @c tm to ease
* the transition.
*/
struct TimeDate {
int tm_sec; /**< Seconds (0 - 60). */
int tm_min; /**< Minutes (0 - 59). */
int tm_hour; /**< Hours (0 - 23). */
int tm_mday; /**< Day of month (1 - 31). */
int tm_mon; /**< Month of year (0 - 11). */
int tm_year; /**< Year - 1900. */
int tm_wday; /**< Days since Sunday (0 - 6). */
};
/**
* Pixel mask modes for cursor graphics.
*/
enum CursorMaskValue {
/** Overlapped pixel is unchanged */
kCursorMaskTransparent = 0,
/** Overlapped pixel is replaced with the cursor pixel. */
kCursorMaskOpaque = 1,
/** Fully inverts the overlapped pixel regardless of the cursor color data.
* Backend must support kFeatureCursorMaskInvert for this mode. */
kCursorMaskInvert = 2,
/** Blends with mode (Destination AND Mask) XOR Color in palette modes, or
* (Destination AND Mask) XOR (NOT Color) in RGB modes, which is equivalent to
* Classic MacOS behavior for pixel colors other than black and white.
* Backend must support kFeatureCursorMaskPaletteXorColorXnor for this mode. */
kCursorMaskPaletteXorColorXnor = 3,
};
#if defined(USE_IMGUI)
typedef struct ImGuiCallbacks {
void (*init)() = nullptr;
void (*render)() = nullptr;
void (*cleanup)() = nullptr;
} ImGuiCallbacks;
#endif
/**
* Interface for ScummVM backends.
*
* If you want to port ScummVM to a system that 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 timers
* - Methods to handle user input events
* - Control audio CD playback
* - Sound output
*/
class OSystem : Common::NonCopyable {
protected:
OSystem();
virtual ~OSystem();
protected:
/**
* @defgroup common_system_module Subsystem modules
* @ingroup common_system
* @{
*
* For backend authors only, the following pointers (= "slots") to various
* subsystem managers / factories / etc. can and should be set to
* a suitable instance of the respective type.
*
* For some of the slots, a default instance is set if your backend
* does not do so. For details, refer to the documentation of
* each slot.
*
* A backend may set up slot values in its initBackend() method,
* its constructor, or somewhere in between. But it must set a slot's value
* no later than in its initBackend() implementation, because
* OSystem::initBackend() will create any default instances if
* none have been set yet (and for other slots, will verify that
* one has been set; if not, an error may be generated).
*/
/**
* No default value is provided for _audiocdManager by OSystem.
* However, BaseBackend::initBackend() does set a default value
* if none has been set before.
*
* @note _audiocdManager is deleted by the OSystem destructor.
*/
AudioCDManager *_audiocdManager;
/**
* No default value is provided for _eventManager by OSystem.
* However, EventsBaseBackend::initBackend() does set a default value
* if none has been set before.
*
* @note _eventManager is deleted by the OSystem destructor.
*/
Common::EventManager *_eventManager;
/**
* No default value is provided for _timerManager by OSystem.
*
* @note _timerManager is deleted by the OSystem destructor.
*/
Common::TimerManager *_timerManager;
/**
* No default value is provided for _savefileManager by OSystem.
*
* @note _savefileManager is deleted by the OSystem destructor.
*/
Common::SaveFileManager *_savefileManager;
#if defined(USE_TASKBAR)
/**
* No default value is provided for _taskbarManager by OSystem.
*
* @note _taskbarManager is deleted by the OSystem destructor.
*/
Common::TaskbarManager *_taskbarManager;
#endif
#if defined(USE_UPDATES)
/**
* No default value is provided for _updateManager by OSystem.
*
* @note _updateManager is deleted by the OSystem destructor.
*/
Common::UpdateManager *_updateManager;
#endif
/**
* No default value is provided for _textToSpeechManager by OSystem.
*
* @note _textToSpeechManager is deleted by the OSystem destructor.
*/
Common::TextToSpeechManager *_textToSpeechManager;
#if defined(USE_SYSDIALOGS)
/**
* No default value is provided for _dialogManager by OSystem.
*
* @note _dialogManager is deleted by the OSystem destructor.
*/
Common::DialogManager *_dialogManager;
#endif
/**
* No default value is provided for _fsFactory by OSystem.
