scummvm/backends/platform/ios7/ios7_osys_video.mm

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/* 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 <http://www.gnu.org/licenses/>.
*
*/
// Disable symbol overrides so that we can use system headers.
#define FORBIDDEN_SYMBOL_ALLOW_ALL
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#include "backends/platform/ios7/ios7_osys_main.h"
#include "backends/platform/ios7/ios7_video.h"
#include "graphics/blit.h"
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#include "backends/platform/ios7/ios7_app_delegate.h"
#define UIViewParentController(__view) ({ \
UIResponder *__responder = __view; \
while ([__responder isKindOfClass:[UIView class]]) \
__responder = [__responder nextResponder]; \
(UIViewController *)__responder; \
})
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static void displayAlert(void *ctx) {
UIAlertController* alert = [UIAlertController alertControllerWithTitle:@"Fatal Error"
message:[NSString stringWithCString:(const char *)ctx encoding:NSUTF8StringEncoding]
preferredStyle:UIAlertControllerStyleAlert];
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UIAlertAction* defaultAction = [UIAlertAction actionWithTitle:@"OK" style:UIAlertActionStyleDefault
handler:^(UIAlertAction * action) {
OSystem_iOS7::sharedInstance()->quit();
abort();
}];
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[alert addAction:defaultAction];
[UIViewParentController([iOS7AppDelegate iPhoneView]) presentViewController:alert animated:YES completion:nil];
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}
void OSystem_iOS7::fatalError() {
if (_lastErrorMessage.size()) {
dispatch_async_f(dispatch_get_main_queue(), (void *)_lastErrorMessage.c_str(), displayAlert);
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for(;;);
}
else {
OSystem::fatalError();
}
}
void OSystem_iOS7::logMessage(LogMessageType::Type type, const char *message) {
FILE *output = 0;
if (type == LogMessageType::kInfo || type == LogMessageType::kDebug)
output = stdout;
else
output = stderr;
if (type == LogMessageType::kError) {
_lastErrorMessage = message;
NSString *messageString = [NSString stringWithUTF8String:message];
NSLog(@"%@", messageString);
}
fputs(message, output);
fflush(output);
}
void OSystem_iOS7::engineInit() {
EventsBaseBackend::engineInit();
// Prevent the device going to sleep during game play (and in particular cut scenes)
dispatch_async(dispatch_get_main_queue(), ^{
[[UIApplication sharedApplication] setIdleTimerDisabled:YES];
});
[[iOS7AppDelegate iPhoneView] setIsInGame:YES];
}
void OSystem_iOS7::engineDone() {
EventsBaseBackend::engineDone();
// Allow the device going to sleep if idle while in the Launcher
dispatch_async(dispatch_get_main_queue(), ^{
[[UIApplication sharedApplication] setIdleTimerDisabled:NO];
});
[[iOS7AppDelegate iPhoneView] setIsInGame:NO];
}
void OSystem_iOS7::initVideoContext() {
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_videoContext = [[iOS7AppDelegate iPhoneView] getVideoContext];
}
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static inline void execute_on_main_thread(void (^block)(void)) {
if ([NSThread currentThread] == [NSThread mainThread]) {
block();
}
else {
dispatch_sync(dispatch_get_main_queue(), block);
}
}
void OSystem_iOS7::updateOutputSurface() {
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execute_on_main_thread(^ {
[[iOS7AppDelegate iPhoneView] initSurface];
});
}
void OSystem_iOS7::internUpdateScreen() {
if (_mouseNeedTextureUpdate) {
updateMouseTexture();
_mouseNeedTextureUpdate = false;
}
while (_dirtyRects.size()) {
Common::Rect dirtyRect = _dirtyRects.remove_at(_dirtyRects.size() - 1);
