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engines/wintermute/base/gfx/base_renderer.h
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206
engines/wintermute/base/gfx/base_renderer.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 file is based on WME Lite.
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* http://dead-code.org/redir.php?target=wmelite
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* Copyright (c) 2011 Jan Nedoma
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*/
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#ifndef WINTERMUTE_BASE_RENDERER_H
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#define WINTERMUTE_BASE_RENDERER_H
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#include "engines/wintermute/base/base.h"
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#include "engines/wintermute/coll_templ.h"
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#include "common/rect.h"
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#include "common/array.h"
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namespace Wintermute {
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class BaseImage;
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class BaseActiveRect;
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class BaseObject;
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class BaseSurface;
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class BasePersistenceManager;
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#ifdef ENABLE_WME3D
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class Camera3D;
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#endif
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/**
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* @class BaseRenderer a common interface for the rendering portion of WME
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* this interface is mainly intended to wrap away any differencies between
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* software-rendering/hardware-rendering.
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*/
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class BaseRenderer : public BaseClass {
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public:
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int _realWidth;
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int _realHeight;
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int _drawOffsetX;
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int _drawOffsetY;
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void dumpData(const char *filename) {};
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/**
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* Take a screenshot of the current screenstate
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*
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* @return a BaseImage containing the current screen-buffer.
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*/
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virtual BaseImage *takeScreenshot(int newWidth = 0, int newHeight = 0) = 0;
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virtual bool setViewport(int left, int top, int right, int bottom);
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virtual bool setViewport(Common::Rect32 *rect);
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virtual bool setScreenViewport();
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virtual void setWindowed(bool windowed) = 0;
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virtual Graphics::PixelFormat getPixelFormat() const = 0;
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/**
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* Fade the screen to black
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*
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* @param alpha amount to fade by (alpha value of black)
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*/
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virtual bool fade(uint16 alpha) = 0;
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/**
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* Fade a portion of the screen to a specific color
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*
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* @param r the red component to fade too.
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* @param g the green component to fade too.
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* @param b the blue component to fade too.
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* @param a the alpha component to fade too.
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* @param rect the portion of the screen to fade (if nullptr, the entire screen will be faded).
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*/
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virtual bool fadeToColor(byte r, byte g, byte b, byte a) = 0;
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virtual bool drawLine(int x1, int y1, int x2, int y2, uint32 color);
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virtual bool drawRect(int x1, int y1, int x2, int y2, uint32 color, int width = 1);
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virtual bool fillRect(int x, int y, int w, int h, uint32 color); // Unused outside indicator-display
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BaseRenderer(BaseGame *inGame = nullptr);
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~BaseRenderer() override;
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virtual bool setProjection() {
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return STATUS_OK;
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};
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virtual bool windowedBlt();
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/**
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* Clear the screen
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*/
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virtual bool clear() = 0;
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virtual void onWindowChange();
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virtual bool initRenderer(int width, int height, bool windowed);
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/**
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* Flip the backbuffer onto the screen-buffer
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* The screen will NOT be updated before calling this function.
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*
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* @return true if successful, false on error.
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*/
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virtual bool flip() = 0;
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/**
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* Special flip for the indicator drawn during save/load
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* essentially, just copies the region defined by the indicator rectangle.
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*/
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virtual bool indicatorFlip(int32 x, int32 y, int32 width, int32 height) = 0;
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virtual bool forcedFlip() = 0;
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virtual void initLoop();
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virtual bool setup2D(bool force = false);
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#ifdef ENABLE_WME3D
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virtual bool setup3D(Camera3D *camera = nullptr, bool force = false);
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#endif
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/**
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* Get the name of the current renderer
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*
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* @return the name of the renderer.
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*/
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virtual Common::String getName() const = 0;
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virtual bool displayDebugInfo() {
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return STATUS_FAILED;
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};
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virtual bool drawShaderQuad() {
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return STATUS_FAILED;
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}
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virtual float getScaleRatioX() const {
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return 1.0f;
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}
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virtual float getScaleRatioY() const {
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return 1.0f;
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}
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/**
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* Create a Surface fit for use with the renderer.
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* As diverse implementations of BaseRenderer might have different solutions for storing surfaces
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* this allows for a common interface for creating surface-handles. (Mostly useful to ease future
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* implementation of hw-accelerated rendering, or readding 3D-support at some point).
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*
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* @return a surface that can be used with this renderer
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*/
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virtual BaseSurface *createSurface() = 0;
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bool clipCursor();
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bool unclipCursor();
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BaseObject *getObjectAt(int x, int y);
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void deleteRectList();
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virtual bool startSpriteBatch() {
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return STATUS_OK;
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};
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virtual bool endSpriteBatch() {
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return STATUS_OK;
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};
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bool pointInViewport(Common::Point32 *P);
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uint32 _forceAlphaColor;
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uint32 _window;
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uint32 _clipperWindow;
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bool _active;
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bool _ready;
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bool isReady() const { return _ready; }
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bool isWindowed() const { return _windowed; }
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int32 getBPP() const { return _bPP; }
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int32 getWidth() const { return _width; }
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int32 getHeight() const { return _height; }
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virtual void endSaveLoad() {};
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bool _windowed;
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Common::Rect32 _windowRect;
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Common::Rect32 _viewportRect;
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Common::Rect32 _screenRect;
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Common::Rect32 _monitorRect;
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int32 _bPP;
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int32 _height;
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int32 _width;
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BaseArray<BaseActiveRect *> _rectList;
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};
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BaseRenderer *makeOSystemRenderer(BaseGame *inGame);
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#ifdef ENABLE_WME3D
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class BaseRenderer3D;
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BaseRenderer3D *makeOpenGL3DRenderer(BaseGame *inGame);
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BaseRenderer3D *makeOpenGL3DShaderRenderer(BaseGame *inGame);
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BaseRenderer3D *makeTinyGL3DRenderer(BaseGame *inGame);
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#endif
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} // End of namespace Wintermute
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#endif
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