scummvm/backends/graphics/opengl/opengl-graphics.cpp

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/* ScummVM - Graphic Adventure Engine
*
* ScummVM is the legal property of its developers, whose names
* are too numerous to list here. Please refer to the COPYRIGHT
* file distributed with this source distribution.
*
* This program is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program. If not, see <http://www.gnu.org/licenses/>.
*
*/
#include "backends/graphics/opengl/opengl-graphics.h"
#include "backends/graphics/opengl/texture.h"
#include "backends/graphics/opengl/pipelines/pipeline.h"
#include "backends/graphics/opengl/pipelines/fixed.h"
#include "backends/graphics/opengl/pipelines/shader.h"
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#include "backends/graphics/opengl/shader.h"
#include "graphics/opengl/debug.h"
#include "common/array.h"
#include "common/textconsole.h"
#include "common/translation.h"
#include "common/algorithm.h"
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#include "common/file.h"
#include "gui/debugger.h"
#include "engines/engine.h"
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#ifdef USE_OSD
#include "common/tokenizer.h"
#include "common/rect.h"
#if defined(MACOSX)
#include "backends/platform/sdl/macosx/macosx-touchbar.h"
#endif
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#endif
#include "graphics/conversion.h"
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#ifdef USE_OSD
#include "graphics/fontman.h"
#include "graphics/font.h"
#endif
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#ifdef USE_SCALERS
#include "graphics/scalerplugin.h"
#endif
#ifdef USE_PNG
#include "image/png.h"
#else
#include "image/bmp.h"
#endif
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#include "common/text-to-speech.h"
namespace OpenGL {
OpenGLGraphicsManager::OpenGLGraphicsManager()
: _currentState(), _oldState(), _transactionMode(kTransactionNone), _screenChangeID(1 << (sizeof(int) * 8 - 2)),
_pipeline(nullptr), _stretchMode(STRETCH_FIT),
_defaultFormat(), _defaultFormatAlpha(),
_gameScreen(nullptr), _overlay(nullptr),
_cursor(nullptr),
_cursorHotspotX(0), _cursorHotspotY(0),
_cursorHotspotXScaled(0), _cursorHotspotYScaled(0), _cursorWidthScaled(0), _cursorHeightScaled(0),
_cursorKeyColor(0), _cursorDontScale(false), _cursorPaletteEnabled(false), _shakeOffsetScaled()
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#ifdef USE_OSD
, _osdMessageChangeRequest(false), _osdMessageAlpha(0), _osdMessageFadeStartTime(0), _osdMessageSurface(nullptr),
_osdIconSurface(nullptr)
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#endif
#ifdef USE_SCALERS
, _scalerPlugins(ScalerMan.getPlugins())
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#endif
{
memset(_gamePalette, 0, sizeof(_gamePalette));
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OpenGLContext.reset();
}
OpenGLGraphicsManager::~OpenGLGraphicsManager() {
delete _gameScreen;
delete _overlay;
delete _cursor;
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#ifdef USE_OSD
delete _osdMessageSurface;
delete _osdIconSurface;
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#endif
#if !USE_FORCED_GLES
ShaderManager::destroy();
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#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.
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bool OpenGLGraphicsManager::hasFeature(OSystem::Feature f) const {
switch (f) {
case OSystem::kFeatureAspectRatioCorrection:
case OSystem::kFeatureCursorPalette:
case OSystem::kFeatureFilteringMode:
case OSystem::kFeatureStretchMode:
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#ifdef USE_SCALERS
case OSystem::kFeatureScalers:
#endif
return true;
case OSystem::kFeatureOverlaySupportsAlpha:
return _defaultFormatAlpha.aBits() > 3;
default:
return false;
}
}
void OpenGLGraphicsManager::setFeatureState(OSystem::Feature f, bool enable) {
switch (f) {
case OSystem::kFeatureAspectRatioCorrection:
assert(_transactionMode != kTransactionNone);
_currentState.aspectRatioCorrection = enable;
break;
case OSystem::kFeatureFilteringMode:
assert(_transactionMode != kTransactionNone);
_currentState.filtering = enable;
if (_gameScreen) {
_gameScreen->enableLinearFiltering(enable);
}
if (_cursor) {
_cursor->enableLinearFiltering(enable);
}
// The overlay UI should also obey the filtering choice (managed via the Filter Graphics checkbox in Graphics Tab).
// Thus, when overlay filtering is disabled, scaling in OPENGL is done with GL_NEAREST (nearest neighbor scaling).
// It may look crude, but it should be crispier and it's left to user choice to enable filtering.
if (_overlay) {
_overlay->enableLinearFiltering(enable);
}
break;
case OSystem::kFeatureCursorPalette:
_cursorPaletteEnabled = enable;
updateCursorPalette();
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.
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bool OpenGLGraphicsManager::getFeatureState(OSystem::Feature f) const {
switch (f) {
case OSystem::kFeatureAspectRatioCorrection:
return _currentState.aspectRatioCorrection;
case OSystem::kFeatureFilteringMode:
return _currentState.filtering;
case OSystem::kFeatureCursorPalette:
return _cursorPaletteEnabled;
default:
return false;
}
}
namespace {
const OSystem::GraphicsMode glGraphicsModes[] = {
{ "opengl", _s("OpenGL"), GFX_OPENGL },
{ nullptr, nullptr, 0 }
};
} // End of anonymous namespace
const OSystem::GraphicsMode *OpenGLGraphicsManager::getSupportedGraphicsModes() const {
return glGraphicsModes;
}
int OpenGLGraphicsManager::getDefaultGraphicsMode() const {
return GFX_OPENGL;
}
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bool OpenGLGraphicsManager::setGraphicsMode(int mode, uint flags) {
assert(_transactionMode != kTransactionNone);
switch (mode) {
case GFX_OPENGL:
_currentState.graphicsMode = mode;
return true;
default:
warning("OpenGLGraphicsManager::setGraphicsMode(%d): Unknown graphics mode", mode);
return false;
}
}
int OpenGLGraphicsManager::getGraphicsMode() const {
return _currentState.graphicsMode;
}
#ifdef USE_RGB_COLOR
Graphics::PixelFormat OpenGLGraphicsManager::getScreenFormat() const {
return _currentState.gameFormat;
}
Common::List<Graphics::PixelFormat> OpenGLGraphicsManager::getSupportedFormats() const {
Common::List<Graphics::PixelFormat> formats;
// Our default mode is (memory layout wise) RGBA8888 which is a different
// logical layout depending on the endianness. We chose this mode because
// it is the only 32bit color mode we can safely assume to be present in
// OpenGL and OpenGL ES implementations. Thus, we need to supply different
// logical formats based on endianness.
#ifdef SCUMM_LITTLE_ENDIAN
// ABGR8888
formats.push_back(Graphics::PixelFormat(4, 8, 8, 8, 8, 0, 8, 16, 24));
#else
// RGBA8888
formats.push_back(Graphics::PixelFormat(4, 8, 8, 8, 8, 24, 16, 8, 0));
#endif
// RGB565
formats.push_back(Graphics::PixelFormat(2, 5, 6, 5, 0, 11, 5, 0, 0));
// RGBA5551
formats.push_back(Graphics::PixelFormat(2, 5, 5, 5, 1, 11, 6, 1, 0));
// RGBA4444
formats.push_back(Graphics::PixelFormat(2, 4, 4, 4, 4, 12, 8, 4, 0));
// These formats are not natively supported by OpenGL ES implementations,
// we convert the pixel format internally.
