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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 .
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*
* 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 .
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*
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* 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 .
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*
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* You should have received a copy of the GNU General Public License
* along with this program ; if not , write to the Free Software
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* Foundation , Inc . , 51 Franklin Street , Fifth Floor , Boston , MA 02110 - 1301 , USA .
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*
*/
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# include "common/scummsys.h"
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# if defined(SDL_BACKEND)
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# include "backends/graphics/surfacesdl/surfacesdl-graphics.h"
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# include "backends/events/sdl/sdl-events.h"
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# include "common/config-manager.h"
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# include "common/mutex.h"
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# include "common/textconsole.h"
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# include "common/translation.h"
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# include "common/util.h"
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# include "common/frac.h"
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# ifdef USE_RGB_COLOR
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# include "common/list.h"
# endif
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# include "graphics/font.h"
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# include "graphics/fontman.h"
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# include "graphics/scaler.h"
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# include "graphics/scaler/aspect.h"
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# include "graphics/surface.h"
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# include "gui/EventRecorder.h"
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# ifdef USE_PNG
# include "common/file.h"
# include "image/png.h"
# endif
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# ifdef USE_TTS
# include "common/text-to-speech.h"
# endif
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static const OSystem : : GraphicsMode s_supportedShaders [ ] = {
{ " NONE " , " Normal (no shader) " , 0 } ,
{ 0 , 0 , 0 }
} ;
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static const OSystem : : GraphicsMode s_supportedGraphicsModes [ ] = {
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{ " 1x " , _s ( " Normal (no scaling) " ) , GFX_NORMAL } ,
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# ifdef USE_SCALERS
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{ " 2x " , " 2x " , GFX_DOUBLESIZE } ,
{ " 3x " , " 3x " , GFX_TRIPLESIZE } ,
{ " 2xsai " , " 2xSAI " , GFX_2XSAI } ,
{ " super2xsai " , " Super2xSAI " , GFX_SUPER2XSAI } ,
{ " supereagle " , " SuperEagle " , GFX_SUPEREAGLE } ,
{ " advmame2x " , " AdvMAME2x " , GFX_ADVMAME2X } ,
{ " advmame3x " , " AdvMAME3x " , GFX_ADVMAME3X } ,
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# ifdef USE_HQ_SCALERS
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{ " hq2x " , " HQ2x " , GFX_HQ2X } ,
{ " hq3x " , " HQ3x " , GFX_HQ3X } ,
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# endif
{ " tv2x " , " TV2x " , GFX_TV2X } ,
{ " dotmatrix " , " DotMatrix " , GFX_DOTMATRIX } ,
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# endif
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{ 0 , 0 , 0 }
} ;
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# if SDL_VERSION_ATLEAST(2, 0, 0)
const OSystem : : GraphicsMode s_supportedStretchModes [ ] = {
{ " center " , _s ( " Center " ) , STRETCH_CENTER } ,
{ " pixel-perfect " , _s ( " Pixel-perfect scaling " ) , STRETCH_INTEGRAL } ,
{ " fit " , _s ( " Fit to window " ) , STRETCH_FIT } ,
{ " stretch " , _s ( " Stretch to window " ) , STRETCH_STRETCH } ,
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{ " fit_force_aspect " , _s ( " Fit to window (4:3) " ) , STRETCH_FIT_FORCE_ASPECT } ,
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{ nullptr , nullptr , 0 }
} ;
# endif
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DECLARE_TRANSLATION_ADDITIONAL_CONTEXT ( " Normal (no scaling) " , " lowres " )
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// Table of the cursor scalers [scaleFactor - 1]
static ScalerProc * scalersMagn [ 3 ] = {
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# ifdef USE_SCALERS
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Normal1x , AdvMame2x , AdvMame3x
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# else // remove dependencies on other scalers
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Normal1x , Normal1x , Normal1x
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# endif
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} ;
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static const int s_gfxModeSwitchTable [ ] [ 4 ] = {
{ GFX_NORMAL , GFX_DOUBLESIZE , GFX_TRIPLESIZE , - 1 } ,
{ GFX_NORMAL , GFX_ADVMAME2X , GFX_ADVMAME3X , - 1 } ,
{ GFX_NORMAL , GFX_HQ2X , GFX_HQ3X , - 1 } ,
{ GFX_NORMAL , GFX_2XSAI , - 1 , - 1 } ,
{ GFX_NORMAL , GFX_SUPER2XSAI , - 1 , - 1 } ,
{ GFX_NORMAL , GFX_SUPEREAGLE , - 1 , - 1 } ,
{ GFX_NORMAL , GFX_TV2X , - 1 , - 1 } ,
{ GFX_NORMAL , GFX_DOTMATRIX , - 1 , - 1 }
} ;
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AspectRatio : : AspectRatio ( int w , int h ) {
// TODO : Validation and so on...
// Currently, we just ensure the program don't instantiate non-supported aspect ratios
_kw = w ;
_kh = h ;
}
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# if !defined(__SYMBIAN32__) && defined(USE_SCALERS)
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static AspectRatio getDesiredAspectRatio ( ) {
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const size_t AR_COUNT = 4 ;
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const char * desiredAspectRatioAsStrings [ AR_COUNT ] = { " auto " , " 4/3 " , " 16/9 " , " 16/10 " } ;
const AspectRatio desiredAspectRatios [ AR_COUNT ] = { AspectRatio ( 0 , 0 ) , AspectRatio ( 4 , 3 ) , AspectRatio ( 16 , 9 ) , AspectRatio ( 16 , 10 ) } ;
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//TODO : We could parse an arbitrary string, if we code enough proper validation
Common : : String desiredAspectRatio = ConfMan . get ( " desired_screen_aspect_ratio " ) ;
for ( size_t i = 0 ; i < AR_COUNT ; i + + ) {
assert ( desiredAspectRatioAsStrings [ i ] ! = NULL ) ;
if ( ! scumm_stricmp ( desiredAspectRatio . c_str ( ) , desiredAspectRatioAsStrings [ i ] ) ) {
return desiredAspectRatios [ i ] ;
}
}
// TODO : Report a warning
return AspectRatio ( 0 , 0 ) ;
}
# endif
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SurfaceSdlGraphicsManager : : SurfaceSdlGraphicsManager ( SdlEventSource * sdlEventSource , SdlWindow * window )
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:
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SdlGraphicsManager ( sdlEventSource , window ) ,
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# ifdef USE_OSD
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_osdMessageSurface ( nullptr ) , _osdMessageAlpha ( SDL_ALPHA_TRANSPARENT ) , _osdMessageFadeStartTime ( 0 ) ,
_osdIconSurface ( nullptr ) ,
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# endif
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# if SDL_VERSION_ATLEAST(2, 0, 0)
_renderer ( nullptr ) , _screenTexture ( nullptr ) ,
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# endif
# if defined(WIN32) && !SDL_VERSION_ATLEAST(2, 0, 0)
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_originalBitsPerPixel ( 0 ) ,
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# endif
_screen ( 0 ) , _tmpscreen ( 0 ) ,
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_screenFormat ( Graphics : : PixelFormat : : createFormatCLUT8 ( ) ) ,
_cursorFormat ( Graphics : : PixelFormat : : createFormatCLUT8 ( ) ) ,
_overlayscreen ( 0 ) , _tmpscreen2 ( 0 ) ,
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_scalerProc ( 0 ) , _screenChangeCount ( 0 ) ,
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_mouseData ( nullptr ) , _mouseSurface ( nullptr ) ,
_mouseOrigSurface ( nullptr ) , _cursorDontScale ( false ) , _cursorPaletteDisabled ( true ) ,
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_currentShakeXOffset ( 0 ) , _currentShakeYOffset ( 0 ) ,
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_paletteDirtyStart ( 0 ) , _paletteDirtyEnd ( 0 ) ,
_screenIsLocked ( false ) ,
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_graphicsMutex ( 0 ) ,
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_displayDisabled ( false ) ,
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# ifdef USE_SDL_DEBUG_FOCUSRECT
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_enableFocusRectDebugCode ( false ) , _enableFocusRect ( false ) , _focusRect ( ) ,
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# endif
_transactionMode ( kTransactionNone ) {
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// allocate palette storage
_currentPalette = ( SDL_Color * ) calloc ( sizeof ( SDL_Color ) , 256 ) ;
_cursorPalette = ( SDL_Color * ) calloc ( sizeof ( SDL_Color ) , 256 ) ;
_mouseBackup . x = _mouseBackup . y = _mouseBackup . w = _mouseBackup . h = 0 ;
_graphicsMutex = g_system - > createMutex ( ) ;
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# ifdef USE_SDL_DEBUG_FOCUSRECT
if ( ConfMan . hasKey ( " use_sdl_debug_focusrect " ) )
_enableFocusRectDebugCode = ConfMan . getBool ( " use_sdl_debug_focusrect " ) ;
# endif
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# if !defined(__SYMBIAN32__) && defined(USE_SCALERS)
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_videoMode . mode = GFX_DOUBLESIZE ;
_videoMode . scaleFactor = 2 ;
_videoMode . aspectRatioCorrection = ConfMan . getBool ( " aspect_ratio " ) ;
_videoMode . desiredAspectRatio = getDesiredAspectRatio ( ) ;
_scalerProc = Normal2x ;
# else // for small screen platforms
_videoMode . mode = GFX_NORMAL ;
_videoMode . scaleFactor = 1 ;
_videoMode . aspectRatioCorrection = false ;
_scalerProc = Normal1x ;
# endif
_scalerType = 0 ;
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# ifndef __SYMBIAN32__
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_videoMode . fullscreen = ConfMan . getBool ( " fullscreen " ) ;
# else
_videoMode . fullscreen = true ;
# endif
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_videoMode . filtering = ConfMan . getBool ( " filtering " ) ;
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# if SDL_VERSION_ATLEAST(2, 0, 0)
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_videoMode . stretchMode = STRETCH_FIT ;
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# endif
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// the default backend has no shaders
// shader number 0 is the entry NONE (no shader)
// for an example on shader support,
