Mercurial > fife-parpg
view engine/core/video/renderbackend.h @ 504:0196c83c7270
One quick update to the map file. The last cannonspread5 powerup wasn't correctly identified.
author | prock@33b003aa-7bff-0310-803a-e67f0ece8222 |
---|---|
date | Tue, 18 May 2010 16:01:35 +0000 |
parents | ad7969d9460b |
children | b2feacaed53c |
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/*************************************************************************** * Copyright (C) 2005-2008 by the FIFE team * * http://www.fifengine.de * * This file is part of FIFE. * * * * FIFE is free software; you can redistribute it and/or * * modify it under the terms of the GNU Lesser General Public * * License as published by the Free Software Foundation; either * * version 2.1 of the License, or (at your option) any later version. * * * * This library 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 * * Lesser General Public License for more details. * * * * You should have received a copy of the GNU Lesser General Public * * License along with this library; if not, write to the * * Free Software Foundation, Inc., * * 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA * ***************************************************************************/ #ifndef FIFE_VIDEO_RENDERBACKEND_H #define FIFE_VIDEO_RENDERBACKEND_H // Standard C++ library includes #include <string> // Platform specific includes #include "util/base/fife_stdint.h" // 3rd party library includes #include <SDL.h> #include <SDL_video.h> // FIFE includes // These includes are split up in two parts, separated by one empty line // First block: files included from the FIFE root src directory // Second block: files included from the same folder #include "util/base/singleton.h" #include "util/structures/point.h" #include "util/structures/rect.h" #include "image.h" namespace FIFE { class Image; /** Abstract interface for all the renderbackends. */ class RenderBackend: public AbstractImage, public DynamicSingleton<RenderBackend> { public: /** Constructor. * @param name The name of the new renderbackend. */ RenderBackend(const SDL_Color& colorkey); /** Destructor. */ virtual ~RenderBackend(); /** The name of the renderbackend. * @return The name of this renderbackend. */ virtual const std::string& getName() const = 0; /** Called when a new frame starts. */ virtual void startFrame() = 0; /** Called when a frame is finished and ready to be displayed. */ virtual void endFrame() = 0; /** Initializes the backend. */ virtual void init() = 0; /** Performs cleanup actions. */ virtual void deinit(); /** Creates the mainscreen (the display window). * @param width Width of the window. * @param height Height of the window. * @param bitsPerPixel Bits per pixel, 0 means autodetect. * @param fullscreen Use fullscreen mode? * @return The new Screen Image */ virtual Image* createMainScreen(unsigned int width, unsigned int height, unsigned char bitsPerPixel, bool fullscreen, const std::string& title, const std::string& icon) = 0; /** Creates an Image suitable for this renderbackend. * @param data Pointer to the imagedata (needs to be in RGBA, 8 bits per channel). * @param width Width of the image. * @param height Height of the image. * @return The new Image. */ virtual Image* createImage(const uint8_t* data, unsigned int width, unsigned int height) = 0; /** Helper function to create images from SDL_Surfaces. * Takes ownership over the surface. * @param surface The surface to convert. * @return The new Image. */ virtual Image* createImage(SDL_Surface* surface) = 0; /** Returns a pointer to the main screen Image * @return A pointer to the main screen Image, or 0 if no mainscreen exists. */ Image* getScreenImage() const { return m_screen; }; /** Creates a Screenshot and saves it to a file. */ void captureScreen(const std::string& filename); SDL_Surface* getSurface(); unsigned int getWidth() const; unsigned int getHeight() const; unsigned int getScreenWidth() const { return getWidth(); } unsigned int getScreenHeight() const { return getHeight(); } const Rect& getArea(); void getPixelRGBA(int x, int y, uint8_t* r, uint8_t* g, uint8_t* b, uint8_t* a); void pushClipArea(const Rect& cliparea, bool clear=true); void popClipArea(); const Rect& getClipArea() const; void setAlphaOptimizerEnabled(bool enabled); bool isAlphaOptimizerEnabled(); void saveImage(const std::string& filename); /** OpenGL image needs to be sliced into power of two sized chunks. * You can adjust the size by calling this method. * Size can be anything (reasonable), it is always changed to the next biggest power of two value * @example values 50 -> 64, 340 -> 512 */ void setChunkingSize(unsigned int size); unsigned int getChunkingSize(); /** Sets whether to use the colorkey feature */ void setColorKeyEnabled(bool colorkeyenable); /** Gets whether the colorkey feature is in use */ bool isColorKeyEnabled() const; /** Sets the global colorkey to use for images */ void setColorKey(const SDL_Color& colorkey); /** Gets the global colorkey setting */ const SDL_Color& getColorKey() const; protected: Image* m_screen; bool m_isalphaoptimized; unsigned int m_chunkingsize; bool m_iscolorkeyenabled; SDL_Color m_colorkey; }; } #endif