2007-05-30 21:56:52 +00:00
/* 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 .
2004-02-29 00:49:40 +00:00
*
* 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 2
* of the License , or ( at your option ) any later version .
2014-02-18 02:34:24 +01:00
*
2004-02-29 00:49:40 +00:00
* 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 .
2014-02-18 02:34:24 +01:00
*
2004-02-29 00:49:40 +00:00
* You should have received a copy of the GNU General Public License
* along with this program ; if not , write to the Free Software
2005-10-18 01:30:26 +00:00
* Foundation , Inc . , 51 Franklin Street , Fifth Floor , Boston , MA 02110 - 1301 , USA .
2004-02-29 00:49:40 +00:00
*
*/
2010-11-29 16:18:43 +00:00
# include "common/scummsys.h"
2010-08-12 06:30:26 +00:00
# if defined(SDL_BACKEND)
2011-06-19 20:08:55 +02:00
# include "backends/graphics/surfacesdl/surfacesdl-graphics.h"
2010-07-19 05:33:58 +00:00
# include "backends/events/sdl/sdl-events.h"
2010-06-07 03:14:42 +00:00
# include "common/config-manager.h"
2009-01-30 03:35:47 +00:00
# include "common/mutex.h"
2011-04-24 11:34:27 +03:00
# include "common/textconsole.h"
2010-06-26 15:48:03 +00:00
# include "common/translation.h"
2004-02-29 00:49:40 +00:00
# include "common/util.h"
2020-06-07 13:22:36 +01:00
# include "common/file.h"
2015-12-13 20:20:23 +01:00
# include "common/frac.h"
2009-08-21 18:16:37 +00:00
# ifdef USE_RGB_COLOR
2009-07-10 06:46:50 +00:00
# include "common/list.h"
# endif
2020-09-18 17:54:21 +01:00
# include "graphics/conversion.h"
2004-03-21 21:20:25 +00:00
# include "graphics/font.h"
2005-01-06 21:15:52 +00:00
# include "graphics/fontman.h"
2006-02-20 20:29:02 +00:00
# include "graphics/scaler.h"
2010-03-08 10:29:00 +00:00
# include "graphics/scaler/aspect.h"
2005-05-08 21:39:05 +00:00
# include "graphics/surface.h"
2020-02-08 20:33:53 -08:00
# include "gui/debugger.h"
2013-05-17 00:18:09 +03:00
# include "gui/EventRecorder.h"
2017-05-12 12:44:44 -05:00
# ifdef USE_PNG
# include "image/png.h"
2020-06-07 13:22:36 +01:00
# else
# include "image/bmp.h"
2017-05-12 12:44:44 -05:00
# endif
2019-07-30 16:17:56 +02:00
# ifdef USE_TTS
# include "common/text-to-speech.h"
# endif
2004-02-29 00:49:40 +00:00
2020-03-03 17:18:59 +00:00
// SDL surface flags which got removed in SDL2.
# if SDL_VERSION_ATLEAST(2, 0, 0)
# define SDL_SRCCOLORKEY 0
# define SDL_SRCALPHA 0
# define SDL_FULLSCREEN 0x40000000
# endif
2012-06-04 12:58:03 -04:00
struct GraphicsModeData {
2012-06-05 12:04:06 -04:00
const char * pluginName ;
2012-06-04 12:58:03 -04:00
uint scaleFactor ;
2004-02-29 00:49:40 +00:00
} ;
2012-06-05 12:52:07 -04:00
static Common : : Array < OSystem : : GraphicsMode > * s_supportedGraphicsModes = NULL ;
static Common : : Array < GraphicsModeData > * s_supportedGraphicsModesData = NULL ;
2012-08-20 20:08:43 -04:00
static int s_defaultGraphicsMode ;
2012-06-04 12:58:03 -04:00
2018-05-12 19:57:21 +01:00
# if SDL_VERSION_ATLEAST(2, 0, 0)
const OSystem : : GraphicsMode s_supportedStretchModes [ ] = {
{ " center " , _s ( " Center " ) , STRETCH_CENTER } ,
{ " pixel-perfect " , _s ( " Pixel-perfect scaling " ) , STRETCH_INTEGRAL } ,
{ " fit " , _s ( " Fit to window " ) , STRETCH_FIT } ,
{ " stretch " , _s ( " Stretch to window " ) , STRETCH_STRETCH } ,
2019-08-13 18:05:26 -05:00
{ " fit_force_aspect " , _s ( " Fit to window (4:3) " ) , STRETCH_FIT_FORCE_ASPECT } ,
2018-05-12 19:57:21 +01:00
{ nullptr , nullptr , 0 }
} ;
# endif
2012-07-31 17:13:02 -04:00
static void initGraphicsModes ( ) ;
2010-08-30 22:24:40 +00:00
DECLARE_TRANSLATION_ADDITIONAL_CONTEXT ( " Normal (no scaling) " , " lowres " )
2010-06-07 03:14:42 +00:00
AspectRatio : : AspectRatio ( int w , int h ) {
// TODO : Validation and so on...
// Currently, we just ensure the program don't instantiate non-supported aspect ratios
_kw = w ;
_kh = h ;
}
2012-08-25 12:16:46 -04:00
# if !defined(__SYMBIAN32__) && defined(USE_ASPECT)
2010-06-07 03:14:42 +00:00
static AspectRatio getDesiredAspectRatio ( ) {
2010-07-13 04:31:15 +00:00
const size_t AR_COUNT = 4 ;
2010-07-26 06:58:33 +00:00
const char * desiredAspectRatioAsStrings [ AR_COUNT ] = { " auto " , " 4/3 " , " 16/9 " , " 16/10 " } ;
const AspectRatio desiredAspectRatios [ AR_COUNT ] = { AspectRatio ( 0 , 0 ) , AspectRatio ( 4 , 3 ) , AspectRatio ( 16 , 9 ) , AspectRatio ( 16 , 10 ) } ;
2010-07-13 04:31:15 +00:00
2010-06-07 03:14:42 +00:00
//TODO : We could parse an arbitrary string, if we code enough proper validation
Common : : String desiredAspectRatio = ConfMan . get ( " desired_screen_aspect_ratio " ) ;
for ( size_t i = 0 ; i < AR_COUNT ; i + + ) {
assert ( desiredAspectRatioAsStrings [ i ] ! = NULL ) ;
if ( ! scumm_stricmp ( desiredAspectRatio . c_str ( ) , desiredAspectRatioAsStrings [ i ] ) ) {
return desiredAspectRatios [ i ] ;
}
}
// TODO : Report a warning
return AspectRatio ( 0 , 0 ) ;
}
# endif
2015-02-16 00:49:42 +01:00
SurfaceSdlGraphicsManager : : SurfaceSdlGraphicsManager ( SdlEventSource * sdlEventSource , SdlWindow * window )
2010-06-07 03:14:42 +00:00
:
2015-02-16 00:49:42 +01:00
SdlGraphicsManager ( sdlEventSource , window ) ,
2010-06-07 03:14:42 +00:00
# ifdef USE_OSD
2016-09-13 20:33:42 +02:00
_osdMessageSurface ( nullptr ) , _osdMessageAlpha ( SDL_ALPHA_TRANSPARENT ) , _osdMessageFadeStartTime ( 0 ) ,
_osdIconSurface ( nullptr ) ,
2010-06-07 03:14:42 +00:00
# endif
2015-01-25 01:34:57 +01:00
# if SDL_VERSION_ATLEAST(2, 0, 0)
_renderer ( nullptr ) , _screenTexture ( nullptr ) ,
2016-02-17 16:17:39 +01:00
# endif
# if defined(WIN32) && !SDL_VERSION_ATLEAST(2, 0, 0)
2015-05-20 00:08:42 +02:00
_originalBitsPerPixel ( 0 ) ,
2015-01-25 01:34:57 +01:00
# endif
2012-09-24 04:49:34 +02:00
_screen ( 0 ) , _tmpscreen ( 0 ) ,
2010-06-07 03:14:42 +00:00
_screenFormat ( Graphics : : PixelFormat : : createFormatCLUT8 ( ) ) ,
_cursorFormat ( Graphics : : PixelFormat : : createFormatCLUT8 ( ) ) ,
2012-07-02 18:58:05 -04:00
_useOldSrc ( false ) ,
2010-06-07 03:14:42 +00:00
_overlayscreen ( 0 ) , _tmpscreen2 ( 0 ) ,
2012-06-11 14:32:45 -04:00
_screenChangeCount ( 0 ) ,
2017-09-13 23:57:04 -05:00
_mouseData ( nullptr ) , _mouseSurface ( nullptr ) ,
_mouseOrigSurface ( nullptr ) , _cursorDontScale ( false ) , _cursorPaletteDisabled ( true ) ,
2019-11-15 01:38:21 -08:00
_currentShakeXOffset ( 0 ) , _currentShakeYOffset ( 0 ) ,
2010-06-07 03:14:42 +00:00
_paletteDirtyStart ( 0 ) , _paletteDirtyEnd ( 0 ) ,
_screenIsLocked ( false ) ,
2013-05-17 00:18:09 +03:00
_displayDisabled ( false ) ,
2011-02-24 01:11:16 +01:00
# ifdef USE_SDL_DEBUG_FOCUSRECT
2011-02-24 01:15:27 +01:00
_enableFocusRectDebugCode ( false ) , _enableFocusRect ( false ) , _focusRect ( ) ,
2011-02-24 01:11:16 +01:00
# endif
2012-06-06 13:52:16 -04:00
_transactionMode ( kTransactionNone ) ,
_scalerPlugins ( ScalerMan . getPlugins ( ) ) {
2010-06-07 03:14:42 +00:00
// allocate palette storage
_currentPalette = ( SDL_Color * ) calloc ( sizeof ( SDL_Color ) , 256 ) ;
_cursorPalette = ( SDL_Color * ) calloc ( sizeof ( SDL_Color ) , 256 ) ;
_mouseBackup . x = _mouseBackup . y = _mouseBackup . w = _mouseBackup . h = 0 ;
2011-02-24 01:15:27 +01:00
# ifdef USE_SDL_DEBUG_FOCUSRECT
if ( ConfMan . hasKey ( " use_sdl_debug_focusrect " ) )
_enableFocusRectDebugCode = ConfMan . getBool ( " use_sdl_debug_focusrect " ) ;
# endif
2020-07-02 16:51:40 +01:00
# if !defined(__SYMBIAN32__) && defined(USE_ASPECT)
2012-08-25 12:16:46 -04:00
_videoMode . aspectRatioCorrection = ConfMan . getBool ( " aspect_ratio " ) ;
_videoMode . desiredAspectRatio = getDesiredAspectRatio ( ) ;
# else // for small screen platforms
2010-06-07 03:14:42 +00:00
_videoMode . aspectRatioCorrection = false ;
2012-08-25 12:16:46 -04:00
# endif
2012-06-14 12:35:18 -04:00
_scalerPlugin = NULL ;
2012-06-08 13:18:57 -04:00
_scalerIndex = 0 ;
_maxExtraPixels = ScalerMan . getMaxExtraPixels ( ) ;
2010-06-07 03:14:42 +00:00
_videoMode . fullscreen = ConfMan . getBool ( " fullscreen " ) ;
2016-10-12 22:38:07 +01:00
_videoMode . filtering = ConfMan . getBool ( " filtering " ) ;
2018-10-21 18:35:40 +01:00
# if SDL_VERSION_ATLEAST(2, 0, 0)
2018-05-12 19:57:21 +01:00
_videoMode . stretchMode = STRETCH_FIT ;
2016-10-12 22:38:07 +01:00
# endif
2012-07-31 17:13:02 -04:00
if ( ! s_supportedGraphicsModes )
initGraphicsModes ( ) ;
2020-07-02 16:51:40 +01:00
_videoMode . mode = s_defaultGraphicsMode ;
_videoMode . scaleFactor = getGraphicsModeScale ( _videoMode . mode ) ;
2010-06-07 03:14:42 +00:00
}
2011-06-19 20:08:55 +02:00
SurfaceSdlGraphicsManager : : ~ SurfaceSdlGraphicsManager ( ) {
2010-06-07 03:14:42 +00:00
unloadGFXMode ( ) ;
2017-09-13 23:57:04 -05:00
if ( _mouseOrigSurface ) {
2010-11-29 18:33:46 +00:00
SDL_FreeSurface ( _mouseOrigSurface ) ;
2017-09-13 23:57:04 -05:00
if ( _mouseOrigSurface = = _mouseSurface ) {
_mouseSurface = nullptr ;
}
}
if ( _mouseSurface ) {
SDL_FreeSurface ( _mouseSurface ) ;
}
2010-06-07 03:14:42 +00:00
free ( _currentPalette ) ;
free ( _cursorPalette ) ;
2017-09-13 23:57:04 -05:00
delete [ ] _mouseData ;
2012-07-31 17:13:02 -04:00
for ( uint i = 0 ; i < s_supportedGraphicsModes - > size ( ) - 1 ; + + i ) {
OSystem : : GraphicsMode & gm = ( * s_supportedGraphicsModes ) [ i ] ;
free ( const_cast < char * > ( gm . name ) ) ;
free ( const_cast < char * > ( gm . description ) ) ;
}
delete s_supportedGraphicsModes ;
delete s_supportedGraphicsModesData ;
s_supportedGraphicsModes = NULL ;
s_supportedGraphicsModesData = NULL ;
2010-06-07 03:14:42 +00:00
}
BACKENDS: Refactor OpenGL & SDL graphics backends
This patch refactors the OpenGL and SDL graphics backends,
primarily to unify window scaling and mouse handling, and to
fix coordinate mapping between the ScummVM window and the
virtual game screen when they have different aspect ratios.
Unified code for these two backends has been moved to a new
header-only WindowedGraphicsManager class, so named because it
contains code for managing graphics managers that interact with
a windowing system and render virtual screens within a larger
physical content window.
The biggest behavioral change here is with the coordinate
system mapping:
Previously, mouse offsets were converted by mapping the whole
space within the window as input to the virtual game screen
without maintaining aspect ratio. This was done to prevent
'stickiness' when the mouse cursor was within the window but
outside of the virtual game screen, but it caused noticeable
distortion of mouse movement speed on the axis with blank
space.
Instead of introducing mouse speed distortion to prevent
stickiness, this patch changes coordinate transformation to
show the system cursor when the mouse moves outside of the virtual
game screen when mouse grab is off, or by holding the mouse inside
the virtual game screen (instead of the entire window) when mouse
grab is on.
This patch also improves some other properties of the
GraphicsManager/PaletteManager interfaces:
* Nullipotent operations (getWidth, getHeight, etc.) of the
PaletteManager/GraphicsManager interfaces are now const
* Methods marked `virtual` but not inherited by any subclass have
been de-virtualized
* Extra unnecessary calculations of hardware height in
SurfaceSdlGraphicsManager have been removed
* Methods have been renamed where appropriate for clarity
(setWindowSize -> handleResize, etc.)
* C++11 support improved with `override` specifier added on
overridden virtual methods in subclasses (primarily to avoid
myself accidentally creating new methods in the subclasses
by changing types/names during refactoring)
Additional refactoring can and should be done at some point to
continue to deduplicate code between the OpenGL and SDL backends.
Since the primary goal here was to improve the coordinate mapping,
full refactoring of these backends was not completed here.
2017-07-19 19:15:12 -05:00
bool SurfaceSdlGraphicsManager : : hasFeature ( OSystem : : Feature f ) const {
2010-06-07 03:14:42 +00:00
return
( f = = OSystem : : kFeatureFullscreenMode ) | |
2012-09-23 23:45:05 +02:00
# ifdef USE_ASPECT
2010-06-07 03:14:42 +00:00
( f = = OSystem : : kFeatureAspectRatioCorrection ) | |
2012-09-23 23:45:05 +02:00
# endif
2016-10-12 22:38:07 +01:00
( f = = OSystem : : kFeatureFilteringMode ) | |
2018-10-21 18:35:40 +01:00
# if SDL_VERSION_ATLEAST(2, 0, 0)
2020-10-13 20:27:58 +02:00
( f = = OSystem : : kFeatureFullscreenToggleKeepsContext ) | |
2018-07-01 23:57:00 +01:00
( f = = OSystem : : kFeatureStretchMode ) | |
2016-10-12 22:38:07 +01:00
# endif
2011-06-03 23:30:55 +02:00
( f = = OSystem : : kFeatureCursorPalette ) | |
2010-06-07 03:14:42 +00:00
( f = = OSystem : : kFeatureIconifyWindow ) ;
}
2011-06-19 20:08:55 +02:00
void SurfaceSdlGraphicsManager : : setFeatureState ( OSystem : : Feature f , bool enable ) {
2010-06-07 03:14:42 +00:00
switch ( f ) {
case OSystem : : kFeatureFullscreenMode :
setFullscreenMode ( enable ) ;
break ;
2012-09-23 23:45:05 +02:00
# ifdef USE_ASPECT
2010-06-07 03:14:42 +00:00
case OSystem : : kFeatureAspectRatioCorrection :
setAspectRatioCorrection ( enable ) ;
break ;
2012-09-23 23:45:05 +02:00
# endif
2016-10-12 22:38:07 +01:00
case OSystem : : kFeatureFilteringMode :
setFilteringMode ( enable ) ;
break ;
2011-06-04 00:14:09 +02:00
case OSystem : : kFeatureCursorPalette :
_cursorPaletteDisabled = ! enable ;
blitCursor ( ) ;
break ;
2010-06-07 03:14:42 +00:00
case OSystem : : kFeatureIconifyWindow :
if ( enable )
2015-02-16 00:49:42 +01:00
_window - > iconifyWindow ( ) ;
2010-06-07 03:14:42 +00:00
break ;
default :
break ;
}
}
BACKENDS: Refactor OpenGL & SDL graphics backends
This patch refactors the OpenGL and SDL graphics backends,
primarily to unify window scaling and mouse handling, and to
fix coordinate mapping between the ScummVM window and the
virtual game screen when they have different aspect ratios.
Unified code for these two backends has been moved to a new
header-only WindowedGraphicsManager class, so named because it
contains code for managing graphics managers that interact with
a windowing system and render virtual screens within a larger
physical content window.
The biggest behavioral change here is with the coordinate
system mapping:
Previously, mouse offsets were converted by mapping the whole
space within the window as input to the virtual game screen
without maintaining aspect ratio. This was done to prevent
'stickiness' when the mouse cursor was within the window but
outside of the virtual game screen, but it caused noticeable
distortion of mouse movement speed on the axis with blank
space.
Instead of introducing mouse speed distortion to prevent
stickiness, this patch changes coordinate transformation to
show the system cursor when the mouse moves outside of the virtual
game screen when mouse grab is off, or by holding the mouse inside
the virtual game screen (instead of the entire window) when mouse
grab is on.
This patch also improves some other properties of the
GraphicsManager/PaletteManager interfaces:
* Nullipotent operations (getWidth, getHeight, etc.) of the
PaletteManager/GraphicsManager interfaces are now const
* Methods marked `virtual` but not inherited by any subclass have
been de-virtualized
* Extra unnecessary calculations of hardware height in
SurfaceSdlGraphicsManager have been removed
* Methods have been renamed where appropriate for clarity
(setWindowSize -> handleResize, etc.)
* C++11 support improved with `override` specifier added on
overridden virtual methods in subclasses (primarily to avoid
myself accidentally creating new methods in the subclasses
by changing types/names during refactoring)
Additional refactoring can and should be done at some point to
continue to deduplicate code between the OpenGL and SDL backends.
Since the primary goal here was to improve the coordinate mapping,
full refactoring of these backends was not completed here.
2017-07-19 19:15:12 -05:00
bool SurfaceSdlGraphicsManager : : getFeatureState ( OSystem : : Feature f ) const {
2011-08-11 04:25:46 +02:00
// We need to allow this to be called from within a transaction, since we
// currently use it to retreive the graphics state, when switching from
// SDL->OpenGL mode for example.
//assert(_transactionMode == kTransactionNone);
2010-06-07 03:14:42 +00:00
switch ( f ) {
case OSystem : : kFeatureFullscreenMode :
return _videoMode . fullscreen ;
2012-08-25 12:16:46 -04:00
# ifdef USE_ASPECT
2010-06-07 03:14:42 +00:00
case OSystem : : kFeatureAspectRatioCorrection :
return _videoMode . aspectRatioCorrection ;
2018-07-17 12:05:28 +02:00
# endif
2016-10-12 22:38:07 +01:00
case OSystem : : kFeatureFilteringMode :
return _videoMode . filtering ;
2011-06-04 00:14:09 +02:00
case OSystem : : kFeatureCursorPalette :
return ! _cursorPaletteDisabled ;
2010-06-07 03:14:42 +00:00
default :
return false ;
}
}
2012-08-02 18:02:32 -04:00
static void initGraphicsModes ( ) {
2012-06-05 12:52:07 -04:00
s_supportedGraphicsModes = new Common : : Array < OSystem : : GraphicsMode > ;
s_supportedGraphicsModesData = new Common : : Array < GraphicsModeData > ;
2018-07-17 12:05:28 +02:00
const PluginList & plugins = ScalerMan . getPlugins ( ) ;
2012-06-04 12:58:03 -04:00
OSystem : : GraphicsMode gm ;
GraphicsModeData gmd ;
2012-08-20 20:08:43 -04:00
// 0 should be the normal1x mode
s_defaultGraphicsMode = 0 ;
2012-06-04 12:58:03 -04:00
for ( uint i = 0 ; i < plugins . size ( ) ; + + i ) {
2018-07-17 12:05:28 +02:00
ScalerPluginObject & plugin = plugins [ i ] - > get < ScalerPluginObject > ( ) ;
const Common : : Array < uint > & factors = plugin . getFactors ( ) ;
const char * name = plugin . getName ( ) ;
const char * prettyName = plugin . getPrettyName ( ) ;
2012-06-04 12:58:03 -04:00
gmd . pluginName = name ;
for ( uint j = 0 ; j < factors . size ( ) ; + + j ) {
Common : : String n1 = Common : : String : : format ( " %s%dx " , name , factors [ j ] ) ;
Common : : String n2 = Common : : String : : format ( " %s%dx " , prettyName , factors [ j ] ) ;
2020-06-29 23:04:41 +01:00
gm . name = scumm_strdup ( n1 . c_str ( ) ) ;
gm . description = scumm_strdup ( n2 . c_str ( ) ) ;
2012-06-05 12:52:07 -04:00
gm . id = s_supportedGraphicsModes - > size ( ) ;
2012-08-20 20:08:43 -04:00
// if normal2x exists, it is the default
if ( strcmp ( gm . name , " normal2x " ) = = 0 )
s_defaultGraphicsMode = gm . id ;
2012-06-05 12:52:07 -04:00
s_supportedGraphicsModes - > push_back ( gm ) ;
2012-06-04 12:58:03 -04:00
gmd . scaleFactor = factors [ j ] ;
2012-06-05 12:52:07 -04:00
s_supportedGraphicsModesData - > push_back ( gmd ) ;
2012-06-04 12:58:03 -04:00
}
}
gm . name = 0 ;
gm . description = 0 ;
gm . id = 0 ;
2012-06-05 12:52:07 -04:00
s_supportedGraphicsModes - > push_back ( gm ) ;
2012-06-04 12:58:03 -04:00
}
2018-07-17 12:05:28 +02:00
const OSystem : : GraphicsMode * SurfaceSdlGraphicsManager : : supportedGraphicsModes ( ) const {
2012-06-05 12:52:07 -04:00
if ( ! s_supportedGraphicsModes )
2012-06-04 12:58:03 -04:00
initGraphicsModes ( ) ;
2012-07-31 17:13:02 -04:00
int size = s_supportedGraphicsModes - > size ( ) ;
OSystem : : GraphicsMode * modes = new OSystem : : GraphicsMode [ size ] ;
memcpy ( modes , & ( * s_supportedGraphicsModes ) [ 0 ] , size * sizeof ( OSystem : : GraphicsMode ) ) ;
// Do deep copy. Each can be freed independently of the other.
OSystem : : GraphicsMode * gm = modes ;
while ( gm - > name ) {
2020-06-29 23:04:41 +01:00
gm - > name = scumm_strdup ( gm - > name ) ;
gm - > description = scumm_strdup ( gm - > description ) ;
2012-07-31 17:13:02 -04:00
+ + gm ;
}
return modes ;
2012-06-04 12:58:03 -04:00
}
2011-06-19 20:08:55 +02:00
const OSystem : : GraphicsMode * SurfaceSdlGraphicsManager : : getSupportedGraphicsModes ( ) const {
2012-06-04 12:58:03 -04:00
return supportedGraphicsModes ( ) ;
2010-06-05 22:45:36 +00:00
}
2011-06-19 20:08:55 +02:00
int SurfaceSdlGraphicsManager : : getDefaultGraphicsMode ( ) const {
2012-08-20 20:08:43 -04:00
return s_defaultGraphicsMode ;
2004-03-15 00:45:45 +00:00
}
2011-06-19 20:08:55 +02:00
void SurfaceSdlGraphicsManager : : beginGFXTransaction ( ) {
2008-11-14 22:08:10 +00:00
assert ( _transactionMode = = kTransactionNone ) ;
2004-11-23 21:30:38 +00:00
_transactionMode = kTransactionActive ;
2005-03-09 23:07:32 +00:00
_transactionDetails . sizeChanged = false ;
2005-02-22 01:29:27 +00:00
_transactionDetails . needHotswap = false ;
_transactionDetails . needUpdatescreen = false ;
2005-03-20 16:16:09 +00:00
2016-10-13 00:19:15 +01:00
# if SDL_VERSION_ATLEAST(2, 0, 0)
2018-07-08 22:13:53 +01:00
_transactionDetails . needDisplayResize = false ;
2016-10-13 00:19:15 +01:00
_transactionDetails . needTextureUpdate = false ;
# endif
2009-08-21 18:16:37 +00:00
# ifdef USE_RGB_COLOR
2009-06-10 05:35:18 +00:00
_transactionDetails . formatChanged = false ;
# endif
2008-11-14 22:08:10 +00:00
_oldVideoMode = _videoMode ;
2004-11-23 21:30:38 +00:00
}
2011-06-19 20:08:55 +02:00
OSystem : : TransactionError SurfaceSdlGraphicsManager : : endGFXTransaction ( ) {
2010-06-05 22:45:36 +00:00
int errors = OSystem : : kTransactionSuccess ;
2008-11-14 22:08:10 +00:00
assert ( _transactionMode ! = kTransactionNone ) ;
2005-03-20 16:16:09 +00:00
2008-11-14 22:08:10 +00:00
if ( _transactionMode = = kTransactionRollback ) {
if ( _videoMode . fullscreen ! = _oldVideoMode . fullscreen ) {
2010-06-05 22:45:36 +00:00
errors | = OSystem : : kTransactionFullscreenFailed ;
2004-11-23 21:30:38 +00:00
2008-11-14 22:08:10 +00:00
_videoMode . fullscreen = _oldVideoMode . fullscreen ;
2009-05-01 09:09:07 +00:00
} else if ( _videoMode . aspectRatioCorrection ! = _oldVideoMode . aspectRatioCorrection ) {
2010-06-05 22:45:36 +00:00
errors | = OSystem : : kTransactionAspectRatioFailed ;
2005-02-22 01:29:27 +00:00
2009-05-01 09:09:07 +00:00
_videoMode . aspectRatioCorrection = _oldVideoMode . aspectRatioCorrection ;
2008-11-14 22:08:10 +00:00
} else if ( _videoMode . mode ! = _oldVideoMode . mode ) {
2010-06-05 22:45:36 +00:00
errors | = OSystem : : kTransactionModeSwitchFailed ;
2005-02-22 01:29:27 +00:00
2008-11-14 22:08:10 +00:00
_videoMode . mode = _oldVideoMode . mode ;
_videoMode . scaleFactor = _oldVideoMode . scaleFactor ;
2016-10-12 22:38:07 +01:00
# if SDL_VERSION_ATLEAST(2, 0, 0)
2018-05-12 19:57:21 +01:00
} else if ( _videoMode . stretchMode ! = _oldVideoMode . stretchMode ) {
errors | = OSystem : : kTransactionStretchModeSwitchFailed ;
_videoMode . stretchMode = _oldVideoMode . stretchMode ;
2018-10-21 18:35:40 +01:00
# endif
2016-10-12 22:38:07 +01:00
} else if ( _videoMode . filtering ! = _oldVideoMode . filtering ) {
errors | = OSystem : : kTransactionFilteringFailed ;
2016-11-13 16:36:18 +01:00
2016-10-12 22:38:07 +01:00
_videoMode . filtering = _oldVideoMode . filtering ;
2009-08-21 18:16:37 +00:00
# ifdef USE_RGB_COLOR
2009-06-11 05:56:00 +00:00
} else if ( _videoMode . format ! = _oldVideoMode . format ) {
2010-06-05 22:45:36 +00:00
errors | = OSystem : : kTransactionFormatNotSupported ;
2009-06-11 05:56:00 +00:00
_videoMode . format = _oldVideoMode . format ;
2009-06-12 08:49:45 +00:00
_screenFormat = _videoMode . format ;
2009-06-11 05:56:00 +00:00
# endif
2008-11-14 22:08:10 +00:00
} else if ( _videoMode . screenWidth ! = _oldVideoMode . screenWidth | | _videoMode . screenHeight ! = _oldVideoMode . screenHeight ) {
2010-06-05 22:45:36 +00:00
errors | = OSystem : : kTransactionSizeChangeFailed ;
2008-11-14 22:08:10 +00:00
_videoMode . screenWidth = _oldVideoMode . screenWidth ;
_videoMode . screenHeight = _oldVideoMode . screenHeight ;
_videoMode . overlayWidth = _oldVideoMode . overlayWidth ;
_videoMode . overlayHeight = _oldVideoMode . overlayHeight ;
}
if ( _videoMode . fullscreen = = _oldVideoMode . fullscreen & &
2009-05-01 09:09:07 +00:00
_videoMode . aspectRatioCorrection = = _oldVideoMode . aspectRatioCorrection & &
2008-11-14 22:08:10 +00:00
_videoMode . mode = = _oldVideoMode . mode & &
2016-10-12 22:38:07 +01:00
_videoMode . filtering = = _oldVideoMode . filtering & &
2008-11-14 22:08:10 +00:00
_videoMode . screenWidth = = _oldVideoMode . screenWidth & &
2010-07-26 06:58:33 +00:00
_videoMode . screenHeight = = _oldVideoMode . screenHeight ) {
2008-11-14 22:08:10 +00:00
// Our new video mode would now be exactly the same as the
// old one. Since we still can not assume SDL_SetVideoMode
// to be working fine, we need to invalidate the old video
// mode, so loadGFXMode would error out properly.
_oldVideoMode . setup = false ;
}
}
2005-02-22 01:29:27 +00:00
2009-08-21 18:16:37 +00:00
# ifdef USE_RGB_COLOR
2009-06-11 05:56:00 +00:00
if ( _transactionDetails . sizeChanged | | _transactionDetails . formatChanged ) {
2009-06-15 11:46:28 +00:00
# else
if ( _transactionDetails . sizeChanged ) {
2009-06-10 05:35:18 +00:00
# endif
2005-02-22 01:29:27 +00:00
unloadGFXMode ( ) ;
2008-11-14 22:08:10 +00:00
if ( ! loadGFXMode ( ) ) {
if ( _oldVideoMode . setup ) {
_transactionMode = kTransactionRollback ;
errors | = endGFXTransaction ( ) ;
}
} else {
setGraphicsModeIntern ( ) ;
clearOverlay ( ) ;
_videoMode . setup = true ;
2009-01-02 21:52:32 +00:00
// OSystem_SDL::pollEvent used to update the screen change count,
// but actually it gives problems when a video mode was changed
// but OSystem_SDL::pollEvent was not called. This for example
2020-05-11 08:54:39 -04:00
// caused a crash under certain circumstances when returning to launcher.
2009-01-02 21:52:32 +00:00
// To fix this issue we update the screen change count right here.
_screenChangeCount + + ;
2008-11-14 22:08:10 +00:00
}
} else if ( _transactionDetails . needHotswap ) {
setGraphicsModeIntern ( ) ;
if ( ! hotswapGFXMode ( ) ) {
if ( _oldVideoMode . setup ) {
_transactionMode = kTransactionRollback ;
errors | = endGFXTransaction ( ) ;
}
} else {
_videoMode . setup = true ;
2009-01-02 21:52:32 +00:00
// OSystem_SDL::pollEvent used to update the screen change count,
// but actually it gives problems when a video mode was changed
// but OSystem_SDL::pollEvent was not called. This for example
2020-05-11 08:54:39 -04:00
// caused a crash under certain circumstances when returning to launcher.
2009-01-02 21:52:32 +00:00
// To fix this issue we update the screen change count right here.