//printf("Drawing: (%i, %i) -> (%i, %i)\n", dirtyRect.left, dirtyRect.top, dirtyRect.right, dirtyRect.bottom);
drawDirtyRect(dirtyRect);
// TODO: Implement dirty rect code
//updateHardwareSurfaceForRect(dirtyRect);
}
if (_videoContext->overlayVisible) {
// TODO: Implement dirty rect code
_dirtyOverlayRects.clear();
/*while (_dirtyOverlayRects.size()) {
Common::Rect dirtyRect = _dirtyOverlayRects.remove_at(_dirtyOverlayRects.size() - 1);
//printf("Drawing: (%i, %i) -> (%i, %i)\n", dirtyRect.left, dirtyRect.top, dirtyRect.right, dirtyRect.bottom);
drawDirtyOverlayRect(dirtyRect);
}*/
}
}
void OSystem_iOS7::drawDirtyRect(const Common::Rect &dirtyRect) {
// We only need to do a color look up for CLUT8
if (_framebuffer.format.bytesPerPixel != 1)
return;
int h = dirtyRect.bottom - dirtyRect.top;
int w = dirtyRect.right - dirtyRect.left;
const byte *src = (const byte *)_framebuffer.getBasePtr(dirtyRect.left, dirtyRect.top);
byte *dstRaw = (byte *)_videoContext->screenTexture.getBasePtr(dirtyRect.left, dirtyRect.top);
// When we use CLUT8 do a color look up
for (int y = h; y > 0; y--) {
uint16 *dst = (uint16 *)dstRaw;
for (int x = w; x > 0; x--)
*dst++ = _gamePalette[*src++];
dstRaw += _videoContext->screenTexture.pitch;
src += _framebuffer.pitch - w;
}
}
void OSystem_iOS7::virtualController(bool connect) {
execute_on_main_thread(^ {
[[iOS7AppDelegate iPhoneView] virtualController:connect];
});
}
void OSystem_iOS7::dirtyFullScreen() {
if (!_fullScreenIsDirty) {
_dirtyRects.clear();
_dirtyRects.push_back(Common::Rect(0, 0, _videoContext->screenWidth, _videoContext->screenHeight));
_fullScreenIsDirty = true;
}
}
void OSystem_iOS7::dirtyFullOverlayScreen() {
if (!_fullScreenOverlayIsDirty) {
_dirtyOverlayRects.clear();
_dirtyOverlayRects.push_back(Common::Rect(0, 0, _videoContext->overlayWidth, _videoContext->overlayHeight));
_fullScreenOverlayIsDirty = true;
}
}
void OSystem_iOS7::updateMouseTexture() {
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int texWidth = getSizeNextPOT(_videoContext->mouseWidth);
int texHeight = getSizeNextPOT(_videoContext->mouseHeight);
Graphics::Surface &mouseTexture = _videoContext->mouseTexture;
if (mouseTexture.w != texWidth || mouseTexture.h != texHeight)
mouseTexture.create(texWidth, texHeight, Graphics::PixelFormat(2, 5, 5, 5, 1, 11, 6, 1, 0));
if (_mouseBuffer.format.bytesPerPixel == 1) {
const uint16 *palette;
if (_mouseCursorPaletteEnabled)
palette = _mouseCursorPalette;
else
palette = _gamePaletteRGBA5551;
uint16 *mouseBuf = (uint16 *)mouseTexture.getPixels();
for (uint x = 0; x < _videoContext->mouseWidth; ++x) {
for (uint y = 0; y < _videoContext->mouseHeight; ++y) {
const byte color = *(const byte *)_mouseBuffer.getBasePtr(x, y);
if (color != _mouseKeyColor)
mouseBuf[y * texWidth + x] = palette[color] | 0x1;
else
mouseBuf[y * texWidth + x] = 0x0;
}
}
} else {
if (crossBlit((byte *)mouseTexture.getPixels(), (const byte *)_mouseBuffer.getPixels(), mouseTexture.pitch,
_mouseBuffer.pitch, _mouseBuffer.w, _mouseBuffer.h, mouseTexture.format, _mouseBuffer.format)) {
// Apply color keying
const uint8 * src = (const uint8 *)_mouseBuffer.getPixels();
int srcBpp = _mouseBuffer.format.bytesPerPixel;
uint8 *dstRaw = (uint8 *)mouseTexture.getPixels();
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for (int y = 0; y < _mouseBuffer.h; ++y, dstRaw += mouseTexture.pitch) {
uint16 *dst = (uint16 *)dstRaw;
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for (int x = 0; x < _mouseBuffer.w; ++x, ++dst, src += srcBpp) {
if (
(srcBpp == 2 && *((const uint16*)src) == _mouseKeyColor) ||
(srcBpp == 4 && *((const uint32*)src) == _mouseKeyColor)
)
*dst &= ~1;
}
}
} else {
// TODO: Log this!
