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engines/sword25/gfx/graphicengine.h
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309
engines/sword25/gfx/graphicengine.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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/*
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* This code is based on Broken Sword 2.5 engine
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*
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* Copyright (c) Malte Thiesen, Daniel Queteschiner and Michael Elsdoerfer
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*
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* Licensed under GNU GPL v2
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*
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*/
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/*
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* GraphicEngine
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* ----------------
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* This the graphics engine interface.
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*
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* Autor: Malte Thiesen
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*/
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#ifndef SWORD25_GRAPHICENGINE_H
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#define SWORD25_GRAPHICENGINE_H
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// Includes
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#include "common/array.h"
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#include "common/rect.h"
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#include "common/ptr.h"
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#include "common/str.h"
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#include "graphics/managed_surface.h"
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#include "sword25/kernel/common.h"
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#include "sword25/kernel/resservice.h"
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#include "sword25/kernel/persistable.h"
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#include "sword25/gfx/renderobjectptr.h"
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#include "sword25/math/vertex.h"
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namespace Sword25 {
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class Kernel;
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class Image;
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class Panel;
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class Screenshot;
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class RenderObjectManager;
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#define BS_ASHIFT 24
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#define BS_RSHIFT 16
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#define BS_GSHIFT 8
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#define BS_BSHIFT 0
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#define BS_AMASK 0xFF000000
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#define BS_RMASK 0x00FF0000
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#define BS_GMASK 0x0000FF00
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#define BS_BMASK 0x000000FF
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#define BS_RGBMASK (BS_RMASK | BS_GMASK | BS_BMASK)
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#define BS_ARGBMASK (BS_AMASK | BS_RMASK | BS_GMASK | BS_BMASK)
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#define BS_RGB(R,G,B) (BS_AMASK | ((R) << BS_RSHIFT) | ((G) << BS_GSHIFT) | ((B) << BS_BSHIFT))
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#define BS_ARGB(A,R,G,B) (((A) << BS_ASHIFT) | ((R) << BS_RSHIFT) | ((G) << BS_GSHIFT) | ((B) << BS_BSHIFT))
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/**
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* This is the graphics engine. Unlike the original code, this is not
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* an interface that needs to be subclassed, but rather already contains
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* all required functionality.
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*/
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class GraphicEngine : public ResourceService, public Persistable {
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public:
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// Constructor
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// -----------
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GraphicEngine(Kernel *pKernel);
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~GraphicEngine() override;
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// Interface
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// ---------
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/**
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* Initializes the graphics engine and sets the screen mode. Returns
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* true if initialisation failed.
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* @note This method should be called immediately after the
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* initialisation of all services.
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*
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* @param Height The height of the output buffer in pixels. The default value is 600
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* @param BitDepth The bit depth of the desired output buffer in bits. The default value is 16
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* @param BackbufferCount The number of back buffers to be created. The default value is 2
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*/
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bool init(int width = 800, int height = 600, int bitDepth = 16, int backbufferCount = 2);
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/**
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* Begins rendering a new frame.
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* Notes: This method must be called at the beginning of the main loop, before any rendering methods are used.
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* Notes: Implementations of this method must call _UpdateLastFrameDuration()
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* @param UpdateAll Specifies whether the renderer should redraw everything on the next frame.
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* This feature can be useful if the renderer with Dirty Rectangles works, but sometimes the client may
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*/
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bool startFrame(bool updateAll = false);
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/**
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* Ends the rendering of a frame and draws it on the screen.
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*
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* This method must be at the end of the main loop. After this call, no further Render method may be called.
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* This should only be called once for a given previous call to #StartFrame.
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*/
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bool endFrame();
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// Debug methods
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/**
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* Draws a line in the frame buffer
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*
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* This method must be called between calls to StartFrame() and EndFrame(), and is intended only for debugging
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* purposes. The line will only appear for a single frame. If the line is to be shown permanently, it must be
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* called for every frame.
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* @param Start The starting point of the line
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* @param End The ending point of the line
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* @param Color The color of the line. The default is BS_RGB (255,255,255) (White)
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*/
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void drawDebugLine(const Vertex &start, const Vertex &end, uint color = BS_RGB(255, 255, 255));
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/**
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* Creates a thumbnail with the dimensions of 200x125. This will not include the top and bottom of the screen..
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* the interface boards the image as a 16th of it's original size.
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* Notes: This method should only be called after a call to EndFrame(), and before the next call to StartFrame().
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* The frame buffer must have a resolution of 800x600.