// consult the psp2sdl backend which inherits from this class
_currentShader = 0 ;
_numShaders = 1 ;
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}
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SurfaceSdlGraphicsManager : : ~ SurfaceSdlGraphicsManager ( ) {
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unloadGFXMode ( ) ;
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if ( _mouseOrigSurface ) {
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SDL_FreeSurface ( _mouseOrigSurface ) ;
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if ( _mouseOrigSurface = = _mouseSurface ) {
_mouseSurface = nullptr ;
}
}
if ( _mouseSurface ) {
SDL_FreeSurface ( _mouseSurface ) ;
}
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g_system - > deleteMutex ( _graphicsMutex ) ;
free ( _currentPalette ) ;
free ( _cursorPalette ) ;
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delete [ ] _mouseData ;
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}
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void SurfaceSdlGraphicsManager : : activateManager ( ) {
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SdlGraphicsManager : : activateManager ( ) ;
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// Register the graphics manager as a event observer
g_system - > getEventManager ( ) - > getEventDispatcher ( ) - > registerObserver ( this , 10 , false ) ;
}
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void SurfaceSdlGraphicsManager : : deactivateManager ( ) {
// Unregister the event observer
if ( g_system - > getEventManager ( ) - > getEventDispatcher ( ) ) {
g_system - > getEventManager ( ) - > getEventDispatcher ( ) - > unregisterObserver ( this ) ;
}
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SdlGraphicsManager : : deactivateManager ( ) ;
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}
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 SurfaceSdlGraphicsManager : : hasFeature ( OSystem : : Feature f ) const {
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return
( f = = OSystem : : kFeatureFullscreenMode ) | |
( f = = OSystem : : kFeatureAspectRatioCorrection ) | |
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( f = = OSystem : : kFeatureFilteringMode ) | |
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# if SDL_VERSION_ATLEAST(2, 0, 0)
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( f = = OSystem : : kFeatureStretchMode ) | |
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# endif
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( f = = OSystem : : kFeatureCursorPalette ) | |
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( f = = OSystem : : kFeatureIconifyWindow ) ;
}
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void SurfaceSdlGraphicsManager : : setFeatureState ( OSystem : : Feature f , bool enable ) {
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switch ( f ) {
case OSystem : : kFeatureFullscreenMode :
setFullscreenMode ( enable ) ;
break ;
case OSystem : : kFeatureAspectRatioCorrection :
setAspectRatioCorrection ( enable ) ;
break ;
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case OSystem : : kFeatureFilteringMode :
setFilteringMode ( enable ) ;
break ;
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case OSystem : : kFeatureCursorPalette :
_cursorPaletteDisabled = ! enable ;
blitCursor ( ) ;
break ;
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case OSystem : : kFeatureIconifyWindow :
if ( enable )
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_window - > iconifyWindow ( ) ;
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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 SurfaceSdlGraphicsManager : : getFeatureState ( OSystem : : Feature f ) const {
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// We need to allow this to be called from within a transaction, since we
// currently use it to retreive the graphics state, when switching from
// SDL->OpenGL mode for example.
//assert(_transactionMode == kTransactionNone);
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switch ( f ) {
case OSystem : : kFeatureFullscreenMode :
return _videoMode . fullscreen ;
case OSystem : : kFeatureAspectRatioCorrection :
return _videoMode . aspectRatioCorrection ;
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case OSystem : : kFeatureFilteringMode :
return _videoMode . filtering ;
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case OSystem : : kFeatureCursorPalette :
return ! _cursorPaletteDisabled ;
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default :
return false ;
}
}
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const OSystem : : GraphicsMode * SurfaceSdlGraphicsManager : : getSupportedGraphicsModes ( ) const {
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return s_supportedGraphicsModes ;
}
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int SurfaceSdlGraphicsManager : : getDefaultGraphicsMode ( ) const {
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# ifdef USE_SCALERS
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return GFX_DOUBLESIZE ;
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# else
return GFX_NORMAL ;
# endif
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}
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void SurfaceSdlGraphicsManager : : resetGraphicsScale ( ) {
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setGraphicsMode ( s_gfxModeSwitchTable [ _scalerType ] [ 0 ] ) ;
}
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void SurfaceSdlGraphicsManager : : beginGFXTransaction ( ) {
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assert ( _transactionMode = = kTransactionNone ) ;
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_transactionMode = kTransactionActive ;
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_transactionDetails . sizeChanged = false ;
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_transactionDetails . needHotswap = false ;
_transactionDetails . needUpdatescreen = false ;
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# if SDL_VERSION_ATLEAST(2, 0, 0)
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_transactionDetails . needDisplayResize = false ;
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_transactionDetails . needTextureUpdate = false ;
# endif
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# ifdef USE_RGB_COLOR
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_transactionDetails . formatChanged = false ;
# endif
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_oldVideoMode = _videoMode ;
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}
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OSystem : : TransactionError SurfaceSdlGraphicsManager : : endGFXTransaction ( ) {
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int errors = OSystem : : kTransactionSuccess ;
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assert ( _transactionMode ! = kTransactionNone ) ;
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if ( _transactionMode = = kTransactionRollback ) {
if ( _videoMode . fullscreen ! = _oldVideoMode . fullscreen ) {
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errors | = OSystem : : kTransactionFullscreenFailed ;
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_videoMode . fullscreen = _oldVideoMode . fullscreen ;
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} else if ( _videoMode . aspectRatioCorrection ! = _oldVideoMode . aspectRatioCorrection ) {
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errors | = OSystem : : kTransactionAspectRatioFailed ;
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_videoMode . aspectRatioCorrection = _oldVideoMode . aspectRatioCorrection ;
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} else if ( _videoMode . mode ! = _oldVideoMode . mode ) {
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errors | = OSystem : : kTransactionModeSwitchFailed ;
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_videoMode . mode = _oldVideoMode . mode ;
_videoMode . scaleFactor = _oldVideoMode . scaleFactor ;
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# if SDL_VERSION_ATLEAST(2, 0, 0)
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} else if ( _videoMode . stretchMode ! = _oldVideoMode . stretchMode ) {
errors | = OSystem : : kTransactionStretchModeSwitchFailed ;
_videoMode . stretchMode = _oldVideoMode . stretchMode ;
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# endif
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} else if ( _videoMode . filtering ! = _oldVideoMode . filtering ) {
errors | = OSystem : : kTransactionFilteringFailed ;
2016-11-13 16:36:18 +01:00
2016-10-12 22:38:07 +01:00
_videoMode . filtering = _oldVideoMode . filtering ;
2009-08-21 18:16:37 +00:00
# ifdef USE_RGB_COLOR
2009-06-11 05:56:00 +00:00
} else if ( _videoMode . format ! = _oldVideoMode . format ) {
2010-06-05 22:45:36 +00:00
errors | = OSystem : : kTransactionFormatNotSupported ;
2009-06-11 05:56:00 +00:00
_videoMode . format = _oldVideoMode . format ;
2009-06-12 08:49:45 +00:00
_screenFormat = _videoMode . format ;
2009-06-11 05:56:00 +00:00
# endif
2008-11-14 22:08:10 +00:00
} else if ( _videoMode . screenWidth ! = _oldVideoMode . screenWidth | | _videoMode . screenHeight ! = _oldVideoMode . screenHeight ) {
2010-06-05 22:45:36 +00:00
errors | = OSystem : : kTransactionSizeChangeFailed ;
2008-11-14 22:08:10 +00:00
_videoMode . screenWidth = _oldVideoMode . screenWidth ;
_videoMode . screenHeight = _oldVideoMode . screenHeight ;
_videoMode . overlayWidth = _oldVideoMode . overlayWidth ;
_videoMode . overlayHeight = _oldVideoMode . overlayHeight ;
}
if ( _videoMode . fullscreen = = _oldVideoMode . fullscreen & &
2009-05-01 09:09:07 +00:00
_videoMode . aspectRatioCorrection = = _oldVideoMode . aspectRatioCorrection & &
2008-11-14 22:08:10 +00:00
_videoMode . mode = = _oldVideoMode . mode & &
2016-10-12 22:38:07 +01:00
_videoMode . filtering = = _oldVideoMode . filtering & &
2008-11-14 22:08:10 +00:00
_videoMode . screenWidth = = _oldVideoMode . screenWidth & &
2010-07-26 06:58:33 +00:00
_videoMode . screenHeight = = _oldVideoMode . screenHeight ) {
2008-11-14 22:08:10 +00:00
// Our new video mode would now be exactly the same as the
// old one. Since we still can not assume SDL_SetVideoMode
// to be working fine, we need to invalidate the old video
// mode, so loadGFXMode would error out properly.
_oldVideoMode . setup = false ;
}
}
2005-02-22 01:29:27 +00:00
2009-08-21 18:16:37 +00:00
# ifdef USE_RGB_COLOR
2009-06-11 05:56:00 +00:00
if ( _transactionDetails . sizeChanged | | _transactionDetails . formatChanged ) {
2009-06-15 11:46:28 +00:00
# else
if ( _transactionDetails . sizeChanged ) {
2009-06-10 05:35:18 +00:00
# endif
2005-02-22 01:29:27 +00:00
unloadGFXMode ( ) ;
2008-11-14 22:08:10 +00:00
if ( ! loadGFXMode ( ) ) {
if ( _oldVideoMode . setup ) {
_transactionMode = kTransactionRollback ;
errors | = endGFXTransaction ( ) ;
}
} else {
setGraphicsModeIntern ( ) ;
clearOverlay ( ) ;
_videoMode . setup = true ;
2009-01-02 21:52:32 +00:00
// OSystem_SDL::pollEvent used to update the screen change count,
// but actually it gives problems when a video mode was changed
// but OSystem_SDL::pollEvent was not called. This for example
// caused a crash under certain circumstances when doing an RTL.
// To fix this issue we update the screen change count right here.