// Make the cursor all transparent... we really need a better fallback ;-).
memset(mouseTexture.getPixels(), 0, mouseTexture.h * mouseTexture.pitch);
}
}
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execute_on_main_thread(^ {
[[iOS7AppDelegate iPhoneView] updateMouseCursor];
});
}
void OSystem_iOS7::setShowKeyboard(bool show) {
if (show) {
#if TARGET_OS_IOS
execute_on_main_thread(^ {
[[iOS7AppDelegate iPhoneView] showKeyboard];
});
#elif TARGET_OS_TV
// Delay the showing of keyboard 1 second so the user
// is able to see the message
dispatch_time_t delay = dispatch_time(DISPATCH_TIME_NOW, (int64_t)(1.0 * NSEC_PER_SEC));
dispatch_after(delay, dispatch_get_main_queue(), ^(void){
[[iOS7AppDelegate iPhoneView] showKeyboard];
});
#endif
} else {
// Do not hide the keyboard in portrait mode as it is shown automatically and not
// just when asked with the kFeatureVirtualKeyboard.
if (_screenOrientation == kScreenOrientationLandscape || _screenOrientation == kScreenOrientationFlippedLandscape) {
execute_on_main_thread(^ {
[[iOS7AppDelegate iPhoneView] hideKeyboard];
});
}
}
}
bool OSystem_iOS7::isKeyboardShown() const {
__block bool isShown = false;
execute_on_main_thread(^{
isShown = [[iOS7AppDelegate iPhoneView] isKeyboardShown];
});
return isShown;
}
IOS7: Add iOSGraphicsManager class The ios7 backend implements the graphic handling in the backend code. iOS supports OpenGL through the OpenGL Framework since iOS 2.0. It's marked as deprecated but is still shipped with the SDKs for iPhoneOS and tvOS and will hopefully be so for some time. The ios7 backend can therefore utilize the OpenGLGraphicsManager to handle all graphics. Implement an iOSGraphicsManager class that can be used in the ios7 backend. The iOSGraphicsManager will require some callback functions in the ios7 backend. createOpenGLContext() will be called to ask the backend to create an OpenGL context in which the graphic manager can draw. The function returns the ID of the renderbuffer which shall be used when creating the framebuffer object this differ iOS from other platforms). A custom RenderBufferTarget class is added to address this. destroyOpenGLContext() will be called to make sure that the old GLES context is not reused. notifyContextDestroy() does call the function OpenGLContext.reset() but that will not destroy the context. refreshScreen() will be called to ask the backend to present the drawn graphics on the screen. getSystemHiDPIScreenFactor() is called to get the screen scaling factor. getScreenWidth() and getScreenHeight() are called to get the width and height of the surface to draw on. This commit adds the class but the ios7 backend doesn't make use of it quite yet. To use it require the ios7 to be a child class of the ModularGraphicsBackend. That change requires a lot of changes which will be targeted in separate commits. Update docportal and github ci worker to only disable the feature opengl_classic_game since opengl and opengl_shaders are required to compile the OpenGLGraphicsManager.
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uint OSystem_iOS7::createOpenGLContext() {
return [[iOS7AppDelegate iPhoneView] createOpenGLContext];
IOS7: Add iOSGraphicsManager class The ios7 backend implements the graphic handling in the backend code. iOS supports OpenGL through the OpenGL Framework since iOS 2.0. It's marked as deprecated but is still shipped with the SDKs for iPhoneOS and tvOS and will hopefully be so for some time. The ios7 backend can therefore utilize the OpenGLGraphicsManager to handle all graphics. Implement an iOSGraphicsManager class that can be used in the ios7 backend. The iOSGraphicsManager will require some callback functions in the ios7 backend. createOpenGLContext() will be called to ask the backend to create an OpenGL context in which the graphic manager can draw. The function returns the ID of the renderbuffer which shall be used when creating the framebuffer object this differ iOS from other platforms). A custom RenderBufferTarget class is added to address this. destroyOpenGLContext() will be called to make sure that the old GLES context is not reused. notifyContextDestroy() does call the function OpenGLContext.reset() but that will not destroy the context. refreshScreen() will be called to ask the backend to present the drawn graphics on the screen. getSystemHiDPIScreenFactor() is called to get the screen scaling factor. getScreenWidth() and getScreenHeight() are called to get the width and height of the surface to draw on. This commit adds the class but the ios7 backend doesn't make use of it quite yet. To use it require the ios7 to be a child class of the ModularGraphicsBackend. That change requires a lot of changes which will be targeted in separate commits. Update docportal and github ci worker to only disable the feature opengl_classic_game since opengl and opengl_shaders are required to compile the OpenGLGraphicsManager.