#ifdef SCUMM_LITTLE_ENDIAN
// RGBA8888
formats.push_back(Graphics::PixelFormat(4, 8, 8, 8, 8, 24, 16, 8, 0));
#else
// ABGR8888
formats.push_back(Graphics::PixelFormat(4, 8, 8, 8, 8, 0, 8, 16, 24));
#endif
// RGB555, this is used by SCUMM HE 16 bit games.
formats.push_back(Graphics::PixelFormat(2, 5, 5, 5, 0, 10, 5, 0, 0));
formats.push_back(Graphics::PixelFormat::createFormatCLUT8());
return formats;
}
#endif
namespace {
const OSystem::GraphicsMode glStretchModes[] = {
{"center", _s("Center"), STRETCH_CENTER},
{"pixel-perfect", _s("Pixel-perfect scaling"), STRETCH_INTEGRAL},
{"even-pixels", _s("Even pixels scaling"), STRETCH_INTEGRAL_AR},
{"fit", _s("Fit to window"), STRETCH_FIT},
{"stretch", _s("Stretch to window"), STRETCH_STRETCH},
{"fit_force_aspect", _s("Fit to window (4:3)"), STRETCH_FIT_FORCE_ASPECT},
{nullptr, nullptr, 0}
};
} // End of anonymous namespace
const OSystem::GraphicsMode *OpenGLGraphicsManager::getSupportedStretchModes() const {
return glStretchModes;
}
int OpenGLGraphicsManager::getDefaultStretchMode() const {
return STRETCH_FIT;
}
bool OpenGLGraphicsManager::setStretchMode(int mode) {
assert(getTransactionMode() != kTransactionNone);
if (mode == _stretchMode)
return true;
// Check this is a valid mode
const OSystem::GraphicsMode *sm = getSupportedStretchModes();
bool found = false;
while (sm->name) {
if (sm->id == mode) {
found = true;
break;
}
sm++;
}
if (!found) {
warning("unknown stretch mode %d", mode);
return false;
}
_stretchMode = mode;
return true;
}
int OpenGLGraphicsManager::getStretchMode() const {
return _stretchMode;
}
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#ifdef USE_SCALERS
uint OpenGLGraphicsManager::getDefaultScaler() const {
return ScalerMan.findScalerPluginIndex("normal");
}
uint OpenGLGraphicsManager::getDefaultScaleFactor() const {
return 1;
}
bool OpenGLGraphicsManager::setScaler(uint mode, int factor) {
assert(_transactionMode != kTransactionNone);
int newFactor;
if (factor == -1)
newFactor = getDefaultScaleFactor();
else if (_scalerPlugins[mode]->get<ScalerPluginObject>().hasFactor(factor))
newFactor = factor;
else if (_scalerPlugins[mode]->get<ScalerPluginObject>().hasFactor(_oldState.scaleFactor))
newFactor = _oldState.scaleFactor;
else
newFactor = _scalerPlugins[mode]->get<ScalerPluginObject>().getDefaultFactor();
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_currentState.scalerIndex = mode;
_currentState.scaleFactor = newFactor;
return true;
}
uint OpenGLGraphicsManager::getScaler() const {
return _currentState.scalerIndex;
}
uint OpenGLGraphicsManager::getScaleFactor() const {
return _currentState.scaleFactor;
}
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#endif
void OpenGLGraphicsManager::beginGFXTransaction() {
assert(_transactionMode == kTransactionNone);
// Start a transaction.
_oldState = _currentState;
_transactionMode = kTransactionActive;
}
OSystem::TransactionError OpenGLGraphicsManager::endGFXTransaction() {
assert(_transactionMode == kTransactionActive);
uint transactionError = OSystem::kTransactionSuccess;
bool setupNewGameScreen = false;
if ( _oldState.gameWidth != _currentState.gameWidth
|| _oldState.gameHeight != _currentState.gameHeight) {
setupNewGameScreen = true;
}
#ifdef USE_RGB_COLOR
if (_oldState.gameFormat != _currentState.gameFormat) {
setupNewGameScreen = true;
}
// Check whether the requested format can actually be used.
Common::List<Graphics::PixelFormat> supportedFormats = getSupportedFormats();
// In case the requested format is not usable we will fall back to CLUT8.
if (Common::find(supportedFormats.begin(), supportedFormats.end(), _currentState.gameFormat) == supportedFormats.end()) {
_currentState.gameFormat = Graphics::PixelFormat::createFormatCLUT8();
transactionError |= OSystem::kTransactionFormatNotSupported;
}
#endif
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#ifdef USE_SCALERS
if (_oldState.scaleFactor != _currentState.scaleFactor ||
_oldState.scalerIndex != _currentState.scalerIndex) {
setupNewGameScreen = true;
}
#endif
do {
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.
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const uint desiredAspect = getDesiredGameAspectRatio();
const uint requestedWidth = _currentState.gameWidth;
const uint requestedHeight = intToFrac(requestedWidth) / desiredAspect;
if (!loadVideoMode(requestedWidth, requestedHeight,
#ifdef USE_RGB_COLOR
_currentState.gameFormat
#else
Graphics::PixelFormat::createFormatCLUT8()
#endif
)
// HACK: This is really nasty but we don't have any guarantees of
// a context existing before, which means we don't know the maximum
// supported texture size before this. Thus, we check whether the
// requested game resolution is supported over here.
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|| ( _currentState.gameWidth > (uint)OpenGLContext.maxTextureSize
|| _currentState.gameHeight > (uint)OpenGLContext.maxTextureSize)) {
if (_transactionMode == kTransactionActive) {
// Try to setup the old state in case its valid and is
// actually different from the new one.
if (_oldState.valid && _oldState != _currentState) {
// Give some hints on what failed to set up.
if ( _oldState.gameWidth != _currentState.gameWidth
|| _oldState.gameHeight != _currentState.gameHeight) {
transactionError |= OSystem::kTransactionSizeChangeFailed;
}
#ifdef USE_RGB_COLOR
if (_oldState.gameFormat != _currentState.gameFormat) {
transactionError |= OSystem::kTransactionFormatNotSupported;
}
#endif
if (_oldState.aspectRatioCorrection != _currentState.aspectRatioCorrection) {
transactionError |= OSystem::kTransactionAspectRatioFailed;
}
if (_oldState.graphicsMode != _currentState.graphicsMode) {
transactionError |= OSystem::kTransactionModeSwitchFailed;
}
if (_oldState.filtering != _currentState.filtering) {
transactionError |= OSystem::kTransactionFilteringFailed;
}
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#ifdef USE_SCALERS
if (_oldState.scalerIndex != _currentState.scalerIndex) {
transactionError |= OSystem::kTransactionModeSwitchFailed;
}
#endif
// Roll back to the old state.
_currentState = _oldState;
_transactionMode = kTransactionRollback;
// Try to set up the old state.
continue;
}
}
// DON'T use error(), as this tries to bring up the debug
// console, which WON'T WORK now that we might no have a
// proper screen.
warning("OpenGLGraphicsManager::endGFXTransaction: Could not load any graphics mode!");
g_system->quit();
}
// In case we reach this we have a valid state, yay.
