scummvm/backends/platform/bada/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 2
* 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, write to the Free Software
* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*
*/
#include "graphics/fontman.h"
#include "backends/platform/bada/form.h"
#include "backends/platform/bada/system.h"
#include "backends/platform/bada/graphics.h"
//
// BadaGraphicsManager
//
BadaGraphicsManager::BadaGraphicsManager(BadaAppForm *appForm) :
_appForm(appForm),
_eglDisplay(EGL_DEFAULT_DISPLAY),
_eglSurface(EGL_NO_SURFACE),
_eglConfig(0),
_eglContext(EGL_NO_CONTEXT),
_initState(true) {
assert(appForm != NULL);
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_videoMode.fullscreen = true;
_videoMode.antialiasing = true;
}
const Graphics::Font *BadaGraphicsManager::getFontOSD() {
return FontMan.getFontByUsage(Graphics::FontManager::kBigGUIFont);
}
bool BadaGraphicsManager::moveMouse(int16 &x, int16 &y) {
int16 currentX = _cursorState.x;
int16 currentY = _cursorState.y;
// save the current hardware coordinates
_cursorState.x = x;
_cursorState.y = y;
// return x/y as game coordinates
adjustMousePosition(x, y);
// convert current x/y to game coordinates
adjustMousePosition(currentX, currentY);
// return whether game coordinates have changed
return (currentX != x || currentY != y);
}
Common::List<Graphics::PixelFormat> BadaGraphicsManager::getSupportedFormats() const {
logEntered();
Common::List<Graphics::PixelFormat> res;
res.push_back(Graphics::PixelFormat(2, 4, 4, 4, 4, 12, 8, 4, 0));
res.push_back(Graphics::PixelFormat(2, 5, 6, 5, 0, 11, 5, 0, 0));
res.push_back(Graphics::PixelFormat(2, 5, 5, 5, 1, 11, 6, 1, 0));
res.push_back(Graphics::PixelFormat::createFormatCLUT8());
return res;
}
bool BadaGraphicsManager::hasFeature(OSystem::Feature f) {
bool result = (f == OSystem::kFeatureFullscreenMode ||
f == OSystem::kFeatureVirtualKeyboard ||
OpenGLGraphicsManager::hasFeature(f));
return result;
}
void BadaGraphicsManager::setFeatureState(OSystem::Feature f, bool enable) {
OpenGLGraphicsManager::setFeatureState(f, enable);
}
void BadaGraphicsManager::setReady() {
_initState = false;
}
void BadaGraphicsManager::updateScreen() {
if (_transactionMode == kTransactionNone) {
internUpdateScreen();
}
}
bool BadaGraphicsManager::loadEgl() {
logEntered();
EGLint numConfigs = 1;
EGLint eglConfigList[] = {
EGL_RED_SIZE, 5,
EGL_GREEN_SIZE, 6,
EGL_BLUE_SIZE, 5,
EGL_ALPHA_SIZE, 0,
EGL_DEPTH_SIZE, 8,
EGL_SURFACE_TYPE, EGL_WINDOW_BIT,
EGL_RENDERABLE_TYPE, EGL_OPENGL_ES_BIT,
EGL_NONE
};
EGLint eglContextList[] = {
EGL_CONTEXT_CLIENT_VERSION, 1,
EGL_NONE
};
eglBindAPI(EGL_OPENGL_ES_API);
if (_eglDisplay) {
unloadGFXMode();
}
_eglDisplay = eglGetDisplay((EGLNativeDisplayType) EGL_DEFAULT_DISPLAY);
if (EGL_NO_DISPLAY == _eglDisplay) {
systemError("eglGetDisplay() failed");
return false;
}
if (EGL_FALSE == eglInitialize(_eglDisplay, NULL, NULL) ||
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EGL_SUCCESS != eglGetError()) {
systemError("eglInitialize() failed");
return false;
}
if (EGL_FALSE == eglChooseConfig(_eglDisplay, eglConfigList,
&_eglConfig, 1, &numConfigs) ||
EGL_SUCCESS != eglGetError()) {
systemError("eglChooseConfig() failed");
return false;
}
if (!numConfigs) {
systemError("eglChooseConfig() failed. Matching config does not exist \n");
return false;
}
_eglSurface = eglCreateWindowSurface(_eglDisplay, _eglConfig,
(EGLNativeWindowType)_appForm, NULL);
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if (EGL_NO_SURFACE == _eglSurface || EGL_SUCCESS != eglGetError()) {
systemError("eglCreateWindowSurface() failed. EGL_NO_SURFACE");
return false;
}
_eglContext = eglCreateContext(_eglDisplay, _eglConfig,
EGL_NO_CONTEXT, eglContextList);
if (EGL_NO_CONTEXT == _eglContext ||
EGL_SUCCESS != eglGetError()) {
systemError("eglCreateContext() failed");
return false;
}
if (false == eglMakeCurrent(_eglDisplay, _eglSurface, _eglSurface, _eglContext) ||