_screenChangeCount + + ;
2008-11-14 22:08:10 +00:00
}
} else if ( _transactionDetails . needHotswap ) {
setGraphicsModeIntern ( ) ;
if ( ! hotswapGFXMode ( ) ) {
if ( _oldVideoMode . setup ) {
_transactionMode = kTransactionRollback ;
errors | = endGFXTransaction ( ) ;
}
} else {
_videoMode . setup = true ;
2009-01-02 21:52:32 +00:00
// OSystem_SDL::pollEvent used to update the screen change count,
// but actually it gives problems when a video mode was changed
// but OSystem_SDL::pollEvent was not called. This for example
// caused a crash under certain circumstances when doing an RTL.
// To fix this issue we update the screen change count right here.
_screenChangeCount + + ;
2008-11-14 22:08:10 +00:00
2018-07-08 22:13:53 +01:00
# if SDL_VERSION_ATLEAST(2, 0, 0)
2018-05-12 19:57:21 +01:00
if ( _transactionDetails . needDisplayResize )
recalculateDisplayAreas ( ) ;
2018-07-08 22:13:53 +01:00
# endif
2008-11-14 22:08:10 +00:00
if ( _transactionDetails . needUpdatescreen )
2005-02-22 01:29:27 +00:00
internUpdateScreen ( ) ;
2005-04-18 15:33:02 +00:00
}
2016-10-13 00:19:15 +01:00
# if SDL_VERSION_ATLEAST(2, 0, 0)
} else if ( _transactionDetails . needTextureUpdate ) {
setGraphicsModeIntern ( ) ;
recreateScreenTexture ( ) ;
2018-05-12 19:57:21 +01:00
if ( _transactionDetails . needDisplayResize )
recalculateDisplayAreas ( ) ;
2016-10-13 00:19:15 +01:00
internUpdateScreen ( ) ;
# endif
2008-12-19 17:54:45 +00:00
} else if ( _transactionDetails . needUpdatescreen ) {
setGraphicsModeIntern ( ) ;
2018-07-08 22:13:53 +01:00
# if SDL_VERSION_ATLEAST(2, 0, 0)
2018-05-12 19:57:21 +01:00
if ( _transactionDetails . needDisplayResize )
recalculateDisplayAreas ( ) ;
2018-07-08 22:13:53 +01:00
# endif
2008-12-19 17:54:45 +00:00
internUpdateScreen ( ) ;
2010-01-25 01:39:44 +00:00
}
2005-02-22 01:29:27 +00:00
2004-11-23 21:30:38 +00:00
_transactionMode = kTransactionNone ;
2010-06-05 22:45:36 +00:00
return ( OSystem : : TransactionError ) errors ;
2004-11-23 21:30:38 +00:00
}
2019-03-31 12:37:37 +01:00
Graphics : : PixelFormat SurfaceSdlGraphicsManager : : convertSDLPixelFormat ( SDL_PixelFormat * in ) const {
return Graphics : : PixelFormat ( in - > BytesPerPixel ,
8 - in - > Rloss , 8 - in - > Gloss ,
8 - in - > Bloss , 8 - in - > Aloss ,
in - > Rshift , in - > Gshift ,
in - > Bshift , in - > Ashift ) ;
}
2009-08-21 18:16:37 +00:00
# ifdef USE_RGB_COLOR
2011-06-19 20:08:55 +02:00
Common : : List < Graphics : : PixelFormat > SurfaceSdlGraphicsManager : : getSupportedFormats ( ) const {
2010-07-12 23:18:44 +00:00
assert ( ! _supportedFormats . empty ( ) ) ;
return _supportedFormats ;
}
2017-08-27 16:31:57 -05:00
# if SDL_VERSION_ATLEAST(2, 0, 0)
2017-09-12 11:26:30 -05:00
static void maskToBitCount ( Uint32 mask , uint8 & numBits , uint8 & shift ) {
2017-08-27 16:31:57 -05:00
numBits = 0 ;
shift = 32 ;
for ( int i = 0 ; i < 32 ; + + i ) {
if ( mask & 1 ) {
if ( i < shift ) {
shift = i ;
}
+ + numBits ;
}
mask > > = 1 ;
}
}
# endif
2010-07-12 23:18:44 +00:00
2017-08-27 16:31:57 -05:00
void SurfaceSdlGraphicsManager : : detectSupportedFormats ( ) {
2010-07-12 23:18:44 +00:00
_supportedFormats . clear ( ) ;
2017-08-27 16:31:57 -05:00
Graphics : : PixelFormat format = Graphics : : PixelFormat : : createFormatCLUT8 ( ) ;
# if SDL_VERSION_ATLEAST(2, 0, 0)
{
SDL_Window * window = _window - > getSDLWindow ( ) ;
if ( window = = nullptr ) {
error ( " Could not find ScummVM window for retrieving default display mode " ) ;
}
const int displayIndex = SDL_GetWindowDisplayIndex ( window ) ;
if ( displayIndex < 0 ) {
error ( " Could not find ScummVM window display index " ) ;
}
SDL_DisplayMode defaultMode ;
if ( SDL_GetDesktopDisplayMode ( displayIndex , & defaultMode ) ! = 0 ) {
error ( " Could not get default system display mode " ) ;
}
int bpp ;
2017-09-12 11:26:30 -05:00
Uint32 rMask , gMask , bMask , aMask ;
2017-08-27 16:31:57 -05:00
if ( SDL_PixelFormatEnumToMasks ( defaultMode . format , & bpp , & rMask , & gMask , & bMask , & aMask ) ! = SDL_TRUE ) {
error ( " Could not convert system pixel format %s to masks " , SDL_GetPixelFormatName ( defaultMode . format ) ) ;
}
const uint8 bytesPerPixel = SDL_BYTESPERPIXEL ( defaultMode . format ) ;
uint8 rBits , rShift , gBits , gShift , bBits , bShift , aBits , aShift ;
maskToBitCount ( rMask , rBits , rShift ) ;
maskToBitCount ( gMask , gBits , gShift ) ;
maskToBitCount ( bMask , bBits , bShift ) ;
maskToBitCount ( aMask , aBits , aShift ) ;
format = Graphics : : PixelFormat ( bytesPerPixel , rBits , gBits , bBits , aBits , rShift , gShift , bShift , aShift ) ;
_supportedFormats . push_back ( format ) ;
}
# endif
2010-07-12 23:18:44 +00:00
// Some tables with standard formats that we always list
// as "supported". If frontend code tries to use one of
// these, we will perform the necessary format
// conversion in the background. Of course this incurs a
// performance hit, but on desktop ports this should not
// matter. We still push the currently active format to
// the front, so if frontend code just uses the first
// available format, it will get one that is "cheap" to
// use.
const Graphics : : PixelFormat RGBList [ ] = {
// RGBA8888, ARGB8888, RGB888
Graphics : : PixelFormat ( 4 , 8 , 8 , 8 , 8 , 24 , 16 , 8 , 0 ) ,
Graphics : : PixelFormat ( 4 , 8 , 8 , 8 , 8 , 16 , 8 , 0 , 24 ) ,
Graphics : : PixelFormat ( 3 , 8 , 8 , 8 , 0 , 16 , 8 , 0 , 0 ) ,
// RGB565, XRGB1555, RGB555, RGBA4444, ARGB4444
Graphics : : PixelFormat ( 2 , 5 , 6 , 5 , 0 , 11 , 5 , 0 , 0 ) ,
Graphics : : PixelFormat ( 2 , 5 , 5 , 5 , 1 , 10 , 5 , 0 , 15 ) ,
Graphics : : PixelFormat ( 2 , 5 , 5 , 5 , 0 , 10 , 5 , 0 , 0 ) ,
Graphics : : PixelFormat ( 2 , 4 , 4 , 4 , 4 , 12 , 8 , 4 , 0 ) ,
Graphics : : PixelFormat ( 2 , 4 , 4 , 4 , 4 , 8 , 4 , 0 , 12 )
} ;
const Graphics : : PixelFormat BGRList [ ] = {
// ABGR8888, BGRA8888, BGR888
Graphics : : PixelFormat ( 4 , 8 , 8 , 8 , 8 , 0 , 8 , 16 , 24 ) ,
Graphics : : PixelFormat ( 4 , 8 , 8 , 8 , 8 , 8 , 16 , 24 , 0 ) ,
Graphics : : PixelFormat ( 3 , 8 , 8 , 8 , 0 , 0 , 8 , 16 , 0 ) ,
// BGR565, XBGR1555, BGR555, ABGR4444, BGRA4444
Graphics : : PixelFormat ( 2 , 5 , 6 , 5 , 0 , 0 , 5 , 11 , 0 ) ,
Graphics : : PixelFormat ( 2 , 5 , 5 , 5 , 1 , 0 , 5 , 10 , 15 ) ,
Graphics : : PixelFormat ( 2 , 5 , 5 , 5 , 0 , 0 , 5 , 10 , 0 ) ,
Graphics : : PixelFormat ( 2 , 4 , 4 , 4 , 4 , 0 , 4 , 8 , 12 ) ,
Graphics : : PixelFormat ( 2 , 4 , 4 , 4 , 4 , 4 , 8 , 12 , 0 )
} ;
2009-07-10 19:55:06 +00:00
BACKENDS: Refactor OpenGL & SDL graphics backends
This patch refactors the OpenGL and SDL graphics backends,
primarily to unify window scaling and mouse handling, and to
fix coordinate mapping between the ScummVM window and the
virtual game screen when they have different aspect ratios.
Unified code for these two backends has been moved to a new
header-only WindowedGraphicsManager class, so named because it
contains code for managing graphics managers that interact with
a windowing system and render virtual screens within a larger
physical content window.
The biggest behavioral change here is with the coordinate
system mapping:
Previously, mouse offsets were converted by mapping the whole
space within the window as input to the virtual game screen
without maintaining aspect ratio. This was done to prevent
'stickiness' when the mouse cursor was within the window but
outside of the virtual game screen, but it caused noticeable
distortion of mouse movement speed on the axis with blank
space.