*
* Note that _fsFactory is typically required very early on,
* so it usually should be set in the backends constructor or shortly
* thereafter, and before initBackend() is called.
*
* @note _fsFactory is deleted by the OSystem destructor.
*/
FilesystemFactory *_fsFactory;
/**
* Used by the DLC Manager implementation
*/
DLC::Store *_dlcStore;
/**
* Used by the default clipboard implementation, for backends that don't
* implement clipboard support.
*/
Common::U32String _clipboard;
/** Workaround for a bug in the osx_intel toolchain introduced by
* 014bef9eab9fb409cfb3ec66830e033e4aaa29a9. Adding this variable fixes it.
*/
bool _dummyUnused;
/** @} */
private:
/**
* Indicate if initBackend() has been called.
*/
bool _backendInitialized;
//@}
public:
/**
* Destoy this OSystem instance.
*/
void destroy();
/**
* Call this method once, after g_system is created.
*/
virtual void init() {}
/**
* The following method is called once, from main.cpp, after all
* config data (including command line params etc.) is fully loaded.
*
* @note Subclasses should always invoke the implementation of their
* parent class. They should do so near the end of their own
* implementation.
*/
virtual void initBackend();
/**
* Return false if initBackend() has not yet been called and true otherwise.
*
* Some functionalities such as mutexes cannot be used until the backend
* is initialized.
*/
bool backendInitialized() const { return _backendInitialized; }
/**
* Allow the backend to perform engine-specific initialization.
*
* Called just before the engine is run.
*/
virtual void engineInit() { }
/**
* Allow the backend to perform engine-specific deinitialization.
*
* Called after the engine finishes.
*/
virtual void engineDone() { }
/**
* Identify a task that ScummVM can perform.
*/
enum Task {
/**
* The local server is running, allowing connections from other devices to transfer files.
*/
kLocalServer,
/**
* ScummVM is downloading games or synchronizing savegames from the cloud.
*/
kCloudDownload,
/**
* ScummVM is downloading an icons or shaders pack.
*/
kDataPackDownload
};
/**
* Allow the backend to be notified when a task is started.
*/
virtual void taskStarted(Task) { }
/**
* Allow the backend to be notified when a task is finished.
*/
virtual void taskFinished(Task) { }
/**
* Allow the backend to customize the start settings, such as for example starting
* automatically a game under certain circumstances.
*
* This function is called after the command line parameters have been parsed,
* and thus the initial value of command and settings will reflect those.
*
* The default implementation checks if the executable name is "scummvm-auto"
* or if a file named "scummvm-autorun" sits next to it to enable autorun mode.
*/
virtual void updateStartSettings(const Common::String &executable, Common::String &command, Common::StringMap &startSettings, Common::StringArray& additionalArgs);
/**
* @defgroup common_system_flags Feature flags
* @ingroup common_system
* @{
*/
/**
* A feature in this context means an ability of the backend which can be
* either on or off.
*
* Examples include:
* - Fullscreen mode
* - Aspect ration correction
* - Virtual keyboard for text entry (on PDAs)
*
* There is a difference between the *availability* of a feature
* that can be checked using hasFeature(), and its *state*.
* For example, the SDL backend *has* the kFeatureFullscreenMode,
* so hasFeature returns true for it. On the other hand,
* fullscreen mode may be active or not. This can be determined
* by checking the state using getFeatureState(). Finally, to
* switch between fullscreen and windowed mode, use setFeatureState().
*
* Some features, for example kFeatureClipboardSupport and kFeatureOpenUrl
* have no state and can only be used to check if the corresponding feature
* is available or not. Calling getFeatureState() or setFeatureState()
* for them is pointless.
*/
enum Feature {
/**
* If supported, this feature flag can be used to switch between
* windowed and fullscreen mode.
*/
kFeatureFullscreenMode,
/**
* Control aspect ratio correction.
*
* Aspect ratio correction is used for correcting games running at 320x200
* (i.e with an aspect ratio of 8:5), but which on their original hardware
* were displayed with the standard 4:3 ratio
* (which means that the original graphics used non-square pixels).
* When the backend supports this, then games running at
* 320x200 pixels should be scaled up to 320x240 pixels.
* For all other resolutions, ignore this feature flag.
*
* @note Backend implementors can find utility functions in common/scaler.h.