_screenChangeCount + + ;
2008-11-14 22:08:10 +00:00
2018-07-08 22:13:53 +01:00
# if SDL_VERSION_ATLEAST(2, 0, 0)
2018-05-12 19:57:21 +01:00
if ( _transactionDetails . needDisplayResize )
recalculateDisplayAreas ( ) ;
2018-07-08 22:13:53 +01:00
# endif
2008-11-14 22:08:10 +00:00
if ( _transactionDetails . needUpdatescreen )
2005-02-22 01:29:27 +00:00
internUpdateScreen ( ) ;
2005-04-18 15:33:02 +00:00
}
2016-10-13 00:19:15 +01:00
# if SDL_VERSION_ATLEAST(2, 0, 0)
} else if ( _transactionDetails . needTextureUpdate ) {
setGraphicsModeIntern ( ) ;
recreateScreenTexture ( ) ;
2018-05-12 19:57:21 +01:00
if ( _transactionDetails . needDisplayResize )
recalculateDisplayAreas ( ) ;
2016-10-13 00:19:15 +01:00
internUpdateScreen ( ) ;
# endif
2008-12-19 17:54:45 +00:00
} else if ( _transactionDetails . needUpdatescreen ) {
setGraphicsModeIntern ( ) ;
2018-07-08 22:13:53 +01:00
# if SDL_VERSION_ATLEAST(2, 0, 0)
2018-05-12 19:57:21 +01:00
if ( _transactionDetails . needDisplayResize )
recalculateDisplayAreas ( ) ;
2018-07-08 22:13:53 +01:00
# endif
2008-12-19 17:54:45 +00:00
internUpdateScreen ( ) ;
2010-01-25 01:39:44 +00:00
}
2005-02-22 01:29:27 +00:00
2004-11-23 21:30:38 +00:00
_transactionMode = kTransactionNone ;
2010-06-05 22:45:36 +00:00
return ( OSystem : : TransactionError ) errors ;
2004-11-23 21:30:38 +00:00
}
2019-03-31 12:37:37 +01:00
Graphics : : PixelFormat SurfaceSdlGraphicsManager : : convertSDLPixelFormat ( SDL_PixelFormat * in ) const {
2020-06-07 13:22:36 +01:00
Graphics : : PixelFormat out ( in - > BytesPerPixel ,
2019-03-31 12:37:37 +01:00
8 - in - > Rloss , 8 - in - > Gloss ,
8 - in - > Bloss , 8 - in - > Aloss ,
in - > Rshift , in - > Gshift ,
in - > Bshift , in - > Ashift ) ;
2020-06-07 13:22:36 +01:00
// Workaround to SDL not providing an accurate Aloss value on some platforms.
if ( in - > Amask = = 0 )
out . aLoss = 8 ;
return out ;
2019-03-31 12:37:37 +01:00
}
2009-08-21 18:16:37 +00:00
# ifdef USE_RGB_COLOR
2011-06-19 20:08:55 +02:00
Common : : List < Graphics : : PixelFormat > SurfaceSdlGraphicsManager : : getSupportedFormats ( ) const {
2010-07-12 23:18:44 +00:00
assert ( ! _supportedFormats . empty ( ) ) ;
return _supportedFormats ;
}
2017-08-27 16:31:57 -05:00
# if SDL_VERSION_ATLEAST(2, 0, 0)
2017-09-12 11:26:30 -05:00
static void maskToBitCount ( Uint32 mask , uint8 & numBits , uint8 & shift ) {
2017-08-27 16:31:57 -05:00
numBits = 0 ;
shift = 32 ;
for ( int i = 0 ; i < 32 ; + + i ) {
if ( mask & 1 ) {
if ( i < shift ) {
shift = i ;
}
+ + numBits ;
}
mask > > = 1 ;
}
}
# endif
2010-07-12 23:18:44 +00:00
2017-08-27 16:31:57 -05:00
void SurfaceSdlGraphicsManager : : detectSupportedFormats ( ) {
2010-07-12 23:18:44 +00:00
_supportedFormats . clear ( ) ;
2017-08-27 16:31:57 -05:00
Graphics : : PixelFormat format = Graphics : : PixelFormat : : createFormatCLUT8 ( ) ;
# if SDL_VERSION_ATLEAST(2, 0, 0)
{
SDL_Window * window = _window - > getSDLWindow ( ) ;
if ( window = = nullptr ) {
error ( " Could not find ScummVM window for retrieving default display mode " ) ;
}
const int displayIndex = SDL_GetWindowDisplayIndex ( window ) ;
if ( displayIndex < 0 ) {
error ( " Could not find ScummVM window display index " ) ;
}
SDL_DisplayMode defaultMode ;
if ( SDL_GetDesktopDisplayMode ( displayIndex , & defaultMode ) ! = 0 ) {
error ( " Could not get default system display mode " ) ;
}
int bpp ;
2017-09-12 11:26:30 -05:00
Uint32 rMask , gMask , bMask , aMask ;
2017-08-27 16:31:57 -05:00
if ( SDL_PixelFormatEnumToMasks ( defaultMode . format , & bpp , & rMask , & gMask , & bMask , & aMask ) ! = SDL_TRUE ) {
error ( " Could not convert system pixel format %s to masks " , SDL_GetPixelFormatName ( defaultMode . format ) ) ;
}
const uint8 bytesPerPixel = SDL_BYTESPERPIXEL ( defaultMode . format ) ;
uint8 rBits , rShift , gBits , gShift , bBits , bShift , aBits , aShift ;
maskToBitCount ( rMask , rBits , rShift ) ;
maskToBitCount ( gMask , gBits , gShift ) ;
maskToBitCount ( bMask , bBits , bShift ) ;
maskToBitCount ( aMask , aBits , aShift ) ;
format = Graphics : : PixelFormat ( bytesPerPixel , rBits , gBits , bBits , aBits , rShift , gShift , bShift , aShift ) ;
_supportedFormats . push_back ( format ) ;
}
# endif
2010-07-12 23:18:44 +00:00
// Some tables with standard formats that we always list
// as "supported". If frontend code tries to use one of
// these, we will perform the necessary format
// conversion in the background. Of course this incurs a
// performance hit, but on desktop ports this should not
// matter. We still push the currently active format to
// the front, so if frontend code just uses the first
// available format, it will get one that is "cheap" to
// use.
const Graphics : : PixelFormat RGBList [ ] = {
// RGBA8888, ARGB8888, RGB888
Graphics : : PixelFormat ( 4 , 8 , 8 , 8 , 8 , 24 , 16 , 8 , 0 ) ,
Graphics : : PixelFormat ( 4 , 8 , 8 , 8 , 8 , 16 , 8 , 0 , 24 ) ,
Graphics : : PixelFormat ( 3 , 8 , 8 , 8 , 0 , 16 , 8 , 0 , 0 ) ,
// RGB565, XRGB1555, RGB555, RGBA4444, ARGB4444
Graphics : : PixelFormat ( 2 , 5 , 6 , 5 , 0 , 11 , 5 , 0 , 0 ) ,
Graphics : : PixelFormat ( 2 , 5 , 5 , 5 , 1 , 10 , 5 , 0 , 15 ) ,
Graphics : : PixelFormat ( 2 , 5 , 5 , 5 , 0 , 10 , 5 , 0 , 0 ) ,
Graphics : : PixelFormat ( 2 , 4 , 4 , 4 , 4 , 12 , 8 , 4 , 0 ) ,
Graphics : : PixelFormat ( 2 , 4 , 4 , 4 , 4 , 8 , 4 , 0 , 12 )
} ;
const Graphics : : PixelFormat BGRList [ ] = {
// ABGR8888, BGRA8888, BGR888
Graphics : : PixelFormat ( 4 , 8 , 8 , 8 , 8 , 0 , 8 , 16 , 24 ) ,
Graphics : : PixelFormat ( 4 , 8 , 8 , 8 , 8 , 8 , 16 , 24 , 0 ) ,
Graphics : : PixelFormat ( 3 , 8 , 8 , 8 , 0 , 0 , 8 , 16 , 0 ) ,
// BGR565, XBGR1555, BGR555, ABGR4444, BGRA4444
Graphics : : PixelFormat ( 2 , 5 , 6 , 5 , 0 , 0 , 5 , 11 , 0 ) ,
Graphics : : PixelFormat ( 2 , 5 , 5 , 5 , 1 , 0 , 5 , 10 , 15 ) ,
Graphics : : PixelFormat ( 2 , 5 , 5 , 5 , 0 , 0 , 5 , 10 , 0 ) ,
Graphics : : PixelFormat ( 2 , 4 , 4 , 4 , 4 , 0 , 4 , 8 , 12 ) ,
Graphics : : PixelFormat ( 2 , 4 , 4 , 4 , 4 , 4 , 8 , 12 , 0 )
} ;
2009-07-10 19:55:06 +00:00
BACKENDS: Refactor OpenGL & SDL graphics backends
This patch refactors the OpenGL and SDL graphics backends,
primarily to unify window scaling and mouse handling, and to
fix coordinate mapping between the ScummVM window and the
virtual game screen when they have different aspect ratios.
Unified code for these two backends has been moved to a new
header-only WindowedGraphicsManager class, so named because it
contains code for managing graphics managers that interact with
a windowing system and render virtual screens within a larger
physical content window.
The biggest behavioral change here is with the coordinate
system mapping:
Previously, mouse offsets were converted by mapping the whole
space within the window as input to the virtual game screen
without maintaining aspect ratio. This was done to prevent
'stickiness' when the mouse cursor was within the window but
outside of the virtual game screen, but it caused noticeable
distortion of mouse movement speed on the axis with blank
space.
Instead of introducing mouse speed distortion to prevent
stickiness, this patch changes coordinate transformation to
show the system cursor when the mouse moves outside of the virtual
game screen when mouse grab is off, or by holding the mouse inside
the virtual game screen (instead of the entire window) when mouse
grab is on.
This patch also improves some other properties of the
GraphicsManager/PaletteManager interfaces:
* Nullipotent operations (getWidth, getHeight, etc.) of the
PaletteManager/GraphicsManager interfaces are now const
* Methods marked `virtual` but not inherited by any subclass have
been de-virtualized
* Extra unnecessary calculations of hardware height in
SurfaceSdlGraphicsManager have been removed
* Methods have been renamed where appropriate for clarity
(setWindowSize -> handleResize, etc.)
* C++11 support improved with `override` specifier added on
overridden virtual methods in subclasses (primarily to avoid
myself accidentally creating new methods in the subclasses
by changing types/names during refactoring)
Additional refactoring can and should be done at some point to
continue to deduplicate code between the OpenGL and SDL backends.
Since the primary goal here was to improve the coordinate mapping,
full refactoring of these backends was not completed here.
2017-07-19 19:15:12 -05:00
if ( _hwScreen ) {
2009-07-10 19:55:06 +00:00
// Get our currently set hardware format
2019-03-01 16:13:13 +00:00
Graphics : : PixelFormat hwFormat = convertSDLPixelFormat ( _hwScreen - > format ) ;
2009-07-10 19:55:06 +00:00
2020-06-29 23:04:41 +01:00
_supportedFormats . push_back ( hwFormat ) ;
2017-08-27 16:31:57 -05:00
# if !SDL_VERSION_ATLEAST(2, 0, 0)
format = hwFormat ;
# endif
2009-07-10 19:55:06 +00:00
}
2010-07-12 23:18:44 +00:00
// TODO: prioritize matching alpha masks
2010-07-12 23:19:08 +00:00
int i ;
// Push some RGB formats
for ( i = 0 ; i < ARRAYSIZE ( RGBList ) ; i + + ) {
BACKENDS: Refactor OpenGL & SDL graphics backends
This patch refactors the OpenGL and SDL graphics backends,
primarily to unify window scaling and mouse handling, and to
fix coordinate mapping between the ScummVM window and the
virtual game screen when they have different aspect ratios.
Unified code for these two backends has been moved to a new
header-only WindowedGraphicsManager class, so named because it
contains code for managing graphics managers that interact with
a windowing system and render virtual screens within a larger
physical content window.
The biggest behavioral change here is with the coordinate
system mapping:
Previously, mouse offsets were converted by mapping the whole
space within the window as input to the virtual game screen
without maintaining aspect ratio. This was done to prevent
'stickiness' when the mouse cursor was within the window but
outside of the virtual game screen, but it caused noticeable
distortion of mouse movement speed on the axis with blank
space.
Instead of introducing mouse speed distortion to prevent
stickiness, this patch changes coordinate transformation to
show the system cursor when the mouse moves outside of the virtual
game screen when mouse grab is off, or by holding the mouse inside
the virtual game screen (instead of the entire window) when mouse
grab is on.
This patch also improves some other properties of the
GraphicsManager/PaletteManager interfaces:
* Nullipotent operations (getWidth, getHeight, etc.) of the
PaletteManager/GraphicsManager interfaces are now const
* Methods marked `virtual` but not inherited by any subclass have
been de-virtualized
* Extra unnecessary calculations of hardware height in
SurfaceSdlGraphicsManager have been removed
* Methods have been renamed where appropriate for clarity
(setWindowSize -> handleResize, etc.)
* C++11 support improved with `override` specifier added on
overridden virtual methods in subclasses (primarily to avoid
myself accidentally creating new methods in the subclasses
by changing types/names during refactoring)
Additional refactoring can and should be done at some point to
continue to deduplicate code between the OpenGL and SDL backends.
Since the primary goal here was to improve the coordinate mapping,
full refactoring of these backends was not completed here.
2017-07-19 19:15:12 -05:00
if ( _hwScreen & & ( RGBList [ i ] . bytesPerPixel > format . bytesPerPixel ) )
2009-07-10 06:46:50 +00:00
continue ;
2010-07-12 23:19:08 +00:00
if ( RGBList [ i ] ! = format )
2010-07-12 23:18:44 +00:00
_supportedFormats . push_back ( RGBList [ i ] ) ;
2010-07-12 23:19:08 +00:00
}
// Push some BGR formats
for ( i = 0 ; i < ARRAYSIZE ( BGRList ) ; i + + ) {
BACKENDS: Refactor OpenGL & SDL graphics backends
This patch refactors the OpenGL and SDL graphics backends,
primarily to unify window scaling and mouse handling, and to
fix coordinate mapping between the ScummVM window and the
virtual game screen when they have different aspect ratios.
Unified code for these two backends has been moved to a new
header-only WindowedGraphicsManager class, so named because it
contains code for managing graphics managers that interact with
a windowing system and render virtual screens within a larger
physical content window.
The biggest behavioral change here is with the coordinate
system mapping:
Previously, mouse offsets were converted by mapping the whole
space within the window as input to the virtual game screen
without maintaining aspect ratio. This was done to prevent
'stickiness' when the mouse cursor was within the window but
outside of the virtual game screen, but it caused noticeable
distortion of mouse movement speed on the axis with blank
space.
Instead of introducing mouse speed distortion to prevent
stickiness, this patch changes coordinate transformation to
show the system cursor when the mouse moves outside of the virtual
game screen when mouse grab is off, or by holding the mouse inside
the virtual game screen (instead of the entire window) when mouse
grab is on.
This patch also improves some other properties of the
GraphicsManager/PaletteManager interfaces:
* Nullipotent operations (getWidth, getHeight, etc.) of the
PaletteManager/GraphicsManager interfaces are now const
* Methods marked `virtual` but not inherited by any subclass have
been de-virtualized
* Extra unnecessary calculations of hardware height in
SurfaceSdlGraphicsManager have been removed
* Methods have been renamed where appropriate for clarity
(setWindowSize -> handleResize, etc.)
* C++11 support improved with `override` specifier added on
overridden virtual methods in subclasses (primarily to avoid
myself accidentally creating new methods in the subclasses
by changing types/names during refactoring)
Additional refactoring can and should be done at some point to
continue to deduplicate code between the OpenGL and SDL backends.
Since the primary goal here was to improve the coordinate mapping,
full refactoring of these backends was not completed here.
2017-07-19 19:15:12 -05:00
if ( _hwScreen & & ( BGRList [ i ] . bytesPerPixel > format . bytesPerPixel ) )
2010-07-12 23:19:08 +00:00
continue ;
if ( BGRList [ i ] ! = format )
2010-07-12 23:18:44 +00:00
_supportedFormats . push_back ( BGRList [ i ] ) ;
2009-07-10 06:46:50 +00:00
}
2010-07-12 23:19:08 +00:00
// Finally, we always supposed 8 bit palette graphics
2010-07-12 23:18:44 +00:00
_supportedFormats . push_back ( Graphics : : PixelFormat : : createFormatCLUT8 ( ) ) ;
2009-07-10 06:46:50 +00:00
}
# endif
2017-10-01 16:23:22 -05:00
int SurfaceSdlGraphicsManager : : getGraphicsModeScale ( int mode ) const {
2021-04-05 20:31:05 +01:00
if ( mode < 0 | | mode > = ( int ) s_supportedGraphicsModes - > size ( ) )
2020-07-02 16:49:50 +01:00
return - 1 ;
2017-10-01 16:23:22 -05:00
2020-07-02 16:49:50 +01:00
return ( * s_supportedGraphicsModesData ) [ mode ] . scaleFactor ;
2017-10-01 16:23:22 -05:00
}
2020-10-09 19:04:07 +02:00
bool SurfaceSdlGraphicsManager : : setGraphicsMode ( int mode , uint flags ) {
2017-10-01 16:23:22 -05:00
Common : : StackLock lock ( _graphicsMutex ) ;
assert ( _transactionMode = = kTransactionActive ) ;
2012-06-04 12:58:03 -04:00
if ( _oldVideoMode . setup & & _oldVideoMode . mode = = mode )
return true ;
2017-10-01 16:23:22 -05:00
2012-06-04 15:51:42 -04:00
int newScaleFactor ;
2017-10-01 16:23:22 -05:00
2021-04-05 20:31:05 +01:00
if ( mode < 0 | | mode > = ( int ) s_supportedGraphicsModes - > size ( ) ) {
2012-06-11 14:59:01 -04:00
warning ( " unknown gfx mode %d " , mode ) ;
return false ;
}
2012-06-05 12:52:07 -04:00
const char * name = ( * s_supportedGraphicsModesData ) [ mode ] . pluginName ;
newScaleFactor = ( * s_supportedGraphicsModesData ) [ mode ] . scaleFactor ;
2012-06-04 12:58:03 -04:00
2012-06-13 12:32:28 -04:00
// Find which plugin corresponds to the desired mode and set
// _scalerIndex accordingly. _scalerPlugin will be updated later.
2018-07-17 12:05:28 +02:00
while ( strcmp ( name , _scalerPlugins [ _scalerIndex ] - > get < ScalerPluginObject > ( ) . getName ( ) ) ! = 0 ) {
2012-06-04 12:58:03 -04:00
_scalerIndex + + ;
2012-06-06 13:52:16 -04:00
if ( _scalerIndex > = _scalerPlugins . size ( ) ) {
2012-06-04 12:58:03 -04:00
_scalerIndex = 0 ;
}
}
2008-11-14 22:08:10 +00:00
if ( _oldVideoMode . setup & & _oldVideoMode . scaleFactor ! = newScaleFactor )
_transactionDetails . needHotswap = true ;
2005-03-20 16:16:09 +00:00
2008-11-14 22:08:10 +00:00
_transactionDetails . needUpdatescreen = true ;
2005-02-22 01:29:27 +00:00
2008-11-14 22:08:10 +00:00
_videoMode . mode = mode ;
2012-05-24 15:41:16 -04:00
_videoMode . scaleFactor = newScaleFactor ;
2005-02-22 01:29:27 +00:00
2008-11-14 22:08:10 +00:00
return true ;
}
2005-02-22 01:29:27 +00:00
2019-07-26 19:17:57 +01:00
void SurfaceSdlGraphicsManager : : setGraphicsModeIntern ( ) {
Common : : StackLock lock ( _graphicsMutex ) ;
2018-07-17 12:39:57 +02:00
if ( ! _screen | | ! _hwScreen )
2012-06-04 15:51:42 -04:00
return ;
2009-01-01 15:06:43 +00:00
2012-07-26 11:33:53 -04:00
2012-06-13 12:32:28 -04:00
// If the _scalerIndex has changed, change scaler plugins
2020-07-01 13:05:31 +01:00
if ( & _scalerPlugins [ _scalerIndex ] - > get < ScalerPluginObject > ( ) ! = _scalerPlugin
# ifdef USE_RGB_COLOR
| | _transactionDetails . formatChanged
# endif
) {
2020-06-29 23:04:41 +01:00
Graphics : : PixelFormat format = convertSDLPixelFormat ( _hwScreen - > format ) ;
2012-08-20 21:34:38 -04:00
if ( _scalerPlugin )
2018-07-17 12:05:28 +02:00
_scalerPlugin - > deinitialize ( ) ;
2012-08-20 21:34:38 -04:00
2018-07-17 12:05:28 +02:00
_scalerPlugin = & _scalerPlugins [ _scalerIndex ] - > get < ScalerPluginObject > ( ) ;
_scalerPlugin - > initialize ( format ) ;
2004-10-15 22:28:12 +00:00
}
2018-07-17 12:05:28 +02:00
_scalerPlugin - > setFactor ( _videoMode . scaleFactor ) ;
2020-07-01 15:51:53 +01:00
_extraPixels = _scalerPlugin - > extraPixels ( ) ;
_useOldSrc = _scalerPlugin - > useOldSource ( ) ;
if ( _useOldSrc ) {
_scalerPlugin - > enableSource ( true ) ;
_scalerPlugin - > setSource ( ( byte * ) _tmpscreen - > pixels , _tmpscreen - > pitch ,
_videoMode . screenWidth , _videoMode . screenHeight , _maxExtraPixels ) ;
}
2004-03-13 14:19:15 +00:00
// Blit everything to the screen
BACKENDS: Refactor OpenGL & SDL graphics backends
This patch refactors the OpenGL and SDL graphics backends,
primarily to unify window scaling and mouse handling, and to
fix coordinate mapping between the ScummVM window and the
virtual game screen when they have different aspect ratios.
Unified code for these two backends has been moved to a new
header-only WindowedGraphicsManager class, so named because it
contains code for managing graphics managers that interact with
a windowing system and render virtual screens within a larger
physical content window.
The biggest behavioral change here is with the coordinate
system mapping:
Previously, mouse offsets were converted by mapping the whole
space within the window as input to the virtual game screen
without maintaining aspect ratio. This was done to prevent
'stickiness' when the mouse cursor was within the window but
outside of the virtual game screen, but it caused noticeable
distortion of mouse movement speed on the axis with blank
space.
Instead of introducing mouse speed distortion to prevent
stickiness, this patch changes coordinate transformation to
show the system cursor when the mouse moves outside of the virtual
game screen when mouse grab is off, or by holding the mouse inside
the virtual game screen (instead of the entire window) when mouse
grab is on.
This patch also improves some other properties of the
GraphicsManager/PaletteManager interfaces:
* Nullipotent operations (getWidth, getHeight, etc.) of the
PaletteManager/GraphicsManager interfaces are now const
* Methods marked `virtual` but not inherited by any subclass have
been de-virtualized
* Extra unnecessary calculations of hardware height in
SurfaceSdlGraphicsManager have been removed
* Methods have been renamed where appropriate for clarity
(setWindowSize -> handleResize, etc.)
* C++11 support improved with `override` specifier added on
overridden virtual methods in subclasses (primarily to avoid
myself accidentally creating new methods in the subclasses
by changing types/names during refactoring)
Additional refactoring can and should be done at some point to
continue to deduplicate code between the OpenGL and SDL backends.
Since the primary goal here was to improve the coordinate mapping,
full refactoring of these backends was not completed here.
2017-07-19 19:15:12 -05:00
_forceRedraw = true ;
2005-02-22 01:29:27 +00:00
2005-04-27 14:47:19 +00:00
// Even if the old and new scale factors are the same, we may have a
// different scaler for the cursor now.
blitCursor ( ) ;
2004-02-29 00:49:40 +00:00
}
2011-06-19 20:08:55 +02:00
int SurfaceSdlGraphicsManager : : getGraphicsMode ( ) const {
2011-06-19 18:49:02 +02:00
assert ( _transactionMode = = kTransactionNone ) ;
2008-11-14 22:08:10 +00:00
return _videoMode . mode ;
2004-02-29 00:49:40 +00:00
}
2009-06-23 02:02:51 +00:00
2018-05-12 19:57:21 +01:00
# if SDL_VERSION_ATLEAST(2, 0, 0)
const OSystem : : GraphicsMode * SurfaceSdlGraphicsManager : : getSupportedStretchModes ( ) const {
return s_supportedStretchModes ;
}
int SurfaceSdlGraphicsManager : : getDefaultStretchMode ( ) const {
return STRETCH_FIT ;
}
bool SurfaceSdlGraphicsManager : : setStretchMode ( int mode ) {
Common : : StackLock lock ( _graphicsMutex ) ;
assert ( _transactionMode = = kTransactionActive ) ;
if ( _oldVideoMode . setup & & _oldVideoMode . stretchMode = = mode )
return true ;
// Check this is a valid mode
const OSystem : : GraphicsMode * sm = s_supportedStretchModes ;
bool found = false ;
while ( sm - > name ) {
if ( sm - > id = = mode ) {
found = true ;
break ;
}
sm + + ;
}
if ( ! found ) {
warning ( " unknown stretch mode %d " , mode ) ;
return false ;
}
_transactionDetails . needUpdatescreen = true ;
_transactionDetails . needDisplayResize = true ;
_videoMode . stretchMode = mode ;
return true ;
}
int SurfaceSdlGraphicsManager : : getStretchMode ( ) const {
return _videoMode . stretchMode ;
}
# endif
2011-06-19 20:08:55 +02:00
void SurfaceSdlGraphicsManager : : initSize ( uint w , uint h , const Graphics : : PixelFormat * format ) {
2009-06-10 05:35:18 +00:00
assert ( _transactionMode = = kTransactionActive ) ;
2019-11-15 01:38:21 -08:00
_gameScreenShakeXOffset = 0 ;
_gameScreenShakeYOffset = 0 ;
2017-12-01 11:41:49 -06:00
2009-08-21 18:16:37 +00:00
# ifdef USE_RGB_COLOR
2009-06-10 05:35:18 +00:00
//avoid redundant format changes
2009-06-30 07:30:57 +00:00
Graphics : : PixelFormat newFormat ;
2009-06-27 05:58:44 +00:00
if ( ! format )
2009-07-08 16:07:58 +00:00
newFormat = Graphics : : PixelFormat : : createFormatCLUT8 ( ) ;
2009-06-30 07:30:57 +00:00
else
newFormat = * format ;
2009-06-10 05:35:18 +00:00
2009-06-30 07:30:57 +00:00
assert ( newFormat . bytesPerPixel > 0 ) ;
2009-06-27 05:58:44 +00:00
2009-11-10 22:12:10 +00:00
if ( newFormat ! = _videoMode . format ) {
2009-06-30 07:30:57 +00:00
_videoMode . format = newFormat ;
2009-06-23 02:02:51 +00:00
_transactionDetails . formatChanged = true ;
2009-06-30 07:30:57 +00:00
_screenFormat = newFormat ;
2009-06-23 02:02:51 +00:00
}
2009-06-10 05:35:18 +00:00
# endif
2004-02-29 00:49:40 +00:00
2017-08-27 22:21:05 -05:00
# if !SDL_VERSION_ATLEAST(2, 0, 0)
// Avoid redundant res changes, only in SDL1. In SDL2, redundancies may not
// actually be redundant if ScummVM is switching between game engines and
// the screen dimensions are being reinitialized, since window resizing is
// supposed to reset when this happens
2008-11-14 22:08:10 +00:00
if ( ( int ) w = = _videoMode . screenWidth & & ( int ) h = = _videoMode . screenHeight )
2004-02-29 00:49:40 +00:00
return ;
2017-08-27 22:21:05 -05:00
# endif
2004-02-29 00:49:40 +00:00
2017-10-01 16:23:22 -05:00
if ( ( int ) w ! = _videoMode . screenWidth | | ( int ) h ! = _videoMode . screenHeight ) {
const bool useDefault = defaultGraphicsModeConfig ( ) ;
if ( useDefault & & w > 320 ) {
2012-06-11 14:32:45 -04:00
// 0 will currently always be Normal1x scaling
setGraphicsMode ( 0 ) ;
2017-10-01 16:23:22 -05:00
} else {
2021-03-22 00:38:35 +00:00
setGraphicsMode ( getGraphicsModeIdByName ( ConfMan . get ( " gfx_mode " ) ) ) ;
2017-10-01 16:23:22 -05:00
}
}
2008-11-14 22:08:10 +00:00
_videoMode . screenWidth = w ;
_videoMode . screenHeight = h ;
2004-02-29 00:49:40 +00:00
2008-11-14 22:08:10 +00:00
_transactionDetails . sizeChanged = true ;
2004-02-29 00:49:40 +00:00
}
2009-08-10 18:03:54 +00:00
static void fixupResolutionForAspectRatio ( AspectRatio desiredAspectRatio , int & width , int & height ) {
assert ( & width ! = & height ) ;
if ( desiredAspectRatio . isAuto ( ) )
return ;
2010-01-25 01:39:44 +00:00
2009-08-10 18:03:54 +00:00
int kw = desiredAspectRatio . kw ( ) ;
int kh = desiredAspectRatio . kh ( ) ;
const int w = width ;
const int h = height ;
2015-01-25 01:34:57 +01:00
int bestW = 0 , bestH = 0 ;
uint bestMetric = ( uint ) - 1 ; // Metric is wasted space
# if SDL_VERSION_ATLEAST(2, 0, 0)
const int numModes = SDL_GetNumDisplayModes ( 0 ) ;
SDL_DisplayMode modeData , * mode = & modeData ;
for ( int i = 0 ; i < numModes ; + + i ) {
if ( SDL_GetDisplayMode ( 0 , i , & modeData ) ) {
continue ;
}
# else
2009-08-10 18:03:54 +00:00
SDL_Rect const * const * availableModes = SDL_ListModes ( NULL , SDL_FULLSCREEN | SDL_SWSURFACE ) ; //TODO : Maybe specify a pixel format
assert ( availableModes ) ;
while ( const SDL_Rect * mode = * availableModes + + ) {
2015-01-25 01:34:57 +01:00
# endif
2009-08-10 18:03:54 +00:00
if ( mode - > w < w )
continue ;
if ( mode - > h < h )
continue ;
if ( mode - > h * kw ! = mode - > w * kh )
continue ;
uint metric = mode - > w * mode - > h - w * h ;
if ( metric > bestMetric )
continue ;
bestMetric = metric ;
2015-01-25 01:34:57 +01:00
bestW = mode - > w ;
bestH = mode - > h ;
// Make editors a bit more happy by having the same amount of closing as
// opening curley braces.
# if SDL_VERSION_ATLEAST(2, 0, 0)
2009-08-10 18:03:54 +00:00
}
2015-01-25 01:34:57 +01:00
# else
}
# endif
2009-08-10 18:03:54 +00:00
2015-01-25 01:34:57 +01:00
if ( ! bestW | | ! bestH ) {
2010-09-18 10:55:16 +00:00
warning ( " Unable to enforce the desired aspect ratio " ) ;
2009-08-10 18:03:54 +00:00
return ;
}
2015-01-25 01:34:57 +01:00
width = bestW ;
height = bestH ;
2009-08-10 18:03:54 +00:00
}
2020-03-11 14:53:29 +00:00
void SurfaceSdlGraphicsManager : : setupHardwareSize ( ) {
2008-11-14 22:08:10 +00:00
_videoMode . overlayWidth = _videoMode . screenWidth * _videoMode . scaleFactor ;
_videoMode . overlayHeight = _videoMode . screenHeight * _videoMode . scaleFactor ;
2006-05-17 23:52:45 +00:00
2008-11-14 22:08:10 +00:00
if ( _videoMode . screenHeight ! = 200 & & _videoMode . screenHeight ! = 400 )
2009-05-01 09:09:07 +00:00
_videoMode . aspectRatioCorrection = false ;
2005-11-07 08:35:50 +00:00
BACKENDS: Refactor OpenGL & SDL graphics backends
This patch refactors the OpenGL and SDL graphics backends,
primarily to unify window scaling and mouse handling, and to
fix coordinate mapping between the ScummVM window and the
virtual game screen when they have different aspect ratios.
Unified code for these two backends has been moved to a new
header-only WindowedGraphicsManager class, so named because it
contains code for managing graphics managers that interact with
a windowing system and render virtual screens within a larger
physical content window.
The biggest behavioral change here is with the coordinate
system mapping:
Previously, mouse offsets were converted by mapping the whole
space within the window as input to the virtual game screen
without maintaining aspect ratio. This was done to prevent
'stickiness' when the mouse cursor was within the window but
outside of the virtual game screen, but it caused noticeable
distortion of mouse movement speed on the axis with blank
space.
Instead of introducing mouse speed distortion to prevent
stickiness, this patch changes coordinate transformation to
show the system cursor when the mouse moves outside of the virtual
game screen when mouse grab is off, or by holding the mouse inside
the virtual game screen (instead of the entire window) when mouse
grab is on.
This patch also improves some other properties of the
GraphicsManager/PaletteManager interfaces:
* Nullipotent operations (getWidth, getHeight, etc.) of the
PaletteManager/GraphicsManager interfaces are now const
* Methods marked `virtual` but not inherited by any subclass have
been de-virtualized
* Extra unnecessary calculations of hardware height in
SurfaceSdlGraphicsManager have been removed
* Methods have been renamed where appropriate for clarity
(setWindowSize -> handleResize, etc.)
* C++11 support improved with `override` specifier added on
overridden virtual methods in subclasses (primarily to avoid
myself accidentally creating new methods in the subclasses
by changing types/names during refactoring)
Additional refactoring can and should be done at some point to
continue to deduplicate code between the OpenGL and SDL backends.
Since the primary goal here was to improve the coordinate mapping,
full refactoring of these backends was not completed here.
2017-07-19 19:15:12 -05:00
_videoMode . hardwareWidth = _videoMode . screenWidth * _videoMode . scaleFactor ;
_videoMode . hardwareHeight = _videoMode . screenHeight * _videoMode . scaleFactor ;
if ( _videoMode . aspectRatioCorrection ) {
2008-11-14 22:08:10 +00:00
_videoMode . overlayHeight = real2Aspect ( _videoMode . overlayHeight ) ;
BACKENDS: Refactor OpenGL & SDL graphics backends
This patch refactors the OpenGL and SDL graphics backends,
primarily to unify window scaling and mouse handling, and to
fix coordinate mapping between the ScummVM window and the
virtual game screen when they have different aspect ratios.
Unified code for these two backends has been moved to a new
header-only WindowedGraphicsManager class, so named because it
contains code for managing graphics managers that interact with
a windowing system and render virtual screens within a larger
physical content window.
The biggest behavioral change here is with the coordinate
system mapping:
Previously, mouse offsets were converted by mapping the whole
space within the window as input to the virtual game screen
without maintaining aspect ratio. This was done to prevent
'stickiness' when the mouse cursor was within the window but
outside of the virtual game screen, but it caused noticeable
distortion of mouse movement speed on the axis with blank
space.
Instead of introducing mouse speed distortion to prevent
stickiness, this patch changes coordinate transformation to
show the system cursor when the mouse moves outside of the virtual
game screen when mouse grab is off, or by holding the mouse inside
the virtual game screen (instead of the entire window) when mouse
grab is on.
This patch also improves some other properties of the
GraphicsManager/PaletteManager interfaces:
* Nullipotent operations (getWidth, getHeight, etc.) of the
PaletteManager/GraphicsManager interfaces are now const
* Methods marked `virtual` but not inherited by any subclass have
been de-virtualized
* Extra unnecessary calculations of hardware height in
SurfaceSdlGraphicsManager have been removed
* Methods have been renamed where appropriate for clarity
(setWindowSize -> handleResize, etc.)
* C++11 support improved with `override` specifier added on
overridden virtual methods in subclasses (primarily to avoid
myself accidentally creating new methods in the subclasses
by changing types/names during refactoring)
Additional refactoring can and should be done at some point to
continue to deduplicate code between the OpenGL and SDL backends.
Since the primary goal here was to improve the coordinate mapping,
full refactoring of these backends was not completed here.
2017-07-19 19:15:12 -05:00
_videoMode . hardwareHeight = real2Aspect ( _videoMode . hardwareHeight ) ;
}
2020-03-11 14:53:29 +00:00
}
2006-05-17 23:52:45 +00:00
2020-03-11 14:53:29 +00:00
bool SurfaceSdlGraphicsManager : : loadGFXMode ( ) {
_forceRedraw = true ;
setupHardwareSize ( ) ;
2006-06-03 01:05:09 +00:00
2004-02-29 00:49:40 +00:00
//
// Create the surface that contains the 8 bit game data
//
2017-09-13 23:57:04 -05:00
const Graphics : : PixelFormat & format = _screenFormat ;
const Uint32 rMask = ( ( 0xFF > > format . rLoss ) < < format . rShift ) ;
const Uint32 gMask = ( ( 0xFF > > format . gLoss ) < < format . gShift ) ;
const Uint32 bMask = ( ( 0xFF > > format . bLoss ) < < format . bShift ) ;
const Uint32 aMask = ( ( 0xFF > > format . aLoss ) < < format . aShift ) ;
2010-01-25 01:39:44 +00:00
_screen = SDL_CreateRGBSurface ( SDL_SWSURFACE , _videoMode . screenWidth , _videoMode . screenHeight ,
2017-09-13 23:57:04 -05:00
_screenFormat . bytesPerPixel * 8 , rMask , gMask , bMask , aMask ) ;
2009-06-10 05:35:18 +00:00
if ( _screen = = NULL )
error ( " allocating _screen failed " ) ;
2017-09-13 23:57:04 -05:00
# ifdef USE_RGB_COLOR
2014-01-11 16:36:04 +01:00
// Avoid having SDL_SRCALPHA set even if we supplied an alpha-channel in the format.
SDL_SetAlpha ( _screen , 0 , 255 ) ;
2009-06-10 05:35:18 +00:00
# endif
2004-02-29 00:49:40 +00:00
2011-07-02 22:14:13 +02:00
// SDL 1.2 palettes default to all black,
// SDL 1.3 palettes default to all white,
// Thus set our own default palette to all black.
// SDL_SetColors does nothing for non indexed surfaces.
2011-06-26 10:35:40 +02:00
SDL_SetColors ( _screen , _currentPalette , 0 , 256 ) ;
2004-02-29 00:49:40 +00:00
//
// Create the surface that contains the scaled graphics in 16 bit mode
//
2009-08-12 04:36:01 +00:00
if ( _videoMode . fullscreen ) {
2009-08-10 18:03:54 +00:00
fixupResolutionForAspectRatio ( _videoMode . desiredAspectRatio , _videoMode . hardwareWidth , _videoMode . hardwareHeight ) ;
}
2013-05-17 00:18:09 +03:00
2013-07-04 14:54:56 +03:00
# ifdef ENABLE_EVENTRECORDER
2013-05-17 00:18:09 +03:00
_displayDisabled = ConfMan . getBool ( " disable_display " ) ;
if ( _displayDisabled ) {
BACKENDS: Refactor OpenGL & SDL graphics backends
This patch refactors the OpenGL and SDL graphics backends,
primarily to unify window scaling and mouse handling, and to
fix coordinate mapping between the ScummVM window and the
virtual game screen when they have different aspect ratios.
Unified code for these two backends has been moved to a new
header-only WindowedGraphicsManager class, so named because it
contains code for managing graphics managers that interact with
a windowing system and render virtual screens within a larger
physical content window.
The biggest behavioral change here is with the coordinate
system mapping:
Previously, mouse offsets were converted by mapping the whole
space within the window as input to the virtual game screen
without maintaining aspect ratio. This was done to prevent
'stickiness' when the mouse cursor was within the window but
outside of the virtual game screen, but it caused noticeable
distortion of mouse movement speed on the axis with blank
space.
Instead of introducing mouse speed distortion to prevent
stickiness, this patch changes coordinate transformation to
show the system cursor when the mouse moves outside of the virtual
game screen when mouse grab is off, or by holding the mouse inside
the virtual game screen (instead of the entire window) when mouse
grab is on.