Instead of introducing mouse speed distortion to prevent
stickiness, this patch changes coordinate transformation to
show the system cursor when the mouse moves outside of the virtual
game screen when mouse grab is off, or by holding the mouse inside
the virtual game screen (instead of the entire window) when mouse
grab is on.
This patch also improves some other properties of the
GraphicsManager/PaletteManager interfaces:
* Nullipotent operations (getWidth, getHeight, etc.) of the
PaletteManager/GraphicsManager interfaces are now const
* Methods marked `virtual` but not inherited by any subclass have
been de-virtualized
* Extra unnecessary calculations of hardware height in
SurfaceSdlGraphicsManager have been removed
* Methods have been renamed where appropriate for clarity
(setWindowSize -> handleResize, etc.)
* C++11 support improved with `override` specifier added on
overridden virtual methods in subclasses (primarily to avoid
myself accidentally creating new methods in the subclasses
by changing types/names during refactoring)
Additional refactoring can and should be done at some point to
continue to deduplicate code between the OpenGL and SDL backends.
Since the primary goal here was to improve the coordinate mapping,
full refactoring of these backends was not completed here.
2017-07-19 19:15:12 -05:00
if ( _hwScreen ) {
2009-07-10 19:55:06 +00:00
// Get our currently set hardware format
2019-03-01 16:13:13 +00:00
Graphics : : PixelFormat hwFormat = convertSDLPixelFormat ( _hwScreen - > format ) ;
2009-07-10 19:55:06 +00:00
2012-05-31 10:30:29 +02:00
// Workaround to SDL not providing an accurate Aloss value on Mac OS X.
BACKENDS: Refactor OpenGL & SDL graphics backends
This patch refactors the OpenGL and SDL graphics backends,
primarily to unify window scaling and mouse handling, and to
fix coordinate mapping between the ScummVM window and the
virtual game screen when they have different aspect ratios.
Unified code for these two backends has been moved to a new
header-only WindowedGraphicsManager class, so named because it
contains code for managing graphics managers that interact with
a windowing system and render virtual screens within a larger
physical content window.
The biggest behavioral change here is with the coordinate
system mapping:
Previously, mouse offsets were converted by mapping the whole
space within the window as input to the virtual game screen
without maintaining aspect ratio. This was done to prevent
'stickiness' when the mouse cursor was within the window but
outside of the virtual game screen, but it caused noticeable
distortion of mouse movement speed on the axis with blank
space.
Instead of introducing mouse speed distortion to prevent
stickiness, this patch changes coordinate transformation to
show the system cursor when the mouse moves outside of the virtual
game screen when mouse grab is off, or by holding the mouse inside
the virtual game screen (instead of the entire window) when mouse
grab is on.
This patch also improves some other properties of the
GraphicsManager/PaletteManager interfaces:
* Nullipotent operations (getWidth, getHeight, etc.) of the
PaletteManager/GraphicsManager interfaces are now const
* Methods marked `virtual` but not inherited by any subclass have
been de-virtualized
* Extra unnecessary calculations of hardware height in
SurfaceSdlGraphicsManager have been removed
* Methods have been renamed where appropriate for clarity
(setWindowSize -> handleResize, etc.)
* C++11 support improved with `override` specifier added on
overridden virtual methods in subclasses (primarily to avoid
myself accidentally creating new methods in the subclasses
by changing types/names during refactoring)
Additional refactoring can and should be done at some point to
continue to deduplicate code between the OpenGL and SDL backends.
Since the primary goal here was to improve the coordinate mapping,
full refactoring of these backends was not completed here.
2017-07-19 19:15:12 -05:00
if ( _hwScreen - > format - > Amask = = 0 )
2017-08-27 16:31:57 -05:00
hwFormat . aLoss = 8 ;
2009-07-10 19:55:06 +00:00
2017-08-27 16:31:57 -05:00
_supportedFormats . push_back ( hwFormat ) ;
# if !SDL_VERSION_ATLEAST(2, 0, 0)
format = hwFormat ;
# endif
2009-07-10 19:55:06 +00:00
}
2010-07-12 23:18:44 +00:00
// TODO: prioritize matching alpha masks
2010-07-12 23:19:08 +00:00
int i ;
// Push some RGB formats
for ( i = 0 ; i < ARRAYSIZE ( RGBList ) ; i + + ) {
BACKENDS: Refactor OpenGL & SDL graphics backends
This patch refactors the OpenGL and SDL graphics backends,
primarily to unify window scaling and mouse handling, and to
fix coordinate mapping between the ScummVM window and the
virtual game screen when they have different aspect ratios.
Unified code for these two backends has been moved to a new
header-only WindowedGraphicsManager class, so named because it
contains code for managing graphics managers that interact with
a windowing system and render virtual screens within a larger
physical content window.
The biggest behavioral change here is with the coordinate
system mapping:
Previously, mouse offsets were converted by mapping the whole
space within the window as input to the virtual game screen
without maintaining aspect ratio. This was done to prevent
'stickiness' when the mouse cursor was within the window but
outside of the virtual game screen, but it caused noticeable
distortion of mouse movement speed on the axis with blank
space.
Instead of introducing mouse speed distortion to prevent
stickiness, this patch changes coordinate transformation to
show the system cursor when the mouse moves outside of the virtual
game screen when mouse grab is off, or by holding the mouse inside
the virtual game screen (instead of the entire window) when mouse
grab is on.
This patch also improves some other properties of the
GraphicsManager/PaletteManager interfaces:
* Nullipotent operations (getWidth, getHeight, etc.) of the
PaletteManager/GraphicsManager interfaces are now const
* Methods marked `virtual` but not inherited by any subclass have
been de-virtualized
* Extra unnecessary calculations of hardware height in
SurfaceSdlGraphicsManager have been removed
* Methods have been renamed where appropriate for clarity
(setWindowSize -> handleResize, etc.)
* C++11 support improved with `override` specifier added on
overridden virtual methods in subclasses (primarily to avoid
myself accidentally creating new methods in the subclasses
by changing types/names during refactoring)
Additional refactoring can and should be done at some point to
continue to deduplicate code between the OpenGL and SDL backends.
Since the primary goal here was to improve the coordinate mapping,
full refactoring of these backends was not completed here.
2017-07-19 19:15:12 -05:00
if ( _hwScreen & & ( RGBList [ i ] . bytesPerPixel > format . bytesPerPixel ) )
2009-07-10 06:46:50 +00:00
continue ;
2010-07-12 23:19:08 +00:00
if ( RGBList [ i ] ! = format )
2010-07-12 23:18:44 +00:00
_supportedFormats . push_back ( RGBList [ i ] ) ;
2010-07-12 23:19:08 +00:00
}
// Push some BGR formats
for ( i = 0 ; i < ARRAYSIZE ( BGRList ) ; i + + ) {
BACKENDS: Refactor OpenGL & SDL graphics backends
This patch refactors the OpenGL and SDL graphics backends,
primarily to unify window scaling and mouse handling, and to
fix coordinate mapping between the ScummVM window and the
virtual game screen when they have different aspect ratios.
Unified code for these two backends has been moved to a new
header-only WindowedGraphicsManager class, so named because it
contains code for managing graphics managers that interact with
a windowing system and render virtual screens within a larger
physical content window.
The biggest behavioral change here is with the coordinate
system mapping:
Previously, mouse offsets were converted by mapping the whole
space within the window as input to the virtual game screen
without maintaining aspect ratio. This was done to prevent
'stickiness' when the mouse cursor was within the window but
outside of the virtual game screen, but it caused noticeable
distortion of mouse movement speed on the axis with blank
space.
Instead of introducing mouse speed distortion to prevent
stickiness, this patch changes coordinate transformation to
show the system cursor when the mouse moves outside of the virtual
game screen when mouse grab is off, or by holding the mouse inside
the virtual game screen (instead of the entire window) when mouse
grab is on.
This patch also improves some other properties of the
GraphicsManager/PaletteManager interfaces:
* Nullipotent operations (getWidth, getHeight, etc.) of the
PaletteManager/GraphicsManager interfaces are now const
* Methods marked `virtual` but not inherited by any subclass have
been de-virtualized
* Extra unnecessary calculations of hardware height in
SurfaceSdlGraphicsManager have been removed
* Methods have been renamed where appropriate for clarity
(setWindowSize -> handleResize, etc.)
* C++11 support improved with `override` specifier added on
overridden virtual methods in subclasses (primarily to avoid
myself accidentally creating new methods in the subclasses
by changing types/names during refactoring)
Additional refactoring can and should be done at some point to
continue to deduplicate code between the OpenGL and SDL backends.
Since the primary goal here was to improve the coordinate mapping,
full refactoring of these backends was not completed here.