_transactionMode = kTransactionNone;
_currentState.valid = true;
} while (_transactionMode == kTransactionRollback);
if (setupNewGameScreen) {
delete _gameScreen;
_gameScreen = nullptr;
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bool wantScaler = _currentState.scaleFactor > 1;
#ifdef USE_RGB_COLOR
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_gameScreen = createSurface(_currentState.gameFormat, false, wantScaler);
#else
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_gameScreen = createSurface(Graphics::PixelFormat::createFormatCLUT8(), false, wantScaler);
#endif
assert(_gameScreen);
if (_gameScreen->hasPalette()) {
_gameScreen->setPalette(0, 256, _gamePalette);
}
2021-10-21 22:14:43 +01:00
#ifdef USE_SCALERS
if (wantScaler) {
_gameScreen->setScaler(_currentState.scalerIndex, _currentState.scaleFactor);
}
#endif
_gameScreen->allocate(_currentState.gameWidth, _currentState.gameHeight);
_gameScreen->enableLinearFiltering(_currentState.filtering);
// We fill the screen to all black or index 0 for CLUT8.
#ifdef USE_RGB_COLOR
if (_currentState.gameFormat.bytesPerPixel == 1) {
_gameScreen->fill(0);
} else {
_gameScreen->fill(_gameScreen->getSurface()->format.RGBToColor(0, 0, 0));
}
#else
_gameScreen->fill(0);
#endif
}
// Update our display area and cursor scaling. This makes sure we pick up
// aspect ratio correction and game screen changes correctly.
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();
recalculateCursorScaling();
// Something changed, so update the screen change ID.
++_screenChangeID;
// Since transactionError is a ORd list of TransactionErrors this is
// clearly wrong. But our API is simply broken.
return (OSystem::TransactionError)transactionError;
}
int OpenGLGraphicsManager::getScreenChangeID() const {
return _screenChangeID;
}
void OpenGLGraphicsManager::initSize(uint width, uint height, const Graphics::PixelFormat *format) {
Graphics::PixelFormat requestedFormat;
#ifdef USE_RGB_COLOR
if (!format) {
requestedFormat = Graphics::PixelFormat::createFormatCLUT8();
} else {
requestedFormat = *format;
}
_currentState.gameFormat = requestedFormat;
#endif
_currentState.gameWidth = width;
_currentState.gameHeight = height;
_gameScreenShakeXOffset = 0;
_gameScreenShakeYOffset = 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
int16 OpenGLGraphicsManager::getWidth() const {
return _currentState.gameWidth;
}
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 OpenGLGraphicsManager::getHeight() const {
return _currentState.gameHeight;
}
void OpenGLGraphicsManager::copyRectToScreen(const void *buf, int pitch, int x, int y, int w, int h) {
_gameScreen->copyRectToTexture(x, y, w, h, buf, pitch);
}
void OpenGLGraphicsManager::fillScreen(uint32 col) {
_gameScreen->fill(col);
}
void OpenGLGraphicsManager::updateScreen() {
if (!_gameScreen) {
return;
}
#ifdef USE_OSD
if (_osdMessageChangeRequest) {
osdMessageUpdateSurface();
}
if (_osdIconSurface) {
_osdIconSurface->updateGLTexture();
}
#endif
// If there's an active debugger, update it
GUI::Debugger *debugger = g_engine ? g_engine->getDebugger() : nullptr;
if (debugger)
debugger->onFrame();
// We only update the screen when there actually have been any changes.
if ( !_forceRedraw
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.
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&& !_cursorNeedsRedraw
&& !_gameScreen->isDirty()
&& !(_overlayVisible && _overlay->isDirty())
&& !(_cursorVisible && _cursor && _cursor->isDirty())
#ifdef USE_OSD
&& !_osdMessageSurface && !_osdIconSurface
#endif
) {
return;
}
// Update changes to textures.
_gameScreen->updateGLTexture();
if (_cursorVisible && _cursor) {
_cursor->updateGLTexture();
}
_overlay->updateGLTexture();
// Clear the screen buffer.
GL_CALL(glClear(GL_COLOR_BUFFER_BIT));
if (!_overlayVisible) {
// The scissor test is enabled to:
// - Clip the cursor to the game screen
// - Clip the game screen when the shake offset is non-zero
_backBuffer.enableScissorTest(true);
}
// Alpha blending is disabled when drawing the screen
_backBuffer.enableBlend(Framebuffer::kBlendModeDisabled);
// First step: Draw the (virtual) game screen.
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Pipeline::getActivePipeline()->drawTexture(_gameScreen->getGLTexture(), _gameDrawRect.left, _gameDrawRect.top, _gameDrawRect.width(), _gameDrawRect.height());
// Second step: Draw the overlay if visible.
if (_overlayVisible) {
int dstX = (_windowWidth - _overlayDrawRect.width()) / 2;
int dstY = (_windowHeight - _overlayDrawRect.height()) / 2;
_backBuffer.enableBlend(Framebuffer::kBlendModeTraditionalTransparency);
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Pipeline::getActivePipeline()->drawTexture(_overlay->getGLTexture(), dstX, dstY, _overlayDrawRect.width(), _overlayDrawRect.height());
}
// Third step: Draw the cursor if visible.
if (_cursorVisible && _cursor) {
_backBuffer.enableBlend(Framebuffer::kBlendModePremultipliedTransparency);
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Pipeline::getActivePipeline()->drawTexture(_cursor->getGLTexture(),
_cursorX - _cursorHotspotXScaled + _shakeOffsetScaled.x,
_cursorY - _cursorHotspotYScaled + _shakeOffsetScaled.y,
_cursorWidthScaled, _cursorHeightScaled);
}
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if (!_overlayVisible) {
_backBuffer.enableScissorTest(false);
}
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#ifdef USE_OSD
// Fourth step: Draw the OSD.
if (_osdMessageSurface || _osdIconSurface) {
_backBuffer.enableBlend(Framebuffer::kBlendModeTraditionalTransparency);
}
if (_osdMessageSurface) {
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// Update alpha value.
const int diff = g_system->getMillis(false) - _osdMessageFadeStartTime;
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if (diff > 0) {
if (diff >= kOSDMessageFadeOutDuration) {
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// Back to full transparency.
_osdMessageAlpha = 0;
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} else {
// Do a fade out.
_osdMessageAlpha = kOSDMessageInitialAlpha - diff * kOSDMessageInitialAlpha / kOSDMessageFadeOutDuration;
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}
}
// Set the OSD transparency.
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Pipeline::getActivePipeline()->setColor(1.0f, 1.0f, 1.0f, _osdMessageAlpha / 100.0f);
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.
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int dstX = (_windowWidth - _osdMessageSurface->getWidth()) / 2;
int dstY = (_windowHeight - _osdMessageSurface->getHeight()) / 2;
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// Draw the OSD texture.
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Pipeline::getActivePipeline()->drawTexture(_osdMessageSurface->getGLTexture(),
dstX, dstY, _osdMessageSurface->getWidth(), _osdMessageSurface->getHeight());
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// Reset color.
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Pipeline::getActivePipeline()->setColor(1.0f, 1.0f, 1.0f, 1.0f);
if (_osdMessageAlpha <= 0) {
delete _osdMessageSurface;
_osdMessageSurface = nullptr;
#if defined(MACOSX)
macOSTouchbarUpdate(nullptr);
#endif
}
}
if (_osdIconSurface) {
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.
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int dstX = _windowWidth - _osdIconSurface->getWidth() - kOSDIconRightMargin;
int dstY = kOSDIconTopMargin;
// Draw the OSD icon texture.
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Pipeline::getActivePipeline()->drawTexture(_osdIconSurface->getGLTexture(),
dstX, dstY, _osdIconSurface->getWidth(), _osdIconSurface->getHeight());
2013-08-19 00:44:55 +02:00
}
#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.
