annotate engine/core/video/renderbackend.h @ 524:6037f79b0dcf

Multiple quests now work. Added the item layer. Made movement more like diablo by allowing you to hold and drag the left mouse button. All objects are now loaded from a separate "allobjects" file. Specific item attributes are loaded from the map objects file (like position). This allows for the possibility of multiple instances using the same FIFE model.
author prock@33b003aa-7bff-0310-803a-e67f0ece8222
date Thu, 27 May 2010 21:11:37 +0000
parents ad7969d9460b
children b2feacaed53c
rev   line source
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1 /***************************************************************************
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2 * Copyright (C) 2005-2008 by the FIFE team *
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3 * http://www.fifengine.de *
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4 * This file is part of FIFE. *
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5 * *
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6 * FIFE is free software; you can redistribute it and/or *
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7 * modify it under the terms of the GNU Lesser General Public *
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8 * License as published by the Free Software Foundation; either *
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9 * version 2.1 of the License, or (at your option) any later version. *
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10 * *
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11 * This library is distributed in the hope that it will be useful, *
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12 * but WITHOUT ANY WARRANTY; without even the implied warranty of *
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13 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU *
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14 * Lesser General Public License for more details. *
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15 * *
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16 * You should have received a copy of the GNU Lesser General Public *
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17 * License along with this library; if not, write to the *
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18 * Free Software Foundation, Inc., *
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19 * 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA *
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20 ***************************************************************************/
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21
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22 #ifndef FIFE_VIDEO_RENDERBACKEND_H
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23 #define FIFE_VIDEO_RENDERBACKEND_H
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24
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25 // Standard C++ library includes
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26 #include <string>
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28 // Platform specific includes
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29 #include "util/base/fife_stdint.h"
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30
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31 // 3rd party library includes
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32 #include <SDL.h>
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33 #include <SDL_video.h>
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34
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35 // FIFE includes
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36 // These includes are split up in two parts, separated by one empty line
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37 // First block: files included from the FIFE root src directory
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38 // Second block: files included from the same folder
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39 #include "util/base/singleton.h"
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40 #include "util/structures/point.h"
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41 #include "util/structures/rect.h"
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42
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43 #include "image.h"
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44
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45 namespace FIFE {
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46
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47 class Image;
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48
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49 /** Abstract interface for all the renderbackends. */
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50 class RenderBackend: public AbstractImage, public DynamicSingleton<RenderBackend> {
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51 public:
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52 /** Constructor.
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53 * @param name The name of the new renderbackend.
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54 */
425
ad7969d9460b A client can now specify a global color key to be used with all images. The default color key is (255,0,255) in RGB format. Also the client can enable/disable the color key feature by using the setColorKeyEnabled function in the EngineSettings class. By default the color key feature is disabled. fixes[t:451]
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55 RenderBackend(const SDL_Color& colorkey);
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56
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57 /** Destructor.
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58 */
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59 virtual ~RenderBackend();
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60
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61 /** The name of the renderbackend.
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62 * @return The name of this renderbackend.
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63 */
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64 virtual const std::string& getName() const = 0;
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65
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66 /** Called when a new frame starts.
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67 */
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68 virtual void startFrame() = 0;
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69
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70 /** Called when a frame is finished and ready to be displayed.
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71 */
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72 virtual void endFrame() = 0;
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73
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74 /** Initializes the backend.
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75 */
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76 virtual void init() = 0;
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77
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78 /** Performs cleanup actions.
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79 */
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80 virtual void deinit();
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81
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82 /** Creates the mainscreen (the display window).
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83 * @param width Width of the window.
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84 * @param height Height of the window.
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85 * @param bitsPerPixel Bits per pixel, 0 means autodetect.
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86 * @param fullscreen Use fullscreen mode?
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87 * @return The new Screen Image
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88 */
61
18c2a21ac0ad allow clients to set a custom window title and icon
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89 virtual Image* createMainScreen(unsigned int width, unsigned int height, unsigned char bitsPerPixel, bool fullscreen, const std::string& title, const std::string& icon) = 0;
0
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90
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91 /** Creates an Image suitable for this renderbackend.
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92 * @param data Pointer to the imagedata (needs to be in RGBA, 8 bits per channel).
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93 * @param width Width of the image.
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94 * @param height Height of the image.
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95 * @return The new Image.
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96 */
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97 virtual Image* createImage(const uint8_t* data, unsigned int width, unsigned int height) = 0;
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98
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99 /** Helper function to create images from SDL_Surfaces.
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100 * Takes ownership over the surface.
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101 * @param surface The surface to convert.
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102 * @return The new Image.
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103 */
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104 virtual Image* createImage(SDL_Surface* surface) = 0;
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105
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106 /** Returns a pointer to the main screen Image
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107 * @return A pointer to the main screen Image, or 0 if no mainscreen exists.
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108 */
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109 Image* getScreenImage() const { return m_screen; };
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110
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111 /** Creates a Screenshot and saves it to a file.
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112 */
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113 void captureScreen(const std::string& filename);
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114
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115 SDL_Surface* getSurface();
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116 unsigned int getWidth() const;
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117 unsigned int getHeight() const;
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118 unsigned int getScreenWidth() const { return getWidth(); }
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119 unsigned int getScreenHeight() const { return getHeight(); }
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120 const Rect& getArea();
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121 void getPixelRGBA(int x, int y, uint8_t* r, uint8_t* g, uint8_t* b, uint8_t* a);
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122 void pushClipArea(const Rect& cliparea, bool clear=true);
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123 void popClipArea();
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124 const Rect& getClipArea() const;
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125 void setAlphaOptimizerEnabled(bool enabled);
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126 bool isAlphaOptimizerEnabled();
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127 void saveImage(const std::string& filename);
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128
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129 /** OpenGL image needs to be sliced into power of two sized chunks.
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130 * You can adjust the size by calling this method.
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131 * Size can be anything (reasonable), it is always changed to the next biggest power of two value
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132 * @example values 50 -> 64, 340 -> 512
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133 */
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134 void setChunkingSize(unsigned int size);
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135 unsigned int getChunkingSize();
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136
425
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137 /** Sets whether to use the colorkey feature
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138 */
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139 void setColorKeyEnabled(bool colorkeyenable);
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140
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141 /** Gets whether the colorkey feature is in use
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142 */
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143 bool isColorKeyEnabled() const;
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144
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145 /** Sets the global colorkey to use for images
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146 */
ad7969d9460b A client can now specify a global color key to be used with all images. The default color key is (255,0,255) in RGB format. Also the client can enable/disable the color key feature by using the setColorKeyEnabled function in the EngineSettings class. By default the color key feature is disabled. fixes[t:451]
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147 void setColorKey(const SDL_Color& colorkey);
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148
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149 /** Gets the global colorkey setting
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150 */
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151 const SDL_Color& getColorKey() const;
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152
0
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153 protected:
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154 Image* m_screen;
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155 bool m_isalphaoptimized;
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156 unsigned int m_chunkingsize;
425
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157 bool m_iscolorkeyenabled;
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158 SDL_Color m_colorkey;
0
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159 };
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160 }
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161
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162 #endif