* These functions can be used to implement aspect ratio correction.
* You can use stretch200To240() can stretch a rect, including (very fast)
* particular, interpolation, and works in-place.
*/
kFeatureAspectRatioCorrection,
/**
* If supported, this flag can be used to switch between unfiltered and
* filtered graphics modes.
*/
kFeatureFilteringMode,
/**
* Indicate if stretch modes are supported by the backend.
*/
kFeatureStretchMode,
/**
* Determine whether a virtual keyboard is to be shown or not.
* This would mostly be implemented by backends for handheld devices,
* like PocketPC, Palms, Symbian phones like the P800, Zaurus, etc.
*/
kFeatureVirtualKeyboard,
/**
* Backends supporting this feature allow specifying a custom palette
* for the cursor. The custom palette is used if the feature state
* is set to true by the client code using setFeatureState().
*
* It is currently used only by some Macintosh versions of Humongous
* Entertainment games. If the backend doesn't implement this feature
* then the engine switches to b/w versions of cursors.
* The GUI also relies on this feature for mouse cursors.
*/
kFeatureCursorPalette,
/**
* Backends supporting this feature allow cursors to contain an alpha
* channel.
*/
kFeatureCursorAlpha,
/**
* Backends supporting this feature allow specifying a mask for a
* cursor instead of a key color.
*/
kFeatureCursorMask,
/**
* Backends supporting this feature allow cursor masks to use mode kCursorMaskInvert in mask values,
* which inverts the destination pixel.
*/
kFeatureCursorMaskInvert,
/**
* Backends supporting this feature allow cursor masks to use mode kCursorMaskPaletteXorColorXnor in the mask values,
* which uses (Color XOR Destination) for CLUT8 blending and (Color XNOR Destination) for RGB blending. This is
* equivalent to Classic MacOS behavior for pixel colors other than black and white.
*/
kFeatureCursorMaskPaletteXorColorXnor,
/**
* A backend has this feature if its overlay pixel format has an alpha
* channel which offers at least 3-4 bits of accuracy (as opposed to
* just a single alpha bit).
*
* This feature has no associated state.
*/
kFeatureOverlaySupportsAlpha,
/**
* Client code can set the state of this feature to true in order to
* iconify the application window.
*/
kFeatureIconifyWindow,
/**
* This feature flag can be used to check if hardware-accelerated
* OpenGL is supported and can be used for 3D game rendering.
*/
kFeatureOpenGLForGame,
/**
* This feature flag can be used to check if shaders are supported
* and can be used for 3D game rendering.
*/
kFeatureShadersForGame,
/**
* If supported, this feature flag can be used to check if
* waiting for vertical sync before refreshing the screen to reduce
* tearing is enabled.
*/
kFeatureVSync,
/**
* When a backend supports this feature, it guarantees the graphics
* context is not destroyed when switching to and from fullscreen.
*
* For OpenGL, that means the context is kept with all of its content:
* texture, programs, etc.
*
* For TinyGL, that means the backbuffer surface is kept.
*/
kFeatureFullscreenToggleKeepsContext,
/**
* The presence of this feature indicates whether the displayLogFile()
* call is supported.
*
* This feature has no associated state.
*/
kFeatureDisplayLogFile,
/**
* The presence of this feature indicates whether the system clipboard is
* available.
*
* If this feature is not present, the hasTextInClipboard(),
* getTextFromClipboard(), and setTextInClipboard() calls can still be used,
* however it should not be used in scenarios where the user is expected to
* copy data outside of the application.
*
* This feature has no associated state.
*/
kFeatureClipboardSupport,
/**
* The presence of this feature indicates whether the openUrl()
* call is supported.
*
* This feature has no associated state.
*/
kFeatureOpenUrl,
/**
* Mouse emulation mode.
*/
kFeatureTouchpadMode,
/**
* Keyboard mouse and joystick mouse speed.
*/
kFeatureKbdMouseSpeed,
/**
* Change analog joystick deadzone.
*/
kFeatureJoystickDeadzone,
/**
* Scalers.
*/
kFeatureScalers,
/**
* Shaders.
*/
kFeatureShaders,
/**
* Support for downloading DLC packages.
*/
kFeatureDLC,
/**
* Support for using the native system file browser dialog
* through the DialogManager.
