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/***************************************************************************
*
* Copyright 2010,2011 BMW Car IT GmbH
* Copyright (c) 2012, NVIDIA CORPORATION. All rights reserved.
*
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*
****************************************************************************/
#ifndef _BASEGRAPHICSYSTEM_H_
#define _BASEGRAPHICSYSTEM_H_
#include "TextureBinders/ITextureBinder.h"
#include "WindowSystems/BaseWindowSystem.h"
#include "PlatformSurface.h"
#include "Surface.h"
#include "Layer.h"
#include "LmScreen.h"
template<class DisplayType, class WindowType>
class BaseGraphicSystem
{
public:
virtual bool init(DisplayType display, WindowType window)=0;
virtual ~BaseGraphicSystem()
{
if (m_binder)
{
delete m_binder;
}
};
virtual void beginLayer(Layer* layer) = 0;
virtual void endLayer() = 0;
virtual bool needsRedraw(Layer *layer) = 0;
virtual bool needsRedraw(LayerList layers) = 0;
virtual void renderSWLayer(Layer* layer, bool clear) = 0;
virtual void renderSWLayers(LayerList layers, bool clear) = 0;
virtual void setBaseWindowSystem(BaseWindowSystem* windowSystem)
{
m_baseWindowSystem = windowSystem;
}
virtual void activateGraphicContext() = 0;
virtual void releaseGraphicContext() = 0;
virtual void clearBackground() = 0;
virtual void swapBuffers() = 0;
virtual void saveScreenShotOfFramebuffer(std::string fileToSave) = 0;
virtual bool setOptimizationMode(unsigned int id, unsigned int mode)
{
(void)id;
(void)mode;
return false;
}
virtual bool getOptimizationMode(unsigned int id, unsigned int *mode)
{
(void)id;
(void)mode;
return false;
}
virtual void setTextureBinder(ITextureBinder* binder)
{
m_binder = binder;
}
virtual ITextureBinder* getTextureBinder()
{
return m_binder;
}
virtual void renderSurface(Surface*)=0;
virtual void updateScreenList(LmScreenList& screenList)
{
(void)screenList;
}
virtual void switchScreen(uint screenID)
{
(void)screenID;
}
protected:
BaseWindowSystem* m_baseWindowSystem;
ITextureBinder* m_binder;
};
#endif /* _BASEGRAPHICSYSTEM_H_ */
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