2023-05-31 08:02:38 +02:00
}
void OSystem_iOS7::destroyOpenGLContext() {
[[iOS7AppDelegate iPhoneView] destroyOpenGLContext];
IOS7: Add iOSGraphicsManager class The ios7 backend implements the graphic handling in the backend code. iOS supports OpenGL through the OpenGL Framework since iOS 2.0. It's marked as deprecated but is still shipped with the SDKs for iPhoneOS and tvOS and will hopefully be so for some time. The ios7 backend can therefore utilize the OpenGLGraphicsManager to handle all graphics. Implement an iOSGraphicsManager class that can be used in the ios7 backend. The iOSGraphicsManager will require some callback functions in the ios7 backend. createOpenGLContext() will be called to ask the backend to create an OpenGL context in which the graphic manager can draw. The function returns the ID of the renderbuffer which shall be used when creating the framebuffer object this differ iOS from other platforms). A custom RenderBufferTarget class is added to address this. destroyOpenGLContext() will be called to make sure that the old GLES context is not reused. notifyContextDestroy() does call the function OpenGLContext.reset() but that will not destroy the context. refreshScreen() will be called to ask the backend to present the drawn graphics on the screen. getSystemHiDPIScreenFactor() is called to get the screen scaling factor. getScreenWidth() and getScreenHeight() are called to get the width and height of the surface to draw on. This commit adds the class but the ios7 backend doesn't make use of it quite yet. To use it require the ios7 to be a child class of the ModularGraphicsBackend. That change requires a lot of changes which will be targeted in separate commits. Update docportal and github ci worker to only disable the feature opengl_classic_game since opengl and opengl_shaders are required to compile the OpenGLGraphicsManager.
2023-05-31 08:02:38 +02:00
}
void OSystem_iOS7::refreshScreen() const {
[[iOS7AppDelegate iPhoneView] refreshScreen];
IOS7: Add iOSGraphicsManager class The ios7 backend implements the graphic handling in the backend code. iOS supports OpenGL through the OpenGL Framework since iOS 2.0. It's marked as deprecated but is still shipped with the SDKs for iPhoneOS and tvOS and will hopefully be so for some time. The ios7 backend can therefore utilize the OpenGLGraphicsManager to handle all graphics. Implement an iOSGraphicsManager class that can be used in the ios7 backend. The iOSGraphicsManager will require some callback functions in the ios7 backend. createOpenGLContext() will be called to ask the backend to create an OpenGL context in which the graphic manager can draw. The function returns the ID of the renderbuffer which shall be used when creating the framebuffer object this differ iOS from other platforms). A custom RenderBufferTarget class is added to address this. destroyOpenGLContext() will be called to make sure that the old GLES context is not reused. notifyContextDestroy() does call the function OpenGLContext.reset() but that will not destroy the context. refreshScreen() will be called to ask the backend to present the drawn graphics on the screen. getSystemHiDPIScreenFactor() is called to get the screen scaling factor. getScreenWidth() and getScreenHeight() are called to get the width and height of the surface to draw on. This commit adds the class but the ios7 backend doesn't make use of it quite yet. To use it require the ios7 to be a child class of the ModularGraphicsBackend. That change requires a lot of changes which will be targeted in separate commits. Update docportal and github ci worker to only disable the feature opengl_classic_game since opengl and opengl_shaders are required to compile the OpenGLGraphicsManager.