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_cursorNeedsRedraw = false;
_forceRedraw = false;
refreshScreen();
}
Graphics::Surface *OpenGLGraphicsManager::lockScreen() {
return _gameScreen->getSurface();
}
void OpenGLGraphicsManager::unlockScreen() {
_gameScreen->flagDirty();
}
void OpenGLGraphicsManager::setFocusRectangle(const Common::Rect& rect) {
}
void OpenGLGraphicsManager::clearFocusRectangle() {
}
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 OpenGLGraphicsManager::getOverlayWidth() const {
if (_overlay) {
return _overlay->getWidth();
} else {
return 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.
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int16 OpenGLGraphicsManager::getOverlayHeight() const {
if (_overlay) {
return _overlay->getHeight();
} else {
return 0;
}
}
Graphics::PixelFormat OpenGLGraphicsManager::getOverlayFormat() const {
return _overlay->getFormat();
}
void OpenGLGraphicsManager::copyRectToOverlay(const void *buf, int pitch, int x, int y, int w, int h) {
_overlay->copyRectToTexture(x, y, w, h, buf, pitch);
}
void OpenGLGraphicsManager::clearOverlay() {
_overlay->fill(0);
}
BACKENDS: fixed segfault in EventRecorder with buffer out of bounds writes ==3124361== Invalid write of size 8 ==3124361== at 0x483F803: memmove (vg_replace_strmem.c:1270) ==3124361== by 0x4DBF61: SurfaceSdlGraphicsManager::grabOverlay(void*, int) const (surfacesdl-graphics.cpp:1753) ==3124361== by 0x482051: ModularGraphicsBackend::grabOverlay(void*, int) (modular-backend.cpp:215) ==3124361== by 0x434EE1: GUI::ThemeEngine::clearAll() (ThemeEngine.cpp:376) ==3124361== by 0x40128E: GUI::EventRecorder::preDrawOverlayGui() (EventRecorder.cpp:558) ==3124361== by 0x481DB2: ModularGraphicsBackend::updateScreen() (modular-backend.cpp:173) ==3124361== by 0x559967: Graphics::Screen::updateScreen() (screen.cpp:62) ==3124361== by 0x55991C: Graphics::Screen::update() (screen.cpp:56) ==3124361== by 0x38AFC7: TwinE::TwineScreen::update() (twine.cpp:126) ==3124361== by 0x3B8759: TwinE::Screens::adjustPalette(unsigned char, unsigned char, unsigned char, unsigned int const*, int) (screens.cpp:150) ==3124361== by 0x3B8A89: TwinE::Screens::fadeToPal(unsigned int const*) (screens.cpp:207) ==3124361== by 0x3B8403: TwinE::Screens::loadImage(int, int, bool) (screens.cpp:80) ==3124361== Address 0x31453050 is 16 bytes after a block of size 512,000 alloc'd ==3124361== at 0x483AB65: calloc (vg_replace_malloc.c:760) ==3124361== by 0x55B38C: Graphics::Surface::create(unsigned short, unsigned short, Graphics::PixelFormat const&) (surface.cpp:75) ==3124361== by 0x551111: Graphics::ManagedSurface::create(unsigned short, unsigned short, Graphics::PixelFormat const&) (managed_surface.cpp:153) ==3124361== by 0x4352D5: GUI::ThemeEngine::setGraphicsMode(GUI::ThemeEngine::GraphicsMode) (ThemeEngine.cpp:453) ==3124361== by 0x434A52: GUI::ThemeEngine::init() (ThemeEngine.cpp:324) ==3124361== by 0x43501B: GUI::ThemeEngine::refresh() (ThemeEngine.cpp:394) ==3124361== by 0x405780: GUI::GuiManager::screenChange() (gui-manager.cpp:603) ==3124361== by 0x405C6B: GUI::GuiManager::processEvent(Common::Event const&, GUI::Dialog*) (gui-manager.cpp:677) ==3124361== by 0x404EBA: GUI::GuiManager::runLoop() (gui-manager.cpp:429) ==3124361== by 0x3FD847: GUI::Dialog::runModal() (dialog.cpp:77) ==3124361== by 0x36D747: launcherDialog() (main.cpp:106) ==3124361== by 0x36FF92: scummvm_main (main.cpp:552) It looks like the _videoMode.overlayHeight in SurfaceSdlGraphicsManager::grabOverlay and ThemeEngine::_backBuffer::h are somehow out of sync after starting the game in a different resolution as the gui was started with. So the overlayHeight is updated - but the backbuffer (Surface) is not resized. This is with event recorder being active - right after starting the game and switching the resolution.
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void OpenGLGraphicsManager::grabOverlay(Graphics::Surface &surface) const {
const Graphics::Surface *overlayData = _overlay->getSurface();
assert(surface.w >= overlayData->w);
assert(surface.h >= overlayData->h);
assert(surface.format.bytesPerPixel == overlayData->format.bytesPerPixel);
const byte *src = (const byte *)overlayData->getPixels();
BACKENDS: fixed segfault in EventRecorder with buffer out of bounds writes ==3124361== Invalid write of size 8 ==3124361== at 0x483F803: memmove (vg_replace_strmem.c:1270) ==3124361== by 0x4DBF61: SurfaceSdlGraphicsManager::grabOverlay(void*, int) const (surfacesdl-graphics.cpp:1753) ==3124361== by 0x482051: ModularGraphicsBackend::grabOverlay(void*, int) (modular-backend.cpp:215) ==3124361== by 0x434EE1: GUI::ThemeEngine::clearAll() (ThemeEngine.cpp:376) ==3124361== by 0x40128E: GUI::EventRecorder::preDrawOverlayGui() (EventRecorder.cpp:558) ==3124361== by 0x481DB2: ModularGraphicsBackend::updateScreen() (modular-backend.cpp:173) ==3124361== by 0x559967: Graphics::Screen::updateScreen() (screen.cpp:62) ==3124361== by 0x55991C: Graphics::Screen::update() (screen.cpp:56) ==3124361== by 0x38AFC7: TwinE::TwineScreen::update() (twine.cpp:126) ==3124361== by 0x3B8759: TwinE::Screens::adjustPalette(unsigned char, unsigned char, unsigned char, unsigned int const*, int) (screens.cpp:150) ==3124361== by 0x3B8A89: TwinE::Screens::fadeToPal(unsigned int const*) (screens.cpp:207) ==3124361== by 0x3B8403: TwinE::Screens::loadImage(int, int, bool) (screens.cpp:80) ==3124361== Address 0x31453050 is 16 bytes after a block of size 512,000 alloc'd ==3124361== at 0x483AB65: calloc (vg_replace_malloc.c:760) ==3124361== by 0x55B38C: Graphics::Surface::create(unsigned short, unsigned short, Graphics::PixelFormat const&) (surface.cpp:75) ==3124361== by 0x551111: Graphics::ManagedSurface::create(unsigned short, unsigned short, Graphics::PixelFormat const&) (managed_surface.cpp:153) ==3124361== by 0x4352D5: GUI::ThemeEngine::setGraphicsMode(GUI::ThemeEngine::GraphicsMode) (ThemeEngine.cpp:453) ==3124361== by 0x434A52: GUI::ThemeEngine::init() (ThemeEngine.cpp:324) ==3124361== by 0x43501B: GUI::ThemeEngine::refresh() (ThemeEngine.cpp:394) ==3124361== by 0x405780: GUI::GuiManager::screenChange() (gui-manager.cpp:603) ==3124361== by 0x405C6B: GUI::GuiManager::processEvent(Common::Event const&, GUI::Dialog*) (gui-manager.cpp:677) ==3124361== by 0x404EBA: GUI::GuiManager::runLoop() (gui-manager.cpp:429) ==3124361== by 0x3FD847: GUI::Dialog::runModal() (dialog.cpp:77) ==3124361== by 0x36D747: launcherDialog() (main.cpp:106) ==3124361== by 0x36FF92: scummvm_main (main.cpp:552) It looks like the _videoMode.overlayHeight in SurfaceSdlGraphicsManager::grabOverlay and ThemeEngine::_backBuffer::h are somehow out of sync after starting the game in a different resolution as the gui was started with. So the overlayHeight is updated - but the backbuffer (Surface) is not resized. This is with event recorder being active - right after starting the game and switching the resolution.