*/
kFeatureSystemBrowserDialog,
/**
* For platforms that should not have a Quit button.
*/
kFeatureNoQuit,
/**
* The presence of this feature indicates that the backend uses a touchscreen.
*
* This feature has no associated state.
*/
kFeatureTouchscreen,
/**
* Arm-v8 requires NEON extensions, but before that, NEON was just
* optional, so this signifies that the processor can use NEON.
*/
kFeatureCpuNEON,
/**
* For x86/x86_64 platforms that have SSE2 support
*/
kFeatureCpuSSE2,
/**
* For x86/x86_64 platforms that have SSE4.1 support
*/
kFeatureCpuSSE41,
/**
* For x86_64 platforms that have AVX2 support
*/
kFeatureCpuAVX2,
/**
* For PowerPC platforms that have the altivec standard as of 1999.
* Covers a wide range of platforms, Apple Macs, XBox 360, PS3, and more
*/
kFeatureCpuAltivec,
};
/**
* Determine whether the backend supports the specified feature.
*/
virtual bool hasFeature(Feature f) { return false; }
/**
* Enable or disable the specified feature.
*
* For example, this may be used to enable fullscreen mode
* or to deactivate aspect correction, etc.
*/
virtual void setFeatureState(Feature f, bool enable) {}
/**
* Query the state of the specified feature.
*
* For example, test whether fullscreen mode is active or not.
*/
virtual bool getFeatureState(Feature f) { return false; }
/** @} */
/**
* @defgroup common_system_graphics Graphics
* @ingroup common_system
* @{
*
* The way graphics work in the OSystem class is meant to make
* it possible for game frontends to implement everything they need in
* an efficient manner. The downside of this is that it may be
* rather complicated for backend authors to fully understand and
* implement the semantics of the OSystem interface.
*
* The graphics visible to the user in the end are actually
* composed of three layers: the game graphics, the overlay
* graphics, and the mouse.
*
* First, there are the game graphics. The methods in this section
* deal with them exclusively. In particular, the size of the game
* graphics is defined by a call to initSize(), and
* copyRectToScreen() blits the data in the current pixel format
* into the game layer. Let W and H denote the width and height of
* the game graphics.
*
* Before the user sees these graphics, the backend may apply some
* transformations to it. For example, they may be scaled to better
* fit the visible screen or aspect ratio correction may be
* performed (see kFeatureAspectRatioCorrection). As a result of
* this, a pixel of the game graphics may occupy a region bigger
* than a single pixel on the screen. p_w and p_h are defined to be
* the width and, respectively, height of a game pixel on the screen.
*
* In addition, there is a horizontal and vertical "shake offset" (as
* defined by setShakePos) that are used in some games to provide a
* shaking effect. Note that shaking is applied to all three layers,
* i.e. also to the overlay and the mouse. The shake offsets are
* denoted by XS and YS.
*
* Putting this together, a pixel (x,y) of the game graphics is
* transformed to a rectangle of height p_h and width p_w
* appearing at position (p_w * (x + XS), p_hw * (y + YS)) on the real
* screen. In addition, a backend may choose to offset
* everything, e.g. to center the graphics on the screen.
*
* The next layer is the overlay. It is composed over the game
* graphics. Historically, the overlay size had always been a
* multiple of the game resolution. For example, if the game
* resolution was 320x200 and the user selected a 2x scaler and did
* not enable aspect ratio correction, it had a size of 640x400.
* An exception was the aspect ratio correction, which did allow
* for non multiples of the vertical resolution of the game screen.
* Currently, the overlay size does not need to have any relation to
* the game resolution though, for example the overlay resolution
* might be the same as the physical screen resolution.
* The overlay is forced to a 16 bpp mode right now.
*
* Finally, there is the mouse layer. This layer does not have to
* actually exist within the backend -- it all depends on how a
* backend chooses to implement mouse cursors. However, in the default
* SDL backend, it really is a separate layer. The mouse can
* have a palette of its own, if the backend supports it.
*
* Graphics do not need to be thread-safe and in fact most/all backends
* using OpenGL are not. So do *not* try to call any of these functions
* from a timer and/or audio callback (like readBuffer of AudioStreams).
*/
/**
* Description of a graphics mode.
*/
struct GraphicsMode {
/**
* The name of the graphics mode.