This patch also improves some other properties of the
GraphicsManager/PaletteManager interfaces:
* Nullipotent operations (getWidth, getHeight, etc.) of the
PaletteManager/GraphicsManager interfaces are now const
* Methods marked `virtual` but not inherited by any subclass have
been de-virtualized
* Extra unnecessary calculations of hardware height in
SurfaceSdlGraphicsManager have been removed
* Methods have been renamed where appropriate for clarity
(setWindowSize -> handleResize, etc.)
* C++11 support improved with `override` specifier added on
overridden virtual methods in subclasses (primarily to avoid
myself accidentally creating new methods in the subclasses
by changing types/names during refactoring)
Additional refactoring can and should be done at some point to
continue to deduplicate code between the OpenGL and SDL backends.
Since the primary goal here was to improve the coordinate mapping,
full refactoring of these backends was not completed here.
2017-07-19 19:15:12 -05:00
_hwScreen = g_eventRec . getSurface ( _videoMode . hardwareWidth , _videoMode . hardwareHeight ) ;
2013-07-14 19:01:47 +02:00
} else
2013-05-17 00:18:09 +03:00
# endif
2015-05-20 00:08:42 +02:00
{
2016-02-17 16:17:39 +01:00
# if defined(WIN32) && !SDL_VERSION_ATLEAST(2, 0, 0)
// Save the original bpp to be able to restore the video mode on
// unload. See _originalBitsPerPixel documentation.
2015-05-15 23:36:40 -04:00
if ( _originalBitsPerPixel = = 0 ) {
const SDL_VideoInfo * videoInfo = SDL_GetVideoInfo ( ) ;
_originalBitsPerPixel = videoInfo - > vfmt - > BitsPerPixel ;
}
2015-05-20 00:08:42 +02:00
# endif
2015-05-15 23:36:40 -04:00
BACKENDS: Refactor OpenGL & SDL graphics backends
This patch refactors the OpenGL and SDL graphics backends,
primarily to unify window scaling and mouse handling, and to
fix coordinate mapping between the ScummVM window and the
virtual game screen when they have different aspect ratios.
Unified code for these two backends has been moved to a new
header-only WindowedGraphicsManager class, so named because it
contains code for managing graphics managers that interact with
a windowing system and render virtual screens within a larger
physical content window.
The biggest behavioral change here is with the coordinate
system mapping:
Previously, mouse offsets were converted by mapping the whole
space within the window as input to the virtual game screen
without maintaining aspect ratio. This was done to prevent
'stickiness' when the mouse cursor was within the window but
outside of the virtual game screen, but it caused noticeable
distortion of mouse movement speed on the axis with blank
space.
Instead of introducing mouse speed distortion to prevent
stickiness, this patch changes coordinate transformation to
show the system cursor when the mouse moves outside of the virtual
game screen when mouse grab is off, or by holding the mouse inside
the virtual game screen (instead of the entire window) when mouse
grab is on.
This patch also improves some other properties of the
GraphicsManager/PaletteManager interfaces:
* Nullipotent operations (getWidth, getHeight, etc.) of the
PaletteManager/GraphicsManager interfaces are now const
* Methods marked `virtual` but not inherited by any subclass have
been de-virtualized
* Extra unnecessary calculations of hardware height in
SurfaceSdlGraphicsManager have been removed
* Methods have been renamed where appropriate for clarity
(setWindowSize -> handleResize, etc.)
* C++11 support improved with `override` specifier added on
overridden virtual methods in subclasses (primarily to avoid
myself accidentally creating new methods in the subclasses
by changing types/names during refactoring)
Additional refactoring can and should be done at some point to
continue to deduplicate code between the OpenGL and SDL backends.
Since the primary goal here was to improve the coordinate mapping,
full refactoring of these backends was not completed here.
2017-07-19 19:15:12 -05:00
_hwScreen = SDL_SetVideoMode ( _videoMode . hardwareWidth , _videoMode . hardwareHeight , 16 ,
2013-05-17 00:18:09 +03:00
_videoMode . fullscreen ? ( SDL_FULLSCREEN | SDL_SWSURFACE ) : SDL_SWSURFACE
) ;
}
2010-07-12 23:18:44 +00:00
# ifdef USE_RGB_COLOR
detectSupportedFormats ( ) ;
# endif
BACKENDS: Refactor OpenGL & SDL graphics backends
This patch refactors the OpenGL and SDL graphics backends,
primarily to unify window scaling and mouse handling, and to
fix coordinate mapping between the ScummVM window and the
virtual game screen when they have different aspect ratios.
Unified code for these two backends has been moved to a new
header-only WindowedGraphicsManager class, so named because it
contains code for managing graphics managers that interact with
a windowing system and render virtual screens within a larger
physical content window.
The biggest behavioral change here is with the coordinate
system mapping:
Previously, mouse offsets were converted by mapping the whole
space within the window as input to the virtual game screen
without maintaining aspect ratio. This was done to prevent
'stickiness' when the mouse cursor was within the window but
outside of the virtual game screen, but it caused noticeable
distortion of mouse movement speed on the axis with blank
space.
Instead of introducing mouse speed distortion to prevent
stickiness, this patch changes coordinate transformation to
show the system cursor when the mouse moves outside of the virtual
game screen when mouse grab is off, or by holding the mouse inside
the virtual game screen (instead of the entire window) when mouse
grab is on.
This patch also improves some other properties of the
GraphicsManager/PaletteManager interfaces:
* Nullipotent operations (getWidth, getHeight, etc.) of the
PaletteManager/GraphicsManager interfaces are now const
* Methods marked `virtual` but not inherited by any subclass have
been de-virtualized
* Extra unnecessary calculations of hardware height in
SurfaceSdlGraphicsManager have been removed
* Methods have been renamed where appropriate for clarity
(setWindowSize -> handleResize, etc.)
* C++11 support improved with `override` specifier added on
overridden virtual methods in subclasses (primarily to avoid
myself accidentally creating new methods in the subclasses
by changing types/names during refactoring)
Additional refactoring can and should be done at some point to
continue to deduplicate code between the OpenGL and SDL backends.
Since the primary goal here was to improve the coordinate mapping,
full refactoring of these backends was not completed here.
2017-07-19 19:15:12 -05:00
if ( _hwScreen = = NULL ) {
2004-02-29 00:49:40 +00:00
// DON'T use error(), as this tries to bring up the debug
BACKENDS: Refactor OpenGL & SDL graphics backends
This patch refactors the OpenGL and SDL graphics backends,
primarily to unify window scaling and mouse handling, and to
fix coordinate mapping between the ScummVM window and the
virtual game screen when they have different aspect ratios.
Unified code for these two backends has been moved to a new
header-only WindowedGraphicsManager class, so named because it
contains code for managing graphics managers that interact with
a windowing system and render virtual screens within a larger
physical content window.
The biggest behavioral change here is with the coordinate
system mapping:
Previously, mouse offsets were converted by mapping the whole
space within the window as input to the virtual game screen
without maintaining aspect ratio. This was done to prevent
'stickiness' when the mouse cursor was within the window but
outside of the virtual game screen, but it caused noticeable
distortion of mouse movement speed on the axis with blank
space.
Instead of introducing mouse speed distortion to prevent
stickiness, this patch changes coordinate transformation to
show the system cursor when the mouse moves outside of the virtual
game screen when mouse grab is off, or by holding the mouse inside
the virtual game screen (instead of the entire window) when mouse
grab is on.
This patch also improves some other properties of the
GraphicsManager/PaletteManager interfaces:
* Nullipotent operations (getWidth, getHeight, etc.) of the
PaletteManager/GraphicsManager interfaces are now const
* Methods marked `virtual` but not inherited by any subclass have
been de-virtualized
* Extra unnecessary calculations of hardware height in
SurfaceSdlGraphicsManager have been removed
* Methods have been renamed where appropriate for clarity
(setWindowSize -> handleResize, etc.)
* C++11 support improved with `override` specifier added on
overridden virtual methods in subclasses (primarily to avoid
myself accidentally creating new methods in the subclasses
by changing types/names during refactoring)
Additional refactoring can and should be done at some point to
continue to deduplicate code between the OpenGL and SDL backends.
Since the primary goal here was to improve the coordinate mapping,
full refactoring of these backends was not completed here.
2017-07-19 19:15:12 -05:00
// console, which WON'T WORK now that _hwScreen is hosed.
2004-02-29 00:49:40 +00:00
2008-11-14 22:08:10 +00:00
if ( ! _oldVideoMode . setup ) {
warning ( " SDL_SetVideoMode says we can't switch to that mode (%s) " , SDL_GetError ( ) ) ;
2010-06-05 22:45:36 +00:00
g_system - > quit ( ) ;
2008-11-14 22:08:10 +00:00
} else {
return false ;
}
2004-02-29 00:49:40 +00:00
}
BACKENDS: Refactor OpenGL & SDL graphics backends
This patch refactors the OpenGL and SDL graphics backends,
primarily to unify window scaling and mouse handling, and to
fix coordinate mapping between the ScummVM window and the
virtual game screen when they have different aspect ratios.
Unified code for these two backends has been moved to a new
header-only WindowedGraphicsManager class, so named because it
contains code for managing graphics managers that interact with
a windowing system and render virtual screens within a larger
physical content window.
The biggest behavioral change here is with the coordinate
system mapping:
Previously, mouse offsets were converted by mapping the whole
space within the window as input to the virtual game screen
without maintaining aspect ratio. This was done to prevent
'stickiness' when the mouse cursor was within the window but
outside of the virtual game screen, but it caused noticeable
distortion of mouse movement speed on the axis with blank
space.
Instead of introducing mouse speed distortion to prevent
stickiness, this patch changes coordinate transformation to
show the system cursor when the mouse moves outside of the virtual
game screen when mouse grab is off, or by holding the mouse inside
the virtual game screen (instead of the entire window) when mouse
grab is on.
This patch also improves some other properties of the
GraphicsManager/PaletteManager interfaces:
* Nullipotent operations (getWidth, getHeight, etc.) of the
PaletteManager/GraphicsManager interfaces are now const
* Methods marked `virtual` but not inherited by any subclass have
been de-virtualized
* Extra unnecessary calculations of hardware height in
SurfaceSdlGraphicsManager have been removed
* Methods have been renamed where appropriate for clarity
(setWindowSize -> handleResize, etc.)
* C++11 support improved with `override` specifier added on
overridden virtual methods in subclasses (primarily to avoid
myself accidentally creating new methods in the subclasses
by changing types/names during refactoring)
Additional refactoring can and should be done at some point to
continue to deduplicate code between the OpenGL and SDL backends.
Since the primary goal here was to improve the coordinate mapping,
full refactoring of these backends was not completed here.
2017-07-19 19:15:12 -05:00
# if !SDL_VERSION_ATLEAST(2, 0, 0)
2020-10-29 17:30:05 +00:00
handleResize ( _videoMode . hardwareWidth , _videoMode . hardwareHeight ) ;
BACKENDS: Refactor OpenGL & SDL graphics backends
This patch refactors the OpenGL and SDL graphics backends,
primarily to unify window scaling and mouse handling, and to
fix coordinate mapping between the ScummVM window and the
virtual game screen when they have different aspect ratios.
Unified code for these two backends has been moved to a new
header-only WindowedGraphicsManager class, so named because it
contains code for managing graphics managers that interact with
a windowing system and render virtual screens within a larger
physical content window.
The biggest behavioral change here is with the coordinate
system mapping:
Previously, mouse offsets were converted by mapping the whole
space within the window as input to the virtual game screen
without maintaining aspect ratio. This was done to prevent
'stickiness' when the mouse cursor was within the window but
outside of the virtual game screen, but it caused noticeable
distortion of mouse movement speed on the axis with blank
space.
Instead of introducing mouse speed distortion to prevent
stickiness, this patch changes coordinate transformation to
show the system cursor when the mouse moves outside of the virtual
game screen when mouse grab is off, or by holding the mouse inside
the virtual game screen (instead of the entire window) when mouse
grab is on.
This patch also improves some other properties of the
GraphicsManager/PaletteManager interfaces:
* Nullipotent operations (getWidth, getHeight, etc.) of the
PaletteManager/GraphicsManager interfaces are now const
* Methods marked `virtual` but not inherited by any subclass have
been de-virtualized
* Extra unnecessary calculations of hardware height in
SurfaceSdlGraphicsManager have been removed
* Methods have been renamed where appropriate for clarity
(setWindowSize -> handleResize, etc.)
* C++11 support improved with `override` specifier added on
overridden virtual methods in subclasses (primarily to avoid
myself accidentally creating new methods in the subclasses
by changing types/names during refactoring)
Additional refactoring can and should be done at some point to
continue to deduplicate code between the OpenGL and SDL backends.
Since the primary goal here was to improve the coordinate mapping,
full refactoring of these backends was not completed here.
2017-07-19 19:15:12 -05:00
# endif
2004-02-29 00:49:40 +00:00
//
// Create the surface used for the graphics in 16 bit before scaling, and also the overlay
//
// Need some extra bytes around when using 2xSaI
2012-05-29 15:56:26 -04:00
_tmpscreen = SDL_CreateRGBSurface ( SDL_SWSURFACE , _videoMode . screenWidth + _maxExtraPixels * 2 ,
_videoMode . screenHeight + _maxExtraPixels * 2 ,
2005-05-06 10:07:33 +00:00
16 ,
BACKENDS: Refactor OpenGL & SDL graphics backends
This patch refactors the OpenGL and SDL graphics backends,
primarily to unify window scaling and mouse handling, and to
fix coordinate mapping between the ScummVM window and the
virtual game screen when they have different aspect ratios.
Unified code for these two backends has been moved to a new
header-only WindowedGraphicsManager class, so named because it
contains code for managing graphics managers that interact with
a windowing system and render virtual screens within a larger
physical content window.
The biggest behavioral change here is with the coordinate
system mapping:
Previously, mouse offsets were converted by mapping the whole
space within the window as input to the virtual game screen
without maintaining aspect ratio. This was done to prevent
'stickiness' when the mouse cursor was within the window but
outside of the virtual game screen, but it caused noticeable
distortion of mouse movement speed on the axis with blank
space.
Instead of introducing mouse speed distortion to prevent
stickiness, this patch changes coordinate transformation to
show the system cursor when the mouse moves outside of the virtual
game screen when mouse grab is off, or by holding the mouse inside
the virtual game screen (instead of the entire window) when mouse
grab is on.
This patch also improves some other properties of the
GraphicsManager/PaletteManager interfaces:
* Nullipotent operations (getWidth, getHeight, etc.) of the
PaletteManager/GraphicsManager interfaces are now const
* Methods marked `virtual` but not inherited by any subclass have
been de-virtualized
* Extra unnecessary calculations of hardware height in
SurfaceSdlGraphicsManager have been removed
* Methods have been renamed where appropriate for clarity
(setWindowSize -> handleResize, etc.)
* C++11 support improved with `override` specifier added on
overridden virtual methods in subclasses (primarily to avoid
myself accidentally creating new methods in the subclasses
by changing types/names during refactoring)
Additional refactoring can and should be done at some point to
continue to deduplicate code between the OpenGL and SDL backends.
Since the primary goal here was to improve the coordinate mapping,
full refactoring of these backends was not completed here.
2017-07-19 19:15:12 -05:00
_hwScreen - > format - > Rmask ,
_hwScreen - > format - > Gmask ,
_hwScreen - > format - > Bmask ,
_hwScreen - > format - > Amask ) ;
2004-02-29 00:49:40 +00:00
if ( _tmpscreen = = NULL )
2004-03-13 14:19:15 +00:00
error ( " allocating _tmpscreen failed " ) ;
2005-03-09 23:07:32 +00:00
2012-07-02 18:58:05 -04:00
if ( _useOldSrc ) {
2012-07-03 15:31:17 -04:00
// Create surface containing previous frame's data to pass to scaler
2018-07-17 12:05:28 +02:00
_scalerPlugin - > setSource ( ( byte * ) _tmpscreen - > pixels , _tmpscreen - > pitch ,
2012-07-24 16:48:06 -04:00
_videoMode . screenWidth , _videoMode . screenHeight , _maxExtraPixels ) ;
2012-07-02 18:58:05 -04:00
}
2008-11-14 22:08:10 +00:00
_overlayscreen = SDL_CreateRGBSurface ( SDL_SWSURFACE , _videoMode . overlayWidth , _videoMode . overlayHeight ,
2005-05-06 10:07:33 +00:00
16 ,
BACKENDS: Refactor OpenGL & SDL graphics backends
This patch refactors the OpenGL and SDL graphics backends,
primarily to unify window scaling and mouse handling, and to
fix coordinate mapping between the ScummVM window and the
virtual game screen when they have different aspect ratios.
Unified code for these two backends has been moved to a new
header-only WindowedGraphicsManager class, so named because it
contains code for managing graphics managers that interact with
a windowing system and render virtual screens within a larger
physical content window.
The biggest behavioral change here is with the coordinate
system mapping:
Previously, mouse offsets were converted by mapping the whole
space within the window as input to the virtual game screen
without maintaining aspect ratio. This was done to prevent
'stickiness' when the mouse cursor was within the window but
outside of the virtual game screen, but it caused noticeable
distortion of mouse movement speed on the axis with blank
space.
Instead of introducing mouse speed distortion to prevent
stickiness, this patch changes coordinate transformation to
show the system cursor when the mouse moves outside of the virtual
game screen when mouse grab is off, or by holding the mouse inside
the virtual game screen (instead of the entire window) when mouse
grab is on.
This patch also improves some other properties of the
GraphicsManager/PaletteManager interfaces:
* Nullipotent operations (getWidth, getHeight, etc.) of the
PaletteManager/GraphicsManager interfaces are now const
* Methods marked `virtual` but not inherited by any subclass have
been de-virtualized
* Extra unnecessary calculations of hardware height in
SurfaceSdlGraphicsManager have been removed
* Methods have been renamed where appropriate for clarity
(setWindowSize -> handleResize, etc.)
* C++11 support improved with `override` specifier added on
overridden virtual methods in subclasses (primarily to avoid
myself accidentally creating new methods in the subclasses
by changing types/names during refactoring)
Additional refactoring can and should be done at some point to
continue to deduplicate code between the OpenGL and SDL backends.
Since the primary goal here was to improve the coordinate mapping,
full refactoring of these backends was not completed here.
2017-07-19 19:15:12 -05:00
_hwScreen - > format - > Rmask ,
_hwScreen - > format - > Gmask ,
_hwScreen - > format - > Bmask ,
_hwScreen - > format - > Amask ) ;
2005-03-09 23:07:32 +00:00
if ( _overlayscreen = = NULL )
error ( " allocating _overlayscreen failed " ) ;
2019-03-01 16:13:13 +00:00
_overlayFormat = convertSDLPixelFormat ( _overlayscreen - > format ) ;
2008-11-03 13:44:59 +00:00
2012-05-29 15:56:26 -04:00
_tmpscreen2 = SDL_CreateRGBSurface ( SDL_SWSURFACE , _videoMode . overlayWidth + _maxExtraPixels * 2 ,
_videoMode . overlayHeight + _maxExtraPixels * 2 ,
2005-05-06 10:07:33 +00:00
16 ,
BACKENDS: Refactor OpenGL & SDL graphics backends
This patch refactors the OpenGL and SDL graphics backends,
primarily to unify window scaling and mouse handling, and to
fix coordinate mapping between the ScummVM window and the
virtual game screen when they have different aspect ratios.
Unified code for these two backends has been moved to a new
header-only WindowedGraphicsManager class, so named because it
contains code for managing graphics managers that interact with
a windowing system and render virtual screens within a larger
physical content window.
The biggest behavioral change here is with the coordinate
system mapping:
Previously, mouse offsets were converted by mapping the whole
space within the window as input to the virtual game screen
without maintaining aspect ratio. This was done to prevent
'stickiness' when the mouse cursor was within the window but
outside of the virtual game screen, but it caused noticeable
distortion of mouse movement speed on the axis with blank
space.
Instead of introducing mouse speed distortion to prevent
stickiness, this patch changes coordinate transformation to
show the system cursor when the mouse moves outside of the virtual
game screen when mouse grab is off, or by holding the mouse inside
the virtual game screen (instead of the entire window) when mouse
grab is on.
This patch also improves some other properties of the
GraphicsManager/PaletteManager interfaces:
* Nullipotent operations (getWidth, getHeight, etc.) of the
PaletteManager/GraphicsManager interfaces are now const
* Methods marked `virtual` but not inherited by any subclass have
been de-virtualized
* Extra unnecessary calculations of hardware height in
SurfaceSdlGraphicsManager have been removed
* Methods have been renamed where appropriate for clarity
(setWindowSize -> handleResize, etc.)
* C++11 support improved with `override` specifier added on
overridden virtual methods in subclasses (primarily to avoid
myself accidentally creating new methods in the subclasses
by changing types/names during refactoring)
Additional refactoring can and should be done at some point to
continue to deduplicate code between the OpenGL and SDL backends.
Since the primary goal here was to improve the coordinate mapping,
full refactoring of these backends was not completed here.
2017-07-19 19:15:12 -05:00
_hwScreen - > format - > Rmask ,
_hwScreen - > format - > Gmask ,
_hwScreen - > format - > Bmask ,
_hwScreen - > format - > Amask ) ;
2005-03-09 23:07:32 +00:00
if ( _tmpscreen2 = = NULL )
error ( " allocating _tmpscreen2 failed " ) ;
2008-11-14 22:08:10 +00:00
return true ;
2004-02-29 00:49:40 +00:00
}
2011-06-19 20:08:55 +02:00
void SurfaceSdlGraphicsManager : : unloadGFXMode ( ) {
2004-02-29 00:49:40 +00:00
if ( _screen ) {
SDL_FreeSurface ( _screen ) ;
2005-07-30 21:11:48 +00:00
_screen = NULL ;
2004-02-29 00:49:40 +00:00
}
2015-01-25 01:34:57 +01:00
# if SDL_VERSION_ATLEAST(2, 0, 0)
deinitializeRenderer ( ) ;
# endif
BACKENDS: Refactor OpenGL & SDL graphics backends
This patch refactors the OpenGL and SDL graphics backends,
primarily to unify window scaling and mouse handling, and to
fix coordinate mapping between the ScummVM window and the
virtual game screen when they have different aspect ratios.
Unified code for these two backends has been moved to a new
header-only WindowedGraphicsManager class, so named because it
contains code for managing graphics managers that interact with
a windowing system and render virtual screens within a larger
physical content window.
The biggest behavioral change here is with the coordinate
system mapping:
Previously, mouse offsets were converted by mapping the whole
space within the window as input to the virtual game screen
without maintaining aspect ratio. This was done to prevent
'stickiness' when the mouse cursor was within the window but
outside of the virtual game screen, but it caused noticeable
distortion of mouse movement speed on the axis with blank
space.
Instead of introducing mouse speed distortion to prevent
stickiness, this patch changes coordinate transformation to
show the system cursor when the mouse moves outside of the virtual
game screen when mouse grab is off, or by holding the mouse inside
the virtual game screen (instead of the entire window) when mouse
grab is on.
This patch also improves some other properties of the
GraphicsManager/PaletteManager interfaces:
* Nullipotent operations (getWidth, getHeight, etc.) of the
PaletteManager/GraphicsManager interfaces are now const
* Methods marked `virtual` but not inherited by any subclass have
been de-virtualized
* Extra unnecessary calculations of hardware height in
SurfaceSdlGraphicsManager have been removed
* Methods have been renamed where appropriate for clarity
(setWindowSize -> handleResize, etc.)
* C++11 support improved with `override` specifier added on
overridden virtual methods in subclasses (primarily to avoid
myself accidentally creating new methods in the subclasses
by changing types/names during refactoring)
Additional refactoring can and should be done at some point to
continue to deduplicate code between the OpenGL and SDL backends.
Since the primary goal here was to improve the coordinate mapping,
full refactoring of these backends was not completed here.
2017-07-19 19:15:12 -05:00
if ( _hwScreen ) {
SDL_FreeSurface ( _hwScreen ) ;
_hwScreen = NULL ;
2004-02-29 00:49:40 +00:00
}
if ( _tmpscreen ) {
SDL_FreeSurface ( _tmpscreen ) ;
_tmpscreen = NULL ;
}
2004-03-13 14:19:15 +00:00
2005-03-09 23:07:32 +00:00
if ( _tmpscreen2 ) {
SDL_FreeSurface ( _tmpscreen2 ) ;
_tmpscreen2 = NULL ;
}
if ( _overlayscreen ) {
SDL_FreeSurface ( _overlayscreen ) ;
_overlayscreen = NULL ;
}
2004-03-13 14:19:15 +00:00
# ifdef USE_OSD
2016-06-04 18:51:03 +06:00
if ( _osdMessageSurface ) {
SDL_FreeSurface ( _osdMessageSurface ) ;
_osdMessageSurface = NULL ;
}
2016-09-13 20:33:42 +02:00
if ( _osdIconSurface ) {
SDL_FreeSurface ( _osdIconSurface ) ;
_osdIconSurface = NULL ;
}
2004-03-13 14:19:15 +00:00
# endif
2015-05-15 23:36:40 -04:00
2016-02-17 16:17:39 +01:00
# if defined(WIN32) && !SDL_VERSION_ATLEAST(2, 0, 0)
// Reset video mode to original.
// This will ensure that any new graphic manager will use the initial BPP
// when listing available modes. See _originalBitsPerPixel documentation.
2015-05-15 23:36:40 -04:00
if ( _originalBitsPerPixel ! = 0 )
SDL_SetVideoMode ( _videoMode . screenWidth , _videoMode . screenHeight , _originalBitsPerPixel , _videoMode . fullscreen ? ( SDL_FULLSCREEN | SDL_SWSURFACE ) : SDL_SWSURFACE ) ;
2015-05-20 00:08:42 +02:00
# endif
2004-02-29 00:49:40 +00:00
}
2011-06-19 20:08:55 +02:00
bool SurfaceSdlGraphicsManager : : hotswapGFXMode ( ) {
2004-02-29 00:49:40 +00:00
if ( ! _screen )
2008-11-14 22:08:10 +00:00
return false ;
2004-02-29 00:49:40 +00:00
2005-03-09 23:07:32 +00:00
// Keep around the old _screen & _overlayscreen so we can restore the screen data
2004-02-29 00:49:40 +00:00
// after the mode switch.
SDL_Surface * old_screen = _screen ;
2008-11-14 22:08:10 +00:00
_screen = NULL ;
2009-06-03 23:36:23 +00:00
SDL_Surface * old_overlayscreen = _overlayscreen ;
2008-11-14 22:08:10 +00:00
_overlayscreen = NULL ;
2004-02-29 00:49:40 +00:00
// Release the HW screen surface
BACKENDS: Refactor OpenGL & SDL graphics backends
This patch refactors the OpenGL and SDL graphics backends,
primarily to unify window scaling and mouse handling, and to
fix coordinate mapping between the ScummVM window and the
virtual game screen when they have different aspect ratios.
Unified code for these two backends has been moved to a new
header-only WindowedGraphicsManager class, so named because it
contains code for managing graphics managers that interact with
a windowing system and render virtual screens within a larger
physical content window.
The biggest behavioral change here is with the coordinate
system mapping:
Previously, mouse offsets were converted by mapping the whole
space within the window as input to the virtual game screen
without maintaining aspect ratio. This was done to prevent
'stickiness' when the mouse cursor was within the window but
outside of the virtual game screen, but it caused noticeable
distortion of mouse movement speed on the axis with blank
space.
Instead of introducing mouse speed distortion to prevent
stickiness, this patch changes coordinate transformation to
show the system cursor when the mouse moves outside of the virtual
game screen when mouse grab is off, or by holding the mouse inside
the virtual game screen (instead of the entire window) when mouse
grab is on.
This patch also improves some other properties of the
GraphicsManager/PaletteManager interfaces:
* Nullipotent operations (getWidth, getHeight, etc.) of the
PaletteManager/GraphicsManager interfaces are now const
* Methods marked `virtual` but not inherited by any subclass have
been de-virtualized
* Extra unnecessary calculations of hardware height in
SurfaceSdlGraphicsManager have been removed
* Methods have been renamed where appropriate for clarity
(setWindowSize -> handleResize, etc.)
* C++11 support improved with `override` specifier added on
overridden virtual methods in subclasses (primarily to avoid
myself accidentally creating new methods in the subclasses
by changing types/names during refactoring)
Additional refactoring can and should be done at some point to
continue to deduplicate code between the OpenGL and SDL backends.
Since the primary goal here was to improve the coordinate mapping,
full refactoring of these backends was not completed here.
2017-07-19 19:15:12 -05:00
if ( _hwScreen ) {
SDL_FreeSurface ( _hwScreen ) ;
_hwScreen = NULL ;
2017-03-01 14:00:17 -06:00
}
if ( _tmpscreen ) {
SDL_FreeSurface ( _tmpscreen ) ;
_tmpscreen = NULL ;
}
if ( _tmpscreen2 ) {
SDL_FreeSurface ( _tmpscreen2 ) ;
_tmpscreen2 = NULL ;
}
2005-03-09 23:07:32 +00:00
2004-02-29 00:49:40 +00:00
// Setup the new GFX mode
2008-11-14 22:08:10 +00:00
if ( ! loadGFXMode ( ) ) {
unloadGFXMode ( ) ;
_screen = old_screen ;
_overlayscreen = old_overlayscreen ;
return false ;
}
2004-02-29 00:49:40 +00:00
// reset palette
SDL_SetColors ( _screen , _currentPalette , 0 , 256 ) ;
// Restore old screen content
SDL_BlitSurface ( old_screen , NULL , _screen , NULL ) ;
2005-03-09 23:07:32 +00:00
SDL_BlitSurface ( old_overlayscreen , NULL , _overlayscreen , NULL ) ;
2004-02-29 00:49:40 +00:00
// Free the old surfaces
SDL_FreeSurface ( old_screen ) ;
2005-03-09 23:07:32 +00:00
SDL_FreeSurface ( old_overlayscreen ) ;
2004-02-29 00:49:40 +00:00
2005-02-17 23:01:00 +00:00
// Update cursor to new scale
blitCursor ( ) ;
2004-02-29 00:49:40 +00:00
// Blit everything to the screen
internUpdateScreen ( ) ;
2005-07-30 21:11:48 +00:00
2008-11-14 22:08:10 +00:00
return true ;
2004-02-29 00:49:40 +00:00
}
2011-06-19 20:08:55 +02:00
void SurfaceSdlGraphicsManager : : updateScreen ( ) {
2011-06-19 18:49:02 +02:00
assert ( _transactionMode = = kTransactionNone ) ;
2004-11-23 21:30:38 +00:00
2004-03-28 20:31:18 +00:00
Common : : StackLock lock ( _graphicsMutex ) ; // Lock the mutex until this function ends
2004-02-29 00:49:40 +00:00
internUpdateScreen ( ) ;
}
2011-06-19 20:08:55 +02:00
void SurfaceSdlGraphicsManager : : internUpdateScreen ( ) {
2005-03-09 23:07:32 +00:00
SDL_Surface * srcSurf , * origSurf ;
int height , width ;
2006-05-17 23:52:45 +00:00
int scale1 ;
2005-03-09 23:07:32 +00:00
2020-02-08 20:33:53 -08:00
// If there's an active debugger, update it
GUI : : Debugger * debugger = g_engine ? g_engine - > getDebugger ( ) : nullptr ;
if ( debugger )
debugger - > onFrame ( ) ;
2019-07-27 14:40:50 +01:00
# if !SDL_VERSION_ATLEAST(2, 0, 0)
2004-02-29 00:49:40 +00:00
// If the shake position changed, fill the dirty area with blackness
2019-07-27 14:40:50 +01:00
// When building with SDL2, the shake offset is added to the active rect instead,
// so this isn't needed there.
2019-11-16 23:41:07 -08:00
if ( _currentShakeXOffset ! = _gameScreenShakeXOffset | |
( _cursorNeedsRedraw & & _mouseBackup . x < = _currentShakeXOffset ) ) {
SDL_Rect blackrect = { 0 , 0 , ( Uint16 ) ( _gameScreenShakeXOffset * _videoMode . scaleFactor ) , ( Uint16 ) ( _videoMode . screenHeight * _videoMode . scaleFactor ) } ;
if ( _videoMode . aspectRatioCorrection & & ! _overlayVisible )
blackrect . h = real2Aspect ( blackrect . h - 1 ) + 1 ;
SDL_FillRect ( _hwScreen , & blackrect , 0 ) ;
_currentShakeXOffset = _gameScreenShakeXOffset ;
_forceRedraw = true ;
}
2019-11-15 01:38:21 -08:00
if ( _currentShakeYOffset ! = _gameScreenShakeYOffset | |
( _cursorNeedsRedraw & & _mouseBackup . y < = _currentShakeYOffset ) ) {
SDL_Rect blackrect = { 0 , 0 , ( Uint16 ) ( _videoMode . screenWidth * _videoMode . scaleFactor ) , ( Uint16 ) ( _gameScreenShakeYOffset * _videoMode . scaleFactor ) } ;
2004-02-29 00:49:40 +00:00
2009-05-01 09:09:07 +00:00
if ( _videoMode . aspectRatioCorrection & & ! _overlayVisible )
2004-02-29 00:49:40 +00:00
blackrect . h = real2Aspect ( blackrect . h - 1 ) + 1 ;
BACKENDS: Refactor OpenGL & SDL graphics backends
This patch refactors the OpenGL and SDL graphics backends,
primarily to unify window scaling and mouse handling, and to
fix coordinate mapping between the ScummVM window and the
virtual game screen when they have different aspect ratios.
Unified code for these two backends has been moved to a new
header-only WindowedGraphicsManager class, so named because it
contains code for managing graphics managers that interact with
a windowing system and render virtual screens within a larger
physical content window.
The biggest behavioral change here is with the coordinate
system mapping:
Previously, mouse offsets were converted by mapping the whole
space within the window as input to the virtual game screen
without maintaining aspect ratio. This was done to prevent
'stickiness' when the mouse cursor was within the window but
outside of the virtual game screen, but it caused noticeable
distortion of mouse movement speed on the axis with blank
space.
Instead of introducing mouse speed distortion to prevent
stickiness, this patch changes coordinate transformation to
show the system cursor when the mouse moves outside of the virtual
game screen when mouse grab is off, or by holding the mouse inside
the virtual game screen (instead of the entire window) when mouse
grab is on.
This patch also improves some other properties of the
GraphicsManager/PaletteManager interfaces:
* Nullipotent operations (getWidth, getHeight, etc.) of the
PaletteManager/GraphicsManager interfaces are now const
* Methods marked `virtual` but not inherited by any subclass have
been de-virtualized
* Extra unnecessary calculations of hardware height in
SurfaceSdlGraphicsManager have been removed
* Methods have been renamed where appropriate for clarity
(setWindowSize -> handleResize, etc.)
* C++11 support improved with `override` specifier added on
overridden virtual methods in subclasses (primarily to avoid
myself accidentally creating new methods in the subclasses
by changing types/names during refactoring)
Additional refactoring can and should be done at some point to
continue to deduplicate code between the OpenGL and SDL backends.
Since the primary goal here was to improve the coordinate mapping,
full refactoring of these backends was not completed here.
2017-07-19 19:15:12 -05:00
SDL_FillRect ( _hwScreen , & blackrect , 0 ) ;
2004-02-29 00:49:40 +00:00
2019-11-15 01:38:21 -08:00
_currentShakeYOffset = _gameScreenShakeYOffset ;
2004-02-29 00:49:40 +00:00
BACKENDS: Refactor OpenGL & SDL graphics backends
This patch refactors the OpenGL and SDL graphics backends,
primarily to unify window scaling and mouse handling, and to
fix coordinate mapping between the ScummVM window and the
virtual game screen when they have different aspect ratios.
Unified code for these two backends has been moved to a new
header-only WindowedGraphicsManager class, so named because it
contains code for managing graphics managers that interact with
a windowing system and render virtual screens within a larger
physical content window.
The biggest behavioral change here is with the coordinate
system mapping:
Previously, mouse offsets were converted by mapping the whole
space within the window as input to the virtual game screen
without maintaining aspect ratio. This was done to prevent
'stickiness' when the mouse cursor was within the window but
outside of the virtual game screen, but it caused noticeable
distortion of mouse movement speed on the axis with blank
space.
Instead of introducing mouse speed distortion to prevent
stickiness, this patch changes coordinate transformation to
show the system cursor when the mouse moves outside of the virtual
game screen when mouse grab is off, or by holding the mouse inside
the virtual game screen (instead of the entire window) when mouse
grab is on.