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byte *dst = (byte *)surface.getPixels();
Graphics::copyBlit(dst, src, surface.pitch, overlayData->pitch, overlayData->w, overlayData->h, overlayData->format.bytesPerPixel);
}
namespace {
template<typename SrcColor, typename DstColor>
void multiplyColorWithAlpha(const byte *src, byte *dst, const uint w, const uint h,
const Graphics::PixelFormat &srcFmt, const Graphics::PixelFormat &dstFmt,
const uint srcPitch, const uint dstPitch, const SrcColor keyColor) {
for (uint y = 0; y < h; ++y) {
for (uint x = 0; x < w; ++x) {
const uint32 color = *(const SrcColor *)src;
if (color == keyColor) {
*(DstColor *)dst = 0;
} else {
byte a, r, g, b;
srcFmt.colorToARGB(color, a, r, g, b);
if (a != 0xFF) {
r = (int) r * a / 255;
g = (int) g * a / 255;
b = (int) b * a / 255;
}
*(DstColor *)dst = dstFmt.ARGBToColor(a, r, g, b);
}
src += sizeof(SrcColor);
dst += sizeof(DstColor);
}
src += srcPitch - w * srcFmt.bytesPerPixel;
dst += dstPitch - w * dstFmt.bytesPerPixel;
}
}
} // End of anonymous namespace
void OpenGLGraphicsManager::setMouseCursor(const void *buf, uint w, uint h, int hotspotX, int hotspotY, uint32 keycolor, bool dontScale, const Graphics::PixelFormat *format) {
_cursorKeyColor = keycolor;
_cursorHotspotX = hotspotX;
_cursorHotspotY = hotspotY;
_cursorDontScale = dontScale;
if (!w || !h) {
delete _cursor;
_cursor = nullptr;
return;
}
Graphics::PixelFormat inputFormat;
#ifdef USE_RGB_COLOR
if (format) {
inputFormat = *format;
} else {
inputFormat = Graphics::PixelFormat::createFormatCLUT8();
}
#else
inputFormat = Graphics::PixelFormat::createFormatCLUT8();
#endif
// In case the color format has changed we will need to create the texture.
if (!_cursor || _cursor->getFormat() != inputFormat) {
delete _cursor;
_cursor = nullptr;
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#ifdef USE_SCALERS
bool wantScaler = (_currentState.scaleFactor > 1) && !dontScale
&& _scalerPlugins[_currentState.scalerIndex]->get<ScalerPluginObject>().canDrawCursor();
#else
bool wantScaler = false;
#endif
GLenum glIntFormat, glFormat, glType;
Graphics::PixelFormat textureFormat;
if (inputFormat.bytesPerPixel == 1 || (inputFormat.aBits() && getGLPixelFormat(inputFormat, glIntFormat, glFormat, glType))) {
// There is two cases when we can use the cursor format directly.
// The first is when it's CLUT8, here color key handling can
// always be applied because we use the alpha channel of
// _defaultFormatAlpha for that.
// The other is when the input format has alpha bits and
// furthermore is directly supported.
textureFormat = inputFormat;
} else {
textureFormat = _defaultFormatAlpha;
}
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_cursor = createSurface(textureFormat, true, wantScaler);
assert(_cursor);
_cursor->enableLinearFiltering(_currentState.filtering);
2021-11-23 23:17:30 +00:00
#ifdef USE_SCALERS
if (wantScaler) {
_cursor->setScaler(_currentState.scalerIndex, _currentState.scaleFactor);
}
#endif
}
_cursor->allocate(w, h);
if (inputFormat.bytesPerPixel == 1) {
// For CLUT8 cursors we can simply copy the input data into the
// texture.
_cursor->copyRectToTexture(0, 0, w, h, buf, w * inputFormat.bytesPerPixel);
} else {
// Otherwise it is a bit more ugly because we have to handle a key
// color properly.
Graphics::Surface *dst = _cursor->getSurface();
const uint srcPitch = w * inputFormat.bytesPerPixel;
// Copy the cursor data to the actual texture surface. This will make
// sure that the data is also converted to the expected format.
// Also multiply the color values with the alpha channel.
// The pre-multiplication allows using a blend mode that prevents
// color fringes due to filtering.
if (dst->format.bytesPerPixel == 2) {
if (inputFormat.bytesPerPixel == 2) {
multiplyColorWithAlpha<uint16, uint16>((const byte *) buf, (byte *) dst->getPixels(), w, h,
inputFormat, dst->format, srcPitch, dst->pitch, keycolor);
} else if (inputFormat.bytesPerPixel == 4) {
multiplyColorWithAlpha<uint32, uint16>((const byte *) buf, (byte *) dst->getPixels(), w, h,
inputFormat, dst->format, srcPitch, dst->pitch, keycolor);
}
} else {
if (inputFormat.bytesPerPixel == 2) {
multiplyColorWithAlpha<uint16, uint32>((const byte *) buf, (byte *) dst->getPixels(), w, h,
inputFormat, dst->format, srcPitch, dst->pitch, keycolor);
} else if (inputFormat.bytesPerPixel == 4) {
multiplyColorWithAlpha<uint32, uint32>((const byte *) buf, (byte *) dst->getPixels(), w, h,
inputFormat, dst->format, srcPitch, dst->pitch, keycolor);
}
}
// Flag the texture as dirty.
_cursor->flagDirty();
}
// In case we actually use a palette set that up properly.
if (inputFormat.bytesPerPixel == 1) {
updateCursorPalette();
}
recalculateCursorScaling();
}
void OpenGLGraphicsManager::setCursorPalette(const byte *colors, uint start, uint num) {
// FIXME: For some reason client code assumes that usage of this function
// automatically enables the cursor palette.
_cursorPaletteEnabled = true;
memcpy(_cursorPalette + start * 3, colors, num * 3);
updateCursorPalette();
}
void OpenGLGraphicsManager::displayMessageOnOSD(const Common::U32String &msg) {
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#ifdef USE_OSD
_osdMessageChangeRequest = true;
_osdMessageNextData = msg;
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#endif // USE_OSD
}
#ifdef USE_OSD
void OpenGLGraphicsManager::osdMessageUpdateSurface() {
// Split up the lines.
Common::Array<Common::U32String> osdLines;
Common::U32StringTokenizer tokenizer(_osdMessageNextData, "\n");
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while (!tokenizer.empty()) {
osdLines.push_back(tokenizer.nextToken());
}
// Do the actual drawing like the SDL backend.
const Graphics::Font *font = getFontOSD();
// Determine a rect which would contain the message string (clipped to the
// screen dimensions).
const int vOffset = 6;
const int lineSpacing = 1;
const int lineHeight = font->getFontHeight() + 2 * lineSpacing;
uint width = 0;
uint height = lineHeight * osdLines.size() + 2 * vOffset;
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for (uint i = 0; i < osdLines.size(); i++) {
width = MAX<uint>(width, font->getStringWidth(osdLines[i]) + 14);
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}
// 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
width = MIN<uint>(width, _gameDrawRect.width());
height = MIN<uint>(height, _gameDrawRect.height());
delete _osdMessageSurface;
_osdMessageSurface = nullptr;
_osdMessageSurface = createSurface(_defaultFormatAlpha);
assert(_osdMessageSurface);
// We always filter the osd with GL_LINEAR. This assures it's
// readable in case it needs to be scaled and does not affect it
// otherwise.
