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engines/stark/gfx/driver.h
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165
engines/stark/gfx/driver.h
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/* ScummVM - Graphic Adventure Engine
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*
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* ScummVM is the legal property of its developers, whose names
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* are too numerous to list here. Please refer to the COPYRIGHT
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* file distributed with this source distribution.
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*
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* This program is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program. If not, see <http://www.gnu.org/licenses/>.
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*
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*/
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#ifndef STARK_GFX_DRIVER_H
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#define STARK_GFX_DRIVER_H
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#include "common/rect.h"
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#include "graphics/pixelformat.h"
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namespace Graphics {
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struct Surface;
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}
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namespace Stark {
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class VisualActor;
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class VisualProp;
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namespace Gfx {
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class SurfaceRenderer;
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class FadeRenderer;
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class Bitmap;
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class Texture;
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class Driver {
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public:
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static Driver *create();
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virtual ~Driver() {}
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virtual void init() = 0;
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bool computeScreenViewport();
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virtual void setScreenViewport(bool noScaling) = 0; // deprecated
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virtual void setViewport(const Common::Rect &rect) = 0;
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/** Get the screen viewport in actual resolution */
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Common::Rect getScreenViewport() { return _screenViewport; }
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Common::Rect gameViewport() const;
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virtual void clearScreen() = 0;
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virtual void flipBuffer() = 0;
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/**
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* Create a new texture for 3D
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*
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* The caller is responsible for freeing it.
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*
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*/
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virtual Texture *createTexture() = 0;
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/**
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* Create a new bitmap for 2D
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*
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* The caller is responsible for freeing it.
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*
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*/
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virtual Bitmap *createBitmap(const Graphics::Surface *surface = nullptr, const byte *palette = nullptr) = 0;
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/**
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* Create a new actor renderer
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*
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* The caller is responsible for freeing it.
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*/
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virtual VisualActor *createActorRenderer() = 0;
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/**
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* Create a new prop renderer
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*
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* The caller is responsible for freeing it.
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*/
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virtual VisualProp *createPropRenderer() = 0;
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/**
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* Create a new surface renderer
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*
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* The caller is responsible for freeing it.
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*/
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virtual SurfaceRenderer *createSurfaceRenderer() = 0;
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/**
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* Create a new fade renderer
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*
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* The caller is responsible for freeing it.
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*/
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virtual FadeRenderer *createFadeRenderer() = 0;
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/** Checks if a screenpoint coord is within window bounds */
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bool isPosInScreenBounds(const Common::Point &point) const;
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/** Convert a coordinate from current to original resolution */
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Common::Point convertCoordinateCurrentToOriginal(const Common::Point &point) const;
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/** Scale a width value from original resolution to current resolution */
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uint scaleWidthOriginalToCurrent(uint width) const;
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/** Scale a height value from original resolution to current resolution */
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uint scaleHeightOriginalToCurrent(uint height) const;
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/** Scale a width value from current resolution to original resolution */
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uint scaleWidthCurrentToOriginal(uint width) const;
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/** Scale a height value from current resolution to original resolution */
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uint scaleHeightCurrentToOriginal(uint width) const;
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/**
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* Textures are expected to be in the RGBA byte order
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*
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* That is to say bitmaps sent to OpenGL need to have the following layout:
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* R G B A R G B A, ...
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*
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* This method can be used to retrieve what that means in terms
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* of pixel format according to the current platform's endianness.
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*/
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static const Graphics::PixelFormat getRGBAPixelFormat();
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/** Grab a screenshot of the currently active viewport as defined by setViewport */
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virtual Graphics::Surface *getViewportScreenshot() const = 0;
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virtual void set3DMode() = 0;
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virtual bool computeLightsEnabled() = 0;
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virtual bool supportsModdedAssets() const { return true; }
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static const int32 kOriginalWidth = 640;
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static const int32 kOriginalHeight = 480;
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static const int32 kTopBorderHeight = 36;
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static const int32 kGameViewportHeight = 365;
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static const int32 kBottomBorderHeight = 79;
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static const int32 kGameViewportWidth = 640;
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protected:
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static void flipVertical(Graphics::Surface *s);
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Common::Rect _screenViewport;
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bool _computeLights;
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};
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} // End of namespace Gfx
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} // End of namespace Stark
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#endif // STARK_GFX_DRIVER_H
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