*
* This name is matched when selecting a mode using the command line
* or using the config file. Examples: "1x", "advmame2x", "hq3x".
*/
const char *name;
/**
* Human-readable description of the scaler.
*
* Examples: "Normal (no scaling)", "AdvMAME2x", "HQ3x".
*/
const char *description;
/**
* ID of the graphics mode.
*
* How to use this is entirely up to the backend. This value is passed
* to the setGraphicsMode(int) method by the client code.
*/
int id;
};
/**
* Retrieve a list of all graphics modes supported by this backend.
*
* This can be both video modes as well as graphic filters/scalers.
* It is completely up to the backend maintainer to decide what is
* appropriate here and what not.
* The list is terminated by an all-zero entry.
*
* @return List of supported graphics modes.
*/
virtual const GraphicsMode *getSupportedGraphicsModes() const {
static const GraphicsMode noGraphicsModes[] = {{"NONE", "Normal", 0}, {nullptr, nullptr, 0 }};
return noGraphicsModes;
}
/**
* Return the ID of the 'default' graphics mode. What exactly this means
* is up to the backend. This mode is set by the client code when no user
* overrides are present (i.e. if no custom graphics mode is selected using
* the command line or a config file).
*
* @return ID of the 'default' graphics mode.
*/
virtual int getDefaultGraphicsMode() const { return 0; }
enum GfxModeFlags {
kGfxModeNoFlags = 0, /**< No flags. */
kGfxModeRender3d = (1 << 0) /**< Indicate 3D hardware-accelerated in-game GFX. */
};
/**
* Switch to the specified graphics mode.
*
* If switching to the new mode fails, this method returns false.
*
* The flag 'kGfxModeRender3d' is optional. It allows to switch to 3D-only rendering mode.
* In this mode, the game engine is allowed to use OpenGL(ES) directly.
*
* @param mode ID of the new graphics mode.
* @param flags Flags for the new graphics mode.
*
* @return True if the switch was successful, false otherwise.
*/
virtual bool setGraphicsMode(int mode, uint flags = kGfxModeNoFlags) { return (mode == 0); }
/**
* Switch to the graphics mode with the given name.
*
* If @p name is unknown, or if switching to the new mode fails, this method returns false.
*
* @param name Name of the new graphics mode.
*
* @return True if the switch was successful, false otherwise.
*
* @note This is implemented using the setGraphicsMode(int) method, as well
* as getSupportedGraphicsModes() and getDefaultGraphicsMode().
* In particular, backends do not have to overload this!
*/
bool setGraphicsMode(const char *name);
/**
* Determine which graphics mode is currently active.
*
* @return ID of the active graphics mode.
*/
virtual int getGraphicsMode() const { return 0; }
#ifdef USE_RGB_COLOR
/**
* Fetch the pixel format currently in use for screen rendering.
*
* This is not necessarily the native format for the system - if unset
* it defaults toCLUT8. To set a different format, engines should set
* their preferred format using ::initGraphics().
*
* @return the active screen pixel format.
*
* @see Graphics::PixelFormat
*/
virtual Graphics::PixelFormat getScreenFormat() const = 0;
/**
* Return a list of all pixel formats supported by the backend.
*
* The first item in the list must be directly supported by hardware
* and provide the largest color space of those formats with direct
* hardware support. It is also strongly recommended that remaining
* formats are placed in the order of descending preference for the
* backend to use.
*
* Example: a backend that supports 32-bit ABGR and 16-bit 555 BGR in hardware
* and provides conversion from equivalent RGB(A) modes should order its list
* in the following way:
* 1) Graphics::PixelFormat(4, 0, 0, 0, 0, 0, 8, 16, 24)
* 2) Graphics::PixelFormat(2, 3, 3, 3, 8, 0, 5, 10, 0)
* 3) Graphics::PixelFormat(4, 0, 0, 0, 0, 24, 16, 8, 0)
* 4) Graphics::PixelFormat(2, 3, 3, 3, 8, 10, 5, 0, 0)
* 5) Graphics::PixelFormat::createFormatCLUT8()
*
* @see Graphics::PixelFormat
*
* @note Backends supporting RGB color should accept game data in RGB color
* order, even if hardware uses BGR or some other color order.