This patch also improves some other properties of the
GraphicsManager/PaletteManager interfaces:
* Nullipotent operations (getWidth, getHeight, etc.) of the
PaletteManager/GraphicsManager interfaces are now const
* Methods marked `virtual` but not inherited by any subclass have
been de-virtualized
* Extra unnecessary calculations of hardware height in
SurfaceSdlGraphicsManager have been removed
* Methods have been renamed where appropriate for clarity
(setWindowSize -> handleResize, etc.)
* C++11 support improved with `override` specifier added on
overridden virtual methods in subclasses (primarily to avoid
myself accidentally creating new methods in the subclasses
by changing types/names during refactoring)
Additional refactoring can and should be done at some point to
continue to deduplicate code between the OpenGL and SDL backends.
Since the primary goal here was to improve the coordinate mapping,
full refactoring of these backends was not completed here.
2017-07-19 19:15:12 -05:00
_forceRedraw = true ;
2004-02-29 00:49:40 +00:00
}
2019-07-27 14:40:50 +01:00
# endif
2004-02-29 00:49:40 +00:00
// Check whether the palette was changed in the meantime and update the
2005-07-30 21:11:48 +00:00
// screen surface accordingly.
2006-07-23 06:50:49 +00:00
if ( _screen & & _paletteDirtyEnd ! = 0 ) {
2005-07-30 21:11:48 +00:00
SDL_SetColors ( _screen , _currentPalette + _paletteDirtyStart ,
2004-02-29 00:49:40 +00:00
_paletteDirtyStart ,
_paletteDirtyEnd - _paletteDirtyStart ) ;
2005-07-30 21:11:48 +00:00
2004-02-29 00:49:40 +00:00
_paletteDirtyEnd = 0 ;
BACKENDS: Refactor OpenGL & SDL graphics backends
This patch refactors the OpenGL and SDL graphics backends,
primarily to unify window scaling and mouse handling, and to
fix coordinate mapping between the ScummVM window and the
virtual game screen when they have different aspect ratios.
Unified code for these two backends has been moved to a new
header-only WindowedGraphicsManager class, so named because it
contains code for managing graphics managers that interact with
a windowing system and render virtual screens within a larger
physical content window.
The biggest behavioral change here is with the coordinate
system mapping:
Previously, mouse offsets were converted by mapping the whole
space within the window as input to the virtual game screen
without maintaining aspect ratio. This was done to prevent
'stickiness' when the mouse cursor was within the window but
outside of the virtual game screen, but it caused noticeable
distortion of mouse movement speed on the axis with blank
space.
Instead of introducing mouse speed distortion to prevent
stickiness, this patch changes coordinate transformation to
show the system cursor when the mouse moves outside of the virtual
game screen when mouse grab is off, or by holding the mouse inside
the virtual game screen (instead of the entire window) when mouse
grab is on.
This patch also improves some other properties of the
GraphicsManager/PaletteManager interfaces:
* Nullipotent operations (getWidth, getHeight, etc.) of the
PaletteManager/GraphicsManager interfaces are now const
* Methods marked `virtual` but not inherited by any subclass have
been de-virtualized
* Extra unnecessary calculations of hardware height in
SurfaceSdlGraphicsManager have been removed
* Methods have been renamed where appropriate for clarity
(setWindowSize -> handleResize, etc.)
* C++11 support improved with `override` specifier added on
overridden virtual methods in subclasses (primarily to avoid
myself accidentally creating new methods in the subclasses
by changing types/names during refactoring)
Additional refactoring can and should be done at some point to
continue to deduplicate code between the OpenGL and SDL backends.
Since the primary goal here was to improve the coordinate mapping,
full refactoring of these backends was not completed here.
2017-07-19 19:15:12 -05:00
_forceRedraw = true ;
2004-02-29 00:49:40 +00:00
}
2012-09-24 01:08:20 +02:00
int oldScaleFactor ;
2005-03-09 23:07:32 +00:00
if ( ! _overlayVisible ) {
origSurf = _screen ;
srcSurf = _tmpscreen ;
2008-11-14 22:08:10 +00:00
width = _videoMode . screenWidth ;
height = _videoMode . screenHeight ;
2012-09-24 01:08:20 +02:00
oldScaleFactor = scale1 = _videoMode . scaleFactor ;
2005-03-09 23:07:32 +00:00
} else {
origSurf = _overlayscreen ;
srcSurf = _tmpscreen2 ;
2008-11-14 22:08:10 +00:00
width = _videoMode . overlayWidth ;
height = _videoMode . overlayHeight ;
2006-05-17 23:52:45 +00:00
scale1 = 1 ;
2012-09-24 01:08:20 +02:00
oldScaleFactor = _scalerPlugin - > setFactor ( 1 ) ;
2005-03-09 23:07:32 +00:00
}
2005-02-17 23:01:00 +00:00
2009-02-24 21:43:07 +00:00
// Add the area covered by the mouse cursor to the list of dirty rects if
2017-10-15 21:34:25 -05:00
// we have to redraw the mouse, or if the cursor is alpha-blended since
// alpha-blended cursors will happily blend into themselves if the surface
// under the cursor is not reset first
if ( _cursorNeedsRedraw | | _cursorFormat . bytesPerPixel = = 4 )
2009-02-24 21:43:07 +00:00
undrawMouse ( ) ;
2016-09-13 20:33:42 +02:00
# ifdef USE_OSD
updateOSD ( ) ;
# endif
2012-07-03 15:31:17 -04:00
// Force a full redraw if requested.
// If _useOldSrc, the scaler will do its own partial updates.
2018-07-17 12:39:57 +02:00
if ( _forceRedraw ) {
2004-12-01 21:16:55 +00:00
_numDirtyRects = 1 ;
_dirtyRectList [ 0 ] . x = 0 ;
_dirtyRectList [ 0 ] . y = 0 ;
2005-03-09 23:07:32 +00:00
_dirtyRectList [ 0 ] . w = width ;
_dirtyRectList [ 0 ] . h = height ;
2009-02-24 21:43:07 +00:00
}
2004-02-29 00:49:40 +00:00
// Only draw anything if necessary
BACKENDS: Refactor OpenGL & SDL graphics backends
This patch refactors the OpenGL and SDL graphics backends,
primarily to unify window scaling and mouse handling, and to
fix coordinate mapping between the ScummVM window and the
virtual game screen when they have different aspect ratios.
Unified code for these two backends has been moved to a new
header-only WindowedGraphicsManager class, so named because it
contains code for managing graphics managers that interact with
a windowing system and render virtual screens within a larger
physical content window.
The biggest behavioral change here is with the coordinate
system mapping:
Previously, mouse offsets were converted by mapping the whole
space within the window as input to the virtual game screen
without maintaining aspect ratio. This was done to prevent
'stickiness' when the mouse cursor was within the window but
outside of the virtual game screen, but it caused noticeable
distortion of mouse movement speed on the axis with blank
space.
Instead of introducing mouse speed distortion to prevent
stickiness, this patch changes coordinate transformation to
show the system cursor when the mouse moves outside of the virtual
game screen when mouse grab is off, or by holding the mouse inside
the virtual game screen (instead of the entire window) when mouse
grab is on.
This patch also improves some other properties of the
GraphicsManager/PaletteManager interfaces:
* Nullipotent operations (getWidth, getHeight, etc.) of the
PaletteManager/GraphicsManager interfaces are now const
* Methods marked `virtual` but not inherited by any subclass have
been de-virtualized
* Extra unnecessary calculations of hardware height in
SurfaceSdlGraphicsManager have been removed
* Methods have been renamed where appropriate for clarity
(setWindowSize -> handleResize, etc.)
* C++11 support improved with `override` specifier added on
overridden virtual methods in subclasses (primarily to avoid
myself accidentally creating new methods in the subclasses
by changing types/names during refactoring)
Additional refactoring can and should be done at some point to
continue to deduplicate code between the OpenGL and SDL backends.
Since the primary goal here was to improve the coordinate mapping,
full refactoring of these backends was not completed here.
2017-07-19 19:15:12 -05:00
if ( _numDirtyRects > 0 | | _cursorNeedsRedraw ) {
2005-07-30 21:11:48 +00:00
SDL_Rect * r ;
2004-02-29 00:49:40 +00:00
SDL_Rect dst ;
uint32 srcPitch , dstPitch ;
2004-12-01 21:16:55 +00:00
SDL_Rect * lastRect = _dirtyRectList + _numDirtyRects ;
2004-02-29 00:49:40 +00:00
2007-08-11 08:44:43 +00:00
for ( r = _dirtyRectList ; r ! = lastRect ; + + r ) {
dst = * r ;
2012-05-29 15:56:26 -04:00
dst . x + = _maxExtraPixels ; // Shift rect since some scalers need to access the data around
dst . y + = _maxExtraPixels ; // any pixel to scale it, and we want to avoid mem access crashes.
2005-07-30 21:11:48 +00:00
2007-08-11 08:44:43 +00:00
if ( SDL_BlitSurface ( origSurf , r , srcSurf , & dst ) ! = 0 )
error ( " SDL_BlitSurface failed: %s " , SDL_GetError ( ) ) ;
}
2004-02-29 00:49:40 +00:00
2007-08-11 08:44:43 +00:00
SDL_LockSurface ( srcSurf ) ;
BACKENDS: Refactor OpenGL & SDL graphics backends
This patch refactors the OpenGL and SDL graphics backends,
primarily to unify window scaling and mouse handling, and to
fix coordinate mapping between the ScummVM window and the
virtual game screen when they have different aspect ratios.
Unified code for these two backends has been moved to a new
header-only WindowedGraphicsManager class, so named because it
contains code for managing graphics managers that interact with
a windowing system and render virtual screens within a larger
physical content window.
The biggest behavioral change here is with the coordinate
system mapping:
Previously, mouse offsets were converted by mapping the whole
space within the window as input to the virtual game screen
without maintaining aspect ratio. This was done to prevent
'stickiness' when the mouse cursor was within the window but
outside of the virtual game screen, but it caused noticeable
distortion of mouse movement speed on the axis with blank
space.
Instead of introducing mouse speed distortion to prevent
stickiness, this patch changes coordinate transformation to
show the system cursor when the mouse moves outside of the virtual
game screen when mouse grab is off, or by holding the mouse inside
the virtual game screen (instead of the entire window) when mouse
grab is on.
This patch also improves some other properties of the
GraphicsManager/PaletteManager interfaces:
* Nullipotent operations (getWidth, getHeight, etc.) of the
PaletteManager/GraphicsManager interfaces are now const
* Methods marked `virtual` but not inherited by any subclass have
been de-virtualized
* Extra unnecessary calculations of hardware height in
SurfaceSdlGraphicsManager have been removed
* Methods have been renamed where appropriate for clarity
(setWindowSize -> handleResize, etc.)
* C++11 support improved with `override` specifier added on
overridden virtual methods in subclasses (primarily to avoid
myself accidentally creating new methods in the subclasses
by changing types/names during refactoring)
Additional refactoring can and should be done at some point to
continue to deduplicate code between the OpenGL and SDL backends.
Since the primary goal here was to improve the coordinate mapping,
full refactoring of these backends was not completed here.
2017-07-19 19:15:12 -05:00
SDL_LockSurface ( _hwScreen ) ;
2004-02-29 00:49:40 +00:00
2007-08-11 08:44:43 +00:00
srcPitch = srcSurf - > pitch ;
BACKENDS: Refactor OpenGL & SDL graphics backends
This patch refactors the OpenGL and SDL graphics backends,
primarily to unify window scaling and mouse handling, and to
fix coordinate mapping between the ScummVM window and the
virtual game screen when they have different aspect ratios.
Unified code for these two backends has been moved to a new
header-only WindowedGraphicsManager class, so named because it
contains code for managing graphics managers that interact with
a windowing system and render virtual screens within a larger
physical content window.
The biggest behavioral change here is with the coordinate
system mapping:
Previously, mouse offsets were converted by mapping the whole
space within the window as input to the virtual game screen
without maintaining aspect ratio. This was done to prevent
'stickiness' when the mouse cursor was within the window but
outside of the virtual game screen, but it caused noticeable
distortion of mouse movement speed on the axis with blank
space.
Instead of introducing mouse speed distortion to prevent
stickiness, this patch changes coordinate transformation to
show the system cursor when the mouse moves outside of the virtual
game screen when mouse grab is off, or by holding the mouse inside
the virtual game screen (instead of the entire window) when mouse
grab is on.
This patch also improves some other properties of the
GraphicsManager/PaletteManager interfaces:
* Nullipotent operations (getWidth, getHeight, etc.) of the
PaletteManager/GraphicsManager interfaces are now const
* Methods marked `virtual` but not inherited by any subclass have
been de-virtualized
* Extra unnecessary calculations of hardware height in
SurfaceSdlGraphicsManager have been removed
* Methods have been renamed where appropriate for clarity
(setWindowSize -> handleResize, etc.)
* C++11 support improved with `override` specifier added on
overridden virtual methods in subclasses (primarily to avoid
myself accidentally creating new methods in the subclasses
by changing types/names during refactoring)
Additional refactoring can and should be done at some point to
continue to deduplicate code between the OpenGL and SDL backends.
Since the primary goal here was to improve the coordinate mapping,
full refactoring of these backends was not completed here.
2017-07-19 19:15:12 -05:00
dstPitch = _hwScreen - > pitch ;
2004-02-29 00:49:40 +00:00
2007-08-11 08:44:43 +00:00
for ( r = _dirtyRectList ; r ! = lastRect ; + + r ) {
2019-11-16 23:41:07 -08:00
int dst_x = r - > x + _currentShakeXOffset ;
2019-11-15 01:38:21 -08:00
int dst_y = r - > y + _currentShakeYOffset ;
2019-11-16 23:41:07 -08:00
int dst_w = 0 ;
2017-11-06 22:45:32 -06:00
int dst_h = 0 ;
2020-07-01 12:40:44 +01:00
# ifdef USE_ASPECT
2017-11-06 22:45:32 -06:00
int orig_dst_y = 0 ;
2014-01-07 01:47:43 +01:00
# endif
2004-02-29 00:49:40 +00:00
2019-11-16 23:41:07 -08:00
if ( dst_x < width & & dst_y < height ) {
dst_w = r - > w ;
if ( dst_w > width - dst_x )
dst_w = width - dst_x ;
2007-08-11 08:44:43 +00:00
dst_h = r - > h ;
if ( dst_h > height - dst_y )
dst_h = height - dst_y ;
2004-02-29 00:49:40 +00:00
2020-07-01 12:40:44 +01:00
# ifdef USE_ASPECT
2007-08-11 08:44:43 +00:00
orig_dst_y = dst_y ;
2014-01-07 01:47:43 +01:00
# endif
2019-11-16 23:41:07 -08:00
dst_x * = scale1 ;
dst_y * = scale1 ;
2004-02-29 00:49:40 +00:00
2009-05-01 09:09:07 +00:00
if ( _videoMode . aspectRatioCorrection & & ! _overlayVisible )
2007-08-11 08:44:43 +00:00
dst_y = real2Aspect ( dst_y ) ;
2005-03-09 23:07:32 +00:00
2012-09-24 04:49:34 +02:00
_scalerPlugin - > scale ( ( byte * ) srcSurf - > pixels + ( r - > x + _maxExtraPixels ) * 2 + ( r - > y + _maxExtraPixels ) * srcPitch , srcPitch ,
( byte * ) _hwScreen - > pixels + dst_x * 2 + dst_y * dstPitch , dstPitch , r - > w , dst_h , r - > x , r - > y ) ;
2007-08-11 08:44:43 +00:00
}
2005-07-30 21:11:48 +00:00
2019-11-16 23:41:07 -08:00
r - > x = dst_x ;
2007-08-11 08:44:43 +00:00
r - > y = dst_y ;
2019-11-16 23:41:07 -08:00
r - > w = dst_w * scale1 ;
2007-08-11 08:44:43 +00:00
r - > h = dst_h * scale1 ;
2004-02-29 00:49:40 +00:00
2012-08-25 12:16:46 -04:00
# ifdef USE_ASPECT
2020-07-02 19:00:40 +01:00
if ( _videoMode . aspectRatioCorrection & & orig_dst_y < height & & ! _overlayVisible )
2020-07-02 23:21:41 +01:00
r - > h = stretch200To240 ( ( uint8 * ) _hwScreen - > pixels , dstPitch , r - > w , r - > h , r - > x , r - > y , orig_dst_y * scale1 , _videoMode . filtering , convertSDLPixelFormat ( _hwScreen - > format ) ) ;
2005-06-21 20:39:09 +00:00
# endif
2004-02-29 00:49:40 +00:00
}
2007-08-11 08:44:43 +00:00
SDL_UnlockSurface ( srcSurf ) ;
BACKENDS: Refactor OpenGL & SDL graphics backends
This patch refactors the OpenGL and SDL graphics backends,
primarily to unify window scaling and mouse handling, and to
fix coordinate mapping between the ScummVM window and the
virtual game screen when they have different aspect ratios.
Unified code for these two backends has been moved to a new
header-only WindowedGraphicsManager class, so named because it
contains code for managing graphics managers that interact with
a windowing system and render virtual screens within a larger
physical content window.
The biggest behavioral change here is with the coordinate
system mapping:
Previously, mouse offsets were converted by mapping the whole
space within the window as input to the virtual game screen
without maintaining aspect ratio. This was done to prevent
'stickiness' when the mouse cursor was within the window but
outside of the virtual game screen, but it caused noticeable
distortion of mouse movement speed on the axis with blank
space.
Instead of introducing mouse speed distortion to prevent
stickiness, this patch changes coordinate transformation to
show the system cursor when the mouse moves outside of the virtual
game screen when mouse grab is off, or by holding the mouse inside
the virtual game screen (instead of the entire window) when mouse
grab is on.
This patch also improves some other properties of the
GraphicsManager/PaletteManager interfaces:
* Nullipotent operations (getWidth, getHeight, etc.) of the
PaletteManager/GraphicsManager interfaces are now const
* Methods marked `virtual` but not inherited by any subclass have
been de-virtualized
* Extra unnecessary calculations of hardware height in
SurfaceSdlGraphicsManager have been removed
* Methods have been renamed where appropriate for clarity
(setWindowSize -> handleResize, etc.)
* C++11 support improved with `override` specifier added on
overridden virtual methods in subclasses (primarily to avoid
myself accidentally creating new methods in the subclasses
by changing types/names during refactoring)
Additional refactoring can and should be done at some point to
continue to deduplicate code between the OpenGL and SDL backends.
Since the primary goal here was to improve the coordinate mapping,
full refactoring of these backends was not completed here.
2017-07-19 19:15:12 -05:00
SDL_UnlockSurface ( _hwScreen ) ;
2004-02-29 00:49:40 +00:00
// Readjust the dirty rect list in case we are doing a full update.
// This is necessary if shaking is active.
BACKENDS: Refactor OpenGL & SDL graphics backends
This patch refactors the OpenGL and SDL graphics backends,
primarily to unify window scaling and mouse handling, and to
fix coordinate mapping between the ScummVM window and the
virtual game screen when they have different aspect ratios.
Unified code for these two backends has been moved to a new
header-only WindowedGraphicsManager class, so named because it
contains code for managing graphics managers that interact with
a windowing system and render virtual screens within a larger
physical content window.
The biggest behavioral change here is with the coordinate
system mapping:
Previously, mouse offsets were converted by mapping the whole
space within the window as input to the virtual game screen
without maintaining aspect ratio. This was done to prevent
'stickiness' when the mouse cursor was within the window but
outside of the virtual game screen, but it caused noticeable
distortion of mouse movement speed on the axis with blank
space.
Instead of introducing mouse speed distortion to prevent
stickiness, this patch changes coordinate transformation to
show the system cursor when the mouse moves outside of the virtual
game screen when mouse grab is off, or by holding the mouse inside
the virtual game screen (instead of the entire window) when mouse
grab is on.
This patch also improves some other properties of the
GraphicsManager/PaletteManager interfaces:
* Nullipotent operations (getWidth, getHeight, etc.) of the
PaletteManager/GraphicsManager interfaces are now const
* Methods marked `virtual` but not inherited by any subclass have
been de-virtualized
* Extra unnecessary calculations of hardware height in
SurfaceSdlGraphicsManager have been removed
* Methods have been renamed where appropriate for clarity
(setWindowSize -> handleResize, etc.)
* C++11 support improved with `override` specifier added on
overridden virtual methods in subclasses (primarily to avoid
myself accidentally creating new methods in the subclasses
by changing types/names during refactoring)
Additional refactoring can and should be done at some point to
continue to deduplicate code between the OpenGL and SDL backends.
Since the primary goal here was to improve the coordinate mapping,
full refactoring of these backends was not completed here.
2017-07-19 19:15:12 -05:00
if ( _forceRedraw ) {
2019-11-16 23:41:07 -08:00
_dirtyRectList [ 0 ] . x = 0 ;
2004-12-01 21:16:55 +00:00
_dirtyRectList [ 0 ] . y = 0 ;
2019-11-16 23:41:07 -08:00
_dirtyRectList [ 0 ] . w = _videoMode . hardwareWidth ;
BACKENDS: Refactor OpenGL & SDL graphics backends
This patch refactors the OpenGL and SDL graphics backends,
primarily to unify window scaling and mouse handling, and to
fix coordinate mapping between the ScummVM window and the
virtual game screen when they have different aspect ratios.
Unified code for these two backends has been moved to a new
header-only WindowedGraphicsManager class, so named because it
contains code for managing graphics managers that interact with
a windowing system and render virtual screens within a larger
physical content window.
The biggest behavioral change here is with the coordinate
system mapping:
Previously, mouse offsets were converted by mapping the whole
space within the window as input to the virtual game screen
without maintaining aspect ratio. This was done to prevent
'stickiness' when the mouse cursor was within the window but
outside of the virtual game screen, but it caused noticeable
distortion of mouse movement speed on the axis with blank
space.
Instead of introducing mouse speed distortion to prevent
stickiness, this patch changes coordinate transformation to
show the system cursor when the mouse moves outside of the virtual
game screen when mouse grab is off, or by holding the mouse inside
the virtual game screen (instead of the entire window) when mouse
grab is on.
This patch also improves some other properties of the
GraphicsManager/PaletteManager interfaces:
* Nullipotent operations (getWidth, getHeight, etc.) of the
PaletteManager/GraphicsManager interfaces are now const
* Methods marked `virtual` but not inherited by any subclass have
been de-virtualized
* Extra unnecessary calculations of hardware height in
SurfaceSdlGraphicsManager have been removed
* Methods have been renamed where appropriate for clarity
(setWindowSize -> handleResize, etc.)
* C++11 support improved with `override` specifier added on
overridden virtual methods in subclasses (primarily to avoid
myself accidentally creating new methods in the subclasses
by changing types/names during refactoring)
Additional refactoring can and should be done at some point to
continue to deduplicate code between the OpenGL and SDL backends.
Since the primary goal here was to improve the coordinate mapping,
full refactoring of these backends was not completed here.
2017-07-19 19:15:12 -05:00
_dirtyRectList [ 0 ] . h = _videoMode . hardwareHeight ;
2004-02-29 00:49:40 +00:00
}
2005-02-17 23:01:00 +00:00
drawMouse ( ) ;
2004-03-13 14:19:15 +00:00
# ifdef USE_OSD
2016-09-13 20:33:42 +02:00
drawOSD ( ) ;
2004-03-13 14:19:15 +00:00
# endif
2011-02-24 01:11:16 +01:00
# ifdef USE_SDL_DEBUG_FOCUSRECT
// We draw the focus rectangle on top of everything, to assure it's easily visible.
// Of course when the overlay is visible we do not show it, since it is only for game
// specific focus.
if ( _enableFocusRect & & ! _overlayVisible ) {
2019-11-16 23:41:07 -08:00
int x = _focusRect . left + _currentShakeXOffset ;
2019-11-15 01:38:21 -08:00
int y = _focusRect . top + _currentShakeYOffset ;
2011-02-24 01:11:16 +01:00
2019-11-16 23:41:07 -08:00
if ( x < width & & y < height ) {
int w = _focusRect . width ( ) ;
if ( w > width - x )
w = width - x ;
int h = _focusRect . height ( ) ;
2011-02-24 01:11:16 +01:00
if ( h > height - y )
h = height - y ;
2019-11-16 23:41:07 -08:00
x * = scale1 ;
2011-02-24 01:11:16 +01:00
y * = scale1 ;
2019-11-16 23:41:07 -08:00
w * = scale1 ;
h * = scale1 ;
2011-02-24 01:11:16 +01:00
if ( _videoMode . aspectRatioCorrection & & ! _overlayVisible )
y = real2Aspect ( y ) ;
if ( h > 0 & & w > 0 ) {
BACKENDS: Refactor OpenGL & SDL graphics backends
This patch refactors the OpenGL and SDL graphics backends,
primarily to unify window scaling and mouse handling, and to
fix coordinate mapping between the ScummVM window and the
virtual game screen when they have different aspect ratios.
Unified code for these two backends has been moved to a new
header-only WindowedGraphicsManager class, so named because it
contains code for managing graphics managers that interact with
a windowing system and render virtual screens within a larger
physical content window.
The biggest behavioral change here is with the coordinate
system mapping:
Previously, mouse offsets were converted by mapping the whole
space within the window as input to the virtual game screen
without maintaining aspect ratio. This was done to prevent
'stickiness' when the mouse cursor was within the window but
outside of the virtual game screen, but it caused noticeable
distortion of mouse movement speed on the axis with blank
space.
Instead of introducing mouse speed distortion to prevent
stickiness, this patch changes coordinate transformation to
show the system cursor when the mouse moves outside of the virtual
game screen when mouse grab is off, or by holding the mouse inside
the virtual game screen (instead of the entire window) when mouse
grab is on.
This patch also improves some other properties of the
GraphicsManager/PaletteManager interfaces:
* Nullipotent operations (getWidth, getHeight, etc.) of the
PaletteManager/GraphicsManager interfaces are now const
* Methods marked `virtual` but not inherited by any subclass have
been de-virtualized
* Extra unnecessary calculations of hardware height in
SurfaceSdlGraphicsManager have been removed
* Methods have been renamed where appropriate for clarity
(setWindowSize -> handleResize, etc.)
* C++11 support improved with `override` specifier added on
overridden virtual methods in subclasses (primarily to avoid
myself accidentally creating new methods in the subclasses
by changing types/names during refactoring)
Additional refactoring can and should be done at some point to
continue to deduplicate code between the OpenGL and SDL backends.
Since the primary goal here was to improve the coordinate mapping,
full refactoring of these backends was not completed here.
2017-07-19 19:15:12 -05:00
SDL_LockSurface ( _hwScreen ) ;
2011-02-24 01:11:16 +01:00
// Use white as color for now.
BACKENDS: Refactor OpenGL & SDL graphics backends
This patch refactors the OpenGL and SDL graphics backends,
primarily to unify window scaling and mouse handling, and to
fix coordinate mapping between the ScummVM window and the
virtual game screen when they have different aspect ratios.
Unified code for these two backends has been moved to a new
header-only WindowedGraphicsManager class, so named because it
contains code for managing graphics managers that interact with
a windowing system and render virtual screens within a larger
physical content window.
The biggest behavioral change here is with the coordinate
system mapping:
Previously, mouse offsets were converted by mapping the whole
space within the window as input to the virtual game screen
without maintaining aspect ratio. This was done to prevent
'stickiness' when the mouse cursor was within the window but
outside of the virtual game screen, but it caused noticeable
distortion of mouse movement speed on the axis with blank
space.
Instead of introducing mouse speed distortion to prevent
stickiness, this patch changes coordinate transformation to
show the system cursor when the mouse moves outside of the virtual
game screen when mouse grab is off, or by holding the mouse inside
the virtual game screen (instead of the entire window) when mouse
grab is on.
This patch also improves some other properties of the
GraphicsManager/PaletteManager interfaces:
* Nullipotent operations (getWidth, getHeight, etc.) of the
PaletteManager/GraphicsManager interfaces are now const
* Methods marked `virtual` but not inherited by any subclass have
been de-virtualized
* Extra unnecessary calculations of hardware height in
SurfaceSdlGraphicsManager have been removed
* Methods have been renamed where appropriate for clarity
(setWindowSize -> handleResize, etc.)
* C++11 support improved with `override` specifier added on
overridden virtual methods in subclasses (primarily to avoid
myself accidentally creating new methods in the subclasses
by changing types/names during refactoring)
Additional refactoring can and should be done at some point to
continue to deduplicate code between the OpenGL and SDL backends.
Since the primary goal here was to improve the coordinate mapping,
full refactoring of these backends was not completed here.
2017-07-19 19:15:12 -05:00
Uint32 rectColor = SDL_MapRGB ( _hwScreen - > format , 0xFF , 0xFF , 0xFF ) ;
2011-02-24 01:11:16 +01:00
// First draw the top and bottom lines
// then draw the left and right lines
BACKENDS: Refactor OpenGL & SDL graphics backends
This patch refactors the OpenGL and SDL graphics backends,
primarily to unify window scaling and mouse handling, and to
fix coordinate mapping between the ScummVM window and the
virtual game screen when they have different aspect ratios.
Unified code for these two backends has been moved to a new
header-only WindowedGraphicsManager class, so named because it
contains code for managing graphics managers that interact with
a windowing system and render virtual screens within a larger
physical content window.
The biggest behavioral change here is with the coordinate
system mapping:
Previously, mouse offsets were converted by mapping the whole
space within the window as input to the virtual game screen
without maintaining aspect ratio. This was done to prevent
'stickiness' when the mouse cursor was within the window but
outside of the virtual game screen, but it caused noticeable
distortion of mouse movement speed on the axis with blank
space.
Instead of introducing mouse speed distortion to prevent
stickiness, this patch changes coordinate transformation to
show the system cursor when the mouse moves outside of the virtual
game screen when mouse grab is off, or by holding the mouse inside
the virtual game screen (instead of the entire window) when mouse
grab is on.
This patch also improves some other properties of the
GraphicsManager/PaletteManager interfaces:
* Nullipotent operations (getWidth, getHeight, etc.) of the
PaletteManager/GraphicsManager interfaces are now const
* Methods marked `virtual` but not inherited by any subclass have
been de-virtualized
* Extra unnecessary calculations of hardware height in
SurfaceSdlGraphicsManager have been removed
* Methods have been renamed where appropriate for clarity
(setWindowSize -> handleResize, etc.)
* C++11 support improved with `override` specifier added on
overridden virtual methods in subclasses (primarily to avoid
myself accidentally creating new methods in the subclasses
by changing types/names during refactoring)
Additional refactoring can and should be done at some point to
continue to deduplicate code between the OpenGL and SDL backends.
Since the primary goal here was to improve the coordinate mapping,
full refactoring of these backends was not completed here.
2017-07-19 19:15:12 -05:00
if ( _hwScreen - > format - > BytesPerPixel = = 2 ) {
uint16 * top = ( uint16 * ) ( ( byte * ) _hwScreen - > pixels + y * _hwScreen - > pitch + x * 2 ) ;
uint16 * bottom = ( uint16 * ) ( ( byte * ) _hwScreen - > pixels + ( y + h ) * _hwScreen - > pitch + x * 2 ) ;
byte * left = ( ( byte * ) _hwScreen - > pixels + y * _hwScreen - > pitch + x * 2 ) ;
byte * right = ( ( byte * ) _hwScreen - > pixels + y * _hwScreen - > pitch + ( x + w - 1 ) * 2 ) ;
2011-02-24 01:11:16 +01:00
while ( w - - ) {
* top + + = rectColor ;
* bottom + + = rectColor ;
}
while ( h - - ) {
* ( uint16 * ) left = rectColor ;
* ( uint16 * ) right = rectColor ;
BACKENDS: Refactor OpenGL & SDL graphics backends
This patch refactors the OpenGL and SDL graphics backends,
primarily to unify window scaling and mouse handling, and to
fix coordinate mapping between the ScummVM window and the
virtual game screen when they have different aspect ratios.
Unified code for these two backends has been moved to a new
header-only WindowedGraphicsManager class, so named because it
contains code for managing graphics managers that interact with
a windowing system and render virtual screens within a larger
physical content window.
The biggest behavioral change here is with the coordinate
system mapping:
Previously, mouse offsets were converted by mapping the whole
space within the window as input to the virtual game screen
without maintaining aspect ratio. This was done to prevent
'stickiness' when the mouse cursor was within the window but
outside of the virtual game screen, but it caused noticeable
distortion of mouse movement speed on the axis with blank
space.
Instead of introducing mouse speed distortion to prevent
stickiness, this patch changes coordinate transformation to
show the system cursor when the mouse moves outside of the virtual
game screen when mouse grab is off, or by holding the mouse inside
the virtual game screen (instead of the entire window) when mouse
grab is on.
This patch also improves some other properties of the
GraphicsManager/PaletteManager interfaces:
* Nullipotent operations (getWidth, getHeight, etc.) of the
PaletteManager/GraphicsManager interfaces are now const
* Methods marked `virtual` but not inherited by any subclass have
been de-virtualized
* Extra unnecessary calculations of hardware height in
SurfaceSdlGraphicsManager have been removed
* Methods have been renamed where appropriate for clarity
(setWindowSize -> handleResize, etc.)
* C++11 support improved with `override` specifier added on
overridden virtual methods in subclasses (primarily to avoid
myself accidentally creating new methods in the subclasses
by changing types/names during refactoring)
Additional refactoring can and should be done at some point to
continue to deduplicate code between the OpenGL and SDL backends.
Since the primary goal here was to improve the coordinate mapping,
full refactoring of these backends was not completed here.
2017-07-19 19:15:12 -05:00
left + = _hwScreen - > pitch ;
right + = _hwScreen - > pitch ;
2011-02-24 01:11:16 +01:00
}
BACKENDS: Refactor OpenGL & SDL graphics backends
This patch refactors the OpenGL and SDL graphics backends,
primarily to unify window scaling and mouse handling, and to
fix coordinate mapping between the ScummVM window and the
virtual game screen when they have different aspect ratios.
Unified code for these two backends has been moved to a new
header-only WindowedGraphicsManager class, so named because it
contains code for managing graphics managers that interact with
a windowing system and render virtual screens within a larger
physical content window.
The biggest behavioral change here is with the coordinate
system mapping:
Previously, mouse offsets were converted by mapping the whole
space within the window as input to the virtual game screen
without maintaining aspect ratio. This was done to prevent
'stickiness' when the mouse cursor was within the window but
outside of the virtual game screen, but it caused noticeable
distortion of mouse movement speed on the axis with blank
space.
Instead of introducing mouse speed distortion to prevent
stickiness, this patch changes coordinate transformation to
show the system cursor when the mouse moves outside of the virtual
game screen when mouse grab is off, or by holding the mouse inside
the virtual game screen (instead of the entire window) when mouse
grab is on.
This patch also improves some other properties of the
GraphicsManager/PaletteManager interfaces:
* Nullipotent operations (getWidth, getHeight, etc.) of the
PaletteManager/GraphicsManager interfaces are now const
* Methods marked `virtual` but not inherited by any subclass have
been de-virtualized
* Extra unnecessary calculations of hardware height in
SurfaceSdlGraphicsManager have been removed
* Methods have been renamed where appropriate for clarity
(setWindowSize -> handleResize, etc.)
* C++11 support improved with `override` specifier added on
overridden virtual methods in subclasses (primarily to avoid
myself accidentally creating new methods in the subclasses
by changing types/names during refactoring)
Additional refactoring can and should be done at some point to
continue to deduplicate code between the OpenGL and SDL backends.
Since the primary goal here was to improve the coordinate mapping,
full refactoring of these backends was not completed here.
2017-07-19 19:15:12 -05:00
} else if ( _hwScreen - > format - > BytesPerPixel = = 4 ) {
uint32 * top = ( uint32 * ) ( ( byte * ) _hwScreen - > pixels + y * _hwScreen - > pitch + x * 4 ) ;
uint32 * bottom = ( uint32 * ) ( ( byte * ) _hwScreen - > pixels + ( y + h ) * _hwScreen - > pitch + x * 4 ) ;
byte * left = ( ( byte * ) _hwScreen - > pixels + y * _hwScreen - > pitch + x * 4 ) ;
byte * right = ( ( byte * ) _hwScreen - > pixels + y * _hwScreen - > pitch + ( x + w - 1 ) * 4 ) ;
2011-02-24 01:11:16 +01:00
while ( w - - ) {
* top + + = rectColor ;
* bottom + + = rectColor ;
}
while ( h - - ) {
* ( uint32 * ) left = rectColor ;
* ( uint32 * ) right = rectColor ;
BACKENDS: Refactor OpenGL & SDL graphics backends
This patch refactors the OpenGL and SDL graphics backends,
primarily to unify window scaling and mouse handling, and to
fix coordinate mapping between the ScummVM window and the
virtual game screen when they have different aspect ratios.