_osdMessageSurface->enableLinearFiltering(true);
_osdMessageSurface->allocate(width, height);
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Graphics::Surface *dst = _osdMessageSurface->getSurface();
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// Draw a dark gray rect.
const uint32 color = dst->format.RGBToColor(40, 40, 40);
dst->fillRect(Common::Rect(0, 0, width, height), color);
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// Render the message in white
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const uint32 white = dst->format.RGBToColor(255, 255, 255);
for (uint i = 0; i < osdLines.size(); ++i) {
font->drawString(dst, osdLines[i],
0, i * lineHeight + vOffset + lineSpacing, width,
white, Graphics::kTextAlignCenter, 0, true);
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}
_osdMessageSurface->updateGLTexture();
#if defined(MACOSX)
macOSTouchbarUpdate(_osdMessageNextData.encode().c_str());
#endif
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// Init the OSD display parameters.
_osdMessageAlpha = kOSDMessageInitialAlpha;
_osdMessageFadeStartTime = g_system->getMillis() + kOSDMessageFadeOutDelay;
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if (ConfMan.hasKey("tts_enabled", "scummvm") &&
ConfMan.getBool("tts_enabled", "scummvm")) {
Common::TextToSpeechManager *ttsMan = g_system->getTextToSpeechManager();
if (ttsMan)
ttsMan->say(_osdMessageNextData);
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}
// Clear the text update request
_osdMessageNextData.clear();
_osdMessageChangeRequest = false;
}
#endif
void OpenGLGraphicsManager::displayActivityIconOnOSD(const Graphics::Surface *icon) {
#ifdef USE_OSD
if (_osdIconSurface) {
delete _osdIconSurface;
_osdIconSurface = nullptr;
// Make sure the icon is cleared on the next update
_forceRedraw = true;
}
if (icon) {
Graphics::Surface *converted = icon->convertTo(_defaultFormatAlpha);
_osdIconSurface = createSurface(_defaultFormatAlpha);
assert(_osdIconSurface);
// We always filter the osd with GL_LINEAR. This assures it's
// readable in case it needs to be scaled and does not affect it
// otherwise.
_osdIconSurface->enableLinearFiltering(true);
_osdIconSurface->allocate(converted->w, converted->h);
Graphics::Surface *dst = _osdIconSurface->getSurface();
// Copy the icon to the texture
dst->copyRectToSurface(*converted, 0, 0, Common::Rect(0, 0, converted->w, converted->h));
converted->free();
delete converted;
}
#endif
}
void OpenGLGraphicsManager::setPalette(const byte *colors, uint start, uint num) {
assert(_gameScreen->hasPalette());
memcpy(_gamePalette + start * 3, colors, num * 3);
_gameScreen->setPalette(start, num, colors);
// We might need to update the cursor palette here.
updateCursorPalette();
}
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 OpenGLGraphicsManager::grabPalette(byte *colors, uint start, uint num) const {
assert(_gameScreen->hasPalette());
memcpy(colors, _gamePalette + start * 3, num * 3);
}
void OpenGLGraphicsManager::handleResizeImpl(const int width, const int height) {
// Setup backbuffer size.
_backBuffer.setDimensions(width, height);
uint overlayWidth = width;
uint overlayHeight = height;
// WORKAROUND: We can only support surfaces up to the maximum supported
// texture size. Thus, in case we encounter a physical size bigger than
// this maximum texture size we will simply use an overlay as big as
// possible and then scale it to the physical display size. This sounds
// bad but actually all recent chips should support full HD resolution
// anyway. Thus, it should not be a real issue for modern hardware.
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if ( overlayWidth > (uint)OpenGLContext.maxTextureSize
|| overlayHeight > (uint)OpenGLContext.maxTextureSize) {
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 frac_t outputAspect = intToFrac(_windowWidth) / _windowHeight;
if (outputAspect > (frac_t)FRAC_ONE) {
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overlayWidth = OpenGLContext.maxTextureSize;
overlayHeight = intToFrac(overlayWidth) / outputAspect;
} else {
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overlayHeight = OpenGLContext.maxTextureSize;
overlayWidth = fracToInt(overlayHeight * outputAspect);
}
}
// HACK: We limit the minimal overlay size to 256x200, which is the
// minimum of the dimensions of the two resolutions 256x240 (NES) and
// 320x200 (many DOS games use this). This hopefully assure that our
// GUI has working layouts.
overlayWidth = MAX<uint>(overlayWidth, 256);
overlayHeight = MAX<uint>(overlayHeight, 200);
if (!_overlay || _overlay->getFormat() != _defaultFormatAlpha) {
delete _overlay;
_overlay = nullptr;
_overlay = createSurface(_defaultFormatAlpha);
assert(_overlay);
// We should NOT always filter the overlay with GL_LINEAR.
// In previous versions we always did use GL_LINEAR to assure the UI
// would be readable in case it needed to be scaled -- it would not affect it otherwise.
// However in modern devices due to larger screen size the UI display looks blurry
// when using the linear filtering scaling, and we got bug report(s) for it.
// eg. https://bugs.scummvm.org/ticket/11742
// So, we now respect the choice for "Filter Graphics" made via ScummVM GUI (under Graphics Tab)
_overlay->enableLinearFiltering(_currentState.filtering);
}
_overlay->allocate(overlayWidth, overlayHeight);
_overlay->fill(0);
// Re-setup the scaling for the screen and cursor
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();
recalculateCursorScaling();
// Something changed, so update the screen change ID.
++_screenChangeID;
}
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void OpenGLGraphicsManager::notifyContextCreate(ContextType type,
const Graphics::PixelFormat &defaultFormat,
const Graphics::PixelFormat &defaultFormatAlpha) {
// Initialize pipeline.
Pipeline::setPipeline(nullptr);
delete _pipeline;
_pipeline = nullptr;
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OpenGLContext.initialize(type);
#if !USE_FORCED_GLES
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if (OpenGLContext.shadersSupported) {
ShaderMan.notifyCreate();
_pipeline = new ShaderPipeline(ShaderMan.query(ShaderManager::kDefault));
}
#endif
#if !USE_FORCED_GLES2
if (_pipeline == nullptr) {
_pipeline = new FixedPipeline();
}
#endif
// Disable 3D properties.
2015-12-12 03:22:51 +01:00
GL_CALL(glDisable(GL_CULL_FACE));
GL_CALL(glDisable(GL_DEPTH_TEST));
GL_CALL(glDisable(GL_DITHER));
2015-12-20 05:42:54 +01:00
_pipeline->setColor(1.0f, 1.0f, 1.0f, 1.0f);
// Setup backbuffer state.
// Default to black as clear color.
_backBuffer.setClearColor(0.0f, 0.0f, 0.0f, 0.0f);
_pipeline->setFramebuffer(&_backBuffer);
2013-10-19 20:39:01 +02:00
// We use a "pack" alignment (when reading from textures) to 4 here,
// since the only place where we really use it is the BMP screenshot
// code and that requires the same alignment too.