2017-07-19 19:15:12 -05:00
if ( _hwScreen & & ( BGRList [ i ] . bytesPerPixel > format . bytesPerPixel ) )
2010-07-12 23:19:08 +00:00
continue ;
if ( BGRList [ i ] ! = format )
2010-07-12 23:18:44 +00:00
_supportedFormats . push_back ( BGRList [ i ] ) ;
2009-07-10 06:46:50 +00:00
}
2010-07-12 23:19:08 +00:00
// Finally, we always supposed 8 bit palette graphics
2010-07-12 23:18:44 +00:00
_supportedFormats . push_back ( Graphics : : PixelFormat : : createFormatCLUT8 ( ) ) ;
2009-07-10 06:46:50 +00:00
}
# endif
2017-10-01 16:23:22 -05:00
int SurfaceSdlGraphicsManager : : getGraphicsModeScale ( int mode ) const {
int scale ;
2009-09-30 16:16:53 +00:00
switch ( mode ) {
2004-02-29 00:49:40 +00:00
case GFX_NORMAL :
2017-10-01 16:23:22 -05:00
scale = 1 ;
2004-02-29 00:49:40 +00:00
break ;
2010-05-09 11:00:17 +00:00
# ifdef USE_SCALERS
2004-02-29 00:49:40 +00:00
case GFX_DOUBLESIZE :
case GFX_2XSAI :
case GFX_SUPER2XSAI :
case GFX_SUPEREAGLE :
case GFX_ADVMAME2X :
2017-10-01 01:04:24 -05:00
case GFX_TV2X :
case GFX_DOTMATRIX :
2010-05-09 11:00:17 +00:00
# ifdef USE_HQ_SCALERS
2004-02-29 00:49:40 +00:00
case GFX_HQ2X :
2017-10-01 01:04:24 -05:00
# endif
2017-10-01 16:23:22 -05:00
scale = 2 ;
2004-02-29 00:49:40 +00:00
break ;
2017-10-01 01:04:24 -05:00
case GFX_TRIPLESIZE :
case GFX_ADVMAME3X :
# ifdef USE_HQ_SCALERS
2004-02-29 00:49:40 +00:00
case GFX_HQ3X :
2017-10-01 01:04:24 -05:00
# endif
2017-10-01 16:23:22 -05:00
scale = 3 ;
2004-02-29 00:49:40 +00:00
break ;
2005-05-14 22:56:41 +00:00
# endif
2004-02-29 00:49:40 +00:00
default :
2017-10-01 16:23:22 -05:00
scale = - 1 ;
}
return scale ;
}
bool SurfaceSdlGraphicsManager : : setGraphicsMode ( int mode ) {
Common : : StackLock lock ( _graphicsMutex ) ;
assert ( _transactionMode = = kTransactionActive ) ;
if ( _oldVideoMode . setup & & _oldVideoMode . mode = = mode )
return true ;
int newScaleFactor = getGraphicsModeScale ( mode ) ;
if ( newScaleFactor = = - 1 ) {
2004-02-29 00:49:40 +00:00
warning ( " unknown gfx mode %d " , mode ) ;
return false ;
}
2008-11-14 22:08:10 +00:00
if ( _oldVideoMode . setup & & _oldVideoMode . scaleFactor ! = newScaleFactor )
_transactionDetails . needHotswap = true ;
2005-03-20 16:16:09 +00:00
2008-11-14 22:08:10 +00:00
_transactionDetails . needUpdatescreen = true ;
2005-02-22 01:29:27 +00:00
2008-11-14 22:08:10 +00:00
_videoMode . mode = mode ;
_videoMode . scaleFactor = newScaleFactor ;
2005-02-22 01:29:27 +00:00
2008-11-14 22:08:10 +00:00
return true ;
}
2005-02-22 01:29:27 +00:00
2019-07-26 19:17:57 +01:00
ScalerProc * SurfaceSdlGraphicsManager : : getGraphicsScalerProc ( int mode ) const {
2008-11-14 22:08:10 +00:00
ScalerProc * newScalerProc = 0 ;
switch ( _videoMode . mode ) {
case GFX_NORMAL :
newScalerProc = Normal1x ;
break ;
2010-05-09 11:00:17 +00:00
# ifdef USE_SCALERS
2008-11-14 22:08:10 +00:00
case GFX_DOUBLESIZE :
newScalerProc = Normal2x ;
break ;
case GFX_TRIPLESIZE :
newScalerProc = Normal3x ;
break ;
2005-02-22 01:29:27 +00:00
2008-11-14 22:08:10 +00:00
case GFX_2XSAI :
newScalerProc = _2xSaI ;
break ;
case GFX_SUPER2XSAI :
newScalerProc = Super2xSaI ;
break ;
case GFX_SUPEREAGLE :
newScalerProc = SuperEagle ;
break ;
case GFX_ADVMAME2X :
newScalerProc = AdvMame2x ;
break ;
case GFX_ADVMAME3X :
newScalerProc = AdvMame3x ;
break ;
2010-05-09 11:00:17 +00:00
# ifdef USE_HQ_SCALERS
2008-11-14 22:08:10 +00:00
case GFX_HQ2X :
newScalerProc = HQ2x ;
break ;
case GFX_HQ3X :
newScalerProc = HQ3x ;
break ;
# endif
2010-05-10 17:25:12 +00:00
case GFX_TV2X :
newScalerProc = TV2x ;
break ;
case GFX_DOTMATRIX :
newScalerProc = DotMatrix ;
break ;
# endif // USE_SCALERS
2019-11-30 19:53:11 +00:00
default :
break ;
2019-07-26 19:17:57 +01:00
}
2005-02-22 01:29:27 +00:00
2019-07-26 19:17:57 +01:00
return newScalerProc ;
}
void SurfaceSdlGraphicsManager : : setGraphicsModeIntern ( ) {
Common : : StackLock lock ( _graphicsMutex ) ;
updateShader ( ) ;
ScalerProc * newScalerProc = getGraphicsScalerProc ( _videoMode . mode ) ;
if ( ! newScalerProc ) {
2008-11-14 22:08:10 +00:00
error ( " Unknown gfx mode %d " , _videoMode . mode ) ;
2004-03-13 14:19:15 +00:00
}
2004-02-29 00:49:40 +00:00
2008-11-14 22:08:10 +00:00
_scalerProc = newScalerProc ;
2009-01-01 15:06:43 +00:00
2008-11-14 22:08:10 +00:00
if ( _videoMode . mode ! = GFX_NORMAL ) {
2004-10-15 22:28:12 +00:00
for ( int i = 0 ; i < ARRAYSIZE ( s_gfxModeSwitchTable ) ; i + + ) {
2008-11-14 22:08:10 +00:00
if ( s_gfxModeSwitchTable [ i ] [ 1 ] = = _videoMode . mode | | s_gfxModeSwitchTable [ i ] [ 2 ] = = _videoMode . mode ) {
2004-10-15 22:28:12 +00:00
_scalerType = i ;
break ;
}
}
}
BACKENDS: Refactor OpenGL & SDL graphics backends
This patch refactors the OpenGL and SDL graphics backends,
primarily to unify window scaling and mouse handling, and to
fix coordinate mapping between the ScummVM window and the
virtual game screen when they have different aspect ratios.
Unified code for these two backends has been moved to a new
header-only WindowedGraphicsManager class, so named because it
contains code for managing graphics managers that interact with
a windowing system and render virtual screens within a larger
physical content window.
The biggest behavioral change here is with the coordinate
system mapping:
Previously, mouse offsets were converted by mapping the whole
space within the window as input to the virtual game screen
without maintaining aspect ratio. This was done to prevent
'stickiness' when the mouse cursor was within the window but
outside of the virtual game screen, but it caused noticeable
distortion of mouse movement speed on the axis with blank
space.
Instead of introducing mouse speed distortion to prevent
stickiness, this patch changes coordinate transformation to
show the system cursor when the mouse moves outside of the virtual
game screen when mouse grab is off, or by holding the mouse inside
the virtual game screen (instead of the entire window) when mouse
grab is on.
This patch also improves some other properties of the
GraphicsManager/PaletteManager interfaces:
* Nullipotent operations (getWidth, getHeight, etc.) of the
PaletteManager/GraphicsManager interfaces are now const
* Methods marked `virtual` but not inherited by any subclass have
been de-virtualized
* Extra unnecessary calculations of hardware height in
SurfaceSdlGraphicsManager have been removed
* Methods have been renamed where appropriate for clarity
(setWindowSize -> handleResize, etc.)
* C++11 support improved with `override` specifier added on
overridden virtual methods in subclasses (primarily to avoid
myself accidentally creating new methods in the subclasses
by changing types/names during refactoring)
Additional refactoring can and should be done at some point to
continue to deduplicate code between the OpenGL and SDL backends.
Since the primary goal here was to improve the coordinate mapping,
full refactoring of these backends was not completed here.
2017-07-19 19:15:12 -05:00
if ( ! _screen | | ! _hwScreen )
2008-11-14 22:08:10 +00:00
return ;
2004-03-13 14:19:15 +00:00
// Blit everything to the screen
BACKENDS: Refactor OpenGL & SDL graphics backends
This patch refactors the OpenGL and SDL graphics backends,
primarily to unify window scaling and mouse handling, and to
fix coordinate mapping between the ScummVM window and the
virtual game screen when they have different aspect ratios.
Unified code for these two backends has been moved to a new
header-only WindowedGraphicsManager class, so named because it
contains code for managing graphics managers that interact with
a windowing system and render virtual screens within a larger
physical content window.
The biggest behavioral change here is with the coordinate
system mapping:
Previously, mouse offsets were converted by mapping the whole
space within the window as input to the virtual game screen
without maintaining aspect ratio. This was done to prevent
'stickiness' when the mouse cursor was within the window but
outside of the virtual game screen, but it caused noticeable
distortion of mouse movement speed on the axis with blank
space.
Instead of introducing mouse speed distortion to prevent
stickiness, this patch changes coordinate transformation to
show the system cursor when the mouse moves outside of the virtual
game screen when mouse grab is off, or by holding the mouse inside
the virtual game screen (instead of the entire window) when mouse
grab is on.
This patch also improves some other properties of the
GraphicsManager/PaletteManager interfaces:
* Nullipotent operations (getWidth, getHeight, etc.) of the
PaletteManager/GraphicsManager interfaces are now const
* Methods marked `virtual` but not inherited by any subclass have
been de-virtualized
* Extra unnecessary calculations of hardware height in
SurfaceSdlGraphicsManager have been removed
* Methods have been renamed where appropriate for clarity
(setWindowSize -> handleResize, etc.)
* C++11 support improved with `override` specifier added on
overridden virtual methods in subclasses (primarily to avoid
myself accidentally creating new methods in the subclasses
by changing types/names during refactoring)
Additional refactoring can and should be done at some point to
continue to deduplicate code between the OpenGL and SDL backends.
Since the primary goal here was to improve the coordinate mapping,
full refactoring of these backends was not completed here.