2023-05-31 08:02:38 +02:00
}
int OSystem_iOS7::getScreenWidth() const {
return [[iOS7AppDelegate iPhoneView] getScreenWidth];
IOS7: Add iOSGraphicsManager class The ios7 backend implements the graphic handling in the backend code. iOS supports OpenGL through the OpenGL Framework since iOS 2.0. It's marked as deprecated but is still shipped with the SDKs for iPhoneOS and tvOS and will hopefully be so for some time. The ios7 backend can therefore utilize the OpenGLGraphicsManager to handle all graphics. Implement an iOSGraphicsManager class that can be used in the ios7 backend. The iOSGraphicsManager will require some callback functions in the ios7 backend. createOpenGLContext() will be called to ask the backend to create an OpenGL context in which the graphic manager can draw. The function returns the ID of the renderbuffer which shall be used when creating the framebuffer object this differ iOS from other platforms). A custom RenderBufferTarget class is added to address this. destroyOpenGLContext() will be called to make sure that the old GLES context is not reused. notifyContextDestroy() does call the function OpenGLContext.reset() but that will not destroy the context. refreshScreen() will be called to ask the backend to present the drawn graphics on the screen. getSystemHiDPIScreenFactor() is called to get the screen scaling factor. getScreenWidth() and getScreenHeight() are called to get the width and height of the surface to draw on. This commit adds the class but the ios7 backend doesn't make use of it quite yet. To use it require the ios7 to be a child class of the ModularGraphicsBackend. That change requires a lot of changes which will be targeted in separate commits. Update docportal and github ci worker to only disable the feature opengl_classic_game since opengl and opengl_shaders are required to compile the OpenGLGraphicsManager.
2023-05-31 08:02:38 +02:00
}
int OSystem_iOS7::getScreenHeight() const {
return [[iOS7AppDelegate iPhoneView] getScreenHeight];
IOS7: Add iOSGraphicsManager class The ios7 backend implements the graphic handling in the backend code. iOS supports OpenGL through the OpenGL Framework since iOS 2.0. It's marked as deprecated but is still shipped with the SDKs for iPhoneOS and tvOS and will hopefully be so for some time. The ios7 backend can therefore utilize the OpenGLGraphicsManager to handle all graphics. Implement an iOSGraphicsManager class that can be used in the ios7 backend. The iOSGraphicsManager will require some callback functions in the ios7 backend. createOpenGLContext() will be called to ask the backend to create an OpenGL context in which the graphic manager can draw. The function returns the ID of the renderbuffer which shall be used when creating the framebuffer object this differ iOS from other platforms). A custom RenderBufferTarget class is added to address this. destroyOpenGLContext() will be called to make sure that the old GLES context is not reused. notifyContextDestroy() does call the function OpenGLContext.reset() but that will not destroy the context. refreshScreen() will be called to ask the backend to present the drawn graphics on the screen. getSystemHiDPIScreenFactor() is called to get the screen scaling factor. getScreenWidth() and getScreenHeight() are called to get the width and height of the surface to draw on. This commit adds the class but the ios7 backend doesn't make use of it quite yet. To use it require the ios7 to be a child class of the ModularGraphicsBackend. That change requires a lot of changes which will be targeted in separate commits. Update docportal and github ci worker to only disable the feature opengl_classic_game since opengl and opengl_shaders are required to compile the OpenGLGraphicsManager.
2023-05-31 08:02:38 +02:00
}
float OSystem_iOS7::getSystemHiDPIScreenFactor() const {
return [[UIScreen mainScreen] scale];
IOS7: Add iOSGraphicsManager class The ios7 backend implements the graphic handling in the backend code. iOS supports OpenGL through the OpenGL Framework since iOS 2.0. It's marked as deprecated but is still shipped with the SDKs for iPhoneOS and tvOS and will hopefully be so for some time. The ios7 backend can therefore utilize the OpenGLGraphicsManager to handle all graphics. Implement an iOSGraphicsManager class that can be used in the ios7 backend. The iOSGraphicsManager will require some callback functions in the ios7 backend. createOpenGLContext() will be called to ask the backend to create an OpenGL context in which the graphic manager can draw. The function returns the ID of the renderbuffer which shall be used when creating the framebuffer object this differ iOS from other platforms). A custom RenderBufferTarget class is added to address this. destroyOpenGLContext() will be called to make sure that the old GLES context is not reused. notifyContextDestroy() does call the function OpenGLContext.reset() but that will not destroy the context. refreshScreen() will be called to ask the backend to present the drawn graphics on the screen. getSystemHiDPIScreenFactor() is called to get the screen scaling factor. getScreenWidth() and getScreenHeight() are called to get the width and height of the surface to draw on. This commit adds the class but the ios7 backend doesn't make use of it quite yet. To use it require the ios7 to be a child class of the ModularGraphicsBackend. That change requires a lot of changes which will be targeted in separate commits. Update docportal and github ci worker to only disable the feature opengl_classic_game since opengl and opengl_shaders are required to compile the OpenGLGraphicsManager.
2023-05-31 08:02:38 +02:00
}