scummvm/backends/graphics/sdl/sdl-graphics.h
Le Philousophe 3822d9d644 BACKENDS: Move setImGuiRenderCallback in OSystem and hide implementation
This avoids dynamic casts and having a variable defined in
backends not supporting ImGui
2024-04-28 21:48:10 +02:00

220 lines
6 KiB
C++

/* 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 BACKENDS_GRAPHICS_SDL_SDLGRAPHICS_H
#define BACKENDS_GRAPHICS_SDL_SDLGRAPHICS_H
#include "backends/graphics/windowed.h"
#include "backends/platform/sdl/sdl-window.h"
#include "common/events.h"
#include "common/rect.h"
class SdlEventSource;
#define USE_OSD 1
/**
* Base class for a SDL based graphics manager.
*/
class SdlGraphicsManager : virtual public WindowedGraphicsManager, public Common::EventObserver {
public:
SdlGraphicsManager(SdlEventSource *source, SdlWindow *window);
virtual ~SdlGraphicsManager() {}
/**
* Makes this graphics manager active. That means it should be ready to
* process inputs now. However, even without being active it should be
* able to query the supported modes and other bits.
*/
virtual void activateManager();
/**
* Makes this graphics manager inactive. This should allow another
* graphics manager to become active again.
*/
virtual void deactivateManager();
/**
* Notify the graphics manager that the graphics needs to be redrawn, since
* the application window was modified.
*
* This is basically called when SDL_VIDEOEXPOSE was received.
*/
virtual void notifyVideoExpose() = 0;
/**
* Notify the graphics manager about a resize event.
*
* It is noteworthy that the requested width/height should actually be set
* up as is and not changed by the graphics manager, since otherwise it may
* lead to odd behavior for certain window managers.
*
* It is only required to overwrite this method in case you want a
* resizable window. The default implementation just does nothing.
*
* @param width Requested window width.
* @param height Requested window height.
*/
virtual void notifyResize(const int width, const int height) {}
/**
* Notifies the graphics manager about a mouse position change.
*
* The passed point *must* be converted from window coordinates to virtual
* coordinates in order for the event to be processed correctly by the game
* engine. Just use `convertWindowToVirtual` for this unless you need to do
* something special.
*
* @param mouse The mouse position in window coordinates, which must be
* converted synchronously to virtual coordinates.
* @returns true if the mouse was in a valid position for the game and
* should cause the event to be sent to the game.
*/
virtual bool notifyMousePosition(Common::Point &mouse);
virtual bool showMouse(bool visible) override;
bool lockMouse(bool lock) override;
virtual bool saveScreenshot(const Common::Path &filename) const { return false; }
void saveScreenshot() override;
// Override from Common::EventObserver
bool notifyEvent(const Common::Event &event) override;
/**
* A (subset) of the graphic manager's state. This is used when switching
* between different SDL graphic managers at runtime.
*/
struct State {
int screenWidth, screenHeight;
bool aspectRatio;
bool fullscreen;
bool cursorPalette;
bool vsync;
#ifdef USE_RGB_COLOR
Graphics::PixelFormat pixelFormat;
#endif
};
/**
* Gets the current state of the graphics manager.
*/
State getState() const;
/**
* Sets up a basic state of the graphics manager.
*/
bool setState(const State &state);
/**
* @returns the SDL window.
*/
SdlWindow *getWindow() const { return _window; }
void initSizeHint(const Graphics::ModeList &modes) override;
Common::Keymap *getKeymap();
protected:
enum CustomEventAction {
kActionToggleFullscreen = 100,
kActionToggleMouseCapture,
kActionSaveScreenshot,
kActionToggleAspectRatioCorrection,
kActionToggleFilteredScaling,
kActionCycleStretchMode,
kActionIncreaseScaleFactor,
kActionDecreaseScaleFactor,
kActionNextScaleFilter,
kActionPreviousScaleFilter
};
/** Obtain the user configured fullscreen resolution, or default to the desktop resolution */
Common::Rect getPreferredFullscreenResolution();
bool defaultGraphicsModeConfig() const;
/**
* Gets the dimensions of the window directly from SDL instead of from the
* values stored by the graphics manager.
*/
void getWindowSizeFromSdl(int *width, int *height) const {
#if SDL_VERSION_ATLEAST(2, 0, 0)
assert(_window);
SDL_GL_GetDrawableSize(_window->getSDLWindow(), width, height);
#else
assert(_hwScreen);
if (width) {
*width = _hwScreen->w;
}
if (height) {
*height = _hwScreen->h;
}
#endif
}
virtual void showSystemMouseCursor(bool visible);
void setSystemMousePosition(const int x, const int y) override;
void notifyActiveAreaChanged() override;
void handleResizeImpl(const int width, const int height) override;
#if SDL_VERSION_ATLEAST(2, 0, 0)
public:
void unlockWindowSize() {
_allowWindowSizeReset = true;
_hintedWidth = 0;
_hintedHeight = 0;
}
protected:
Uint32 _lastFlags;
bool _allowWindowSizeReset;
int _hintedWidth, _hintedHeight;
bool createOrUpdateWindow(const int width, const int height, const Uint32 flags);
#endif
SDL_Surface *_hwScreen;
SdlEventSource *_eventSource;
SdlWindow *_window;
private:
void toggleFullScreen();
#if defined(USE_IMGUI) && SDL_VERSION_ATLEAST(2, 0, 0)
public:
void setImGuiRenderCallback(void(*render)()) override { _imGuiRender = render; }
protected:
void(*_imGuiRender)() = nullptr;
#endif
};
#endif