2017-07-19 19:15:12 -05:00
_forceRedraw = true ;
2005-02-22 01:29:27 +00:00
2005-04-27 14:47:19 +00:00
// Even if the old and new scale factors are the same, we may have a
// different scaler for the cursor now.
blitCursor ( ) ;
2004-02-29 00:49:40 +00:00
}
2011-06-19 20:08:55 +02:00
int SurfaceSdlGraphicsManager : : getGraphicsMode ( ) const {
2011-06-19 18:49:02 +02:00
assert ( _transactionMode = = kTransactionNone ) ;
2008-11-14 22:08:10 +00:00
return _videoMode . mode ;
2004-02-29 00:49:40 +00:00
}
2009-06-23 02:02:51 +00:00
2017-03-01 14:00:17 -06:00
const OSystem : : GraphicsMode * SurfaceSdlGraphicsManager : : getSupportedShaders ( ) const {
return s_supportedShaders ;
}
2017-03-05 00:56:02 +01:00
int SurfaceSdlGraphicsManager : : getShader ( ) const {
2017-03-01 14:00:17 -06:00
return _currentShader ;
}
bool SurfaceSdlGraphicsManager : : setShader ( int id ) {
assert ( id > = 0 & & id < _numShaders ) ;
_currentShader = id ;
updateShader ( ) ;
return true ;
}
2018-05-12 19:57:21 +01:00
# if SDL_VERSION_ATLEAST(2, 0, 0)
const OSystem : : GraphicsMode * SurfaceSdlGraphicsManager : : getSupportedStretchModes ( ) const {
return s_supportedStretchModes ;
}
int SurfaceSdlGraphicsManager : : getDefaultStretchMode ( ) const {
return STRETCH_FIT ;
}
bool SurfaceSdlGraphicsManager : : setStretchMode ( int mode ) {
Common : : StackLock lock ( _graphicsMutex ) ;
assert ( _transactionMode = = kTransactionActive ) ;
if ( _oldVideoMode . setup & & _oldVideoMode . stretchMode = = mode )
return true ;
// Check this is a valid mode
const OSystem : : GraphicsMode * sm = s_supportedStretchModes ;
bool found = false ;
while ( sm - > name ) {
if ( sm - > id = = mode ) {
found = true ;
break ;
}
sm + + ;
}
if ( ! found ) {
warning ( " unknown stretch mode %d " , mode ) ;
return false ;
}
_transactionDetails . needUpdatescreen = true ;
_transactionDetails . needDisplayResize = true ;
_videoMode . stretchMode = mode ;
return true ;
}
int SurfaceSdlGraphicsManager : : getStretchMode ( ) const {
return _videoMode . stretchMode ;
}
# endif
2011-06-19 20:08:55 +02:00
void SurfaceSdlGraphicsManager : : initSize ( uint w , uint h , const Graphics : : PixelFormat * format ) {
2009-06-10 05:35:18 +00:00
assert ( _transactionMode = = kTransactionActive ) ;
2019-11-15 01:38:21 -08:00
_gameScreenShakeXOffset = 0 ;
_gameScreenShakeYOffset = 0 ;
2017-12-01 11:41:49 -06:00
2009-08-21 18:16:37 +00:00
# ifdef USE_RGB_COLOR
2009-06-10 05:35:18 +00:00
//avoid redundant format changes
2009-06-30 07:30:57 +00:00
Graphics : : PixelFormat newFormat ;
2009-06-27 05:58:44 +00:00
if ( ! format )
2009-07-08 16:07:58 +00:00
newFormat = Graphics : : PixelFormat : : createFormatCLUT8 ( ) ;
2009-06-30 07:30:57 +00:00
else
newFormat = * format ;
2009-06-10 05:35:18 +00:00
2009-06-30 07:30:57 +00:00
assert ( newFormat . bytesPerPixel > 0 ) ;
2009-06-27 05:58:44 +00:00
2009-11-10 22:12:10 +00:00
if ( newFormat ! = _videoMode . format ) {
2009-06-30 07:30:57 +00:00
_videoMode . format = newFormat ;
2009-06-23 02:02:51 +00:00
_transactionDetails . formatChanged = true ;
2009-06-30 07:30:57 +00:00
_screenFormat = newFormat ;
2009-06-23 02:02:51 +00:00
}
2009-06-10 05:35:18 +00:00
# endif
2004-02-29 00:49:40 +00:00
2017-08-27 22:21:05 -05:00
# if !SDL_VERSION_ATLEAST(2, 0, 0)
// Avoid redundant res changes, only in SDL1. In SDL2, redundancies may not
// actually be redundant if ScummVM is switching between game engines and
// the screen dimensions are being reinitialized, since window resizing is
// supposed to reset when this happens
2008-11-14 22:08:10 +00:00
if ( ( int ) w = = _videoMode . screenWidth & & ( int ) h = = _videoMode . screenHeight )
2004-02-29 00:49:40 +00:00
return ;
2017-08-27 22:21:05 -05:00
# endif
2004-02-29 00:49:40 +00:00
2017-10-01 16:23:22 -05:00
if ( ( int ) w ! = _videoMode . screenWidth | | ( int ) h ! = _videoMode . screenHeight ) {
const bool useDefault = defaultGraphicsModeConfig ( ) ;
if ( useDefault & & w > 320 ) {
resetGraphicsScale ( ) ;
} else {
setGraphicsMode ( getGraphicsModeIdByName ( ConfMan . get ( " gfx_mode " ) ) ) ;
}
}
2008-11-14 22:08:10 +00:00
_videoMode . screenWidth = w ;
_videoMode . screenHeight = h ;
2004-02-29 00:49:40 +00:00
2008-11-14 22:08:10 +00:00
_transactionDetails . sizeChanged = true ;
2004-02-29 00:49:40 +00:00
}
2009-08-10 18:03:54 +00:00
static void fixupResolutionForAspectRatio ( AspectRatio desiredAspectRatio , int & width , int & height ) {
assert ( & width ! = & height ) ;
if ( desiredAspectRatio . isAuto ( ) )
return ;
2010-01-25 01:39:44 +00:00
2009-08-10 18:03:54 +00:00
int kw = desiredAspectRatio . kw ( ) ;
int kh = desiredAspectRatio . kh ( ) ;
const int w = width ;
const int h = height ;
2015-01-25 01:34:57 +01:00
int bestW = 0 , bestH = 0 ;
uint bestMetric = ( uint ) - 1 ; // Metric is wasted space
# if SDL_VERSION_ATLEAST(2, 0, 0)
const int numModes = SDL_GetNumDisplayModes ( 0 ) ;
SDL_DisplayMode modeData , * mode = & modeData ;
for ( int i = 0 ; i < numModes ; + + i ) {
if ( SDL_GetDisplayMode ( 0 , i , & modeData ) ) {
continue ;
}
# else
2009-08-10 18:03:54 +00:00
SDL_Rect const * const * availableModes = SDL_ListModes ( NULL , SDL_FULLSCREEN | SDL_SWSURFACE ) ; //TODO : Maybe specify a pixel format
assert ( availableModes ) ;
while ( const SDL_Rect * mode = * availableModes + + ) {
2015-01-25 01:34:57 +01:00
# endif
2009-08-10 18:03:54 +00:00
if ( mode - > w < w )
continue ;
if ( mode - > h < h )
continue ;
if ( mode - > h * kw ! = mode - > w * kh )
continue ;
uint metric = mode - > w * mode - > h - w * h ;
if ( metric > bestMetric )
continue ;
bestMetric = metric ;
2015-01-25 01:34:57 +01:00
bestW = mode - > w ;
bestH = mode - > h ;
// Make editors a bit more happy by having the same amount of closing as
// opening curley braces.
# if SDL_VERSION_ATLEAST(2, 0, 0)
2009-08-10 18:03:54 +00:00
}
2015-01-25 01:34:57 +01:00
# else
}
# endif
2009-08-10 18:03:54 +00:00
2015-01-25 01:34:57 +01:00
if ( ! bestW | | ! bestH ) {
2010-09-18 10:55:16 +00:00
warning ( " Unable to enforce the desired aspect ratio " ) ;
2009-08-10 18:03:54 +00:00
return ;
}
2015-01-25 01:34:57 +01:00
width = bestW ;
height = bestH ;
2009-08-10 18:03:54 +00:00
}
2011-06-19 20:08:55 +02:00
bool SurfaceSdlGraphicsManager : : loadGFXMode ( ) {
BACKENDS: Refactor OpenGL & SDL graphics backends
This patch refactors the OpenGL and SDL graphics backends,
primarily to unify window scaling and mouse handling, and to
fix coordinate mapping between the ScummVM window and the
virtual game screen when they have different aspect ratios.
Unified code for these two backends has been moved to a new
header-only WindowedGraphicsManager class, so named because it
contains code for managing graphics managers that interact with
a windowing system and render virtual screens within a larger
physical content window.
The biggest behavioral change here is with the coordinate
system mapping:
Previously, mouse offsets were converted by mapping the whole
space within the window as input to the virtual game screen
without maintaining aspect ratio. This was done to prevent
'stickiness' when the mouse cursor was within the window but
outside of the virtual game screen, but it caused noticeable
distortion of mouse movement speed on the axis with blank
space.
Instead of introducing mouse speed distortion to prevent
stickiness, this patch changes coordinate transformation to
show the system cursor when the mouse moves outside of the virtual
game screen when mouse grab is off, or by holding the mouse inside
the virtual game screen (instead of the entire window) when mouse
grab is on.
This patch also improves some other properties of the
GraphicsManager/PaletteManager interfaces:
* Nullipotent operations (getWidth, getHeight, etc.) of the
PaletteManager/GraphicsManager interfaces are now const
* Methods marked `virtual` but not inherited by any subclass have
been de-virtualized
* Extra unnecessary calculations of hardware height in
SurfaceSdlGraphicsManager have been removed
* Methods have been renamed where appropriate for clarity
(setWindowSize -> handleResize, etc.)
* C++11 support improved with `override` specifier added on
overridden virtual methods in subclasses (primarily to avoid
myself accidentally creating new methods in the subclasses
by changing types/names during refactoring)
Additional refactoring can and should be done at some point to
continue to deduplicate code between the OpenGL and SDL backends.