EGL_SUCCESS != eglGetError()) {
systemError("eglMakeCurrent() failed");
return false;
}
logLeaving();
return true;
}
bool BadaGraphicsManager::loadGFXMode() {
logEntered();
if (!loadEgl()) {
unloadGFXMode();
return false;
}
int x, y, width, height;
_appForm->GetBounds(x, y, width, height);
_videoMode.overlayWidth = _videoMode.hardwareWidth = width;
_videoMode.overlayHeight = _videoMode.hardwareHeight = height;
_videoMode.scaleFactor = 3; // for proportional sized cursor in the launcher
AppLog("screen size: %dx%d", _videoMode.hardwareWidth, _videoMode.hardwareHeight);
return OpenGLGraphicsManager::loadGFXMode();
}
void BadaGraphicsManager::loadTextures() {
logEntered();
OpenGLGraphicsManager::loadTextures();
// prevent image skew in some games, see:
// http://www.opengl.org/resources/features/KilgardTechniques/oglpitfall
// note: this did not solve the pixel border problem in refreshGameScreen()
glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
}
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void BadaGraphicsManager::internUpdateScreen() {
if (!_initState) {
OpenGLGraphicsManager::internUpdateScreen();
eglSwapBuffers(_eglDisplay, _eglSurface);
} else {
showSplash();
}
}
void BadaGraphicsManager::unloadGFXMode() {
logEntered();
if (EGL_NO_DISPLAY != _eglDisplay) {
eglMakeCurrent(_eglDisplay, NULL, NULL, NULL);
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if (_eglContext != EGL_NO_CONTEXT) {
eglDestroyContext(_eglDisplay, _eglContext);
_eglContext = EGL_NO_CONTEXT;
}
if (_eglSurface != EGL_NO_SURFACE) {
eglDestroySurface(_eglDisplay, _eglSurface);
_eglSurface = EGL_NO_SURFACE;
}
eglTerminate(_eglDisplay);
_eglDisplay = EGL_NO_DISPLAY;
}
_eglConfig = NULL;
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OpenGLGraphicsManager::unloadGFXMode();
logLeaving();
}
void BadaGraphicsManager::refreshGameScreen() {
if (_screenNeedsRedraw)
_screenDirtyRect = Common::Rect(0, 0, _screenData.w, _screenData.h);
int x = _screenDirtyRect.left;
int y = _screenDirtyRect.top;
int w = _screenDirtyRect.width();
int h = _screenDirtyRect.height();
if (_screenData.format.bytesPerPixel == 1) {
// Create a temporary RGB888 surface
int sw = w;
int sh = h;
if (_videoMode.screenWidth == w && _videoMode.screenHeight == h) {
// The extra border prevents random pixels from appearing in the right and bottom
// screen column/row. Not sure whether this should be applied to opengl-graphics.cpp
sw = w + 1;
sh = h + 1;
}
byte *surface = new byte[sw * sh * 3];
// Convert the paletted buffer to RGB888
const byte *src = (byte *)_screenData.pixels + y * _screenData.pitch;
src += x * _screenData.format.bytesPerPixel;
byte *dst = surface;
for (int i = 0; i < h; i++) {
for (int j = 0; j < w; j++) {
dst[0] = _gamePalette[src[j] * 3];
dst[1] = _gamePalette[src[j] * 3 + 1];
dst[2] = _gamePalette[src[j] * 3 + 2];
dst += 3;
}
src += _screenData.pitch;
}
// Update the texture
_gameTexture->updateBuffer(surface, w * 3, x, y, sw, sh);
// Free the temp surface
delete[] surface;
} else {
// Update the texture
_gameTexture->updateBuffer((byte *)_screenData.pixels + y * _screenData.pitch +
x * _screenData.format.bytesPerPixel, _screenData.pitch, x, y, w, h);
}
_screenNeedsRedraw = false;
_screenDirtyRect = Common::Rect();
}
// display a simple splash screen until launcher is ready
void BadaGraphicsManager::showSplash() {
Canvas canvas;
canvas.Construct();
canvas.SetBackgroundColor(Color::COLOR_BLACK);
canvas.Clear();
int x = _videoMode.hardwareWidth / 3;
int y = _videoMode.hardwareHeight / 3;
Font *pFont = new Font();
pFont->Construct(FONT_STYLE_ITALIC | FONT_STYLE_BOLD, 55);
canvas.SetFont(*pFont);
canvas.SetForegroundColor(Color::COLOR_GREEN);
canvas.DrawText(Point(x, y), L"ScummVM");
delete pFont;
pFont = new Font();
pFont->Construct(FONT_STYLE_ITALIC | FONT_STYLE_BOLD, 35);
canvas.SetFont(*pFont);
canvas.SetForegroundColor(Color::COLOR_WHITE);
canvas.DrawText(Point(x + 70, y + 50), L"Loading ...");
delete pFont;
canvas.Show();
}