ddnet/src/engine/graphics.h
SushiTee d3f642a641 -removed color depth config variable
-updated fake list of resolutions
-make sure resolutions are sorted in menu
2012-08-18 17:51:47 +02:00

199 lines
5.5 KiB
C++

/* (c) Magnus Auvinen. See licence.txt in the root of the distribution for more information. */
/* If you are missing that file, acquire a complete release at teeworlds.com. */
#ifndef ENGINE_GRAPHICS_H
#define ENGINE_GRAPHICS_H
#include <base/vmath.h>
#include "kernel.h"
class CImageInfo
{
public:
enum
{
FORMAT_AUTO=-1,
FORMAT_RGB=0,
FORMAT_RGBA=1,
FORMAT_ALPHA=2,
};
/* Variable: width
Contains the width of the image */
int m_Width;
/* Variable: height
Contains the height of the image */
int m_Height;
/* Variable: format
Contains the format of the image. See <Image Formats> for more information. */
int m_Format;
/* Variable: data
Pointer to the image data. */
void *m_pData;
};
/*
Structure: CVideoMode
*/
class CVideoMode
{
public:
int m_Width, m_Height;
int m_Red, m_Green, m_Blue;
bool operator<(const CVideoMode &Other) { return Other.m_Width < m_Width; }
};
class IGraphics : public IInterface
{
MACRO_INTERFACE("graphics", 0)
protected:
int m_ScreenWidth;
int m_ScreenHeight;
int m_DesktopScreenWidth;
int m_DesktopScreenHeight;
public:
/* Constants: Texture Loading Flags
TEXLOAD_NORESAMPLE - Prevents the texture from any resampling
*/
enum
{
TEXLOAD_NORESAMPLE = 1,
TEXLOAD_NOMIPMAPS = 2,
};
class CTextureHandle
{
friend class IGraphics;
int m_Id;
public:
CTextureHandle()
: m_Id(-1)
{}
bool IsValid() const { return Id() >= 0; }
int Id() const { return m_Id; }
};
int ScreenWidth() const { return m_ScreenWidth; }
int ScreenHeight() const { return m_ScreenHeight; }
float ScreenAspect() const { return (float)ScreenWidth()/(float)ScreenHeight(); }
virtual void Clear(float r, float g, float b) = 0;
virtual void ClipEnable(int x, int y, int w, int h) = 0;
virtual void ClipDisable() = 0;
virtual void MapScreen(float TopLeftX, float TopLeftY, float BottomRightX, float BottomRightY) = 0;
virtual void GetScreen(float *pTopLeftX, float *pTopLeftY, float *pBottomRightX, float *pBottomRightY) = 0;
// TODO: These should perhaps not be virtuals
virtual void BlendNone() = 0;
virtual void BlendNormal() = 0;
virtual void BlendAdditive() = 0;
virtual void WrapNormal() = 0;
virtual void WrapClamp() = 0;
virtual int MemoryUsage() const = 0;
virtual int LoadPNG(CImageInfo *pImg, const char *pFilename, int StorageType) = 0;
virtual int UnloadTexture(CTextureHandle Index) = 0;
virtual CTextureHandle LoadTextureRaw(int Width, int Height, int Format, const void *pData, int StoreFormat, int Flags) = 0;
virtual int LoadTextureRawSub(CTextureHandle TextureID, int x, int y, int Width, int Height, int Format, const void *pData) = 0;
virtual CTextureHandle LoadTexture(const char *pFilename, int StorageType, int StoreFormat, int Flags) = 0;
virtual void TextureSet(CTextureHandle Texture) = 0;
void TextureClear() { TextureSet(CTextureHandle()); }
struct CLineItem
{
float m_X0, m_Y0, m_X1, m_Y1;
CLineItem() {}
CLineItem(float x0, float y0, float x1, float y1) : m_X0(x0), m_Y0(y0), m_X1(x1), m_Y1(y1) {}
};
virtual void LinesBegin() = 0;
virtual void LinesEnd() = 0;
virtual void LinesDraw(const CLineItem *pArray, int Num) = 0;
virtual void QuadsBegin() = 0;
virtual void QuadsEnd() = 0;
virtual void QuadsSetRotation(float Angle) = 0;
virtual void QuadsSetSubset(float TopLeftY, float TopLeftV, float BottomRightU, float BottomRightV) = 0;
virtual void QuadsSetSubsetFree(float x0, float y0, float x1, float y1, float x2, float y2, float x3, float y3) = 0;
struct CQuadItem
{
float m_X, m_Y, m_Width, m_Height;
CQuadItem() {}
CQuadItem(float x, float y, float w, float h) : m_X(x), m_Y(y), m_Width(w), m_Height(h) {}
};
virtual void QuadsDraw(CQuadItem *pArray, int Num) = 0;
virtual void QuadsDrawTL(const CQuadItem *pArray, int Num) = 0;
struct CFreeformItem
{
float m_X0, m_Y0, m_X1, m_Y1, m_X2, m_Y2, m_X3, m_Y3;
CFreeformItem() {}
CFreeformItem(float x0, float y0, float x1, float y1, float x2, float y2, float x3, float y3)
: m_X0(x0), m_Y0(y0), m_X1(x1), m_Y1(y1), m_X2(x2), m_Y2(y2), m_X3(x3), m_Y3(y3) {}
};
virtual void QuadsDrawFreeform(const CFreeformItem *pArray, int Num) = 0;
virtual void QuadsText(float x, float y, float Size, float r, float g, float b, float a, const char *pText) = 0;
struct CColorVertex
{
int m_Index;
float m_R, m_G, m_B, m_A;
CColorVertex() {}
CColorVertex(int i, float r, float g, float b, float a) : m_Index(i), m_R(r), m_G(g), m_B(b), m_A(a) {}
};
virtual void SetColorVertex(const CColorVertex *pArray, int Num) = 0;
virtual void SetColor(float r, float g, float b, float a) = 0;
virtual void SetColor4(vec4 TopLeft, vec4 TopRight, vec4 BottomLeft, vec4 BottomRight) = 0;
virtual void TakeScreenshot(const char *pFilename) = 0;
virtual int GetVideoModes(CVideoMode *pModes, int MaxModes) = 0;
virtual int GetDesktopScreenWidth() = 0;
virtual int GetDesktopScreenHeight() = 0;
virtual void Swap() = 0;
// syncronization
virtual void InsertSignal(class semaphore *pSemaphore) = 0;
virtual bool IsIdle() = 0;
virtual void WaitForIdle() = 0;
protected:
inline CTextureHandle CreateTextureHandle(int Index)
{
CTextureHandle Tex;
Tex.m_Id = Index;
return Tex;
}
};
class IEngineGraphics : public IGraphics
{
MACRO_INTERFACE("enginegraphics", 0)
public:
virtual int Init() = 0;
virtual void Shutdown() = 0;
virtual void Minimize() = 0;
virtual void Maximize() = 0;
virtual int WindowActive() = 0;
virtual int WindowOpen() = 0;
};
extern IEngineGraphics *CreateEngineGraphics();
extern IEngineGraphics *CreateEngineGraphicsThreaded();
#endif