Since the primary goal here was to improve the coordinate mapping,
full refactoring of these backends was not completed here.
2017-07-19 19:15:12 -05:00
_forceRedraw = true ;
2004-02-29 00:49:40 +00:00
2017-10-15 15:51:04 -05:00
# if !defined(__MAEMO__) && !defined(DINGUX) && !defined(GPH_DEVICE) && !defined(LINUXMOTO)
2008-11-14 22:08:10 +00:00
_videoMode . overlayWidth = _videoMode . screenWidth * _videoMode . scaleFactor ;
_videoMode . overlayHeight = _videoMode . screenHeight * _videoMode . scaleFactor ;
2006-05-17 23:52:45 +00:00
2008-11-14 22:08:10 +00:00
if ( _videoMode . screenHeight ! = 200 & & _videoMode . screenHeight ! = 400 )
2009-05-01 09:09:07 +00:00
_videoMode . aspectRatioCorrection = false ;
2005-11-07 08:35:50 +00:00
BACKENDS: Refactor OpenGL & SDL graphics backends
This patch refactors the OpenGL and SDL graphics backends,
primarily to unify window scaling and mouse handling, and to
fix coordinate mapping between the ScummVM window and the
virtual game screen when they have different aspect ratios.
Unified code for these two backends has been moved to a new
header-only WindowedGraphicsManager class, so named because it
contains code for managing graphics managers that interact with
a windowing system and render virtual screens within a larger
physical content window.
The biggest behavioral change here is with the coordinate
system mapping:
Previously, mouse offsets were converted by mapping the whole
space within the window as input to the virtual game screen
without maintaining aspect ratio. This was done to prevent
'stickiness' when the mouse cursor was within the window but
outside of the virtual game screen, but it caused noticeable
distortion of mouse movement speed on the axis with blank
space.
Instead of introducing mouse speed distortion to prevent
stickiness, this patch changes coordinate transformation to
show the system cursor when the mouse moves outside of the virtual
game screen when mouse grab is off, or by holding the mouse inside
the virtual game screen (instead of the entire window) when mouse
grab is on.
This patch also improves some other properties of the
GraphicsManager/PaletteManager interfaces:
* Nullipotent operations (getWidth, getHeight, etc.) of the
PaletteManager/GraphicsManager interfaces are now const
* Methods marked `virtual` but not inherited by any subclass have
been de-virtualized
* Extra unnecessary calculations of hardware height in
SurfaceSdlGraphicsManager have been removed
* Methods have been renamed where appropriate for clarity
(setWindowSize -> handleResize, etc.)
* C++11 support improved with `override` specifier added on
overridden virtual methods in subclasses (primarily to avoid
myself accidentally creating new methods in the subclasses
by changing types/names during refactoring)
Additional refactoring can and should be done at some point to
continue to deduplicate code between the OpenGL and SDL backends.
Since the primary goal here was to improve the coordinate mapping,
full refactoring of these backends was not completed here.
2017-07-19 19:15:12 -05:00
_videoMode . hardwareWidth = _videoMode . screenWidth * _videoMode . scaleFactor ;
_videoMode . hardwareHeight = _videoMode . screenHeight * _videoMode . scaleFactor ;
if ( _videoMode . aspectRatioCorrection ) {
2008-11-14 22:08:10 +00:00
_videoMode . overlayHeight = real2Aspect ( _videoMode . overlayHeight ) ;
BACKENDS: Refactor OpenGL & SDL graphics backends
This patch refactors the OpenGL and SDL graphics backends,
primarily to unify window scaling and mouse handling, and to
fix coordinate mapping between the ScummVM window and the
virtual game screen when they have different aspect ratios.
Unified code for these two backends has been moved to a new
header-only WindowedGraphicsManager class, so named because it
contains code for managing graphics managers that interact with
a windowing system and render virtual screens within a larger
physical content window.
The biggest behavioral change here is with the coordinate
system mapping:
Previously, mouse offsets were converted by mapping the whole
space within the window as input to the virtual game screen
without maintaining aspect ratio. This was done to prevent
'stickiness' when the mouse cursor was within the window but
outside of the virtual game screen, but it caused noticeable
distortion of mouse movement speed on the axis with blank
space.
Instead of introducing mouse speed distortion to prevent
stickiness, this patch changes coordinate transformation to
show the system cursor when the mouse moves outside of the virtual
game screen when mouse grab is off, or by holding the mouse inside
the virtual game screen (instead of the entire window) when mouse
grab is on.
This patch also improves some other properties of the
GraphicsManager/PaletteManager interfaces:
* Nullipotent operations (getWidth, getHeight, etc.) of the
PaletteManager/GraphicsManager interfaces are now const
* Methods marked `virtual` but not inherited by any subclass have
been de-virtualized
* Extra unnecessary calculations of hardware height in
SurfaceSdlGraphicsManager have been removed
* Methods have been renamed where appropriate for clarity
(setWindowSize -> handleResize, etc.)
* C++11 support improved with `override` specifier added on
overridden virtual methods in subclasses (primarily to avoid
myself accidentally creating new methods in the subclasses
by changing types/names during refactoring)
Additional refactoring can and should be done at some point to
continue to deduplicate code between the OpenGL and SDL backends.
Since the primary goal here was to improve the coordinate mapping,
full refactoring of these backends was not completed here.
2017-07-19 19:15:12 -05:00
_videoMode . hardwareHeight = real2Aspect ( _videoMode . hardwareHeight ) ;
}
2006-05-17 23:52:45 +00:00
2011-10-03 12:24:25 +01:00
// On GPH devices ALL the _videoMode.hardware... are setup in GPHGraphicsManager::loadGFXMode()
# elif !defined(GPH_DEVICE)
2009-08-10 18:03:54 +00:00
_videoMode . hardwareWidth = _videoMode . overlayWidth ;
_videoMode . hardwareHeight = _videoMode . overlayHeight ;
2006-06-03 01:05:09 +00:00
# endif
2004-02-29 00:49:40 +00:00
//
// Create the surface that contains the 8 bit game data
//
2017-09-13 23:57:04 -05:00
const Graphics : : PixelFormat & format = _screenFormat ;
const Uint32 rMask = ( ( 0xFF > > format . rLoss ) < < format . rShift ) ;
const Uint32 gMask = ( ( 0xFF > > format . gLoss ) < < format . gShift ) ;
const Uint32 bMask = ( ( 0xFF > > format . bLoss ) < < format . bShift ) ;
const Uint32 aMask = ( ( 0xFF > > format . aLoss ) < < format . aShift ) ;
2010-01-25 01:39:44 +00:00
_screen = SDL_CreateRGBSurface ( SDL_SWSURFACE , _videoMode . screenWidth , _videoMode . screenHeight ,
2017-09-13 23:57:04 -05:00
_screenFormat . bytesPerPixel * 8 , rMask , gMask , bMask , aMask ) ;
2009-06-10 05:35:18 +00:00
if ( _screen = = NULL )
error ( " allocating _screen failed " ) ;
2017-09-13 23:57:04 -05:00
# ifdef USE_RGB_COLOR
2014-01-11 16:36:04 +01:00
// Avoid having SDL_SRCALPHA set even if we supplied an alpha-channel in the format.
SDL_SetAlpha ( _screen , 0 , 255 ) ;
2009-06-10 05:35:18 +00:00
# endif
2004-02-29 00:49:40 +00:00
2011-07-02 22:14:13 +02:00
// SDL 1.2 palettes default to all black,
// SDL 1.3 palettes default to all white,
// Thus set our own default palette to all black.
// SDL_SetColors does nothing for non indexed surfaces.
2011-06-26 10:35:40 +02:00
SDL_SetColors ( _screen , _currentPalette , 0 , 256 ) ;
2004-02-29 00:49:40 +00:00
//
// Create the surface that contains the scaled graphics in 16 bit mode
//
2009-08-12 04:36:01 +00:00
if ( _videoMode . fullscreen ) {
2009-08-10 18:03:54 +00:00
fixupResolutionForAspectRatio ( _videoMode . desiredAspectRatio , _videoMode . hardwareWidth , _videoMode . hardwareHeight ) ;
}
2013-05-17 00:18:09 +03:00
2013-07-04 14:54:56 +03:00
# ifdef ENABLE_EVENTRECORDER
2013-05-17 00:18:09 +03:00
_displayDisabled = ConfMan . getBool ( " disable_display " ) ;
if ( _displayDisabled ) {
BACKENDS: Refactor OpenGL & SDL graphics backends
This patch refactors the OpenGL and SDL graphics backends,
primarily to unify window scaling and mouse handling, and to
fix coordinate mapping between the ScummVM window and the
virtual game screen when they have different aspect ratios.
Unified code for these two backends has been moved to a new
header-only WindowedGraphicsManager class, so named because it
contains code for managing graphics managers that interact with
a windowing system and render virtual screens within a larger
physical content window.
The biggest behavioral change here is with the coordinate
system mapping:
Previously, mouse offsets were converted by mapping the whole
space within the window as input to the virtual game screen
without maintaining aspect ratio. This was done to prevent
'stickiness' when the mouse cursor was within the window but
outside of the virtual game screen, but it caused noticeable
distortion of mouse movement speed on the axis with blank
space.
Instead of introducing mouse speed distortion to prevent
stickiness, this patch changes coordinate transformation to
show the system cursor when the mouse moves outside of the virtual
game screen when mouse grab is off, or by holding the mouse inside
the virtual game screen (instead of the entire window) when mouse
grab is on.
This patch also improves some other properties of the
GraphicsManager/PaletteManager interfaces:
* Nullipotent operations (getWidth, getHeight, etc.) of the
PaletteManager/GraphicsManager interfaces are now const
* Methods marked `virtual` but not inherited by any subclass have
been de-virtualized
* Extra unnecessary calculations of hardware height in
SurfaceSdlGraphicsManager have been removed
* Methods have been renamed where appropriate for clarity
(setWindowSize -> handleResize, etc.)