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* @param Filename The filename for the screenshot
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*/
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bool saveThumbnailScreenshot(const Common::String &filename);
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RenderObjectPtr<Panel> getMainPanel();
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/**
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* Specifies the time (in microseconds) since the last frame has passed
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*/
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int getLastFrameDurationMicro() const {
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if (!_timerActive)
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return 0;
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return _lastFrameDuration;
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}
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/**
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* Specifies the time (in microseconds) the previous frame took
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*/
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float getLastFrameDuration() const {
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if (!_timerActive)
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return 0;
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return static_cast<float>(_lastFrameDuration) / 1000000.0f;
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}
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void stopMainTimer() {
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_timerActive = false;
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}
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void resumeMainTimer() {
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_timerActive = true;
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}
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float getSecondaryFrameDuration() const {
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return static_cast<float>(_lastFrameDuration) / 1000000.0f;
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}
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// Accessor methods
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/**
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* Returns the width of the output buffer in pixels
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*/
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int getDisplayWidth() const {
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return _width;
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}
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/**
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* Returns the height of the output buffer in pixels
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*/
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int getDisplayHeight() const {
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return _height;
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}
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/**
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* Returns the bounding box of the output buffer: (0, 0, Width, Height)
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*/
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Common::Rect &getDisplayRect() {
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return _screenRect;
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}
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/**
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* Returns the bit depth of the output buffer
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*/
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int getBitDepth() {
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return _bitDepth;
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}
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/**
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* Determines whether the frame buffer change is to be synchronised with Vsync. This is turned on by default.
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* Notes: In windowed mode, this setting has no effect.
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* @param Vsync Indicates whether the frame buffer changes are to be synchronised with Vsync.
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*/
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void setVsync(bool vsync);
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/**
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* Returns true if V-Sync is on.
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* Notes: In windowed mode, this setting has no effect.
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*/
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bool getVsync() const;
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/**
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* Returns true if the engine is running in Windowed mode.
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*/
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bool isWindowed() {
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return false;
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}
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/**
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* Fills a rectangular area of the frame buffer with a color.
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* Notes: It is possible to create transparent rectangles by passing a color with an Alpha value of 255.
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* @param FillRectPtr Pointer to a Common::Rect, which specifies the section of the frame buffer to be filled.
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* If the rectangle falls partly off-screen, then it is automatically trimmed.
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* If a NULL value is passed, then the entire image is to be filled.
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* @param Color The 32-bit color with which the area is to be filled. The default is BS_RGB(0, 0, 0) (black)
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* @note FIf the rectangle is not completely inside the screen, it is automatically clipped.
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*/
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bool fill(const Common::Rect *fillRectPtr = 0, uint color = BS_RGB(0, 0, 0));
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Graphics::ManagedSurface _backSurface;
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Graphics::ManagedSurface *getSurface() { return &_backSurface; }
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Common::SeekableReadStream *_thumbnail;
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Common::SeekableReadStream *getThumbnail() { return _thumbnail; }
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// Access methods
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// Resource-Managing Methods
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// --------------------------
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Resource *loadResource(const Common::String &fileName) override;
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bool canLoadResource(const Common::String &fileName) override;
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// Persistence Methods
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// -------------------
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bool persist(OutputPersistenceBlock &writer) override;
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bool unpersist(InputPersistenceBlock &reader) override;
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bool isRTL();
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static void ARGBColorToLuaColor(lua_State *L, uint color);
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static uint luaColorToARGBColor(lua_State *L, int stackIndex);
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protected:
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// Display Variables
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// -----------------
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int _width;
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int _height;
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Common::Rect _screenRect;
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int _bitDepth;
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/**
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* Calculates the time since the last frame beginning has passed.
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*/
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void updateLastFrameDuration();
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private:
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bool registerScriptBindings();
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void unregisterScriptBindings();
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// LastFrameDuration Variables
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// ---------------------------
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uint _lastTimeStamp;
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uint _lastFrameDuration;
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bool _timerActive;
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Common::Array<uint> _frameTimeSamples;
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uint _frameTimeSampleSlot;
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private:
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RenderObjectPtr<Panel> _mainPanelPtr;
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Common::ScopedPtr<RenderObjectManager> _renderObjectManagerPtr;
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bool _isRTL;
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struct DebugLine {
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DebugLine(const Vertex &start, const Vertex &end, uint color) :
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_start(start),
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_end(end),
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_color(color) {}
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DebugLine() {}
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Vertex _start;
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Vertex _end;
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uint _color;
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};
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Common::Array<DebugLine> _debugLines;
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};
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} // End of namespace Sword25
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#endif
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