2015-12-12 03:22:51 +01:00
GL_CALL(glPixelStorei(GL_PACK_ALIGNMENT, 4));
2013-10-19 20:39:01 +02:00
// Refresh the output screen dimensions if some are set up.
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 (_windowWidth != 0 && _windowHeight != 0) {
handleResize(_windowWidth, _windowHeight);
}
// TODO: Should we try to convert textures into one of those formats if
// possible? For example, when _gameScreen is CLUT8 we might want to use
// defaultFormat now.
_defaultFormat = defaultFormat;
_defaultFormatAlpha = defaultFormatAlpha;
if (_gameScreen) {
_gameScreen->recreate();
}
if (_overlay) {
_overlay->recreate();
}
if (_cursor) {
_cursor->recreate();
}
2013-08-19 00:44:55 +02:00
#ifdef USE_OSD
if (_osdMessageSurface) {
_osdMessageSurface->recreate();
}
if (_osdIconSurface) {
_osdIconSurface->recreate();
2013-08-19 00:44:55 +02:00
}
#endif
// Everything is ready: activate the pipeline
Pipeline::setPipeline(_pipeline);
}
void OpenGLGraphicsManager::notifyContextDestroy() {
if (_gameScreen) {
_gameScreen->destroy();
}
if (_overlay) {
_overlay->destroy();
}
if (_cursor) {
_cursor->destroy();
}
#ifdef USE_OSD
if (_osdMessageSurface) {
_osdMessageSurface->destroy();
}
if (_osdIconSurface) {
_osdIconSurface->destroy();
}
#endif
2015-12-20 05:42:54 +01:00
#if !USE_FORCED_GLES
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if (OpenGLContext.shadersSupported) {
ShaderMan.notifyDestroy();
2015-12-20 05:42:54 +01:00
}
#endif
// Destroy rendering pipeline.
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Pipeline::setPipeline(nullptr);
delete _pipeline;
_pipeline = nullptr;
// Rest our context description since the context is gone soon.
2022-04-25 15:36:50 +02:00
OpenGLContext.reset();
}
2021-10-21 22:14:43 +01:00
Surface *OpenGLGraphicsManager::createSurface(const Graphics::PixelFormat &format, bool wantAlpha, bool wantScaler) {
GLenum glIntFormat, glFormat, glType;
2021-10-21 22:14:43 +01:00
#ifdef USE_SCALERS
if (wantScaler) {
// TODO: Ensure that the requested pixel format is supported by the scaler
if (getGLPixelFormat(format, glIntFormat, glFormat, glType)) {
return new ScaledTexture(glIntFormat, glFormat, glType, format, format);
} else {
#ifdef SCUMM_LITTLE_ENDIAN
return new ScaledTexture(GL_RGBA, GL_RGBA, GL_UNSIGNED_BYTE, Graphics::PixelFormat(4, 8, 8, 8, 8, 0, 8, 16, 24), format);
#else
return new ScaledTexture(GL_RGBA, GL_RGBA, GL_UNSIGNED_BYTE, Graphics::PixelFormat(4, 8, 8, 8, 8, 24, 16, 8, 0), format);
#endif
}
}
#endif
if (format.bytesPerPixel == 1) {
#if !USE_FORCED_GLES
if (TextureCLUT8GPU::isSupportedByContext()) {
return new TextureCLUT8GPU();
}
#endif
const Graphics::PixelFormat &virtFormat = wantAlpha ? _defaultFormatAlpha : _defaultFormat;
const bool supported = getGLPixelFormat(virtFormat, glIntFormat, glFormat, glType);
if (!supported) {
return nullptr;
} else {
return new FakeTexture(glIntFormat, glFormat, glType, virtFormat, format);
}
} else if (getGLPixelFormat(format, glIntFormat, glFormat, glType)) {
return new Texture(glIntFormat, glFormat, glType, format);
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} else if (OpenGLContext.packedPixelsSupported && format == Graphics::PixelFormat(2, 5, 5, 5, 0, 10, 5, 0, 0)) {
// OpenGL ES does not support a texture format usable for RGB555.
// Since SCUMM uses this pixel format for some games (and there is no
// hope for this to change anytime soon) we use pixel format
// conversion to a supported texture format.
return new TextureRGB555();
#ifdef SCUMM_LITTLE_ENDIAN
} else if (format == Graphics::PixelFormat(4, 8, 8, 8, 8, 24, 16, 8, 0)) { // RGBA8888
#else
} else if (format == Graphics::PixelFormat(4, 8, 8, 8, 8, 0, 8, 16, 24)) { // ABGR8888
#endif
return new TextureRGBA8888Swap();
} else {
#ifdef SCUMM_LITTLE_ENDIAN
return new FakeTexture(GL_RGBA, GL_RGBA, GL_UNSIGNED_BYTE, Graphics::PixelFormat(4, 8, 8, 8, 8, 0, 8, 16, 24), format);
#else
return new FakeTexture(GL_RGBA, GL_RGBA, GL_UNSIGNED_BYTE, Graphics::PixelFormat(4, 8, 8, 8, 8, 24, 16, 8, 0), format);
#endif
}
}
bool OpenGLGraphicsManager::getGLPixelFormat(const Graphics::PixelFormat &pixelFormat, GLenum &glIntFormat, GLenum &glFormat, GLenum &glType) const {
#ifdef SCUMM_LITTLE_ENDIAN
if (pixelFormat == Graphics::PixelFormat(4, 8, 8, 8, 8, 0, 8, 16, 24)) { // ABGR8888
#else
if (pixelFormat == Graphics::PixelFormat(4, 8, 8, 8, 8, 24, 16, 8, 0)) { // RGBA8888
#endif
glIntFormat = GL_RGBA;
glFormat = GL_RGBA;
glType = GL_UNSIGNED_BYTE;
return true;
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} else if (!OpenGLContext.packedPixelsSupported) {
return false;
} else if (pixelFormat == Graphics::PixelFormat(2, 5, 6, 5, 0, 11, 5, 0, 0)) { // RGB565
glIntFormat = GL_RGB;
glFormat = GL_RGB;
glType = GL_UNSIGNED_SHORT_5_6_5;
return true;
} else if (pixelFormat == Graphics::PixelFormat(2, 5, 5, 5, 1, 11, 6, 1, 0)) { // RGBA5551
glIntFormat = GL_RGBA;
glFormat = GL_RGBA;
glType = GL_UNSIGNED_SHORT_5_5_5_1;
return true;
} else if (pixelFormat == Graphics::PixelFormat(2, 4, 4, 4, 4, 12, 8, 4, 0)) { // RGBA4444
glIntFormat = GL_RGBA;
glFormat = GL_RGBA;
glType = GL_UNSIGNED_SHORT_4_4_4_4;
return true;
2015-12-20 05:42:54 +01:00
#if !USE_FORCED_GLES && !USE_FORCED_GLES2
// The formats below are not supported by every GLES implementation.
// Thus, we do not mark them as supported when a GLES context is setup.