Unified code for these two backends has been moved to a new
header-only WindowedGraphicsManager class, so named because it
contains code for managing graphics managers that interact with
a windowing system and render virtual screens within a larger
physical content window.
The biggest behavioral change here is with the coordinate
system mapping:
Previously, mouse offsets were converted by mapping the whole
space within the window as input to the virtual game screen
without maintaining aspect ratio. This was done to prevent
'stickiness' when the mouse cursor was within the window but
outside of the virtual game screen, but it caused noticeable
distortion of mouse movement speed on the axis with blank
space.
Instead of introducing mouse speed distortion to prevent
stickiness, this patch changes coordinate transformation to
show the system cursor when the mouse moves outside of the virtual
game screen when mouse grab is off, or by holding the mouse inside
the virtual game screen (instead of the entire window) when mouse
grab is on.
This patch also improves some other properties of the
GraphicsManager/PaletteManager interfaces:
* Nullipotent operations (getWidth, getHeight, etc.) of the
PaletteManager/GraphicsManager interfaces are now const
* Methods marked `virtual` but not inherited by any subclass have
been de-virtualized
* Extra unnecessary calculations of hardware height in
SurfaceSdlGraphicsManager have been removed
* Methods have been renamed where appropriate for clarity
(setWindowSize -> handleResize, etc.)
* C++11 support improved with `override` specifier added on
overridden virtual methods in subclasses (primarily to avoid
myself accidentally creating new methods in the subclasses
by changing types/names during refactoring)
Additional refactoring can and should be done at some point to
continue to deduplicate code between the OpenGL and SDL backends.
Since the primary goal here was to improve the coordinate mapping,
full refactoring of these backends was not completed here.
2017-07-19 19:15:12 -05:00
left + = _hwScreen - > pitch ;
right + = _hwScreen - > pitch ;
2011-02-24 01:11:16 +01:00
}
}
BACKENDS: Refactor OpenGL & SDL graphics backends
This patch refactors the OpenGL and SDL graphics backends,
primarily to unify window scaling and mouse handling, and to
fix coordinate mapping between the ScummVM window and the
virtual game screen when they have different aspect ratios.
Unified code for these two backends has been moved to a new
header-only WindowedGraphicsManager class, so named because it
contains code for managing graphics managers that interact with
a windowing system and render virtual screens within a larger
physical content window.
The biggest behavioral change here is with the coordinate
system mapping:
Previously, mouse offsets were converted by mapping the whole
space within the window as input to the virtual game screen
without maintaining aspect ratio. This was done to prevent
'stickiness' when the mouse cursor was within the window but
outside of the virtual game screen, but it caused noticeable
distortion of mouse movement speed on the axis with blank
space.
Instead of introducing mouse speed distortion to prevent
stickiness, this patch changes coordinate transformation to
show the system cursor when the mouse moves outside of the virtual
game screen when mouse grab is off, or by holding the mouse inside
the virtual game screen (instead of the entire window) when mouse
grab is on.
This patch also improves some other properties of the
GraphicsManager/PaletteManager interfaces:
* Nullipotent operations (getWidth, getHeight, etc.) of the
PaletteManager/GraphicsManager interfaces are now const
* Methods marked `virtual` but not inherited by any subclass have
been de-virtualized
* Extra unnecessary calculations of hardware height in
SurfaceSdlGraphicsManager have been removed
* Methods have been renamed where appropriate for clarity
(setWindowSize -> handleResize, etc.)
* C++11 support improved with `override` specifier added on
overridden virtual methods in subclasses (primarily to avoid
myself accidentally creating new methods in the subclasses
by changing types/names during refactoring)
Additional refactoring can and should be done at some point to
continue to deduplicate code between the OpenGL and SDL backends.
Since the primary goal here was to improve the coordinate mapping,
full refactoring of these backends was not completed here.
2017-07-19 19:15:12 -05:00
SDL_UnlockSurface ( _hwScreen ) ;
2011-02-24 01:11:16 +01:00
}
}
}
# endif
2004-02-29 00:49:40 +00:00
// Finally, blit all our changes to the screen
2013-05-17 00:18:09 +03:00
if ( ! _displayDisabled ) {
BACKENDS: Refactor OpenGL & SDL graphics backends
This patch refactors the OpenGL and SDL graphics backends,
primarily to unify window scaling and mouse handling, and to
fix coordinate mapping between the ScummVM window and the
virtual game screen when they have different aspect ratios.
Unified code for these two backends has been moved to a new
header-only WindowedGraphicsManager class, so named because it
contains code for managing graphics managers that interact with
a windowing system and render virtual screens within a larger
physical content window.
The biggest behavioral change here is with the coordinate
system mapping:
Previously, mouse offsets were converted by mapping the whole
space within the window as input to the virtual game screen
without maintaining aspect ratio. This was done to prevent
'stickiness' when the mouse cursor was within the window but
outside of the virtual game screen, but it caused noticeable
distortion of mouse movement speed on the axis with blank
space.
Instead of introducing mouse speed distortion to prevent
stickiness, this patch changes coordinate transformation to
show the system cursor when the mouse moves outside of the virtual
game screen when mouse grab is off, or by holding the mouse inside
the virtual game screen (instead of the entire window) when mouse
grab is on.
This patch also improves some other properties of the
GraphicsManager/PaletteManager interfaces:
* Nullipotent operations (getWidth, getHeight, etc.) of the
PaletteManager/GraphicsManager interfaces are now const
* Methods marked `virtual` but not inherited by any subclass have
been de-virtualized
* Extra unnecessary calculations of hardware height in
SurfaceSdlGraphicsManager have been removed
* Methods have been renamed where appropriate for clarity
(setWindowSize -> handleResize, etc.)
* C++11 support improved with `override` specifier added on
overridden virtual methods in subclasses (primarily to avoid
myself accidentally creating new methods in the subclasses
by changing types/names during refactoring)
Additional refactoring can and should be done at some point to
continue to deduplicate code between the OpenGL and SDL backends.
Since the primary goal here was to improve the coordinate mapping,
full refactoring of these backends was not completed here.
2017-07-19 19:15:12 -05:00
SDL_UpdateRects ( _hwScreen , _numDirtyRects , _dirtyRectList ) ;
2013-05-17 00:18:09 +03:00
}
2004-02-29 00:49:40 +00:00
}
2012-09-24 01:08:20 +02:00
// Set up the old scale factor
_scalerPlugin - > setFactor ( oldScaleFactor ) ;
2004-12-01 21:16:55 +00:00
_numDirtyRects = 0 ;
BACKENDS: Refactor OpenGL & SDL graphics backends
This patch refactors the OpenGL and SDL graphics backends,
primarily to unify window scaling and mouse handling, and to
fix coordinate mapping between the ScummVM window and the
virtual game screen when they have different aspect ratios.
Unified code for these two backends has been moved to a new
header-only WindowedGraphicsManager class, so named because it
contains code for managing graphics managers that interact with
a windowing system and render virtual screens within a larger
physical content window.
The biggest behavioral change here is with the coordinate
system mapping:
Previously, mouse offsets were converted by mapping the whole
space within the window as input to the virtual game screen
without maintaining aspect ratio. This was done to prevent
'stickiness' when the mouse cursor was within the window but
outside of the virtual game screen, but it caused noticeable
distortion of mouse movement speed on the axis with blank
space.
Instead of introducing mouse speed distortion to prevent
stickiness, this patch changes coordinate transformation to
show the system cursor when the mouse moves outside of the virtual
game screen when mouse grab is off, or by holding the mouse inside
the virtual game screen (instead of the entire window) when mouse
grab is on.
This patch also improves some other properties of the
GraphicsManager/PaletteManager interfaces:
* Nullipotent operations (getWidth, getHeight, etc.) of the
PaletteManager/GraphicsManager interfaces are now const
* Methods marked `virtual` but not inherited by any subclass have
been de-virtualized
* Extra unnecessary calculations of hardware height in
SurfaceSdlGraphicsManager have been removed
* Methods have been renamed where appropriate for clarity
(setWindowSize -> handleResize, etc.)
* C++11 support improved with `override` specifier added on
overridden virtual methods in subclasses (primarily to avoid
myself accidentally creating new methods in the subclasses
by changing types/names during refactoring)
Additional refactoring can and should be done at some point to
continue to deduplicate code between the OpenGL and SDL backends.
Since the primary goal here was to improve the coordinate mapping,
full refactoring of these backends was not completed here.
2017-07-19 19:15:12 -05:00
_forceRedraw = false ;
_cursorNeedsRedraw = false ;
2004-02-29 00:49:40 +00:00
}
2019-03-10 16:25:25 +00:00
bool SurfaceSdlGraphicsManager : : saveScreenshot ( const Common : : String & filename ) const {
BACKENDS: Refactor OpenGL & SDL graphics backends
This patch refactors the OpenGL and SDL graphics backends,
primarily to unify window scaling and mouse handling, and to
fix coordinate mapping between the ScummVM window and the
virtual game screen when they have different aspect ratios.
Unified code for these two backends has been moved to a new
header-only WindowedGraphicsManager class, so named because it
contains code for managing graphics managers that interact with
a windowing system and render virtual screens within a larger
physical content window.
The biggest behavioral change here is with the coordinate
system mapping:
Previously, mouse offsets were converted by mapping the whole
space within the window as input to the virtual game screen
without maintaining aspect ratio. This was done to prevent
'stickiness' when the mouse cursor was within the window but
outside of the virtual game screen, but it caused noticeable
distortion of mouse movement speed on the axis with blank
space.
Instead of introducing mouse speed distortion to prevent
stickiness, this patch changes coordinate transformation to
show the system cursor when the mouse moves outside of the virtual
game screen when mouse grab is off, or by holding the mouse inside
the virtual game screen (instead of the entire window) when mouse
grab is on.
This patch also improves some other properties of the
GraphicsManager/PaletteManager interfaces:
* Nullipotent operations (getWidth, getHeight, etc.) of the
PaletteManager/GraphicsManager interfaces are now const
* Methods marked `virtual` but not inherited by any subclass have
been de-virtualized
* Extra unnecessary calculations of hardware height in
SurfaceSdlGraphicsManager have been removed
* Methods have been renamed where appropriate for clarity
(setWindowSize -> handleResize, etc.)
* C++11 support improved with `override` specifier added on
overridden virtual methods in subclasses (primarily to avoid
myself accidentally creating new methods in the subclasses
by changing types/names during refactoring)
Additional refactoring can and should be done at some point to
continue to deduplicate code between the OpenGL and SDL backends.
Since the primary goal here was to improve the coordinate mapping,
full refactoring of these backends was not completed here.
2017-07-19 19:15:12 -05:00
assert ( _hwScreen ! = NULL ) ;
2004-02-29 00:49:40 +00:00
2017-05-12 12:44:44 -05:00
Common : : StackLock lock ( _graphicsMutex ) ;
2020-06-07 13:22:36 +01:00
2017-05-12 12:44:44 -05:00
Common : : DumpFile out ;
if ( ! out . open ( filename ) ) {
return false ;
}
2020-06-07 13:22:36 +01:00
int result = SDL_LockSurface ( _hwScreen ) ;
2017-05-12 12:44:44 -05:00
if ( result < 0 ) {
warning ( " Could not lock RGB surface " ) ;
return false ;
}
2020-06-07 13:22:36 +01:00
Graphics : : PixelFormat format = convertSDLPixelFormat ( _hwScreen - > format ) ;
2017-05-12 12:44:44 -05:00
Graphics : : Surface data ;
2020-06-07 13:22:36 +01:00
data . init ( _hwScreen - > w , _hwScreen - > h , _hwScreen - > pitch , _hwScreen - > pixels , format ) ;
# ifdef USE_PNG
2017-05-12 12:44:44 -05:00
const bool success = Image : : writePNG ( out , data ) ;
2020-06-07 13:22:36 +01:00
# else
const bool success = Image : : writeBMP ( out , data ) ;
# endif
2017-05-12 12:44:44 -05:00
2020-06-07 13:22:36 +01:00
SDL_UnlockSurface ( _hwScreen ) ;
2017-05-12 12:44:44 -05:00
return success ;
2004-02-29 00:49:40 +00:00
}
2011-06-19 20:08:55 +02:00
void SurfaceSdlGraphicsManager : : setFullscreenMode ( bool enable ) {
2004-03-28 20:31:18 +00:00
Common : : StackLock lock ( _graphicsMutex ) ;
2009-01-01 15:06:43 +00:00
2020-03-11 19:01:49 +00:00
if ( ! g_system - > hasFeature ( OSystem : : kFeatureFullscreenMode ) )
return ;
2008-11-14 22:08:10 +00:00
if ( _oldVideoMode . setup & & _oldVideoMode . fullscreen = = enable )
2008-09-22 17:33:30 +00:00
return ;
2004-03-01 01:41:22 +00:00
2008-11-14 22:08:10 +00:00
if ( _transactionMode = = kTransactionActive ) {
_videoMode . fullscreen = enable ;
2008-09-22 17:33:30 +00:00
_transactionDetails . needHotswap = true ;
2004-02-29 00:49:40 +00:00
}
}
2011-06-19 20:08:55 +02:00
void SurfaceSdlGraphicsManager : : setAspectRatioCorrection ( bool enable ) {
2008-11-14 22:08:10 +00:00
Common : : StackLock lock ( _graphicsMutex ) ;
2005-02-22 01:29:27 +00:00
2009-05-01 09:09:07 +00:00
if ( _oldVideoMode . setup & & _oldVideoMode . aspectRatioCorrection = = enable )
2008-11-14 22:08:10 +00:00
return ;
2005-07-30 21:11:48 +00:00
2008-11-14 22:08:10 +00:00
if ( _transactionMode = = kTransactionActive ) {
2009-05-01 09:09:07 +00:00
_videoMode . aspectRatioCorrection = enable ;
2008-11-14 22:08:10 +00:00
_transactionDetails . needHotswap = true ;
2004-11-23 21:30:38 +00:00
}
}
2016-10-12 22:38:07 +01:00
void SurfaceSdlGraphicsManager : : setFilteringMode ( bool enable ) {
Common : : StackLock lock ( _graphicsMutex ) ;
if ( _oldVideoMode . setup & & _oldVideoMode . filtering = = enable )
return ;
if ( _transactionMode = = kTransactionActive ) {
_videoMode . filtering = enable ;
2018-10-21 18:35:40 +01:00
# if SDL_VERSION_ATLEAST(2, 0, 0)
2016-10-13 00:19:15 +01:00
_transactionDetails . needTextureUpdate = true ;
2018-10-21 18:35:40 +01:00
# endif
2016-10-12 22:38:07 +01:00
}
}
2012-06-16 02:18:01 +02:00
void SurfaceSdlGraphicsManager : : copyRectToScreen ( const void * buf , int pitch , int x , int y , int w , int h ) {
2011-06-19 18:49:02 +02:00
assert ( _transactionMode = = kTransactionNone ) ;
2012-06-16 02:18:01 +02:00
assert ( buf ) ;
2004-11-23 21:30:38 +00:00
2006-07-23 06:50:49 +00:00
if ( _screen = = NULL ) {
2011-06-19 20:08:55 +02:00
warning ( " SurfaceSdlGraphicsManager::copyRectToScreen: _screen == NULL " ) ;
2004-02-29 00:49:40 +00:00
return ;
2006-07-23 06:50:49 +00:00
}
2004-02-29 00:49:40 +00:00
2004-03-28 20:31:18 +00:00
Common : : StackLock lock ( _graphicsMutex ) ; // Lock the mutex until this function ends
2005-07-30 21:11:48 +00:00
2008-11-14 22:08:10 +00:00
assert ( x > = 0 & & x < _videoMode . screenWidth ) ;
assert ( y > = 0 & & y < _videoMode . screenHeight ) ;
assert ( h > 0 & & y + h < = _videoMode . screenHeight ) ;
assert ( w > 0 & & x + w < = _videoMode . screenWidth ) ;
2005-11-08 22:23:09 +00:00
2010-06-02 00:52:57 +00:00
addDirtyRect ( x , y , w , h ) ;
2004-02-29 00:49:40 +00:00
// Try to lock the screen surface
if ( SDL_LockSurface ( _screen ) = = - 1 )
error ( " SDL_LockSurface failed: %s " , SDL_GetError ( ) ) ;
2011-02-24 04:24:58 +01:00
byte * dst = ( byte * ) _screen - > pixels + y * _screen - > pitch + x * _screenFormat . bytesPerPixel ;
if ( _videoMode . screenWidth = = w & & pitch = = _screen - > pitch ) {
2012-06-16 02:18:01 +02:00
memcpy ( dst , buf , h * pitch ) ;
2009-06-03 23:36:23 +00:00
} else {
2012-06-16 02:18:01 +02:00
const byte * src = ( const byte * ) buf ;
2009-06-03 23:36:23 +00:00
do {
2009-06-10 05:35:18 +00:00
memcpy ( dst , src , w * _screenFormat . bytesPerPixel ) ;
2009-06-03 23:36:23 +00:00
src + = pitch ;
2011-02-24 04:24:58 +01:00
dst + = _screen - > pitch ;
2009-06-03 23:36:23 +00:00
} while ( - - h ) ;
}
2004-02-29 00:49:40 +00:00
// Unlock the screen surface
SDL_UnlockSurface ( _screen ) ;
}
2011-06-19 20:08:55 +02:00
Graphics : : Surface * SurfaceSdlGraphicsManager : : lockScreen ( ) {
2011-06-19 18:49:02 +02:00
assert ( _transactionMode = = kTransactionNone ) ;
2005-07-30 21:11:48 +00:00
2007-06-19 22:39:59 +00:00
// Lock the graphics mutex
2020-08-20 14:56:19 +01:00
_graphicsMutex . lock ( ) ;
2005-07-30 21:11:48 +00:00
2007-06-19 22:39:59 +00:00
// paranoia check
assert ( ! _screenIsLocked ) ;
_screenIsLocked = true ;
2005-07-30 21:11:48 +00:00
2005-05-08 21:39:05 +00:00
// Try to lock the screen surface
if ( SDL_LockSurface ( _screen ) = = - 1 )
error ( " SDL_LockSurface failed: %s " , SDL_GetError ( ) ) ;
2005-07-30 21:11:48 +00:00
2017-09-13 23:57:04 -05:00
_framebuffer . init ( _screen - > w , _screen - > h , _screen - > pitch , _screen - > pixels , _screenFormat ) ;
2007-06-19 22:39:59 +00:00
return & _framebuffer ;
}
2011-06-19 20:08:55 +02:00
void SurfaceSdlGraphicsManager : : unlockScreen ( ) {
2011-06-19 18:49:02 +02:00
assert ( _transactionMode = = kTransactionNone ) ;
2007-06-19 22:39:59 +00:00
// paranoia check
assert ( _screenIsLocked ) ;
_screenIsLocked = false ;
2005-07-30 21:11:48 +00:00
2005-05-08 21:39:05 +00:00
// Unlock the screen surface
SDL_UnlockSurface ( _screen ) ;
2005-07-30 21:11:48 +00:00
2007-06-19 22:39:59 +00:00
// Trigger a full screen update
BACKENDS: Refactor OpenGL & SDL graphics backends
This patch refactors the OpenGL and SDL graphics backends,
primarily to unify window scaling and mouse handling, and to
fix coordinate mapping between the ScummVM window and the
virtual game screen when they have different aspect ratios.
Unified code for these two backends has been moved to a new
header-only WindowedGraphicsManager class, so named because it
contains code for managing graphics managers that interact with
a windowing system and render virtual screens within a larger
physical content window.
The biggest behavioral change here is with the coordinate
system mapping:
Previously, mouse offsets were converted by mapping the whole
space within the window as input to the virtual game screen
without maintaining aspect ratio. This was done to prevent
'stickiness' when the mouse cursor was within the window but
outside of the virtual game screen, but it caused noticeable
distortion of mouse movement speed on the axis with blank
space.
Instead of introducing mouse speed distortion to prevent
stickiness, this patch changes coordinate transformation to
show the system cursor when the mouse moves outside of the virtual
game screen when mouse grab is off, or by holding the mouse inside
the virtual game screen (instead of the entire window) when mouse
grab is on.
This patch also improves some other properties of the
GraphicsManager/PaletteManager interfaces:
* Nullipotent operations (getWidth, getHeight, etc.) of the
PaletteManager/GraphicsManager interfaces are now const
* Methods marked `virtual` but not inherited by any subclass have
been de-virtualized
* Extra unnecessary calculations of hardware height in
SurfaceSdlGraphicsManager have been removed
* Methods have been renamed where appropriate for clarity
(setWindowSize -> handleResize, etc.)
* C++11 support improved with `override` specifier added on
overridden virtual methods in subclasses (primarily to avoid
myself accidentally creating new methods in the subclasses
by changing types/names during refactoring)
Additional refactoring can and should be done at some point to
continue to deduplicate code between the OpenGL and SDL backends.
Since the primary goal here was to improve the coordinate mapping,
full refactoring of these backends was not completed here.
2017-07-19 19:15:12 -05:00
_forceRedraw = true ;
2007-06-19 22:39:59 +00:00
// Finally unlock the graphics mutex
2020-08-20 14:56:19 +01:00
_graphicsMutex . unlock ( ) ;
2005-05-08 21:39:05 +00:00
}
2004-02-29 00:49:40 +00:00
2011-06-19 20:08:55 +02:00
void SurfaceSdlGraphicsManager : : fillScreen ( uint32 col ) {
2010-06-08 23:44:05 +00:00
Graphics : : Surface * screen = lockScreen ( ) ;
2019-11-09 14:52:05 +00:00
if ( screen )
screen - > fillRect ( Common : : Rect ( screen - > w , screen - > h ) , col ) ;
2010-06-08 23:44:05 +00:00
unlockScreen ( ) ;
}
2011-06-19 20:08:55 +02:00
void SurfaceSdlGraphicsManager : : addDirtyRect ( int x , int y , int w , int h , bool realCoordinates ) {
BACKENDS: Refactor OpenGL & SDL graphics backends
This patch refactors the OpenGL and SDL graphics backends,
primarily to unify window scaling and mouse handling, and to
fix coordinate mapping between the ScummVM window and the
virtual game screen when they have different aspect ratios.
Unified code for these two backends has been moved to a new
header-only WindowedGraphicsManager class, so named because it
contains code for managing graphics managers that interact with
a windowing system and render virtual screens within a larger
physical content window.
The biggest behavioral change here is with the coordinate
system mapping:
Previously, mouse offsets were converted by mapping the whole
space within the window as input to the virtual game screen
without maintaining aspect ratio. This was done to prevent
'stickiness' when the mouse cursor was within the window but
outside of the virtual game screen, but it caused noticeable
distortion of mouse movement speed on the axis with blank
space.
Instead of introducing mouse speed distortion to prevent
stickiness, this patch changes coordinate transformation to
show the system cursor when the mouse moves outside of the virtual
game screen when mouse grab is off, or by holding the mouse inside
the virtual game screen (instead of the entire window) when mouse
grab is on.
This patch also improves some other properties of the
GraphicsManager/PaletteManager interfaces:
* Nullipotent operations (getWidth, getHeight, etc.) of the
PaletteManager/GraphicsManager interfaces are now const
* Methods marked `virtual` but not inherited by any subclass have
been de-virtualized
* Extra unnecessary calculations of hardware height in
SurfaceSdlGraphicsManager have been removed
* Methods have been renamed where appropriate for clarity
(setWindowSize -> handleResize, etc.)
* C++11 support improved with `override` specifier added on
overridden virtual methods in subclasses (primarily to avoid
myself accidentally creating new methods in the subclasses
by changing types/names during refactoring)
Additional refactoring can and should be done at some point to
continue to deduplicate code between the OpenGL and SDL backends.
Since the primary goal here was to improve the coordinate mapping,
full refactoring of these backends was not completed here.
2017-07-19 19:15:12 -05:00
if ( _forceRedraw )
2004-02-29 00:49:40 +00:00
return ;
2005-05-01 17:39:38 +00:00
if ( _numDirtyRects = = NUM_DIRTY_RECT ) {
BACKENDS: Refactor OpenGL & SDL graphics backends
This patch refactors the OpenGL and SDL graphics backends,
primarily to unify window scaling and mouse handling, and to
fix coordinate mapping between the ScummVM window and the
virtual game screen when they have different aspect ratios.
Unified code for these two backends has been moved to a new
header-only WindowedGraphicsManager class, so named because it
contains code for managing graphics managers that interact with
a windowing system and render virtual screens within a larger
physical content window.
The biggest behavioral change here is with the coordinate
system mapping:
Previously, mouse offsets were converted by mapping the whole
space within the window as input to the virtual game screen
without maintaining aspect ratio. This was done to prevent
'stickiness' when the mouse cursor was within the window but
outside of the virtual game screen, but it caused noticeable
distortion of mouse movement speed on the axis with blank
space.
Instead of introducing mouse speed distortion to prevent
stickiness, this patch changes coordinate transformation to
show the system cursor when the mouse moves outside of the virtual
game screen when mouse grab is off, or by holding the mouse inside
the virtual game screen (instead of the entire window) when mouse
grab is on.
This patch also improves some other properties of the
GraphicsManager/PaletteManager interfaces:
* Nullipotent operations (getWidth, getHeight, etc.) of the
PaletteManager/GraphicsManager interfaces are now const
* Methods marked `virtual` but not inherited by any subclass have
been de-virtualized
* Extra unnecessary calculations of hardware height in
SurfaceSdlGraphicsManager have been removed
* Methods have been renamed where appropriate for clarity
(setWindowSize -> handleResize, etc.)
* C++11 support improved with `override` specifier added on
overridden virtual methods in subclasses (primarily to avoid
myself accidentally creating new methods in the subclasses
by changing types/names during refactoring)
Additional refactoring can and should be done at some point to
continue to deduplicate code between the OpenGL and SDL backends.
Since the primary goal here was to improve the coordinate mapping,
full refactoring of these backends was not completed here.
2017-07-19 19:15:12 -05:00
_forceRedraw = true ;
2005-05-01 17:39:38 +00:00
return ;
}
2005-03-09 23:07:32 +00:00
int height , width ;
2006-05-27 12:55:28 +00:00
if ( ! _overlayVisible & & ! realCoordinates ) {
2008-11-14 22:08:10 +00:00
width = _videoMode . screenWidth ;
height = _videoMode . screenHeight ;
2005-03-09 23:07:32 +00:00
} else {
2008-11-14 22:08:10 +00:00
width = _videoMode . overlayWidth ;
height = _videoMode . overlayHeight ;
2005-03-09 23:07:32 +00:00
}
2005-02-17 23:01:00 +00:00
2012-05-26 03:42:17 -04:00
// Extend the dirty region for scalers
2005-05-01 17:39:38 +00:00
// that "smear" the screen, e.g. 2xSAI
2007-08-11 08:44:43 +00:00
if ( ! realCoordinates ) {
2012-05-26 03:42:17 -04:00
// Aspect ratio correction requires this to be at least one
2012-05-31 15:12:23 -04:00
int adjust = MAX ( _extraPixels , ( uint ) 1 ) ;
2012-05-28 13:24:28 -04:00
x - = adjust ;
y - = adjust ;
w + = adjust * 2 ;
h + = adjust * 2 ;
2005-05-01 17:39:38 +00:00
}
2004-02-29 00:49:40 +00:00
2005-05-01 17:39:38 +00:00
// clip
if ( x < 0 ) {
w + = x ;
x = 0 ;
}
2004-02-29 00:49:40 +00:00
2005-05-01 17:39:38 +00:00
if ( y < 0 ) {
h + = y ;
BACKENDS: Refactor OpenGL & SDL graphics backends
This patch refactors the OpenGL and SDL graphics backends,
primarily to unify window scaling and mouse handling, and to
fix coordinate mapping between the ScummVM window and the
virtual game screen when they have different aspect ratios.
Unified code for these two backends has been moved to a new
header-only WindowedGraphicsManager class, so named because it
contains code for managing graphics managers that interact with
a windowing system and render virtual screens within a larger
physical content window.
The biggest behavioral change here is with the coordinate
system mapping:
Previously, mouse offsets were converted by mapping the whole
space within the window as input to the virtual game screen
without maintaining aspect ratio. This was done to prevent
'stickiness' when the mouse cursor was within the window but
outside of the virtual game screen, but it caused noticeable
distortion of mouse movement speed on the axis with blank
space.
Instead of introducing mouse speed distortion to prevent
stickiness, this patch changes coordinate transformation to
show the system cursor when the mouse moves outside of the virtual
game screen when mouse grab is off, or by holding the mouse inside
the virtual game screen (instead of the entire window) when mouse
grab is on.
This patch also improves some other properties of the
GraphicsManager/PaletteManager interfaces:
* Nullipotent operations (getWidth, getHeight, etc.) of the
PaletteManager/GraphicsManager interfaces are now const
* Methods marked `virtual` but not inherited by any subclass have
been de-virtualized
* Extra unnecessary calculations of hardware height in
SurfaceSdlGraphicsManager have been removed
* Methods have been renamed where appropriate for clarity
(setWindowSize -> handleResize, etc.)
* C++11 support improved with `override` specifier added on
overridden virtual methods in subclasses (primarily to avoid
myself accidentally creating new methods in the subclasses
by changing types/names during refactoring)
Additional refactoring can and should be done at some point to
continue to deduplicate code between the OpenGL and SDL backends.
Since the primary goal here was to improve the coordinate mapping,
full refactoring of these backends was not completed here.
2017-07-19 19:15:12 -05:00
y = 0 ;
2005-05-01 17:39:38 +00:00
}
2004-02-29 00:49:40 +00:00
2005-05-01 17:39:38 +00:00
if ( w > width - x ) {
w = width - x ;
}
2004-02-29 00:49:40 +00:00
2005-05-01 17:39:38 +00:00
if ( h > height - y ) {
h = height - y ;
}
2004-02-29 00:49:40 +00:00
2012-08-25 12:16:46 -04:00
# ifdef USE_ASPECT
2020-06-29 23:04:41 +01:00
if ( _videoMode . aspectRatioCorrection & & ! _overlayVisible & & ! realCoordinates )
2018-10-21 18:35:40 +01:00
makeRectStretchable ( x , y , w , h , _videoMode . filtering ) ;
2005-06-21 20:39:09 +00:00
# endif
2005-07-30 21:11:48 +00:00
2006-05-24 21:04:44 +00:00
if ( w = = width & & h = = height ) {
BACKENDS: Refactor OpenGL & SDL graphics backends
This patch refactors the OpenGL and SDL graphics backends,
primarily to unify window scaling and mouse handling, and to
fix coordinate mapping between the ScummVM window and the
virtual game screen when they have different aspect ratios.
Unified code for these two backends has been moved to a new
header-only WindowedGraphicsManager class, so named because it
contains code for managing graphics managers that interact with
a windowing system and render virtual screens within a larger
physical content window.
The biggest behavioral change here is with the coordinate
system mapping:
Previously, mouse offsets were converted by mapping the whole
space within the window as input to the virtual game screen
without maintaining aspect ratio. This was done to prevent
'stickiness' when the mouse cursor was within the window but
outside of the virtual game screen, but it caused noticeable
distortion of mouse movement speed on the axis with blank
space.
Instead of introducing mouse speed distortion to prevent
stickiness, this patch changes coordinate transformation to
show the system cursor when the mouse moves outside of the virtual
game screen when mouse grab is off, or by holding the mouse inside
the virtual game screen (instead of the entire window) when mouse
grab is on.
This patch also improves some other properties of the
GraphicsManager/PaletteManager interfaces:
* Nullipotent operations (getWidth, getHeight, etc.) of the
PaletteManager/GraphicsManager interfaces are now const
* Methods marked `virtual` but not inherited by any subclass have
been de-virtualized
* Extra unnecessary calculations of hardware height in
SurfaceSdlGraphicsManager have been removed
* Methods have been renamed where appropriate for clarity
(setWindowSize -> handleResize, etc.)
* C++11 support improved with `override` specifier added on
overridden virtual methods in subclasses (primarily to avoid
myself accidentally creating new methods in the subclasses
by changing types/names during refactoring)
Additional refactoring can and should be done at some point to
continue to deduplicate code between the OpenGL and SDL backends.
Since the primary goal here was to improve the coordinate mapping,
full refactoring of these backends was not completed here.
2017-07-19 19:15:12 -05:00
_forceRedraw = true ;
2006-05-24 21:04:44 +00:00
return ;
}
2006-05-19 22:26:07 +00:00
if ( w > 0 & & h > 0 ) {
SDL_Rect * r = & _dirtyRectList [ _numDirtyRects + + ] ;
r - > x = x ;
r - > y = y ;
r - > w = w ;
r - > h = h ;
}
2004-02-29 00:49:40 +00:00
}
BACKENDS: Refactor OpenGL & SDL graphics backends
This patch refactors the OpenGL and SDL graphics backends,
primarily to unify window scaling and mouse handling, and to
fix coordinate mapping between the ScummVM window and the
virtual game screen when they have different aspect ratios.
Unified code for these two backends has been moved to a new
header-only WindowedGraphicsManager class, so named because it
contains code for managing graphics managers that interact with
a windowing system and render virtual screens within a larger
physical content window.
The biggest behavioral change here is with the coordinate
system mapping:
Previously, mouse offsets were converted by mapping the whole
space within the window as input to the virtual game screen
without maintaining aspect ratio. This was done to prevent
'stickiness' when the mouse cursor was within the window but
outside of the virtual game screen, but it caused noticeable
distortion of mouse movement speed on the axis with blank
space.
Instead of introducing mouse speed distortion to prevent
stickiness, this patch changes coordinate transformation to
show the system cursor when the mouse moves outside of the virtual
game screen when mouse grab is off, or by holding the mouse inside
the virtual game screen (instead of the entire window) when mouse
grab is on.
This patch also improves some other properties of the
GraphicsManager/PaletteManager interfaces:
* Nullipotent operations (getWidth, getHeight, etc.) of the
PaletteManager/GraphicsManager interfaces are now const
* Methods marked `virtual` but not inherited by any subclass have
been de-virtualized
* Extra unnecessary calculations of hardware height in
SurfaceSdlGraphicsManager have been removed
* Methods have been renamed where appropriate for clarity
(setWindowSize -> handleResize, etc.)
* C++11 support improved with `override` specifier added on
overridden virtual methods in subclasses (primarily to avoid
myself accidentally creating new methods in the subclasses
by changing types/names during refactoring)
Additional refactoring can and should be done at some point to
continue to deduplicate code between the OpenGL and SDL backends.
Since the primary goal here was to improve the coordinate mapping,
full refactoring of these backends was not completed here.
2017-07-19 19:15:12 -05:00
int16 SurfaceSdlGraphicsManager : : getHeight ( ) const {
2008-11-14 22:08:10 +00:00
return _videoMode . screenHeight ;
2004-02-29 00:49:40 +00:00
}
BACKENDS: Refactor OpenGL & SDL graphics backends
This patch refactors the OpenGL and SDL graphics backends,
primarily to unify window scaling and mouse handling, and to
fix coordinate mapping between the ScummVM window and the
virtual game screen when they have different aspect ratios.
Unified code for these two backends has been moved to a new
header-only WindowedGraphicsManager class, so named because it
contains code for managing graphics managers that interact with
a windowing system and render virtual screens within a larger
physical content window.
The biggest behavioral change here is with the coordinate
system mapping:
Previously, mouse offsets were converted by mapping the whole
space within the window as input to the virtual game screen
without maintaining aspect ratio. This was done to prevent
'stickiness' when the mouse cursor was within the window but
outside of the virtual game screen, but it caused noticeable
distortion of mouse movement speed on the axis with blank
space.
Instead of introducing mouse speed distortion to prevent
stickiness, this patch changes coordinate transformation to
show the system cursor when the mouse moves outside of the virtual
game screen when mouse grab is off, or by holding the mouse inside
the virtual game screen (instead of the entire window) when mouse
grab is on.
This patch also improves some other properties of the
GraphicsManager/PaletteManager interfaces:
* Nullipotent operations (getWidth, getHeight, etc.) of the
PaletteManager/GraphicsManager interfaces are now const
* Methods marked `virtual` but not inherited by any subclass have
been de-virtualized
* Extra unnecessary calculations of hardware height in
SurfaceSdlGraphicsManager have been removed
* Methods have been renamed where appropriate for clarity
(setWindowSize -> handleResize, etc.)