*/
virtual Common::List<Graphics::PixelFormat> getSupportedFormats() const = 0;
#else
inline Graphics::PixelFormat getScreenFormat() const {
return Graphics::PixelFormat::createFormatCLUT8();
}
inline Common::List<Graphics::PixelFormat> getSupportedFormats() const {
Common::List<Graphics::PixelFormat> list;
list.push_back(Graphics::PixelFormat::createFormatCLUT8());
return list;
}
#endif
/**
* Retrieve a list of supported levels of anti-aliasing.
*
* Anti-aliasing only works when using one of the hardware-accelerated
* renderers. An empty list means anti-aliasing is not supported.
*/
virtual Common::Array<uint> getSupportedAntiAliasingLevels() const {
return Common::Array<uint>();
}
/**
* Return the chosen OpenGL type.
*
* This function works even when a 2D graphical manager is active and
* let to select a proper renderer before changing mode.
* Implementation having feature kFeatureOpenGLForGame are expected to
* override this function.
*
* @return the OpenGL type of context which is supported.
*/
virtual OpenGL::ContextType getOpenGLType() const {
return OpenGL::kContextNone;
}
#if defined(USE_OPENGL) && defined(USE_GLAD)
/**
* Query the address of an OpenGL function by name.
*
* This can only be used after a context has been created.
* Please note that this function can return valid addresses even if the
* OpenGL context does not support the function.
*
* @param name The name of the OpenGL function.
* @return A function pointer for the requested OpenGL function or
* nullptr in case of failure.
*/
virtual void *getOpenGLProcAddress(const char *name) const { return nullptr; }
#endif
#if defined(USE_IMGUI)
/**
* Set the init/render/cleanup callbacks for ImGui.
*
* This is only supported on select backends desktop oriented.
*
* @param callbacks Structure containing init/render/cleanup callbacks called on screen initialization, rendering and when deinitialized.
*/
virtual void setImGuiCallbacks(const ImGuiCallbacks &callbacks) {}
#endif
/**
* Load the specified shader.
*
* If loading the new shader fails, this method returns false.
*
* @param fileNode File node of the new shader.
*
* @return True if the switch was successful, false otherwise.
*/
virtual bool setShader(const Common::Path &fileName) { return false; }
/**
* Retrieve a list of all stretch modes supported by this backend.
*
* It is completely up to the backend maintainer to decide what is
* appropriate here and what not.
* The list is terminated by an all-zero entry.
*
* @return a list of supported stretch modes
*/
virtual const GraphicsMode *getSupportedStretchModes() const {
static const GraphicsMode noStretchModes[] = {{"NONE", "Normal", 0}, {nullptr, nullptr, 0 }};
return noStretchModes;
}
/**
* Return the ID of the 'default' stretch mode.
*
* What exactly this means is up to the backend. This mode is set
* by the client code when no user overrides are present
* (i.e. if no custom stretch mode is selected using the command line or a config file).
*
* @return ID of the 'default' graphics mode.
*/
virtual int getDefaultStretchMode() const { return 0; }
/**
* Switch to the specified stretch mode.
*
* If switching to the new mode fails, this method returns false.
*
* @param mode ID of the new graphics mode.
*
* @return True if the switch was successful, false otherwise.
*/
virtual bool setStretchMode(int mode) { return false; }
/**
* Switch to the stretch mode with the given name.
*
* If @p name is unknown, or if switching to the new mode fails,
* this method returns false.
*
* @param name Name of the new stretch mode.
*
* @return True if the switch was successful, false otherwise.
*
* @note This is implemented using the setStretchMode(int) method, as well
* as getSupportedStretchModes() and getDefaultStretchMode().
* In particular, backends do not have to overload this!
*/
bool setStretchMode(const char *name);
/**
* Determine which stretch mode is currently active.
*
* @return ID of the active stretch mode.
*/
virtual int getStretchMode() const { return 0; }
/**
* Return the ID of the 'default' scaler.
*
* This mode is set by the client code when no user overrides
* are present (i.e. if no custom scaler is selected using the
* command line or a config file).
*
* @return ID of the 'default' scaler.
*/
virtual uint getDefaultScaler() const { return 0; }
/**
* Return the 'default' scale factor.
*
* This mode is set by the client code when no user overrides
* are present (i.e. if no custom scaler is selected using the