} else if (isGLESContext()) {
return false;
#ifdef SCUMM_LITTLE_ENDIAN
} else if (pixelFormat == Graphics::PixelFormat(4, 8, 8, 8, 8, 24, 16, 8, 0)) { // RGBA8888
glIntFormat = GL_RGBA;
glFormat = GL_RGBA;
glType = GL_UNSIGNED_INT_8_8_8_8;
return true;
#endif
} else if (pixelFormat == Graphics::PixelFormat(2, 5, 5, 5, 0, 10, 5, 0, 0)) { // RGB555
glIntFormat = GL_RGB;
glFormat = GL_BGRA;
glType = GL_UNSIGNED_SHORT_1_5_5_5_REV;
return true;
} else if (pixelFormat == Graphics::PixelFormat(2, 4, 4, 4, 4, 8, 4, 0, 12)) { // ARGB4444
glIntFormat = GL_RGBA;
glFormat = GL_BGRA;
glType = GL_UNSIGNED_SHORT_4_4_4_4_REV;
return true;
#ifdef SCUMM_BIG_ENDIAN
} else if (pixelFormat == Graphics::PixelFormat(4, 8, 8, 8, 8, 0, 8, 16, 24)) { // ABGR8888
glIntFormat = GL_RGBA;
glFormat = GL_RGBA;
glType = GL_UNSIGNED_INT_8_8_8_8_REV;
return true;
#endif
} else if (pixelFormat == Graphics::PixelFormat(4, 8, 8, 8, 8, 8, 16, 24, 0)) { // BGRA8888
glIntFormat = GL_RGBA;
glFormat = GL_BGRA;
glType = GL_UNSIGNED_INT_8_8_8_8;
return true;
} else if (pixelFormat == Graphics::PixelFormat(2, 5, 6, 5, 0, 0, 5, 11, 0)) { // BGR565
glIntFormat = GL_RGB;
2016-01-02 02:22:09 +01:00
glFormat = GL_RGB;
glType = GL_UNSIGNED_SHORT_5_6_5_REV;
return true;
} else if (pixelFormat == Graphics::PixelFormat(2, 5, 5, 5, 1, 1, 6, 11, 0)) { // BGRA5551
glIntFormat = GL_RGBA;
glFormat = GL_BGRA;
glType = GL_UNSIGNED_SHORT_5_5_5_1;
return true;
} else if (pixelFormat == Graphics::PixelFormat(2, 4, 4, 4, 4, 0, 4, 8, 12)) { // ABGR4444
glIntFormat = GL_RGBA;
glFormat = GL_RGBA;
glType = GL_UNSIGNED_SHORT_4_4_4_4_REV;
return true;
} else if (pixelFormat == Graphics::PixelFormat(2, 4, 4, 4, 4, 4, 8, 12, 0)) { // BGRA4444
glIntFormat = GL_RGBA;
glFormat = GL_BGRA;
glType = GL_UNSIGNED_SHORT_4_4_4_4;
return true;
2015-12-20 05:42:54 +01:00
#endif // !USE_FORCED_GLES && !USE_FORCED_GLES2
} else {
return false;
}
}
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 OpenGLGraphicsManager::gameNeedsAspectRatioCorrection() const {
if (_currentState.aspectRatioCorrection) {
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 uint width = getWidth();
const uint height = getHeight();
// In case we enable aspect ratio correction we force a 4/3 ratio.
// But just for 320x200 and 640x400 games, since other games do not need
// this.
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
return (width == 320 && height == 200) || (width == 640 && height == 400);
}
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
return false;
}
2021-10-21 22:14:43 +01:00
int OpenGLGraphicsManager::getGameRenderScale() const {
return _currentState.scaleFactor;
}
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 OpenGLGraphicsManager::recalculateDisplayAreas() {
if (!_gameScreen) {
return;
}
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
WindowedGraphicsManager::recalculateDisplayAreas();
// Setup drawing limitation for game graphics.
// This involves some trickery because OpenGL's viewport coordinate system
// is upside down compared to ours.
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
_backBuffer.setScissorBox(_gameDrawRect.left,
_windowHeight - _gameDrawRect.height() - _gameDrawRect.top,
_gameDrawRect.width(),
_gameDrawRect.height());
_shakeOffsetScaled = Common::Point(_gameScreenShakeXOffset * _activeArea.drawRect.width() / _activeArea.width,
_gameScreenShakeYOffset * _activeArea.drawRect.height() / _activeArea.height);
// Update the cursor position to adjust for new display area.
setMousePosition(_cursorX, _cursorY);
// Force a redraw to assure screen is properly redrawn.
_forceRedraw = true;
}
void OpenGLGraphicsManager::updateCursorPalette() {
if (!_cursor || !_cursor->hasPalette()) {
return;
}
if (_cursorPaletteEnabled) {
_cursor->setPalette(0, 256, _cursorPalette);
} else {
_cursor->setPalette(0, 256, _gamePalette);
}
_cursor->setColorKey(_cursorKeyColor);
}
void OpenGLGraphicsManager::recalculateCursorScaling() {
if (!_cursor || !_gameScreen) {
return;
}
// By default we use the unscaled versions.
_cursorHotspotXScaled = _cursorHotspotX;
_cursorHotspotYScaled = _cursorHotspotY;
_cursorWidthScaled = _cursor->getWidth();
_cursorHeightScaled = _cursor->getHeight();
// In case scaling is actually enabled we will scale the cursor according
// to the game screen.
if (!_cursorDontScale) {
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 frac_t screenScaleFactorX = intToFrac(_gameDrawRect.width()) / _gameScreen->getWidth();
const frac_t screenScaleFactorY = intToFrac(_gameDrawRect.height()) / _gameScreen->getHeight();
2014-02-12 17:15:07 +01:00
_cursorHotspotXScaled = fracToInt(_cursorHotspotXScaled * screenScaleFactorX);
_cursorWidthScaled = fracToInt(_cursorWidthScaled * screenScaleFactorX);
2014-02-12 17:15:07 +01:00
_cursorHotspotYScaled = fracToInt(_cursorHotspotYScaled * screenScaleFactorY);
_cursorHeightScaled = fracToInt(_cursorHeightScaled * screenScaleFactorY);
}
}
2013-08-19 00:44:55 +02:00
#ifdef USE_OSD
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 Graphics::Font *OpenGLGraphicsManager::getFontOSD() const {
2013-08-19 00:44:55 +02:00
return FontMan.getFontByUsage(Graphics::FontManager::kLocalizedFont);
}
#endif
bool OpenGLGraphicsManager::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
const uint width = _windowWidth;
const uint height = _windowHeight;
2013-10-19 20:39:01 +02:00
// A line of a BMP image must have a size divisible by 4.
// We calculate the padding bytes needed here.
// Since we use a 4 byte per pixel mode, we can use 0 here, since it is
// equal to (4 - (width * 4)) % 4. (4 - (width * Bpp)) % 4, is the usual
// way of computing the padding bytes required).
// GL_PACK_ALIGNMENT is 4, so this line padding is required for PNG too
const uint linePaddingSize = 0;
const uint lineSize = width * 4 + linePaddingSize;
2013-10-19 20:39:01 +02:00
Common::DumpFile out;
if (!out.open(filename)) {
return false;
}
2013-10-19 20:39:01 +02:00
Common::Array<uint8> pixels;
pixels.resize(lineSize * height);
GL_CALL(glReadPixels(0, 0, width, height, GL_RGBA, GL_UNSIGNED_BYTE, &pixels.front()));
2013-10-19 20:39:01 +02:00
#ifdef SCUMM_LITTLE_ENDIAN
const Graphics::PixelFormat format(4, 8, 8, 8, 8, 0, 8, 16, 24);
#else
const Graphics::PixelFormat format(4, 8, 8, 8, 8, 24, 16, 8, 0);
#endif
Graphics::Surface data;
data.init(width, height, lineSize, &pixels.front(), format);
data.flipVertical(Common::Rect(width, height));
#ifdef USE_PNG
return Image::writePNG(out, data);
#else
return Image::writeBMP(out, data);
#endif
2013-10-19 20:39:01 +02:00
}
} // End of namespace OpenGL