* C++11 support improved with `override` specifier added on
overridden virtual methods in subclasses (primarily to avoid
myself accidentally creating new methods in the subclasses
by changing types/names during refactoring)
Additional refactoring can and should be done at some point to
continue to deduplicate code between the OpenGL and SDL backends.
Since the primary goal here was to improve the coordinate mapping,
full refactoring of these backends was not completed here.
2017-07-19 19:15:12 -05:00
int16 SurfaceSdlGraphicsManager : : getWidth ( ) const {
2008-11-14 22:08:10 +00:00
return _videoMode . screenWidth ;
2004-02-29 00:49:40 +00:00
}
2011-06-19 20:08:55 +02:00
void SurfaceSdlGraphicsManager : : setPalette ( const byte * colors , uint start , uint num ) {
2005-03-12 16:32:32 +00:00
assert ( colors ) ;
2010-04-20 21:16:58 +00:00
assert ( _screenFormat . bytesPerPixel = = 1 ) ;
2009-06-10 05:35:18 +00:00
2006-07-23 06:50:49 +00:00
// Setting the palette before _screen is created is allowed - for now -
// since we don't actually set the palette until the screen is updated.
// But it could indicate a programming error, so let's warn about it.
if ( ! _screen )
2011-06-19 20:08:55 +02:00
warning ( " SurfaceSdlGraphicsManager::setPalette: _screen == NULL " ) ;
2006-07-23 06:50:49 +00:00
2004-02-29 00:49:40 +00:00
const byte * b = colors ;
uint i ;
SDL_Color * base = _currentPalette + start ;
2011-02-13 14:37:19 +01:00
for ( i = 0 ; i < num ; i + + , b + = 3 ) {
2004-02-29 00:49:40 +00:00
base [ i ] . r = b [ 0 ] ;
base [ i ] . g = b [ 1 ] ;
base [ i ] . b = b [ 2 ] ;
2015-01-25 01:34:57 +01:00
# if SDL_VERSION_ATLEAST(2, 0, 0)
base [ i ] . a = 255 ;
# endif
2004-02-29 00:49:40 +00:00
}
if ( start < _paletteDirtyStart )
_paletteDirtyStart = start ;
if ( start + num > _paletteDirtyEnd )
_paletteDirtyEnd = start + num ;
2005-02-17 23:01:00 +00:00
// Some games blink cursors with palette
2006-05-20 09:27:56 +00:00
if ( _cursorPaletteDisabled )
2005-02-17 23:01:00 +00:00
blitCursor ( ) ;
}
BACKENDS: Refactor OpenGL & SDL graphics backends
This patch refactors the OpenGL and SDL graphics backends,
primarily to unify window scaling and mouse handling, and to
fix coordinate mapping between the ScummVM window and the
virtual game screen when they have different aspect ratios.
Unified code for these two backends has been moved to a new
header-only WindowedGraphicsManager class, so named because it
contains code for managing graphics managers that interact with
a windowing system and render virtual screens within a larger
physical content window.
The biggest behavioral change here is with the coordinate
system mapping:
Previously, mouse offsets were converted by mapping the whole
space within the window as input to the virtual game screen
without maintaining aspect ratio. This was done to prevent
'stickiness' when the mouse cursor was within the window but
outside of the virtual game screen, but it caused noticeable
distortion of mouse movement speed on the axis with blank
space.
Instead of introducing mouse speed distortion to prevent
stickiness, this patch changes coordinate transformation to
show the system cursor when the mouse moves outside of the virtual
game screen when mouse grab is off, or by holding the mouse inside
the virtual game screen (instead of the entire window) when mouse
grab is on.
This patch also improves some other properties of the
GraphicsManager/PaletteManager interfaces:
* Nullipotent operations (getWidth, getHeight, etc.) of the
PaletteManager/GraphicsManager interfaces are now const
* Methods marked `virtual` but not inherited by any subclass have
been de-virtualized
* Extra unnecessary calculations of hardware height in
SurfaceSdlGraphicsManager have been removed
* Methods have been renamed where appropriate for clarity
(setWindowSize -> handleResize, etc.)
* C++11 support improved with `override` specifier added on
overridden virtual methods in subclasses (primarily to avoid
myself accidentally creating new methods in the subclasses
by changing types/names during refactoring)
Additional refactoring can and should be done at some point to
continue to deduplicate code between the OpenGL and SDL backends.
Since the primary goal here was to improve the coordinate mapping,
full refactoring of these backends was not completed here.
2017-07-19 19:15:12 -05:00
void SurfaceSdlGraphicsManager : : grabPalette ( byte * colors , uint start , uint num ) const {
2005-07-30 21:11:48 +00:00
assert ( colors ) ;
2010-04-20 21:16:58 +00:00
assert ( _screenFormat . bytesPerPixel = = 1 ) ;
2005-05-08 21:39:05 +00:00
const SDL_Color * base = _currentPalette + start ;
2005-07-30 21:11:48 +00:00
2005-05-08 21:39:05 +00:00
for ( uint i = 0 ; i < num ; + + i ) {
2011-02-13 14:37:19 +01:00
colors [ i * 3 ] = base [ i ] . r ;
colors [ i * 3 + 1 ] = base [ i ] . g ;
colors [ i * 3 + 2 ] = base [ i ] . b ;
2005-05-08 21:39:05 +00:00
}
}
2011-06-19 20:08:55 +02:00
void SurfaceSdlGraphicsManager : : setCursorPalette ( const byte * colors , uint start , uint num ) {
2005-03-12 16:32:32 +00:00
assert ( colors ) ;
2005-02-17 23:01:00 +00:00
const byte * b = colors ;
uint i ;
SDL_Color * base = _cursorPalette + start ;
2011-02-13 14:37:19 +01:00
for ( i = 0 ; i < num ; i + + , b + = 3 ) {
2005-02-17 23:01:00 +00:00
base [ i ] . r = b [ 0 ] ;
base [ i ] . g = b [ 1 ] ;
base [ i ] . b = b [ 2 ] ;
2015-01-25 01:34:57 +01:00
# if SDL_VERSION_ATLEAST(2, 0, 0)
base [ i ] . a = 255 ;
# endif
2005-02-17 23:01:00 +00:00
}
2005-02-20 02:04:45 +00:00
_cursorPaletteDisabled = false ;
2009-06-26 10:37:00 +00:00
blitCursor ( ) ;
2004-02-29 00:49:40 +00:00
}
2011-06-19 20:08:55 +02:00
void SurfaceSdlGraphicsManager : : setFocusRectangle ( const Common : : Rect & rect ) {
2011-02-24 01:11:16 +01:00
# ifdef USE_SDL_DEBUG_FOCUSRECT
2011-02-24 01:15:27 +01:00
// Only enable focus rectangle debug code, when the user wants it
if ( ! _enableFocusRectDebugCode )
return ;
2011-02-24 01:11:16 +01:00
_enableFocusRect = true ;
_focusRect = rect ;
2011-02-24 01:19:10 +01:00
if ( rect . left < 0 | | rect . top < 0 | | rect . right > _videoMode . screenWidth | | rect . bottom > _videoMode . screenHeight )
2011-06-19 20:08:55 +02:00
warning ( " SurfaceSdlGraphicsManager::setFocusRectangle: Got a rect which does not fit inside the screen bounds: %d,%d,%d,%d " , rect . left , rect . top , rect . right , rect . bottom ) ;
2011-02-24 01:19:10 +01:00
2011-02-24 01:11:16 +01:00
// It's gross but we actually sometimes get rects, which are not inside the screen bounds,
// thus we need to clip the rect here...
_focusRect . clip ( _videoMode . screenWidth , _videoMode . screenHeight ) ;
// We just fake this as a dirty rect for now, to easily force an screen update whenever
// the rect changes.
addDirtyRect ( _focusRect . left , _focusRect . top , _focusRect . width ( ) , _focusRect . height ( ) ) ;
# endif
2011-02-24 00:09:25 +01:00
}
2011-06-19 20:08:55 +02:00
void SurfaceSdlGraphicsManager : : clearFocusRectangle ( ) {
2011-02-24 01:11:16 +01:00
# ifdef USE_SDL_DEBUG_FOCUSRECT
2011-02-24 01:15:27 +01:00
// Only enable focus rectangle debug code, when the user wants it
if ( ! _enableFocusRectDebugCode )
return ;
2011-02-24 01:11:16 +01:00
_enableFocusRect = false ;
// We just fake this as a dirty rect for now, to easily force an screen update whenever
// the rect changes.
addDirtyRect ( _focusRect . left , _focusRect . top , _focusRect . width ( ) , _focusRect . height ( ) ) ;
# endif
2011-02-24 00:09:25 +01:00
}
2004-02-29 00:49:40 +00:00
# pragma mark -
# pragma mark --- Overlays ---
# pragma mark -
2011-06-19 20:08:55 +02:00
void SurfaceSdlGraphicsManager : : clearOverlay ( ) {
2004-03-28 20:31:18 +00:00
Common : : StackLock lock ( _graphicsMutex ) ; // Lock the mutex until this function ends
2005-07-30 21:11:48 +00:00
2005-03-09 23:07:32 +00:00
if ( ! _overlayVisible )
return ;
2004-02-29 00:49:40 +00:00
// Clear the overlay by making the game screen "look through" everywhere.
SDL_Rect src , dst ;
src . x = src . y = 0 ;
2012-09-25 04:06:56 +02:00
dst . x = dst . y = _maxExtraPixels ;
2008-11-14 22:08:10 +00:00
src . w = dst . w = _videoMode . screenWidth ;
src . h = dst . h = _videoMode . screenHeight ;
2004-02-29 00:49:40 +00:00
if ( SDL_BlitSurface ( _screen , & src , _tmpscreen , & dst ) ! = 0 )
error ( " SDL_BlitSurface failed: %s " , SDL_GetError ( ) ) ;
2005-03-09 23:07:32 +00:00
SDL_LockSurface ( _tmpscreen ) ;
SDL_LockSurface ( _overlayscreen ) ;
2012-07-31 13:29:57 -04:00
2012-09-25 04:06:56 +02:00
_scalerPlugin - > scale ( ( byte * ) ( _tmpscreen - > pixels ) + _maxExtraPixels * _tmpscreen - > pitch + _maxExtraPixels * 2 , _tmpscreen - > pitch ,
2012-05-24 14:31:05 -04:00
( byte * ) _overlayscreen - > pixels , _overlayscreen - > pitch , _videoMode . screenWidth , _videoMode . screenHeight , 0 , 0 ) ;
2006-05-17 23:52:45 +00:00
2012-08-25 12:16:46 -04:00
# ifdef USE_ASPECT
2009-05-01 09:09:07 +00:00
if ( _videoMode . aspectRatioCorrection )
2008-01-27 19:47:41 +00:00
stretch200To240 ( ( uint8 * ) _overlayscreen - > pixels , _overlayscreen - > pitch ,
2018-10-21 18:35:40 +01:00
_videoMode . overlayWidth , _videoMode . screenHeight * _videoMode . scaleFactor , 0 , 0 , 0 ,
2020-07-02 23:21:41 +01:00
_videoMode . filtering , _overlayFormat ) ;
2006-05-20 15:43:27 +00:00
# endif
2005-03-09 23:07:32 +00:00
SDL_UnlockSurface ( _tmpscreen ) ;
SDL_UnlockSurface ( _overlayscreen ) ;
BACKENDS: Refactor OpenGL & SDL graphics backends
This patch refactors the OpenGL and SDL graphics backends,
primarily to unify window scaling and mouse handling, and to
fix coordinate mapping between the ScummVM window and the
virtual game screen when they have different aspect ratios.
Unified code for these two backends has been moved to a new
header-only WindowedGraphicsManager class, so named because it
contains code for managing graphics managers that interact with
a windowing system and render virtual screens within a larger
physical content window.
The biggest behavioral change here is with the coordinate
system mapping:
Previously, mouse offsets were converted by mapping the whole
space within the window as input to the virtual game screen
without maintaining aspect ratio. This was done to prevent
'stickiness' when the mouse cursor was within the window but
outside of the virtual game screen, but it caused noticeable
distortion of mouse movement speed on the axis with blank
space.
Instead of introducing mouse speed distortion to prevent
stickiness, this patch changes coordinate transformation to
show the system cursor when the mouse moves outside of the virtual
game screen when mouse grab is off, or by holding the mouse inside
the virtual game screen (instead of the entire window) when mouse
grab is on.
This patch also improves some other properties of the
GraphicsManager/PaletteManager interfaces:
* Nullipotent operations (getWidth, getHeight, etc.) of the
PaletteManager/GraphicsManager interfaces are now const
* Methods marked `virtual` but not inherited by any subclass have
been de-virtualized
* Extra unnecessary calculations of hardware height in
SurfaceSdlGraphicsManager have been removed
* Methods have been renamed where appropriate for clarity
(setWindowSize -> handleResize, etc.)
* C++11 support improved with `override` specifier added on
overridden virtual methods in subclasses (primarily to avoid
myself accidentally creating new methods in the subclasses
by changing types/names during refactoring)
Additional refactoring can and should be done at some point to
continue to deduplicate code between the OpenGL and SDL backends.
Since the primary goal here was to improve the coordinate mapping,
full refactoring of these backends was not completed here.
2017-07-19 19:15:12 -05:00
_forceRedraw = true ;
2004-02-29 00:49:40 +00:00
}
BACKENDS: Refactor OpenGL & SDL graphics backends
This patch refactors the OpenGL and SDL graphics backends,
primarily to unify window scaling and mouse handling, and to
fix coordinate mapping between the ScummVM window and the
virtual game screen when they have different aspect ratios.
Unified code for these two backends has been moved to a new
header-only WindowedGraphicsManager class, so named because it
contains code for managing graphics managers that interact with
a windowing system and render virtual screens within a larger
physical content window.
The biggest behavioral change here is with the coordinate
system mapping:
Previously, mouse offsets were converted by mapping the whole
space within the window as input to the virtual game screen
without maintaining aspect ratio. This was done to prevent
'stickiness' when the mouse cursor was within the window but
outside of the virtual game screen, but it caused noticeable
distortion of mouse movement speed on the axis with blank
space.
Instead of introducing mouse speed distortion to prevent
stickiness, this patch changes coordinate transformation to
show the system cursor when the mouse moves outside of the virtual
game screen when mouse grab is off, or by holding the mouse inside
the virtual game screen (instead of the entire window) when mouse
grab is on.
This patch also improves some other properties of the
GraphicsManager/PaletteManager interfaces:
* Nullipotent operations (getWidth, getHeight, etc.) of the
PaletteManager/GraphicsManager interfaces are now const
* Methods marked `virtual` but not inherited by any subclass have
been de-virtualized
* Extra unnecessary calculations of hardware height in
SurfaceSdlGraphicsManager have been removed
* Methods have been renamed where appropriate for clarity
(setWindowSize -> handleResize, etc.)
* C++11 support improved with `override` specifier added on
overridden virtual methods in subclasses (primarily to avoid
myself accidentally creating new methods in the subclasses
by changing types/names during refactoring)
Additional refactoring can and should be done at some point to
continue to deduplicate code between the OpenGL and SDL backends.
Since the primary goal here was to improve the coordinate mapping,
full refactoring of these backends was not completed here.
2017-07-19 19:15:12 -05:00
void SurfaceSdlGraphicsManager : : grabOverlay ( void * buf , int pitch ) const {
2011-06-19 18:49:02 +02:00
assert ( _transactionMode = = kTransactionNone ) ;
2004-11-23 21:30:38 +00:00
2005-03-09 23:07:32 +00:00
if ( _overlayscreen = = NULL )
2004-02-29 00:49:40 +00:00
return ;
2005-03-09 23:07:32 +00:00
if ( SDL_LockSurface ( _overlayscreen ) = = - 1 )
2004-02-29 00:49:40 +00:00
error ( " SDL_LockSurface failed: %s " , SDL_GetError ( ) ) ;
2005-03-09 23:07:32 +00:00
byte * src = ( byte * ) _overlayscreen - > pixels ;
2012-06-16 04:17:14 +02:00
byte * dst = ( byte * ) buf ;
2008-11-14 22:08:10 +00:00
int h = _videoMode . overlayHeight ;
2004-02-29 00:49:40 +00:00
do {
2012-06-16 04:17:14 +02:00
memcpy ( dst , src , _videoMode . overlayWidth * 2 ) ;
2005-03-09 23:07:32 +00:00
src + = _overlayscreen - > pitch ;
2012-06-16 04:17:14 +02:00
dst + = pitch ;
2004-02-29 00:49:40 +00:00
} while ( - - h ) ;
2005-03-09 23:07:32 +00:00
SDL_UnlockSurface ( _overlayscreen ) ;
2004-02-29 00:49:40 +00:00
}
2012-06-16 04:17:14 +02:00
void SurfaceSdlGraphicsManager : : copyRectToOverlay ( const void * buf , int pitch , int x , int y , int w , int h ) {
2011-06-19 18:49:02 +02:00
assert ( _transactionMode = = kTransactionNone ) ;
2004-11-23 21:30:38 +00:00
2005-03-09 23:07:32 +00:00
if ( _overlayscreen = = NULL )
2004-02-29 00:49:40 +00:00
return ;
2012-06-16 04:17:14 +02:00
const byte * src = ( const byte * ) buf ;
2004-02-29 00:49:40 +00:00
// Clip the coordinates
if ( x < 0 ) {
w + = x ;
2012-06-16 04:17:14 +02:00
src - = x * 2 ;
2004-02-29 00:49:40 +00:00
x = 0 ;
}
if ( y < 0 ) {
2012-06-16 04:17:14 +02:00
h + = y ;
src - = y * pitch ;
2004-02-29 00:49:40 +00:00
y = 0 ;
}
2008-11-14 22:08:10 +00:00
if ( w > _videoMode . overlayWidth - x ) {
w = _videoMode . overlayWidth - x ;
2004-02-29 00:49:40 +00:00
}
2008-11-14 22:08:10 +00:00
if ( h > _videoMode . overlayHeight - y ) {
h = _videoMode . overlayHeight - y ;
2004-02-29 00:49:40 +00:00
}
if ( w < = 0 | | h < = 0 )
return ;
// Mark the modified region as dirty
2004-12-01 21:16:55 +00:00
addDirtyRect ( x , y , w , h ) ;
2004-02-29 00:49:40 +00:00
2005-03-09 23:07:32 +00:00
if ( SDL_LockSurface ( _overlayscreen ) = = - 1 )
2004-02-29 00:49:40 +00:00
error ( " SDL_LockSurface failed: %s " , SDL_GetError ( ) ) ;
2005-03-09 23:07:32 +00:00
byte * dst = ( byte * ) _overlayscreen - > pixels + y * _overlayscreen - > pitch + x * 2 ;
2004-02-29 00:49:40 +00:00
do {
2012-06-16 04:17:14 +02:00
memcpy ( dst , src , w * 2 ) ;
2005-03-09 23:07:32 +00:00
dst + = _overlayscreen - > pitch ;
2012-06-16 04:17:14 +02:00
src + = pitch ;
2004-02-29 00:49:40 +00:00
} while ( - - h ) ;
2005-03-09 23:07:32 +00:00
SDL_UnlockSurface ( _overlayscreen ) ;
2004-02-29 00:49:40 +00:00
}
# pragma mark -
# pragma mark --- Mouse ---
# pragma mark -
2017-09-13 23:57:04 -05:00
void SurfaceSdlGraphicsManager : : setMouseCursor ( const void * buf , uint w , uint h , int hotspotX , int hotspotY , uint32 keyColor , bool dontScale , const Graphics : : PixelFormat * format ) {
2017-12-03 00:30:43 -06:00
bool formatChanged = false ;
2017-09-13 23:57:04 -05:00
if ( format ) {
# ifndef USE_RGB_COLOR
assert ( format - > bytesPerPixel = = 1 ) ;
# endif
2017-12-03 00:30:43 -06:00
if ( format - > bytesPerPixel ! = _cursorFormat . bytesPerPixel ) {
formatChanged = true ;
}
2009-06-26 10:37:00 +00:00
_cursorFormat = * format ;
2017-09-13 23:57:04 -05:00
} else {
2017-12-03 00:30:43 -06:00
if ( _cursorFormat . bytesPerPixel ! = 1 ) {
formatChanged = true ;
}
2017-09-13 23:57:04 -05:00
_cursorFormat = Graphics : : PixelFormat : : createFormatCLUT8 ( ) ;
}
2010-01-07 15:28:58 +00:00
2017-11-11 06:46:48 +01:00
if ( _cursorFormat . bytesPerPixel < 4 ) {
2017-09-13 23:57:04 -05:00
assert ( keyColor < 1U < < ( _cursorFormat . bytesPerPixel * 8 ) ) ;
}
2009-06-05 08:09:37 +00:00
2017-09-13 23:57:04 -05:00
_mouseCurState . hotX = hotspotX ;
_mouseCurState . hotY = hotspotY ;
2009-06-05 08:09:37 +00:00
2017-09-13 23:57:04 -05:00
_mouseKeyColor = keyColor ;
2009-06-05 08:09:37 +00:00
2012-06-03 02:02:57 +02:00
_cursorDontScale = dontScale ;
2009-06-05 08:09:37 +00:00
2017-12-03 00:30:43 -06:00
if ( _mouseCurState . w ! = ( int ) w | | _mouseCurState . h ! = ( int ) h | | formatChanged ) {
2009-06-05 08:09:37 +00:00
_mouseCurState . w = w ;
_mouseCurState . h = h ;
2017-09-13 23:57:04 -05:00
if ( _mouseOrigSurface ) {
2009-06-05 08:09:37 +00:00
SDL_FreeSurface ( _mouseOrigSurface ) ;
2017-09-13 23:57:04 -05:00
if ( _mouseSurface = = _mouseOrigSurface ) {
_mouseSurface = nullptr ;
}
2017-12-03 00:30:43 -06:00
_mouseOrigSurface = nullptr ;
}
if ( ( formatChanged | | _cursorFormat . bytesPerPixel = = 4 ) & & _mouseSurface ) {
SDL_FreeSurface ( _mouseSurface ) ;
_mouseSurface = nullptr ;
}
if ( ! w | | ! h ) {
return ;
2017-09-13 23:57:04 -05:00
}
if ( _cursorFormat . bytesPerPixel = = 4 ) {
2017-12-03 00:30:43 -06:00
assert ( ! _mouseSurface ) ;
assert ( ! _mouseOrigSurface ) ;
2017-09-13 23:57:04 -05:00
const Uint32 rMask = ( ( 0xFF > > format - > rLoss ) < < format - > rShift ) ;
const Uint32 gMask = ( ( 0xFF > > format - > gLoss ) < < format - > gShift ) ;
const Uint32 bMask = ( ( 0xFF > > format - > bLoss ) < < format - > bShift ) ;
const Uint32 aMask = ( ( 0xFF > > format - > aLoss ) < < format - > aShift ) ;
_mouseSurface = _mouseOrigSurface = SDL_CreateRGBSurfaceFrom ( const_cast < void * > ( buf ) , w , h , format - > bytesPerPixel * 8 , w * format - > bytesPerPixel , rMask , gMask , bMask , aMask ) ;
} else {
2017-12-03 00:30:43 -06:00
assert ( ! _mouseOrigSurface ) ;
2012-08-20 21:38:39 -04:00
// Allocate bigger surface because scalers will read past the boudaries.
2017-09-13 23:57:04 -05:00
_mouseOrigSurface = SDL_CreateRGBSurface ( SDL_SWSURFACE | SDL_RLEACCEL | SDL_SRCCOLORKEY | SDL_SRCALPHA ,
2012-05-30 15:39:30 -04:00
_mouseCurState . w + _maxExtraPixels * 2 ,
_mouseCurState . h + _maxExtraPixels * 2 ,
2017-09-13 23:57:04 -05:00
16 ,
_hwScreen - > format - > Rmask ,
_hwScreen - > format - > Gmask ,
_hwScreen - > format - > Bmask ,
_hwScreen - > format - > Amask ) ;
}
if ( _mouseOrigSurface = = nullptr ) {
error ( " Allocating _mouseOrigSurface failed " ) ;
}
2009-06-05 08:09:37 +00:00
2017-11-11 06:46:48 +01:00
if ( _cursorFormat . bytesPerPixel = = 4 ) {
SDL_SetColorKey ( _mouseOrigSurface , SDL_SRCCOLORKEY | SDL_SRCALPHA , _mouseKeyColor ) ;
} else {
2017-09-13 23:57:04 -05:00
SDL_SetColorKey ( _mouseOrigSurface , SDL_RLEACCEL | SDL_SRCCOLORKEY | SDL_SRCALPHA , kMouseColorKey ) ;
}
2009-06-05 08:09:37 +00:00
}
2017-09-13 23:57:04 -05:00
delete [ ] _mouseData ;
if ( _cursorFormat . bytesPerPixel = = 4 ) {
_mouseData = nullptr ;
} else {
_mouseData = new byte [ w * h * _cursorFormat . bytesPerPixel ] ;
assert ( _mouseData ) ;
memcpy ( _mouseData , buf , w * h * _cursorFormat . bytesPerPixel ) ;
}
2009-06-05 08:09:37 +00:00
2005-02-17 23:01:00 +00:00
blitCursor ( ) ;
2004-02-29 00:49:40 +00:00
}
2011-06-19 20:08:55 +02:00
void SurfaceSdlGraphicsManager : : blitCursor ( ) {
2018-07-17 12:46:49 +02:00
const int w = _mouseCurState . w ;
const int h = _mouseCurState . h ;
2005-07-30 21:11:48 +00:00
2017-09-13 23:57:04 -05:00
if ( ! w | | ! h | | ! _mouseOrigSurface ) {
return ;
}
2017-09-13 00:47:44 -05:00
2017-09-13 23:57:04 -05:00
if ( _cursorFormat . bytesPerPixel ! = 4 & & ! _mouseData ) {
2008-01-28 00:14:17 +00:00
return ;
2017-09-13 23:57:04 -05:00
}
2005-07-30 21:11:48 +00:00
BACKENDS: Refactor OpenGL & SDL graphics backends
This patch refactors the OpenGL and SDL graphics backends,
primarily to unify window scaling and mouse handling, and to
fix coordinate mapping between the ScummVM window and the
virtual game screen when they have different aspect ratios.
Unified code for these two backends has been moved to a new
header-only WindowedGraphicsManager class, so named because it
contains code for managing graphics managers that interact with
a windowing system and render virtual screens within a larger
physical content window.
The biggest behavioral change here is with the coordinate
system mapping:
Previously, mouse offsets were converted by mapping the whole
space within the window as input to the virtual game screen
without maintaining aspect ratio. This was done to prevent
'stickiness' when the mouse cursor was within the window but
outside of the virtual game screen, but it caused noticeable
distortion of mouse movement speed on the axis with blank
space.
Instead of introducing mouse speed distortion to prevent
stickiness, this patch changes coordinate transformation to
show the system cursor when the mouse moves outside of the virtual
game screen when mouse grab is off, or by holding the mouse inside
the virtual game screen (instead of the entire window) when mouse
grab is on.
This patch also improves some other properties of the
GraphicsManager/PaletteManager interfaces:
* Nullipotent operations (getWidth, getHeight, etc.) of the
PaletteManager/GraphicsManager interfaces are now const
* Methods marked `virtual` but not inherited by any subclass have
been de-virtualized
* Extra unnecessary calculations of hardware height in
SurfaceSdlGraphicsManager have been removed
* Methods have been renamed where appropriate for clarity
(setWindowSize -> handleResize, etc.)
* C++11 support improved with `override` specifier added on
overridden virtual methods in subclasses (primarily to avoid
myself accidentally creating new methods in the subclasses
by changing types/names during refactoring)
Additional refactoring can and should be done at some point to
continue to deduplicate code between the OpenGL and SDL backends.
Since the primary goal here was to improve the coordinate mapping,
full refactoring of these backends was not completed here.
2017-07-19 19:15:12 -05:00
_cursorNeedsRedraw = true ;
2009-02-26 02:04:30 +00:00
2017-09-13 23:57:04 -05:00
int cursorScale ;
if ( _cursorDontScale ) {
// Don't scale the cursor at all if the user requests this behavior.
cursorScale = 1 ;
} else {
// Scale the cursor with the game screen scale factor.
cursorScale = _videoMode . scaleFactor ;
}
// Adapt the real hotspot according to the scale factor.
int rW = w * cursorScale ;
int rH = h * cursorScale ;
_mouseCurState . rHotX = _mouseCurState . hotX * cursorScale ;
_mouseCurState . rHotY = _mouseCurState . hotY * cursorScale ;
// The virtual dimensions will be the same as the original.
_mouseCurState . vW = w ;
_mouseCurState . vH = h ;
_mouseCurState . vHotX = _mouseCurState . hotX ;
_mouseCurState . vHotY = _mouseCurState . hotY ;
2020-07-01 12:40:44 +01:00
# ifdef USE_ASPECT
2017-09-13 23:57:04 -05:00
// store original to pass to aspect-correction function later
const int rH1 = rH ;
# endif
if ( ! _cursorDontScale & & _videoMode . aspectRatioCorrection ) {
rH = real2Aspect ( rH - 1 ) + 1 ;
_mouseCurState . rHotY = real2Aspect ( _mouseCurState . rHotY ) ;
}
bool sizeChanged = false ;
if ( _mouseCurState . rW ! = rW | | _mouseCurState . rH ! = rH ) {
_mouseCurState . rW = rW ;
_mouseCurState . rH = rH ;
sizeChanged = true ;
}
if ( _cursorFormat . bytesPerPixel = = 4 ) {
2017-10-16 00:20:39 -05:00
if ( _mouseSurface ! = _mouseOrigSurface ) {
SDL_FreeSurface ( _mouseSurface ) ;
}
if ( cursorScale = = 1 ) {
_mouseSurface = _mouseOrigSurface ;
return ;
}
SDL_PixelFormat * format = _mouseOrigSurface - > format ;
2017-11-11 06:46:48 +01:00
_mouseSurface = SDL_CreateRGBSurface ( SDL_SWSURFACE | SDL_SRCCOLORKEY | SDL_SRCALPHA ,
2017-10-16 00:20:39 -05:00
rW , rH ,
format - > BitsPerPixel ,
format - > Rmask ,
format - > Gmask ,
format - > Bmask ,
format - > Amask ) ;
2017-10-16 19:24:49 -05:00
2017-11-11 06:46:48 +01:00
SDL_SetColorKey ( _mouseSurface , SDL_SRCCOLORKEY | SDL_SRCALPHA , _mouseKeyColor ) ;
2017-10-16 19:24:49 -05:00
// At least SDL 2.0.4 on Windows apparently has a broken SDL_BlitScaled
// implementation, and SDL 1 has no such API at all, and our other
// scalers operate exclusively at 16bpp, so here is a scrappy 32bpp
// point scaler
2017-10-16 00:20:39 -05:00
SDL_LockSurface ( _mouseOrigSurface ) ;
SDL_LockSurface ( _mouseSurface ) ;
const byte * src = ( const byte * ) _mouseOrigSurface - > pixels ;
byte * dst = ( byte * ) _mouseSurface - > pixels ;
for ( int y = 0 ; y < _mouseOrigSurface - > h ; + + y ) {
uint32 * rowDst = ( uint32 * ) dst ;
2017-10-16 19:24:49 -05:00
const uint32 * rowSrc = ( const uint32 * ) src ;
for ( int x = 0 ; x < _mouseOrigSurface - > w ; + + x ) {
for ( int scaleX = 0 ; scaleX < cursorScale ; + + scaleX ) {
* rowDst + + = * rowSrc ;
2017-10-16 00:20:39 -05:00
}
2017-10-16 19:24:49 -05:00
+ + rowSrc ;
}
for ( int scaleY = 0 ; scaleY < cursorScale - 1 ; + + scaleY ) {
memcpy ( dst + _mouseSurface - > pitch , dst , _mouseSurface - > pitch ) ;
2017-10-16 00:20:39 -05:00
dst + = _mouseSurface - > pitch ;
}
2017-10-16 19:24:49 -05:00
dst + = _mouseSurface - > pitch ;
2017-10-16 00:20:39 -05:00
src + = _mouseOrigSurface - > pitch ;
}
SDL_UnlockSurface ( _mouseSurface ) ;
SDL_UnlockSurface ( _mouseOrigSurface ) ;
2017-09-13 23:57:04 -05:00
return ;
}
2005-02-17 23:01:00 +00:00
SDL_LockSurface ( _mouseOrigSurface ) ;
2017-09-13 23:57:04 -05:00
byte * dstPtr ;
const byte * srcPtr = _mouseData ;
uint32 color ;
2005-02-17 23:01:00 +00:00
// Make whole surface transparent
2018-07-17 12:39:57 +02:00
for ( uint i = 0 ; i < h + _maxExtraPixels * 2 ; i + + ) {
2005-02-17 23:01:00 +00:00
dstPtr = ( byte * ) _mouseOrigSurface - > pixels + _mouseOrigSurface - > pitch * i ;
2018-07-17 12:39:57 +02:00
for ( uint j = 0 ; j < w + _maxExtraPixels * 2 ; j + + ) {
2005-02-17 23:01:00 +00:00
* ( uint16 * ) dstPtr = kMouseColorKey ;
2018-07-17 12:46:49 +02:00
dstPtr + = _mouseOrigSurface - > format - > BytesPerPixel ;
2005-02-17 23:01:00 +00:00
}
2004-02-29 00:49:40 +00:00
}
2012-08-20 21:38:39 -04:00
// Draw from [_maxExtraPixels,_maxExtraPixels] since scalers will read past boudaries
2018-07-17 12:46:49 +02:00
dstPtr = ( byte * ) _mouseOrigSurface - > pixels + _mouseOrigSurface - > pitch * _maxExtraPixels + _maxExtraPixels * _mouseOrigSurface - > format - > BytesPerPixel ;
2005-02-17 23:01:00 +00:00
2006-05-20 08:06:21 +00:00
SDL_Color * palette ;
2006-05-20 09:27:56 +00:00
if ( _cursorPaletteDisabled )
2006-05-20 08:06:21 +00:00
palette = _currentPalette ;
2006-05-20 09:27:56 +00:00
else
palette = _cursorPalette ;
2008-01-27 19:47:41 +00:00
2018-07-17 12:46:49 +02:00
for ( int i = 0 ; i < h ; i + + ) {
for ( int j = 0 ; j < w ; j + + ) {
2017-09-13 23:57:04 -05:00
if ( _cursorFormat . bytesPerPixel = = 2 ) {
color = * ( const uint16 * ) srcPtr ;
if ( color ! = _mouseKeyColor ) {
2009-10-31 12:38:08 +00:00
uint8 r , g , b ;
_cursorFormat . colorToRGB ( color , r , g , b ) ;
2017-09-13 23:57:04 -05:00
* ( uint16 * ) dstPtr = SDL_MapRGB ( _mouseOrigSurface - > format , r , g , b ) ;
2009-06-06 01:16:04 +00:00
}
2018-07-17 12:46:49 +02:00
dstPtr + = _mouseOrigSurface - > format - > BytesPerPixel ;
2009-06-13 10:24:52 +00:00
srcPtr + = _cursorFormat . bytesPerPixel ;
2009-06-06 01:16:04 +00:00
} else {
2009-06-11 05:56:00 +00:00
color = * srcPtr ;
2017-09-13 23:57:04 -05:00
if ( color ! = _mouseKeyColor ) {
2009-06-06 01:16:04 +00:00
* ( uint16 * ) dstPtr = SDL_MapRGB ( _mouseOrigSurface - > format ,
palette [ color ] . r , palette [ color ] . g , palette [ color ] . b ) ;
}
dstPtr + = 2 ;
srcPtr + + ;
2004-02-29 00:49:40 +00:00
}
}
2018-07-17 12:46:49 +02:00
dstPtr + = _mouseOrigSurface - > pitch - w * _mouseOrigSurface - > format - > BytesPerPixel ;
2008-01-28 00:14:17 +00:00
}
2004-02-29 00:49:40 +00:00
2017-12-03 00:30:43 -06:00
if ( sizeChanged | | ! _mouseSurface ) {
2005-02-17 23:01:00 +00:00
if ( _mouseSurface )
2005-07-30 21:11:48 +00:00
SDL_FreeSurface ( _mouseSurface ) ;
2005-02-17 23:01:00 +00:00
_mouseSurface = SDL_CreateRGBSurface ( SDL_SWSURFACE | SDL_RLEACCEL | SDL_SRCCOLORKEY | SDL_SRCALPHA ,
2006-06-04 12:38:27 +00:00
_mouseCurState . rW ,
_mouseCurState . rH ,
2005-02-17 23:01:00 +00:00
16 ,
BACKENDS: Refactor OpenGL & SDL graphics backends
This patch refactors the OpenGL and SDL graphics backends,
primarily to unify window scaling and mouse handling, and to
fix coordinate mapping between the ScummVM window and the
virtual game screen when they have different aspect ratios.
