/* 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 . * */ #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); Common::RotationMode getRotationMode() const override; 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, kActionToggleResizableWindow, 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(3, 0, 0) assert(_window); SDL_GetWindowSizeInPixels(_window->getSDLWindow(), width, height); #elif 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 setImGuiCallbacks(const ImGuiCallbacks &callbacks) override; protected: ImGuiCallbacks _imGuiCallbacks; bool _imGuiReady = false; bool _imGuiInited = false; SDL_Renderer *_imGuiSDLRenderer = nullptr; void initImGui(SDL_Renderer *renderer, void *glContext); void renderImGui(); void destroyImGui(); #endif }; #endif