Unified code for these two backends has been moved to a new
header-only WindowedGraphicsManager class, so named because it
contains code for managing graphics managers that interact with
a windowing system and render virtual screens within a larger
physical content window.
The biggest behavioral change here is with the coordinate
system mapping:
Previously, mouse offsets were converted by mapping the whole
space within the window as input to the virtual game screen
without maintaining aspect ratio. This was done to prevent
'stickiness' when the mouse cursor was within the window but
outside of the virtual game screen, but it caused noticeable
distortion of mouse movement speed on the axis with blank
space.
Instead of introducing mouse speed distortion to prevent
stickiness, this patch changes coordinate transformation to
show the system cursor when the mouse moves outside of the virtual
game screen when mouse grab is off, or by holding the mouse inside
the virtual game screen (instead of the entire window) when mouse
grab is on.
This patch also improves some other properties of the
GraphicsManager/PaletteManager interfaces:
* Nullipotent operations (getWidth, getHeight, etc.) of the
PaletteManager/GraphicsManager interfaces are now const
* Methods marked `virtual` but not inherited by any subclass have
been de-virtualized
* Extra unnecessary calculations of hardware height in
SurfaceSdlGraphicsManager have been removed
* Methods have been renamed where appropriate for clarity
(setWindowSize -> handleResize, etc.)
* C++11 support improved with `override` specifier added on
overridden virtual methods in subclasses (primarily to avoid
myself accidentally creating new methods in the subclasses
by changing types/names during refactoring)
Additional refactoring can and should be done at some point to
continue to deduplicate code between the OpenGL and SDL backends.
Since the primary goal here was to improve the coordinate mapping,
full refactoring of these backends was not completed here.
2017-07-19 19:15:12 -05:00
_hwScreen - > format - > Rmask ,
_hwScreen - > format - > Gmask ,
_hwScreen - > format - > Bmask ,
_hwScreen - > format - > Amask ) ;
2005-07-30 21:11:48 +00:00
2017-09-13 23:57:04 -05:00
if ( _mouseSurface = = nullptr )
error ( " Allocating _mouseSurface failed " ) ;
2005-02-17 23:01:00 +00:00
SDL_SetColorKey ( _mouseSurface , SDL_RLEACCEL | SDL_SRCCOLORKEY | SDL_SRCALPHA , kMouseColorKey ) ;
2008-01-28 00:14:17 +00:00
}
2005-07-30 21:11:48 +00:00
2005-02-17 23:01:00 +00:00
SDL_LockSurface ( _mouseSurface ) ;
2005-03-17 09:49:22 +00:00
2012-05-30 15:39:30 -04:00
// If possible, use the same scaler for the cursor as for the rest of
// the game. This only works well with the non-blurring scalers so we
// otherwise use the Normal scaler
2018-07-17 12:39:57 +02:00
if ( ! _cursorDontScale ) {
2020-09-18 17:54:21 +01:00
# ifdef USE_SCALERS
2020-07-01 21:07:31 +01:00
// HACK: AdvMame4x requires a height of at least 4 pixels, so we
// fall back on the Normal scaler when a smaller cursor is supplied.
if ( _scalerPlugin - > canDrawCursor ( ) & & ( uint ) _mouseCurState . h > = _extraPixels ) {
2018-07-17 12:05:28 +02:00
_scalerPlugin - > scale (
2018-07-17 12:46:49 +02:00
( byte * ) _mouseOrigSurface - > pixels + _mouseOrigSurface - > pitch * _maxExtraPixels + _maxExtraPixels * _mouseOrigSurface - > format - > BytesPerPixel ,
2012-06-13 12:33:57 -04:00
_mouseOrigSurface - > pitch , ( byte * ) _mouseSurface - > pixels , _mouseSurface - > pitch ,
_mouseCurState . w , _mouseCurState . h , 0 , 0 ) ;
2020-09-18 17:54:21 +01:00
} else
# endif
{
Graphics : : scaleBlit ( ( byte * ) _mouseSurface - > pixels , ( const byte * ) _mouseOrigSurface - > pixels + _mouseOrigSurface - > pitch * _maxExtraPixels + _maxExtraPixels * _mouseOrigSurface - > format - > BytesPerPixel ,
_mouseSurface - > pitch , _mouseOrigSurface - > pitch ,
_mouseCurState . w * _videoMode . scaleFactor , _mouseCurState . h * _videoMode . scaleFactor ,
_mouseCurState . w , _mouseCurState . h , convertSDLPixelFormat ( _mouseSurface - > format ) ) ;
2012-05-30 15:39:30 -04:00
}
2012-06-03 02:02:57 +02:00
} else {
2020-09-18 17:54:21 +01:00
Graphics : : copyBlit ( ( byte * ) _mouseSurface - > pixels , ( const byte * ) _mouseOrigSurface - > pixels + _mouseOrigSurface - > pitch * _maxExtraPixels + _maxExtraPixels * _mouseOrigSurface - > format - > BytesPerPixel ,
_mouseSurface - > pitch , _mouseOrigSurface - > pitch ,
_mouseCurState . w , _mouseCurState . h , _mouseSurface - > format - > BytesPerPixel ) ;
2012-06-03 02:02:57 +02:00
}
2005-03-17 09:49:22 +00:00
2012-08-25 12:16:46 -04:00
# ifdef USE_ASPECT
2012-06-03 02:02:57 +02:00
if ( ! _cursorDontScale & & _videoMode . aspectRatioCorrection )
2020-07-02 23:21:41 +01:00
stretch200To240Nearest ( ( uint8 * ) _mouseSurface - > pixels , _mouseSurface - > pitch , rW , rH1 , 0 , 0 , 0 , convertSDLPixelFormat ( _mouseSurface - > format ) ) ;
2005-09-20 18:16:09 +00:00
# endif
2005-07-30 21:11:48 +00:00
2005-02-17 23:01:00 +00:00
SDL_UnlockSurface ( _mouseSurface ) ;
SDL_UnlockSurface ( _mouseOrigSurface ) ;
2004-02-29 00:49:40 +00:00
}
2011-06-19 20:08:55 +02:00
void SurfaceSdlGraphicsManager : : undrawMouse ( ) {
2005-07-09 06:44:00 +00:00
const int x = _mouseBackup . x ;
2006-05-19 22:26:07 +00:00
const int y = _mouseBackup . y ;
2005-07-30 21:11:48 +00:00
2005-03-09 23:07:32 +00:00
// When we switch bigger overlay off mouse jumps. Argh!
2005-07-09 06:44:00 +00:00
// This is intended to prevent undrawing offscreen mouse
2009-02-26 02:04:30 +00:00
if ( ! _overlayVisible & & ( x > = _videoMode . screenWidth | | y > = _videoMode . screenHeight ) )
2005-07-09 06:44:00 +00:00
return ;
2005-07-30 21:11:48 +00:00
2006-05-17 23:52:45 +00:00
if ( _mouseBackup . w ! = 0 & & _mouseBackup . h ! = 0 )
2016-06-29 12:59:56 +02:00
addDirtyRect ( x , y , _mouseBackup . w , _mouseBackup . h ) ;
2005-02-17 23:01:00 +00:00
}
2004-03-01 11:20:32 +00:00
2011-06-19 20:08:55 +02:00
void SurfaceSdlGraphicsManager : : drawMouse ( ) {
2017-09-13 00:47:44 -05:00
if ( ! _cursorVisible | | ! _mouseSurface | | ! _mouseCurState . w | | ! _mouseCurState . h ) {
2005-02-17 23:01:00 +00:00
_mouseBackup . x = _mouseBackup . y = _mouseBackup . w = _mouseBackup . h = 0 ;
2008-01-28 00:14:17 +00:00
return ;
2005-02-17 23:01:00 +00:00
}
2006-05-27 12:55:28 +00:00
2006-05-19 22:26:07 +00:00
SDL_Rect dst ;
2006-05-17 23:52:45 +00:00
int scale ;
2006-06-04 12:38:27 +00:00
int hotX , hotY ;
BACKENDS: Refactor OpenGL & SDL graphics backends
This patch refactors the OpenGL and SDL graphics backends,
primarily to unify window scaling and mouse handling, and to
fix coordinate mapping between the ScummVM window and the
virtual game screen when they have different aspect ratios.
Unified code for these two backends has been moved to a new
header-only WindowedGraphicsManager class, so named because it
contains code for managing graphics managers that interact with
a windowing system and render virtual screens within a larger
physical content window.
The biggest behavioral change here is with the coordinate
system mapping:
Previously, mouse offsets were converted by mapping the whole
space within the window as input to the virtual game screen
without maintaining aspect ratio. This was done to prevent
'stickiness' when the mouse cursor was within the window but
outside of the virtual game screen, but it caused noticeable
distortion of mouse movement speed on the axis with blank
space.
Instead of introducing mouse speed distortion to prevent
stickiness, this patch changes coordinate transformation to
show the system cursor when the mouse moves outside of the virtual
game screen when mouse grab is off, or by holding the mouse inside
the virtual game screen (instead of the entire window) when mouse
grab is on.
This patch also improves some other properties of the
GraphicsManager/PaletteManager interfaces:
* Nullipotent operations (getWidth, getHeight, etc.) of the
PaletteManager/GraphicsManager interfaces are now const
* Methods marked `virtual` but not inherited by any subclass have
been de-virtualized
* Extra unnecessary calculations of hardware height in
SurfaceSdlGraphicsManager have been removed
* Methods have been renamed where appropriate for clarity
(setWindowSize -> handleResize, etc.)
* C++11 support improved with `override` specifier added on
overridden virtual methods in subclasses (primarily to avoid
myself accidentally creating new methods in the subclasses
by changing types/names during refactoring)
Additional refactoring can and should be done at some point to
continue to deduplicate code between the OpenGL and SDL backends.
Since the primary goal here was to improve the coordinate mapping,
full refactoring of these backends was not completed here.
2017-07-19 19:15:12 -05:00
const Common : : Point virtualCursor = convertWindowToVirtual ( _cursorX , _cursorY ) ;
dst . x = virtualCursor . x ;
dst . y = virtualCursor . y ;
2005-03-09 23:07:32 +00:00
if ( ! _overlayVisible ) {
2008-11-14 22:08:10 +00:00
scale = _videoMode . scaleFactor ;
2006-06-04 12:38:27 +00:00
dst . w = _mouseCurState . vW ;
dst . h = _mouseCurState . vH ;
hotX = _mouseCurState . vHotX ;
hotY = _mouseCurState . vHotY ;
2005-03-09 23:07:32 +00:00
} else {
2006-05-17 23:52:45 +00:00
scale = 1 ;
2006-06-04 12:38:27 +00:00
dst . w = _mouseCurState . rW ;
dst . h = _mouseCurState . rH ;
hotX = _mouseCurState . rHotX ;
hotY = _mouseCurState . rHotY ;
2006-05-20 07:31:03 +00:00
}
2004-02-29 00:49:40 +00:00
2006-05-27 12:55:28 +00:00
// The mouse is undrawn using virtual coordinates, i.e. they may be
// scaled and aspect-ratio corrected.
2004-02-29 00:49:40 +00:00
2006-06-04 12:38:27 +00:00
_mouseBackup . x = dst . x - hotX ;
_mouseBackup . y = dst . y - hotY ;
2006-05-17 23:52:45 +00:00
_mouseBackup . w = dst . w ;
_mouseBackup . h = dst . h ;
2006-05-19 22:26:07 +00:00
// We draw the pre-scaled cursor image, so now we need to adjust for
// scaling, shake position and aspect ratio correction manually.
2019-11-16 23:41:07 -08:00
dst . x + = _currentShakeXOffset ;
2019-11-15 01:38:21 -08:00
dst . y + = _currentShakeYOffset ;
2006-05-19 22:26:07 +00:00
2009-05-01 09:09:07 +00:00
if ( _videoMode . aspectRatioCorrection & & ! _overlayVisible )
2006-05-19 22:26:07 +00:00
dst . y = real2Aspect ( dst . y ) ;
2008-01-27 19:47:41 +00:00
2006-06-04 12:38:27 +00:00
dst . x = scale * dst . x - _mouseCurState . rHotX ;
dst . y = scale * dst . y - _mouseCurState . rHotY ;
dst . w = _mouseCurState . rW ;
dst . h = _mouseCurState . rH ;
2005-03-09 23:07:32 +00:00
2006-05-27 12:55:28 +00:00
// Note that SDL_BlitSurface() and addDirtyRect() will both perform any
// clipping necessary
2006-05-19 22:26:07 +00:00
2017-10-16 00:20:39 -05:00
if ( SDL_BlitSurface ( _mouseSurface , nullptr , _hwScreen , & dst ) ! = 0 )
error ( " SDL_BlitSurface failed: %s " , SDL_GetError ( ) ) ;
2006-05-27 12:55:28 +00:00
// The screen will be updated using real surface coordinates, i.e.
// they will not be scaled or aspect-ratio corrected.
addDirtyRect ( dst . x , dst . y , dst . w , dst . h , true ) ;
2004-02-29 00:49:40 +00:00
}
2004-03-13 14:19:15 +00:00
# pragma mark -
2005-07-11 10:54:53 +00:00
# pragma mark --- On Screen Display ---
2004-03-13 14:19:15 +00:00
# pragma mark -
# ifdef USE_OSD
2020-06-13 22:12:25 +05:30
void SurfaceSdlGraphicsManager : : displayMessageOnOSD ( const Common : : U32String & msg ) {
2011-06-19 18:49:02 +02:00
assert ( _transactionMode = = kTransactionNone ) ;
2020-06-13 22:12:25 +05:30
assert ( ! msg . empty ( ) ) ;
2019-07-30 16:17:56 +02:00
# ifdef USE_TTS
2020-06-17 03:57:43 +05:30
Common : : U32String textToSay = msg ;
2019-07-30 16:17:56 +02:00
# endif // USE_TTS
2004-11-23 21:30:38 +00:00
2007-06-15 21:21:42 +00:00
Common : : StackLock lock ( _graphicsMutex ) ; // Lock the mutex until this function ends
2016-06-04 18:51:03 +06:00
removeOSDMessage ( ) ;
2005-07-30 21:11:48 +00:00
2004-03-15 19:07:56 +00:00
// The font we are going to use:
2011-05-22 21:57:53 +01:00
const Graphics : : Font * font = FontMan . getFontByUsage ( Graphics : : FontManager : : kLocalizedFont ) ;
2005-07-30 21:11:48 +00:00
2004-03-15 19:07:56 +00:00
// Split the message into separate lines.
2020-06-13 22:12:25 +05:30
Common : : Array < Common : : U32String > lines ;
GUI: U32: Downscale changes of U32, fix review issues
This commit addresses a range of changes, within scummvm subproject.
- Audio files, like mididrv, remove U32String based name and identifier, because ASCII only.
- mididrv.cpp had some wrong format for warning messages, fix those
- Message dialogs were modified to use default arguments more often, but reverting back to the orignal to minimize changes.
- SetTooltip has a fake constructor that takes in a string, and use it.
- U32Format had some break statements missing, add those.
- RemapWidget: Use fake constructor for setLabel and setTooltip, to make minimal changes
- SDL: setting text in clipboard no longer uses SDL_iconv_string
- TTS: Override base class "say" with strings, so tts->say can be used with normal strings too.
- About dialog: fix incorrect code for u32string variables
- Fix some extra brackets
- Some buttons were incorrectly removed from using translated labels, revert those
- Message Dialog: Pass default and alt buttons as const references
- Saveload Dialog: Use translations in missing places, use const-references. Also, use translations in a correct manner.
- Use const references for tooltip in GraphicsWidget, EditTextWidget, error.cpp
- DomainEditTextWidget: Use U32String for text
2020-07-20 18:06:37 +05:30
Common : : U32String : : const_iterator strLineItrBegin = msg . begin ( ) ;
2020-06-13 22:12:25 +05:30
GUI: U32: Downscale changes of U32, fix review issues
This commit addresses a range of changes, within scummvm subproject.
- Audio files, like mididrv, remove U32String based name and identifier, because ASCII only.
- mididrv.cpp had some wrong format for warning messages, fix those
- Message dialogs were modified to use default arguments more often, but reverting back to the orignal to minimize changes.
- SetTooltip has a fake constructor that takes in a string, and use it.
- U32Format had some break statements missing, add those.
- RemapWidget: Use fake constructor for setLabel and setTooltip, to make minimal changes
- SDL: setting text in clipboard no longer uses SDL_iconv_string
- TTS: Override base class "say" with strings, so tts->say can be used with normal strings too.
- About dialog: fix incorrect code for u32string variables
- Fix some extra brackets
- Some buttons were incorrectly removed from using translated labels, revert those
- Message Dialog: Pass default and alt buttons as const references
- Saveload Dialog: Use translations in missing places, use const-references. Also, use translations in a correct manner.
- Use const references for tooltip in GraphicsWidget, EditTextWidget, error.cpp
- DomainEditTextWidget: Use U32String for text
2020-07-20 18:06:37 +05:30
for ( Common : : U32String : : const_iterator itr = msg . begin ( ) ; itr ! = msg . end ( ) ; itr + + ) {
2020-06-13 22:12:25 +05:30
if ( * itr = = ' \n ' ) {
2020-07-02 02:04:52 +05:30
lines . push_back ( Common : : U32String ( strLineItrBegin , itr ) ) ;
strLineItrBegin = itr + 1 ;
2004-03-15 19:07:56 +00:00
}
}
2020-07-02 02:04:52 +05:30
if ( strLineItrBegin ! = msg . end ( ) )
lines . push_back ( Common : : U32String ( strLineItrBegin , msg . end ( ) ) ) ;
2004-03-13 14:19:15 +00:00
// Determine a rect which would contain the message string (clipped to the
// screen dimensions).
2004-03-15 19:07:56 +00:00
const int vOffset = 6 ;
const int lineSpacing = 1 ;
const int lineHeight = font - > getFontHeight ( ) + 2 * lineSpacing ;
int width = 0 ;
int height = lineHeight * lines . size ( ) + 2 * vOffset ;
2016-06-04 18:51:03 +06:00
uint i ;
2004-03-15 19:07:56 +00:00
for ( i = 0 ; i < lines . size ( ) ; i + + ) {
width = MAX ( width , font - > getStringWidth ( lines [ i ] ) + 14 ) ;
}
2005-07-30 21:11:48 +00:00
2004-03-15 19:07:56 +00:00
// Clip the rect
BACKENDS: Refactor OpenGL & SDL graphics backends
This patch refactors the OpenGL and SDL graphics backends,
primarily to unify window scaling and mouse handling, and to
fix coordinate mapping between the ScummVM window and the
virtual game screen when they have different aspect ratios.
Unified code for these two backends has been moved to a new
header-only WindowedGraphicsManager class, so named because it
contains code for managing graphics managers that interact with
a windowing system and render virtual screens within a larger
physical content window.
The biggest behavioral change here is with the coordinate
system mapping:
Previously, mouse offsets were converted by mapping the whole
space within the window as input to the virtual game screen
without maintaining aspect ratio. This was done to prevent
'stickiness' when the mouse cursor was within the window but
outside of the virtual game screen, but it caused noticeable
distortion of mouse movement speed on the axis with blank
space.
Instead of introducing mouse speed distortion to prevent
stickiness, this patch changes coordinate transformation to
show the system cursor when the mouse moves outside of the virtual
game screen when mouse grab is off, or by holding the mouse inside
the virtual game screen (instead of the entire window) when mouse
grab is on.
This patch also improves some other properties of the
GraphicsManager/PaletteManager interfaces:
* Nullipotent operations (getWidth, getHeight, etc.) of the
PaletteManager/GraphicsManager interfaces are now const
* Methods marked `virtual` but not inherited by any subclass have
been de-virtualized
* Extra unnecessary calculations of hardware height in
SurfaceSdlGraphicsManager have been removed
* Methods have been renamed where appropriate for clarity
(setWindowSize -> handleResize, etc.)
* C++11 support improved with `override` specifier added on
overridden virtual methods in subclasses (primarily to avoid
myself accidentally creating new methods in the subclasses
by changing types/names during refactoring)
Additional refactoring can and should be done at some point to
continue to deduplicate code between the OpenGL and SDL backends.
Since the primary goal here was to improve the coordinate mapping,
full refactoring of these backends was not completed here.
2017-07-19 19:15:12 -05:00
if ( width > _hwScreen - > w )
width = _hwScreen - > w ;
if ( height > _hwScreen - > h )
height = _hwScreen - > h ;
2016-06-04 18:51:03 +06:00
_osdMessageSurface = SDL_CreateRGBSurface (
2016-09-13 20:33:42 +02:00
SDL_SWSURFACE | SDL_RLEACCEL | SDL_SRCALPHA ,
BACKENDS: Refactor OpenGL & SDL graphics backends
This patch refactors the OpenGL and SDL graphics backends,
primarily to unify window scaling and mouse handling, and to
fix coordinate mapping between the ScummVM window and the
virtual game screen when they have different aspect ratios.
Unified code for these two backends has been moved to a new
header-only WindowedGraphicsManager class, so named because it
contains code for managing graphics managers that interact with
a windowing system and render virtual screens within a larger
physical content window.
The biggest behavioral change here is with the coordinate
system mapping:
Previously, mouse offsets were converted by mapping the whole
space within the window as input to the virtual game screen
without maintaining aspect ratio. This was done to prevent
'stickiness' when the mouse cursor was within the window but
outside of the virtual game screen, but it caused noticeable
distortion of mouse movement speed on the axis with blank
space.
Instead of introducing mouse speed distortion to prevent
stickiness, this patch changes coordinate transformation to
show the system cursor when the mouse moves outside of the virtual
game screen when mouse grab is off, or by holding the mouse inside
the virtual game screen (instead of the entire window) when mouse
grab is on.
This patch also improves some other properties of the
GraphicsManager/PaletteManager interfaces:
* Nullipotent operations (getWidth, getHeight, etc.) of the
PaletteManager/GraphicsManager interfaces are now const
* Methods marked `virtual` but not inherited by any subclass have
been de-virtualized
* Extra unnecessary calculations of hardware height in
SurfaceSdlGraphicsManager have been removed
* Methods have been renamed where appropriate for clarity
(setWindowSize -> handleResize, etc.)
* C++11 support improved with `override` specifier added on
overridden virtual methods in subclasses (primarily to avoid
myself accidentally creating new methods in the subclasses
by changing types/names during refactoring)
Additional refactoring can and should be done at some point to
continue to deduplicate code between the OpenGL and SDL backends.
Since the primary goal here was to improve the coordinate mapping,
full refactoring of these backends was not completed here.
2017-07-19 19:15:12 -05:00
width , height , 16 , _hwScreen - > format - > Rmask , _hwScreen - > format - > Gmask , _hwScreen - > format - > Bmask , _hwScreen - > format - > Amask
2016-06-04 18:51:03 +06:00
) ;
2016-09-03 21:20:16 +02:00
2016-06-04 18:51:03 +06:00
// Lock the surface
if ( SDL_LockSurface ( _osdMessageSurface ) )
error ( " displayMessageOnOSD: SDL_LockSurface failed: %s " , SDL_GetError ( ) ) ;
2004-03-13 14:19:15 +00:00
// Draw a dark gray rect
2016-09-03 21:20:16 +02:00
// TODO: Rounded corners ? Border?
2016-06-04 18:51:03 +06:00
SDL_FillRect ( _osdMessageSurface , nullptr , SDL_MapRGB ( _osdMessageSurface - > format , 64 , 64 , 64 ) ) ;
Graphics : : Surface dst ;
dst . init ( _osdMessageSurface - > w , _osdMessageSurface - > h , _osdMessageSurface - > pitch , _osdMessageSurface - > pixels ,
2019-03-01 16:13:13 +00:00
convertSDLPixelFormat ( _osdMessageSurface - > format ) ) ;
2004-03-13 14:19:15 +00:00
// Render the message, centered, and in white
2004-03-15 19:07:56 +00:00
for ( i = 0 ; i < lines . size ( ) ; i + + ) {
font - > drawString ( & dst , lines [ i ] ,
2016-06-04 18:51:03 +06:00
0 , 0 + i * lineHeight + vOffset + lineSpacing , width ,
SDL_MapRGB ( _osdMessageSurface - > format , 255 , 255 , 255 ) ,
Graphics : : kTextAlignCenter ) ;
2004-03-15 19:07:56 +00:00
}
2004-03-13 14:19:15 +00:00
2016-06-04 18:51:03 +06:00
// Finished drawing, so unlock the OSD message surface
SDL_UnlockSurface ( _osdMessageSurface ) ;
2004-03-13 14:19:15 +00:00
// Init the OSD display parameters, and the fade out
2016-06-04 18:51:03 +06:00
_osdMessageAlpha = SDL_ALPHA_TRANSPARENT + kOSDInitialAlpha * ( SDL_ALPHA_OPAQUE - SDL_ALPHA_TRANSPARENT ) / 100 ;
_osdMessageFadeStartTime = SDL_GetTicks ( ) + kOSDFadeOutDelay ;
2017-11-09 22:39:42 +00:00
// Enable alpha blending
SDL_SetAlpha ( _osdMessageSurface , SDL_RLEACCEL | SDL_SRCALPHA , _osdMessageAlpha ) ;
// Ensure a full redraw takes place next time the screen is updated
_forceRedraw = true ;
2019-07-30 16:17:56 +02:00
# ifdef USE_TTS
if ( ConfMan . hasKey ( " tts_enabled " , " scummvm " ) & &
ConfMan . getBool ( " tts_enabled " , " scummvm " ) ) {
Common : : TextToSpeechManager * ttsMan = g_system - > getTextToSpeechManager ( ) ;
if ( ttsMan )
ttsMan - > say ( textToSay ) ;
}
# endif // USE_TTS
2016-09-13 20:33:42 +02:00
}
2016-06-03 17:44:26 +06:00
2016-09-13 20:33:42 +02:00
SDL_Rect SurfaceSdlGraphicsManager : : getOSDMessageRect ( ) const {
SDL_Rect rect ;
BACKENDS: Refactor OpenGL & SDL graphics backends
This patch refactors the OpenGL and SDL graphics backends,
primarily to unify window scaling and mouse handling, and to
fix coordinate mapping between the ScummVM window and the
virtual game screen when they have different aspect ratios.
Unified code for these two backends has been moved to a new
header-only WindowedGraphicsManager class, so named because it
contains code for managing graphics managers that interact with
a windowing system and render virtual screens within a larger
physical content window.
The biggest behavioral change here is with the coordinate
system mapping:
Previously, mouse offsets were converted by mapping the whole
space within the window as input to the virtual game screen
without maintaining aspect ratio. This was done to prevent
'stickiness' when the mouse cursor was within the window but
outside of the virtual game screen, but it caused noticeable
distortion of mouse movement speed on the axis with blank
space.
Instead of introducing mouse speed distortion to prevent
stickiness, this patch changes coordinate transformation to
show the system cursor when the mouse moves outside of the virtual
game screen when mouse grab is off, or by holding the mouse inside
the virtual game screen (instead of the entire window) when mouse
grab is on.
This patch also improves some other properties of the
GraphicsManager/PaletteManager interfaces:
* Nullipotent operations (getWidth, getHeight, etc.) of the
PaletteManager/GraphicsManager interfaces are now const
* Methods marked `virtual` but not inherited by any subclass have
been de-virtualized
* Extra unnecessary calculations of hardware height in
SurfaceSdlGraphicsManager have been removed
* Methods have been renamed where appropriate for clarity
(setWindowSize -> handleResize, etc.)
* C++11 support improved with `override` specifier added on
overridden virtual methods in subclasses (primarily to avoid
myself accidentally creating new methods in the subclasses
by changing types/names during refactoring)
Additional refactoring can and should be done at some point to
continue to deduplicate code between the OpenGL and SDL backends.
Since the primary goal here was to improve the coordinate mapping,
full refactoring of these backends was not completed here.
2017-07-19 19:15:12 -05:00
rect . x = ( _hwScreen - > w - _osdMessageSurface - > w ) / 2 ;
rect . y = ( _hwScreen - > h - _osdMessageSurface - > h ) / 2 ;
2016-09-13 20:33:42 +02:00
rect . w = _osdMessageSurface - > w ;
rect . h = _osdMessageSurface - > h ;
return rect ;
2016-06-03 17:44:26 +06:00
}
2016-09-13 20:33:42 +02:00
void SurfaceSdlGraphicsManager : : displayActivityIconOnOSD ( const Graphics : : Surface * icon ) {
2016-06-03 17:44:26 +06:00
assert ( _transactionMode = = kTransactionNone ) ;
Common : : StackLock lock ( _graphicsMutex ) ; // Lock the mutex until this function ends
2016-09-18 13:44:20 +02:00
if ( _osdIconSurface & & ! icon ) {
2016-10-03 07:16:22 +02:00
// Force a redraw to clear the icon on the next update
BACKENDS: Refactor OpenGL & SDL graphics backends
This patch refactors the OpenGL and SDL graphics backends,
primarily to unify window scaling and mouse handling, and to
fix coordinate mapping between the ScummVM window and the
virtual game screen when they have different aspect ratios.
Unified code for these two backends has been moved to a new
header-only WindowedGraphicsManager class, so named because it
contains code for managing graphics managers that interact with
a windowing system and render virtual screens within a larger
physical content window.
The biggest behavioral change here is with the coordinate
system mapping:
Previously, mouse offsets were converted by mapping the whole
space within the window as input to the virtual game screen
without maintaining aspect ratio. This was done to prevent
'stickiness' when the mouse cursor was within the window but
outside of the virtual game screen, but it caused noticeable
distortion of mouse movement speed on the axis with blank
space.
Instead of introducing mouse speed distortion to prevent
stickiness, this patch changes coordinate transformation to
show the system cursor when the mouse moves outside of the virtual
game screen when mouse grab is off, or by holding the mouse inside
the virtual game screen (instead of the entire window) when mouse
grab is on.
This patch also improves some other properties of the
GraphicsManager/PaletteManager interfaces:
* Nullipotent operations (getWidth, getHeight, etc.) of the
PaletteManager/GraphicsManager interfaces are now const
* Methods marked `virtual` but not inherited by any subclass have
been de-virtualized
* Extra unnecessary calculations of hardware height in
SurfaceSdlGraphicsManager have been removed
* Methods have been renamed where appropriate for clarity
(setWindowSize -> handleResize, etc.)
* C++11 support improved with `override` specifier added on
overridden virtual methods in subclasses (primarily to avoid
myself accidentally creating new methods in the subclasses
by changing types/names during refactoring)
Additional refactoring can and should be done at some point to
continue to deduplicate code between the OpenGL and SDL backends.
Since the primary goal here was to improve the coordinate mapping,
full refactoring of these backends was not completed here.
2017-07-19 19:15:12 -05:00
_forceRedraw = true ;
2016-09-18 13:44:20 +02:00
}
2016-09-13 20:33:42 +02:00
if ( _osdIconSurface ) {
SDL_FreeSurface ( _osdIconSurface ) ;
_osdIconSurface = nullptr ;
}
if ( icon ) {
const Graphics : : PixelFormat & iconFormat = icon - > format ;
_osdIconSurface = SDL_CreateRGBSurface (
SDL_SWSURFACE | SDL_RLEACCEL | SDL_SRCALPHA ,
icon - > w , icon - > h , iconFormat . bytesPerPixel * 8 ,
( ( 0xFF > > iconFormat . rLoss ) < < iconFormat . rShift ) ,
( ( 0xFF > > iconFormat . gLoss ) < < iconFormat . gShift ) ,
( ( 0xFF > > iconFormat . bLoss ) < < iconFormat . bShift ) ,
( ( 0xFF > > iconFormat . aLoss ) < < iconFormat . aShift )
) ;
// Lock the surface
if ( SDL_LockSurface ( _osdIconSurface ) )
error ( " displayActivityIconOnOSD: SDL_LockSurface failed: %s " , SDL_GetError ( ) ) ;
byte * dst = ( byte * ) _osdIconSurface - > pixels ;
const byte * src = ( const byte * ) icon - > getPixels ( ) ;
for ( uint y = 0 ; y < icon - > h ; y + + ) {
memcpy ( dst , src , icon - > w * iconFormat . bytesPerPixel ) ;
src + = icon - > pitch ;
dst + = _osdIconSurface - > pitch ;
}
2016-06-05 10:56:43 +06:00
2016-09-13 20:33:42 +02:00
// Finished drawing, so unlock the OSD icon surface
SDL_UnlockSurface ( _osdIconSurface ) ;
2016-06-03 17:44:26 +06:00
}
2016-06-03 19:18:01 +06:00
}
2016-09-13 20:33:42 +02:00
SDL_Rect SurfaceSdlGraphicsManager : : getOSDIconRect ( ) const {
SDL_Rect dstRect ;
BACKENDS: Refactor OpenGL & SDL graphics backends
This patch refactors the OpenGL and SDL graphics backends,
primarily to unify window scaling and mouse handling, and to
fix coordinate mapping between the ScummVM window and the
virtual game screen when they have different aspect ratios.
Unified code for these two backends has been moved to a new
header-only WindowedGraphicsManager class, so named because it
contains code for managing graphics managers that interact with
a windowing system and render virtual screens within a larger
physical content window.
The biggest behavioral change here is with the coordinate
system mapping:
Previously, mouse offsets were converted by mapping the whole
space within the window as input to the virtual game screen
without maintaining aspect ratio. This was done to prevent
'stickiness' when the mouse cursor was within the window but
outside of the virtual game screen, but it caused noticeable
distortion of mouse movement speed on the axis with blank
space.
Instead of introducing mouse speed distortion to prevent
stickiness, this patch changes coordinate transformation to
show the system cursor when the mouse moves outside of the virtual
game screen when mouse grab is off, or by holding the mouse inside
the virtual game screen (instead of the entire window) when mouse
grab is on.
This patch also improves some other properties of the
GraphicsManager/PaletteManager interfaces:
* Nullipotent operations (getWidth, getHeight, etc.) of the
PaletteManager/GraphicsManager interfaces are now const
* Methods marked `virtual` but not inherited by any subclass have
been de-virtualized
* Extra unnecessary calculations of hardware height in
SurfaceSdlGraphicsManager have been removed
* Methods have been renamed where appropriate for clarity
(setWindowSize -> handleResize, etc.)
* C++11 support improved with `override` specifier added on
overridden virtual methods in subclasses (primarily to avoid
myself accidentally creating new methods in the subclasses
by changing types/names during refactoring)
Additional refactoring can and should be done at some point to
continue to deduplicate code between the OpenGL and SDL backends.
Since the primary goal here was to improve the coordinate mapping,
full refactoring of these backends was not completed here.
2017-07-19 19:15:12 -05:00
dstRect . x = _hwScreen - > w - _osdIconSurface - > w - 10 ;
2016-09-13 20:33:42 +02:00
dstRect . y = 10 ;
dstRect . w = _osdIconSurface - > w ;
dstRect . h = _osdIconSurface - > h ;
return dstRect ;
2004-03-13 14:19:15 +00:00
}
2016-06-04 15:56:15 +06:00
2016-06-04 18:51:03 +06:00
void SurfaceSdlGraphicsManager : : removeOSDMessage ( ) {
2016-09-13 20:33:42 +02:00
// Remove the previous message
2016-06-04 18:51:03 +06:00
if ( _osdMessageSurface ) {
2016-09-03 21:20:16 +02:00
SDL_FreeSurface ( _osdMessageSurface ) ;
2017-11-11 00:11:50 +00:00
_forceRedraw = true ;
2016-06-04 18:51:03 +06:00
}
_osdMessageSurface = NULL ;
_osdMessageAlpha = SDL_ALPHA_TRANSPARENT ;
2016-09-13 20:33:42 +02:00
}
2016-06-04 18:51:03 +06:00
2016-09-13 20:33:42 +02:00
void SurfaceSdlGraphicsManager : : updateOSD ( ) {
// OSD message visible (i.e. non-transparent)?
if ( _osdMessageAlpha ! = SDL_ALPHA_TRANSPARENT ) {
// Updated alpha value
const int diff = SDL_GetTicks ( ) - _osdMessageFadeStartTime ;
if ( diff > 0 ) {
if ( diff > = kOSDFadeOutDuration ) {
// Back to full transparency
_osdMessageAlpha = SDL_ALPHA_TRANSPARENT ;
} else {
// Do a linear fade out...
const int startAlpha = SDL_ALPHA_TRANSPARENT + kOSDInitialAlpha * ( SDL_ALPHA_OPAQUE - SDL_ALPHA_TRANSPARENT ) / 100 ;
_osdMessageAlpha = startAlpha + diff * ( SDL_ALPHA_TRANSPARENT - startAlpha ) / kOSDFadeOutDuration ;
}
2017-11-09 22:39:42 +00:00
SDL_SetAlpha ( _osdMessageSurface , SDL_RLEACCEL | SDL_SRCALPHA , _osdMessageAlpha ) ;
2016-09-13 20:33:42 +02:00
}
2016-06-04 18:51:03 +06:00
2016-09-13 20:33:42 +02:00
if ( _osdMessageAlpha = = SDL_ALPHA_TRANSPARENT ) {
removeOSDMessage ( ) ;
}
}
2016-06-04 18:51:03 +06:00
2017-11-11 00:11:50 +00:00
if ( _osdIconSurface | | _osdMessageSurface ) {
// Redraw the area below the icon and message for the transparent blit to give correct results.
BACKENDS: Refactor OpenGL & SDL graphics backends
This patch refactors the OpenGL and SDL graphics backends,
primarily to unify window scaling and mouse handling, and to
fix coordinate mapping between the ScummVM window and the
virtual game screen when they have different aspect ratios.
Unified code for these two backends has been moved to a new
header-only WindowedGraphicsManager class, so named because it
contains code for managing graphics managers that interact with
a windowing system and render virtual screens within a larger
physical content window.
The biggest behavioral change here is with the coordinate
system mapping:
Previously, mouse offsets were converted by mapping the whole
space within the window as input to the virtual game screen
without maintaining aspect ratio. This was done to prevent
'stickiness' when the mouse cursor was within the window but
outside of the virtual game screen, but it caused noticeable
distortion of mouse movement speed on the axis with blank
space.
Instead of introducing mouse speed distortion to prevent
stickiness, this patch changes coordinate transformation to
show the system cursor when the mouse moves outside of the virtual
game screen when mouse grab is off, or by holding the mouse inside
the virtual game screen (instead of the entire window) when mouse
grab is on.
This patch also improves some other properties of the
GraphicsManager/PaletteManager interfaces:
* Nullipotent operations (getWidth, getHeight, etc.) of the
PaletteManager/GraphicsManager interfaces are now const
* Methods marked `virtual` but not inherited by any subclass have
been de-virtualized
* Extra unnecessary calculations of hardware height in
SurfaceSdlGraphicsManager have been removed
* Methods have been renamed where appropriate for clarity
(setWindowSize -> handleResize, etc.)
* C++11 support improved with `override` specifier added on
overridden virtual methods in subclasses (primarily to avoid
myself accidentally creating new methods in the subclasses
by changing types/names during refactoring)
Additional refactoring can and should be done at some point to
continue to deduplicate code between the OpenGL and SDL backends.
Since the primary goal here was to improve the coordinate mapping,
full refactoring of these backends was not completed here.
2017-07-19 19:15:12 -05:00
_forceRedraw = true ;
2016-06-04 18:51:03 +06:00
}
}
2016-09-13 20:33:42 +02:00
void SurfaceSdlGraphicsManager : : drawOSD ( ) {
if ( _osdMessageSurface ) {
SDL_Rect dstRect = getOSDMessageRect ( ) ;
BACKENDS: Refactor OpenGL & SDL graphics backends
This patch refactors the OpenGL and SDL graphics backends,
primarily to unify window scaling and mouse handling, and to
fix coordinate mapping between the ScummVM window and the
virtual game screen when they have different aspect ratios.
Unified code for these two backends has been moved to a new
header-only WindowedGraphicsManager class, so named because it
contains code for managing graphics managers that interact with
a windowing system and render virtual screens within a larger
physical content window.
The biggest behavioral change here is with the coordinate
system mapping:
Previously, mouse offsets were converted by mapping the whole
space within the window as input to the virtual game screen
without maintaining aspect ratio. This was done to prevent
'stickiness' when the mouse cursor was within the window but
outside of the virtual game screen, but it caused noticeable
distortion of mouse movement speed on the axis with blank
space.
Instead of introducing mouse speed distortion to prevent
stickiness, this patch changes coordinate transformation to
show the system cursor when the mouse moves outside of the virtual
game screen when mouse grab is off, or by holding the mouse inside
the virtual game screen (instead of the entire window) when mouse
grab is on.
This patch also improves some other properties of the
GraphicsManager/PaletteManager interfaces:
* Nullipotent operations (getWidth, getHeight, etc.) of the
PaletteManager/GraphicsManager interfaces are now const
* Methods marked `virtual` but not inherited by any subclass have
been de-virtualized
* Extra unnecessary calculations of hardware height in
SurfaceSdlGraphicsManager have been removed
* Methods have been renamed where appropriate for clarity
(setWindowSize -> handleResize, etc.)
* C++11 support improved with `override` specifier added on
overridden virtual methods in subclasses (primarily to avoid
myself accidentally creating new methods in the subclasses
by changing types/names during refactoring)
Additional refactoring can and should be done at some point to
continue to deduplicate code between the OpenGL and SDL backends.
Since the primary goal here was to improve the coordinate mapping,
full refactoring of these backends was not completed here.
2017-07-19 19:15:12 -05:00
SDL_BlitSurface ( _osdMessageSurface , 0 , _hwScreen , & dstRect ) ;
2016-09-13 20:33:42 +02:00
}
if ( _osdIconSurface ) {
SDL_Rect dstRect = getOSDIconRect ( ) ;
BACKENDS: Refactor OpenGL & SDL graphics backends
This patch refactors the OpenGL and SDL graphics backends,
primarily to unify window scaling and mouse handling, and to
fix coordinate mapping between the ScummVM window and the
virtual game screen when they have different aspect ratios.
Unified code for these two backends has been moved to a new
header-only WindowedGraphicsManager class, so named because it
contains code for managing graphics managers that interact with
a windowing system and render virtual screens within a larger
physical content window.
The biggest behavioral change here is with the coordinate
system mapping:
Previously, mouse offsets were converted by mapping the whole
space within the window as input to the virtual game screen
without maintaining aspect ratio. This was done to prevent
'stickiness' when the mouse cursor was within the window but
outside of the virtual game screen, but it caused noticeable
distortion of mouse movement speed on the axis with blank
space.
Instead of introducing mouse speed distortion to prevent
stickiness, this patch changes coordinate transformation to
show the system cursor when the mouse moves outside of the virtual
game screen when mouse grab is off, or by holding the mouse inside
the virtual game screen (instead of the entire window) when mouse
grab is on.
This patch also improves some other properties of the
GraphicsManager/PaletteManager interfaces:
* Nullipotent operations (getWidth, getHeight, etc.) of the
PaletteManager/GraphicsManager interfaces are now const
* Methods marked `virtual` but not inherited by any subclass have
been de-virtualized
* Extra unnecessary calculations of hardware height in
SurfaceSdlGraphicsManager have been removed
* Methods have been renamed where appropriate for clarity
(setWindowSize -> handleResize, etc.)
* C++11 support improved with `override` specifier added on
overridden virtual methods in subclasses (primarily to avoid
myself accidentally creating new methods in the subclasses
by changing types/names during refactoring)
Additional refactoring can and should be done at some point to
continue to deduplicate code between the OpenGL and SDL backends.
Since the primary goal here was to improve the coordinate mapping,
full refactoring of these backends was not completed here.
2017-07-19 19:15:12 -05:00
SDL_BlitSurface ( _osdIconSurface , 0 , _hwScreen , & dstRect ) ;
2016-09-13 20:33:42 +02:00
}
2016-06-04 15:56:15 +06:00
}
2016-09-13 20:33:42 +02:00
2004-03-13 14:19:15 +00:00
# endif
2005-07-11 10:54:53 +00:00
2020-10-29 17:30:05 +00:00
void SurfaceSdlGraphicsManager : : handleResizeImpl ( const int width , const int height ) {
SdlGraphicsManager : : handleResizeImpl ( width , height ) ;
BACKENDS: Refactor OpenGL & SDL graphics backends
This patch refactors the OpenGL and SDL graphics backends,
primarily to unify window scaling and mouse handling, and to
fix coordinate mapping between the ScummVM window and the
virtual game screen when they have different aspect ratios.
Unified code for these two backends has been moved to a new
header-only WindowedGraphicsManager class, so named because it
contains code for managing graphics managers that interact with
a windowing system and render virtual screens within a larger
physical content window.
The biggest behavioral change here is with the coordinate
system mapping:
Previously, mouse offsets were converted by mapping the whole
space within the window as input to the virtual game screen
without maintaining aspect ratio. This was done to prevent
'stickiness' when the mouse cursor was within the window but
outside of the virtual game screen, but it caused noticeable
distortion of mouse movement speed on the axis with blank
space.
Instead of introducing mouse speed distortion to prevent
stickiness, this patch changes coordinate transformation to
show the system cursor when the mouse moves outside of the virtual
game screen when mouse grab is off, or by holding the mouse inside
the virtual game screen (instead of the entire window) when mouse
grab is on.
This patch also improves some other properties of the
GraphicsManager/PaletteManager interfaces:
* Nullipotent operations (getWidth, getHeight, etc.) of the
PaletteManager/GraphicsManager interfaces are now const
* Methods marked `virtual` but not inherited by any subclass have
been de-virtualized
* Extra unnecessary calculations of hardware height in
SurfaceSdlGraphicsManager have been removed
* Methods have been renamed where appropriate for clarity
(setWindowSize -> handleResize, etc.)
* C++11 support improved with `override` specifier added on
overridden virtual methods in subclasses (primarily to avoid
myself accidentally creating new methods in the subclasses
by changing types/names during refactoring)
Additional refactoring can and should be done at some point to
continue to deduplicate code between the OpenGL and SDL backends.
Since the primary goal here was to improve the coordinate mapping,
full refactoring of these backends was not completed here.
2017-07-19 19:15:12 -05:00
recalculateDisplayAreas ( ) ;
}
2005-07-11 10:54:53 +00:00
2012-06-04 15:51:42 -04:00
/**
* Finds what the graphics mode should be using factor and plugin
*
2012-06-06 13:52:16 -04:00
* @ param plugin The scaler plugin to match
2012-06-04 15:51:42 -04:00
* @ param factor The scale factor to match
* @ return The graphics mode
*/
2018-07-17 12:05:28 +02:00
int findGraphicsMode ( uint factor , ScalerPluginObject & plugin ) {
2012-06-05 12:52:07 -04:00
for ( uint i = 0 ; i < s_supportedGraphicsModesData - > size ( ) ; + + i ) {
2018-07-17 12:05:28 +02:00
if ( strcmp ( ( * s_supportedGraphicsModesData ) [ i ] . pluginName , plugin . getName ( ) ) = = 0
2012-06-05 12:52:07 -04:00
& & ( * s_supportedGraphicsModesData ) [ i ] . scaleFactor = = factor ) {
2012-06-04 15:51:42 -04:00
return i ;
}
}
return - 1 ;
}
2020-07-02 13:27:25 +01:00
void SurfaceSdlGraphicsManager : : handleScalerHotkeys ( int factor ) {
# if SDL_VERSION_ATLEAST(2, 0, 0)
bool sizeChanged = _videoMode . scaleFactor ! = factor ;
# endif
int newMode = findGraphicsMode ( factor , _scalerPlugins [ _scalerIndex ] - > get < ScalerPluginObject > ( ) ) ;
if ( newMode > = 0 ) {
beginGFXTransaction ( ) ;
setGraphicsMode ( newMode ) ;
endGFXTransaction ( ) ;
# ifdef USE_OSD
const char * newScalerName = _scalerPlugin - > getPrettyName ( ) ;
if ( newScalerName ) {
const Common : : U32String message = Common : : U32String : : format (
" %S %s%d \n %d x %d -> %d x %d " ,
_ ( " Active graphics filter: " ) . c_str ( ) ,
newScalerName ,
_scalerPlugin - > getFactor ( ) ,
_videoMode . screenWidth , _videoMode . screenHeight ,
_hwScreen - > w , _hwScreen - > h ) ;
displayMessageOnOSD ( message ) ;
}
# endif
# if SDL_VERSION_ATLEAST(2, 0, 0)
if ( sizeChanged ) {
// Forcibly resizing the window here since a user switching scaler
// size will not normally cause the window to update
_window - > createOrUpdateWindow ( _hwScreen - > w , _hwScreen - > h , _lastFlags ) ;
}
# endif
internUpdateScreen ( ) ;
}
}
2017-08-15 15:48:40 +02:00
bool SurfaceSdlGraphicsManager : : notifyEvent ( const Common : : Event & event ) {
if ( event . type ! = Common : : EVENT_CUSTOM_BACKEND_ACTION_START ) {
return SdlGraphicsManager : : notifyEvent ( event ) ;
}
switch ( ( CustomEventAction ) event . customType ) {
case kActionToggleAspectRatioCorrection : {
2008-11-14 22:08:10 +00:00
beginGFXTransaction ( ) ;
2010-06-08 23:44:05 +00:00
setFeatureState ( OSystem : : kFeatureAspectRatioCorrection , ! _videoMode . aspectRatioCorrection ) ;
2008-11-14 22:08:10 +00:00
endGFXTransaction ( ) ;
2005-07-11 10:54:53 +00:00
# ifdef USE_OSD
2020-06-13 22:12:25 +05:30
Common : : U32String message ;
2009-05-01 09:09:07 +00:00
if ( _videoMode . aspectRatioCorrection )
2020-09-08 21:23:47 +01:00
message = Common : : U32String : : format ( " %S \n %d x %d -> %d x %d " ,
2020-08-21 11:16:59 +05:30
_ ( " Enabled aspect ratio correction " ) . c_str ( ) ,
_videoMode . screenWidth , _videoMode . screenHeight ,
_hwScreen - > w , _hwScreen - > h
) ;
2005-07-11 10:54:53 +00:00
else
2020-09-08 21:23:47 +01:00
message = Common : : U32String : : format ( " %S \n %d x %d -> %d x %d " ,
2020-08-21 11:16:59 +05:30
_ ( " Disabled aspect ratio correction " ) . c_str ( ) ,
_videoMode . screenWidth , _videoMode . screenHeight ,
_hwScreen - > w , _hwScreen - > h
) ;
2020-06-13 22:12:25 +05:30
displayMessageOnOSD ( message ) ;
2005-07-11 10:54:53 +00:00
# endif
2009-09-18 12:38:53 +00:00
internUpdateScreen ( ) ;
2009-12-04 19:57:33 +00:00
return true ;
2005-07-11 10:54:53 +00:00
}
2016-11-13 16:36:18 +01:00
2017-08-15 15:48:40 +02:00
case kActionToggleFilteredScaling :
2016-10-12 23:33:28 +01:00
beginGFXTransaction ( ) ;
2017-08-15 15:48:40 +02:00
setFeatureState ( OSystem : : kFeatureFilteringMode , ! _videoMode . filtering ) ;
2016-10-12 23:33:28 +01:00
endGFXTransaction ( ) ;
# ifdef USE_OSD
if ( getFeatureState ( OSystem : : kFeatureFilteringMode ) ) {
displayMessageOnOSD ( _ ( " Filtering enabled " ) ) ;
} else {
displayMessageOnOSD ( _ ( " Filtering disabled " ) ) ;
}
# endif
BACKENDS: Refactor OpenGL & SDL graphics backends
This patch refactors the OpenGL and SDL graphics backends,
primarily to unify window scaling and mouse handling, and to
fix coordinate mapping between the ScummVM window and the
virtual game screen when they have different aspect ratios.
Unified code for these two backends has been moved to a new
header-only WindowedGraphicsManager class, so named because it
contains code for managing graphics managers that interact with
a windowing system and render virtual screens within a larger
physical content window.
The biggest behavioral change here is with the coordinate
system mapping:
Previously, mouse offsets were converted by mapping the whole
space within the window as input to the virtual game screen
without maintaining aspect ratio. This was done to prevent
'stickiness' when the mouse cursor was within the window but
outside of the virtual game screen, but it caused noticeable
distortion of mouse movement speed on the axis with blank
space.
Instead of introducing mouse speed distortion to prevent
stickiness, this patch changes coordinate transformation to
show the system cursor when the mouse moves outside of the virtual
game screen when mouse grab is off, or by holding the mouse inside
the virtual game screen (instead of the entire window) when mouse
grab is on.
This patch also improves some other properties of the
GraphicsManager/PaletteManager interfaces:
* Nullipotent operations (getWidth, getHeight, etc.) of the
PaletteManager/GraphicsManager interfaces are now const
* Methods marked `virtual` but not inherited by any subclass have
been de-virtualized
* Extra unnecessary calculations of hardware height in
SurfaceSdlGraphicsManager have been removed
* Methods have been renamed where appropriate for clarity
(setWindowSize -> handleResize, etc.)
* C++11 support improved with `override` specifier added on
overridden virtual methods in subclasses (primarily to avoid
myself accidentally creating new methods in the subclasses
by changing types/names during refactoring)
Additional refactoring can and should be done at some point to
continue to deduplicate code between the OpenGL and SDL backends.
Since the primary goal here was to improve the coordinate mapping,
full refactoring of these backends was not completed here.
2017-07-19 19:15:12 -05:00
_forceRedraw = true ;
2016-10-12 23:33:28 +01:00
internUpdateScreen ( ) ;
return true ;
2005-07-11 10:54:53 +00:00
2018-05-12 19:57:21 +01:00
# if SDL_VERSION_ATLEAST(2, 0, 0)
2017-08-15 15:48:40 +02:00
case kActionCycleStretchMode : {
2018-05-12 19:57:21 +01:00
int index = 0 ;
const OSystem : : GraphicsMode * sm = s_supportedStretchModes ;
while ( sm - > name ) {
if ( sm - > id = = _videoMode . stretchMode )
break ;
sm + + ;
index + + ;
}
index + + ;
if ( ! s_supportedStretchModes [ index ] . name )
index = 0 ;
beginGFXTransaction ( ) ;
2017-08-15 15:48:40 +02:00
setStretchMode ( s_supportedStretchModes [ index ] . id ) ;
2018-05-12 19:57:21 +01:00
endGFXTransaction ( ) ;
# ifdef USE_OSD
2020-09-08 21:23:47 +01:00
Common : : U32String message = Common : : U32String : : format ( " %S: %S " ,
2020-08-21 11:16:59 +05:30
_ ( " Stretch mode " ) . c_str ( ) ,
_ ( s_supportedStretchModes [ index ] . description ) . c_str ( )
) ;
2020-06-13 22:12:25 +05:30
displayMessageOnOSD ( message ) ;
2018-05-12 19:57:21 +01:00
# endif
_forceRedraw = true ;
internUpdateScreen ( ) ;
return true ;
2005-07-11 10:54:53 +00:00
}
2020-01-29 09:11:37 +01:00
# endif
2005-07-30 21:11:48 +00:00
2020-07-02 13:27:25 +01:00
case kActionIncreaseScaleFactor :
handleScalerHotkeys ( _scalerPlugin - > increaseFactor ( ) ) ;
return true ;
case kActionDecreaseScaleFactor :
handleScalerHotkeys ( _scalerPlugin - > decreaseFactor ( ) ) ;
return true ;
case kActionNextScaleFilter :
_scalerIndex + + ;
if ( _scalerIndex > = _scalerPlugins . size ( ) ) {
_scalerIndex = 0 ;
}
handleScalerHotkeys ( _scalerPlugins [ _scalerIndex ] - > get < ScalerPluginObject > ( ) . getFactor ( ) ) ;
return true ;
case kActionPreviousScaleFilter :
if ( _scalerIndex = = 0 ) {
_scalerIndex = _scalerPlugins . size ( ) ;
}
_scalerIndex - - ;
handleScalerHotkeys ( _scalerPlugins [ _scalerIndex ] - > get < ScalerPluginObject > ( ) . getFactor ( ) ) ;
return true ;
2010-07-15 01:48:28 +00:00
default :
2017-08-15 15:48:40 +02:00
return SdlGraphicsManager : : notifyEvent ( event ) ;
2010-07-15 01:21:20 +00:00
}
}
2011-08-08 23:46:05 +02:00
void SurfaceSdlGraphicsManager : : notifyVideoExpose ( ) {
BACKENDS: Refactor OpenGL & SDL graphics backends
This patch refactors the OpenGL and SDL graphics backends,
primarily to unify window scaling and mouse handling, and to
fix coordinate mapping between the ScummVM window and the
virtual game screen when they have different aspect ratios.
Unified code for these two backends has been moved to a new
header-only WindowedGraphicsManager class, so named because it
contains code for managing graphics managers that interact with
a windowing system and render virtual screens within a larger
physical content window.
The biggest behavioral change here is with the coordinate
system mapping:
Previously, mouse offsets were converted by mapping the whole
space within the window as input to the virtual game screen
without maintaining aspect ratio. This was done to prevent
'stickiness' when the mouse cursor was within the window but
outside of the virtual game screen, but it caused noticeable
distortion of mouse movement speed on the axis with blank
space.
Instead of introducing mouse speed distortion to prevent
stickiness, this patch changes coordinate transformation to
show the system cursor when the mouse moves outside of the virtual
game screen when mouse grab is off, or by holding the mouse inside
the virtual game screen (instead of the entire window) when mouse
grab is on.
This patch also improves some other properties of the
GraphicsManager/PaletteManager interfaces:
* Nullipotent operations (getWidth, getHeight, etc.) of the
PaletteManager/GraphicsManager interfaces are now const
* Methods marked `virtual` but not inherited by any subclass have
been de-virtualized
* Extra unnecessary calculations of hardware height in
SurfaceSdlGraphicsManager have been removed
* Methods have been renamed where appropriate for clarity
(setWindowSize -> handleResize, etc.)
* C++11 support improved with `override` specifier added on
overridden virtual methods in subclasses (primarily to avoid
myself accidentally creating new methods in the subclasses
by changing types/names during refactoring)
Additional refactoring can and should be done at some point to
continue to deduplicate code between the OpenGL and SDL backends.
Since the primary goal here was to improve the coordinate mapping,
full refactoring of these backends was not completed here.
2017-07-19 19:15:12 -05:00
_forceRedraw = true ;
2011-08-08 23:46:05 +02:00
}
BACKENDS: Refactor OpenGL & SDL graphics backends
This patch refactors the OpenGL and SDL graphics backends,
primarily to unify window scaling and mouse handling, and to
fix coordinate mapping between the ScummVM window and the
virtual game screen when they have different aspect ratios.
Unified code for these two backends has been moved to a new
header-only WindowedGraphicsManager class, so named because it
contains code for managing graphics managers that interact with
a windowing system and render virtual screens within a larger
physical content window.
The biggest behavioral change here is with the coordinate
system mapping:
Previously, mouse offsets were converted by mapping the whole
space within the window as input to the virtual game screen
without maintaining aspect ratio. This was done to prevent
'stickiness' when the mouse cursor was within the window but
outside of the virtual game screen, but it caused noticeable
distortion of mouse movement speed on the axis with blank
space.
Instead of introducing mouse speed distortion to prevent
stickiness, this patch changes coordinate transformation to
show the system cursor when the mouse moves outside of the virtual
game screen when mouse grab is off, or by holding the mouse inside
the virtual game screen (instead of the entire window) when mouse
grab is on.
This patch also improves some other properties of the
GraphicsManager/PaletteManager interfaces:
* Nullipotent operations (getWidth, getHeight, etc.) of the
PaletteManager/GraphicsManager interfaces are now const
* Methods marked `virtual` but not inherited by any subclass have
been de-virtualized
* Extra unnecessary calculations of hardware height in
SurfaceSdlGraphicsManager have been removed
* Methods have been renamed where appropriate for clarity
(setWindowSize -> handleResize, etc.)
* C++11 support improved with `override` specifier added on
overridden virtual methods in subclasses (primarily to avoid
myself accidentally creating new methods in the subclasses
by changing types/names during refactoring)
Additional refactoring can and should be done at some point to
continue to deduplicate code between the OpenGL and SDL backends.
Since the primary goal here was to improve the coordinate mapping,
full refactoring of these backends was not completed here.
2017-07-19 19:15:12 -05:00
void SurfaceSdlGraphicsManager : : notifyResize ( const int width , const int height ) {
2017-10-19 00:55:58 -05:00
# if SDL_VERSION_ATLEAST(2, 0, 0)
2020-10-29 17:30:05 +00:00
handleResize ( width , height ) ;
2017-10-19 00:55:58 -05:00
# endif
2011-08-08 23:46:05 +02:00
}
2015-01-25 01:34:57 +01:00
# if SDL_VERSION_ATLEAST(2, 0, 0)
void SurfaceSdlGraphicsManager : : deinitializeRenderer ( ) {
2017-11-15 11:33:27 -06:00
if ( _screenTexture )
SDL_DestroyTexture ( _screenTexture ) ;
2015-01-25 01:34:57 +01:00
_screenTexture = nullptr ;
2017-11-15 11:33:27 -06:00
if ( _renderer )
SDL_DestroyRenderer ( _renderer ) ;
2015-01-25 01:34:57 +01:00
_renderer = nullptr ;
}
2016-10-13 00:19:15 +01:00
void SurfaceSdlGraphicsManager : : recreateScreenTexture ( ) {
if ( ! _renderer )
return ;
SDL_SetHint ( SDL_HINT_RENDER_SCALE_QUALITY , _videoMode . filtering ? " linear " : " nearest " ) ;
2016-11-13 16:36:18 +01:00
2016-10-13 00:19:15 +01:00
SDL_Texture * oldTexture = _screenTexture ;
_screenTexture = SDL_CreateTexture ( _renderer , SDL_PIXELFORMAT_RGB565 , SDL_TEXTUREACCESS_STREAMING , _videoMode . hardwareWidth , _videoMode . hardwareHeight ) ;
if ( _screenTexture )
SDL_DestroyTexture ( oldTexture ) ;
else
_screenTexture = oldTexture ;
}
2015-12-18 19:08:26 +01:00
SDL_Surface * SurfaceSdlGraphicsManager : : SDL_SetVideoMode ( int width , int height , int bpp , Uint32 flags ) {
deinitializeRenderer ( ) ;
2017-07-19 21:11:00 -05:00
uint32 createWindowFlags = SDL_WINDOW_RESIZABLE ;
2015-12-18 19:08:26 +01:00
if ( ( flags & SDL_FULLSCREEN ) ! = 0 ) {
createWindowFlags | = SDL_WINDOW_FULLSCREEN_DESKTOP ;
}
2017-08-27 22:21:05 -05:00
if ( ! createOrUpdateWindow ( width , height , createWindowFlags ) ) {
2015-12-18 19:08:26 +01:00
return nullptr ;
}
2020-10-04 21:14:40 +02:00
# if defined(MACOSX) && SDL_VERSION_ATLEAST(2, 0, 10)
// WORKAROUND: Bug #11430: "macOS: blurry content on Retina displays"
// Since SDL 2.0.10, Metal takes priority over OpenGL rendering on macOS,
// but this causes blurriness issues on Retina displays. Just switch
// back to OpenGL for now.
SDL_SetHint ( SDL_HINT_RENDER_DRIVER , " opengl " ) ;
# endif
2015-12-18 19:08:26 +01:00
_renderer = SDL_CreateRenderer ( _window - > getSDLWindow ( ) , - 1 , 0 ) ;
if ( ! _renderer ) {
deinitializeRenderer ( ) ;
return nullptr ;
}
BACKENDS: Refactor OpenGL & SDL graphics backends
This patch refactors the OpenGL and SDL graphics backends,
primarily to unify window scaling and mouse handling, and to
fix coordinate mapping between the ScummVM window and the
virtual game screen when they have different aspect ratios.
Unified code for these two backends has been moved to a new
header-only WindowedGraphicsManager class, so named because it
contains code for managing graphics managers that interact with
a windowing system and render virtual screens within a larger
physical content window.
The biggest behavioral change here is with the coordinate
system mapping:
Previously, mouse offsets were converted by mapping the whole
space within the window as input to the virtual game screen
without maintaining aspect ratio. This was done to prevent
'stickiness' when the mouse cursor was within the window but
outside of the virtual game screen, but it caused noticeable
distortion of mouse movement speed on the axis with blank
space.
Instead of introducing mouse speed distortion to prevent
stickiness, this patch changes coordinate transformation to
show the system cursor when the mouse moves outside of the virtual
game screen when mouse grab is off, or by holding the mouse inside
the virtual game screen (instead of the entire window) when mouse
grab is on.
This patch also improves some other properties of the
GraphicsManager/PaletteManager interfaces:
* Nullipotent operations (getWidth, getHeight, etc.) of the
PaletteManager/GraphicsManager interfaces are now const
* Methods marked `virtual` but not inherited by any subclass have
been de-virtualized
* Extra unnecessary calculations of hardware height in
SurfaceSdlGraphicsManager have been removed
* Methods have been renamed where appropriate for clarity
(setWindowSize -> handleResize, etc.)
* C++11 support improved with `override` specifier added on
overridden virtual methods in subclasses (primarily to avoid
myself accidentally creating new methods in the subclasses
by changing types/names during refactoring)
Additional refactoring can and should be done at some point to
continue to deduplicate code between the OpenGL and SDL backends.
Since the primary goal here was to improve the coordinate mapping,
full refactoring of these backends was not completed here.
2017-07-19 19:15:12 -05:00
getWindowSizeFromSdl ( & _windowWidth , & _windowHeight ) ;
2020-10-29 17:30:05 +00:00
handleResize ( _windowWidth , _windowHeight ) ;
2016-11-13 16:36:18 +01:00
2016-10-12 22:38:07 +01:00
SDL_SetHint ( SDL_HINT_RENDER_SCALE_QUALITY , _videoMode . filtering ? " linear " : " nearest " ) ;
2015-12-18 19:08:26 +01:00
2015-01-25 01:34:57 +01:00
_screenTexture = SDL_CreateTexture ( _renderer , SDL_PIXELFORMAT_RGB565 , SDL_TEXTUREACCESS_STREAMING , width , height ) ;
if ( ! _screenTexture ) {
deinitializeRenderer ( ) ;
return nullptr ;
}
SDL_Surface * screen = SDL_CreateRGBSurface ( 0 , width , height , 16 , 0xF800 , 0x7E0 , 0x1F , 0 ) ;
if ( ! screen ) {
deinitializeRenderer ( ) ;
return nullptr ;
} else {
return screen ;
}
}
void SurfaceSdlGraphicsManager : : SDL_UpdateRects ( SDL_Surface * screen , int numrects , SDL_Rect * rects ) {
SDL_UpdateTexture ( _screenTexture , nullptr , screen - > pixels , screen - > pitch ) ;
BACKENDS: Refactor OpenGL & SDL graphics backends
This patch refactors the OpenGL and SDL graphics backends,
primarily to unify window scaling and mouse handling, and to
fix coordinate mapping between the ScummVM window and the
virtual game screen when they have different aspect ratios.
Unified code for these two backends has been moved to a new
header-only WindowedGraphicsManager class, so named because it
contains code for managing graphics managers that interact with
a windowing system and render virtual screens within a larger
physical content window.
The biggest behavioral change here is with the coordinate
system mapping:
Previously, mouse offsets were converted by mapping the whole
space within the window as input to the virtual game screen
without maintaining aspect ratio. This was done to prevent
'stickiness' when the mouse cursor was within the window but
outside of the virtual game screen, but it caused noticeable
distortion of mouse movement speed on the axis with blank
space.
Instead of introducing mouse speed distortion to prevent
stickiness, this patch changes coordinate transformation to
show the system cursor when the mouse moves outside of the virtual
game screen when mouse grab is off, or by holding the mouse inside
the virtual game screen (instead of the entire window) when mouse
grab is on.
This patch also improves some other properties of the
GraphicsManager/PaletteManager interfaces:
* Nullipotent operations (getWidth, getHeight, etc.) of the
PaletteManager/GraphicsManager interfaces are now const
* Methods marked `virtual` but not inherited by any subclass have
been de-virtualized
* Extra unnecessary calculations of hardware height in
SurfaceSdlGraphicsManager have been removed
* Methods have been renamed where appropriate for clarity
(setWindowSize -> handleResize, etc.)
* C++11 support improved with `override` specifier added on
overridden virtual methods in subclasses (primarily to avoid
myself accidentally creating new methods in the subclasses
by changing types/names during refactoring)
Additional refactoring can and should be done at some point to
continue to deduplicate code between the OpenGL and SDL backends.
Since the primary goal here was to improve the coordinate mapping,
full refactoring of these backends was not completed here.
2017-07-19 19:15:12 -05:00
SDL_Rect viewport ;
viewport . x = _activeArea . drawRect . left ;
viewport . y = _activeArea . drawRect . top ;
viewport . w = _activeArea . drawRect . width ( ) ;
viewport . h = _activeArea . drawRect . height ( ) ;
2015-01-25 01:34:57 +01:00
SDL_RenderClear ( _renderer ) ;
BACKENDS: Refactor OpenGL & SDL graphics backends
This patch refactors the OpenGL and SDL graphics backends,
primarily to unify window scaling and mouse handling, and to
fix coordinate mapping between the ScummVM window and the
virtual game screen when they have different aspect ratios.
Unified code for these two backends has been moved to a new
header-only WindowedGraphicsManager class, so named because it
contains code for managing graphics managers that interact with
a windowing system and render virtual screens within a larger
physical content window.
The biggest behavioral change here is with the coordinate
system mapping:
Previously, mouse offsets were converted by mapping the whole
space within the window as input to the virtual game screen
without maintaining aspect ratio. This was done to prevent
'stickiness' when the mouse cursor was within the window but
outside of the virtual game screen, but it caused noticeable
distortion of mouse movement speed on the axis with blank
space.
Instead of introducing mouse speed distortion to prevent
stickiness, this patch changes coordinate transformation to
show the system cursor when the mouse moves outside of the virtual
game screen when mouse grab is off, or by holding the mouse inside
the virtual game screen (instead of the entire window) when mouse
grab is on.
This patch also improves some other properties of the
GraphicsManager/PaletteManager interfaces:
* Nullipotent operations (getWidth, getHeight, etc.) of the
PaletteManager/GraphicsManager interfaces are now const
* Methods marked `virtual` but not inherited by any subclass have
been de-virtualized
* Extra unnecessary calculations of hardware height in
SurfaceSdlGraphicsManager have been removed
* Methods have been renamed where appropriate for clarity
(setWindowSize -> handleResize, etc.)
* C++11 support improved with `override` specifier added on
overridden virtual methods in subclasses (primarily to avoid
myself accidentally creating new methods in the subclasses
by changing types/names during refactoring)
Additional refactoring can and should be done at some point to
continue to deduplicate code between the OpenGL and SDL backends.
Since the primary goal here was to improve the coordinate mapping,
full refactoring of these backends was not completed here.
2017-07-19 19:15:12 -05:00
SDL_RenderCopy ( _renderer , _screenTexture , NULL , & viewport ) ;
2015-01-25 01:34:57 +01:00
SDL_RenderPresent ( _renderer ) ;
}
2020-03-03 17:18:59 +00:00
int SurfaceSdlGraphicsManager : : SDL_SetColors ( SDL_Surface * surface , SDL_Color * colors , int firstcolor , int ncolors ) {
if ( surface - > format - > palette ) {
return ! SDL_SetPaletteColors ( surface - > format - > palette , colors , firstcolor , ncolors ) ? 1 : 0 ;
} else {
return 0 ;
}
}
int SurfaceSdlGraphicsManager : : SDL_SetAlpha ( SDL_Surface * surface , Uint32 flag , Uint8 alpha ) {
if ( SDL_SetSurfaceAlphaMod ( surface , alpha ) ) {
return - 1 ;
}
if ( alpha = = 255 | | ! flag ) {
if ( SDL_SetSurfaceBlendMode ( surface , SDL_BLENDMODE_NONE ) ) {
return - 1 ;
}
} else {
if ( SDL_SetSurfaceBlendMode ( surface , SDL_BLENDMODE_BLEND ) ) {
return - 1 ;
}
}
return 0 ;
}
int SurfaceSdlGraphicsManager : : SDL_SetColorKey ( SDL_Surface * surface , Uint32 flag , Uint32 key ) {
return : : SDL_SetColorKey ( surface , SDL_TRUE , key ) ? - 1 : 0 ;
}
2015-01-25 01:34:57 +01:00
# endif // SDL_VERSION_ATLEAST(2, 0, 0)
2010-06-09 05:29:14 +00:00
# endif