* C++11 support improved with `override` specifier added on
overridden virtual methods in subclasses (primarily to avoid
myself accidentally creating new methods in the subclasses
by changing types/names during refactoring)
Additional refactoring can and should be done at some point to
continue to deduplicate code between the OpenGL and SDL backends.
Since the primary goal here was to improve the coordinate mapping,
full refactoring of these backends was not completed here.
2017-07-19 19:15:12 -05:00
_hwScreen = g_eventRec . getSurface ( _videoMode . hardwareWidth , _videoMode . hardwareHeight ) ;
2013-07-14 19:01:47 +02:00
} else
2013-05-17 00:18:09 +03:00
# endif
2015-05-20 00:08:42 +02:00
{
2016-02-17 16:17:39 +01:00
# if defined(WIN32) && !SDL_VERSION_ATLEAST(2, 0, 0)
// Save the original bpp to be able to restore the video mode on
// unload. See _originalBitsPerPixel documentation.
2015-05-15 23:36:40 -04:00
if ( _originalBitsPerPixel = = 0 ) {
const SDL_VideoInfo * videoInfo = SDL_GetVideoInfo ( ) ;
_originalBitsPerPixel = videoInfo - > vfmt - > BitsPerPixel ;
}
2015-05-20 00:08:42 +02:00
# endif
2015-05-15 23:36:40 -04:00
BACKENDS: Refactor OpenGL & SDL graphics backends
This patch refactors the OpenGL and SDL graphics backends,
primarily to unify window scaling and mouse handling, and to
fix coordinate mapping between the ScummVM window and the
virtual game screen when they have different aspect ratios.
Unified code for these two backends has been moved to a new
header-only WindowedGraphicsManager class, so named because it
contains code for managing graphics managers that interact with
a windowing system and render virtual screens within a larger
physical content window.
The biggest behavioral change here is with the coordinate
system mapping:
Previously, mouse offsets were converted by mapping the whole
space within the window as input to the virtual game screen
without maintaining aspect ratio. This was done to prevent
'stickiness' when the mouse cursor was within the window but
outside of the virtual game screen, but it caused noticeable
distortion of mouse movement speed on the axis with blank
space.
Instead of introducing mouse speed distortion to prevent
stickiness, this patch changes coordinate transformation to
show the system cursor when the mouse moves outside of the virtual
game screen when mouse grab is off, or by holding the mouse inside
the virtual game screen (instead of the entire window) when mouse
grab is on.
This patch also improves some other properties of the
GraphicsManager/PaletteManager interfaces:
* Nullipotent operations (getWidth, getHeight, etc.) of the
PaletteManager/GraphicsManager interfaces are now const
* Methods marked `virtual` but not inherited by any subclass have
been de-virtualized
* Extra unnecessary calculations of hardware height in
SurfaceSdlGraphicsManager have been removed
* Methods have been renamed where appropriate for clarity
(setWindowSize -> handleResize, etc.)
* C++11 support improved with `override` specifier added on
overridden virtual methods in subclasses (primarily to avoid
myself accidentally creating new methods in the subclasses
by changing types/names during refactoring)
Additional refactoring can and should be done at some point to
continue to deduplicate code between the OpenGL and SDL backends.
Since the primary goal here was to improve the coordinate mapping,
full refactoring of these backends was not completed here.
2017-07-19 19:15:12 -05:00
_hwScreen = SDL_SetVideoMode ( _videoMode . hardwareWidth , _videoMode . hardwareHeight , 16 ,
2013-05-17 00:18:09 +03:00
_videoMode . fullscreen ? ( SDL_FULLSCREEN | SDL_SWSURFACE ) : SDL_SWSURFACE
) ;
}
2010-07-12 23:18:44 +00:00
# ifdef USE_RGB_COLOR
detectSupportedFormats ( ) ;
# endif
BACKENDS: Refactor OpenGL & SDL graphics backends
This patch refactors the OpenGL and SDL graphics backends,
primarily to unify window scaling and mouse handling, and to
fix coordinate mapping between the ScummVM window and the
virtual game screen when they have different aspect ratios.
Unified code for these two backends has been moved to a new
header-only WindowedGraphicsManager class, so named because it
contains code for managing graphics managers that interact with
a windowing system and render virtual screens within a larger
physical content window.
The biggest behavioral change here is with the coordinate
system mapping:
Previously, mouse offsets were converted by mapping the whole
space within the window as input to the virtual game screen
without maintaining aspect ratio. This was done to prevent
'stickiness' when the mouse cursor was within the window but
outside of the virtual game screen, but it caused noticeable
distortion of mouse movement speed on the axis with blank
space.
Instead of introducing mouse speed distortion to prevent
stickiness, this patch changes coordinate transformation to
show the system cursor when the mouse moves outside of the virtual
game screen when mouse grab is off, or by holding the mouse inside
the virtual game screen (instead of the entire window) when mouse
grab is on.
This patch also improves some other properties of the
GraphicsManager/PaletteManager interfaces:
* Nullipotent operations (getWidth, getHeight, etc.) of the
PaletteManager/GraphicsManager interfaces are now const
* Methods marked `virtual` but not inherited by any subclass have
been de-virtualized
* Extra unnecessary calculations of hardware height in
SurfaceSdlGraphicsManager have been removed
* Methods have been renamed where appropriate for clarity
(setWindowSize -> handleResize, etc.)
* C++11 support improved with `override` specifier added on
overridden virtual methods in subclasses (primarily to avoid
myself accidentally creating new methods in the subclasses
by changing types/names during refactoring)
Additional refactoring can and should be done at some point to
continue to deduplicate code between the OpenGL and SDL backends.
Since the primary goal here was to improve the coordinate mapping,
full refactoring of these backends was not completed here.
2017-07-19 19:15:12 -05:00
if ( _hwScreen = = NULL ) {
2004-02-29 00:49:40 +00:00
// DON'T use error(), as this tries to bring up the debug
BACKENDS: Refactor OpenGL & SDL graphics backends
This patch refactors the OpenGL and SDL graphics backends,
primarily to unify window scaling and mouse handling, and to
fix coordinate mapping between the ScummVM window and the
virtual game screen when they have different aspect ratios.
Unified code for these two backends has been moved to a new
header-only WindowedGraphicsManager class, so named because it
contains code for managing graphics managers that interact with
a windowing system and render virtual screens within a larger
physical content window.
The biggest behavioral change here is with the coordinate
system mapping:
Previously, mouse offsets were converted by mapping the whole
space within the window as input to the virtual game screen
without maintaining aspect ratio. This was done to prevent
'stickiness' when the mouse cursor was within the window but
outside of the virtual game screen, but it caused noticeable
distortion of mouse movement speed on the axis with blank
space.
Instead of introducing mouse speed distortion to prevent
stickiness, this patch changes coordinate transformation to
show the system cursor when the mouse moves outside of the virtual
game screen when mouse grab is off, or by holding the mouse inside
the virtual game screen (instead of the entire window) when mouse
grab is on.
This patch also improves some other properties of the
GraphicsManager/PaletteManager interfaces:
* Nullipotent operations (getWidth, getHeight, etc.) of the
PaletteManager/GraphicsManager interfaces are now const
* Methods marked `virtual` but not inherited by any subclass have
been de-virtualized
* Extra unnecessary calculations of hardware height in
SurfaceSdlGraphicsManager have been removed
* Methods have been renamed where appropriate for clarity
(setWindowSize -> handleResize, etc.)
* C++11 support improved with `override` specifier added on
overridden virtual methods in subclasses (primarily to avoid
myself accidentally creating new methods in the subclasses
by changing types/names during refactoring)
Additional refactoring can and should be done at some point to
continue to deduplicate code between the OpenGL and SDL backends.
Since the primary goal here was to improve the coordinate mapping,
full refactoring of these backends was not completed here.
2017-07-19 19:15:12 -05:00
// console, which WON'T WORK now that _hwScreen is hosed.
2004-02-29 00:49:40 +00:00
2008-11-14 22:08:10 +00:00
if ( ! _oldVideoMode . setup ) {
warning ( " SDL_SetVideoMode says we can't switch to that mode (%s) " , SDL_GetError ( ) ) ;
2010-06-05 22:45:36 +00:00
g_system - > quit ( ) ;
2008-11-14 22:08:10 +00:00
} else {
return false ;
}
2004-02-29 00:49:40 +00:00
}
BACKENDS: Refactor OpenGL & SDL graphics backends
This patch refactors the OpenGL and SDL graphics backends,
primarily to unify window scaling and mouse handling, and to
fix coordinate mapping between the ScummVM window and the
virtual game screen when they have different aspect ratios.
Unified code for these two backends has been moved to a new
header-only WindowedGraphicsManager class, so named because it
contains code for managing graphics managers that interact with
a windowing system and render virtual screens within a larger
physical content window.
The biggest behavioral change here is with the coordinate
system mapping:
Previously, mouse offsets were converted by mapping the whole
space within the window as input to the virtual game screen
without maintaining aspect ratio. This was done to prevent
'stickiness' when the mouse cursor was within the window but
outside of the virtual game screen, but it caused noticeable
distortion of mouse movement speed on the axis with blank
space.
Instead of introducing mouse speed distortion to prevent
stickiness, this patch changes coordinate transformation to
show the system cursor when the mouse moves outside of the virtual
game screen when mouse grab is off, or by holding the mouse inside
the virtual game screen (instead of the entire window) when mouse
grab is on.
This patch also improves some other properties of the
GraphicsManager/PaletteManager interfaces:
* Nullipotent operations (getWidth, getHeight, etc.) of the
PaletteManager/GraphicsManager interfaces are now const
* Methods marked `virtual` but not inherited by any subclass have
been de-virtualized
* Extra unnecessary calculations of hardware height in
SurfaceSdlGraphicsManager have been removed
* Methods have been renamed where appropriate for clarity
(setWindowSize -> handleResize, etc.)
* C++11 support improved with `override` specifier added on
overridden virtual methods in subclasses (primarily to avoid
myself accidentally creating new methods in the subclasses
by changing types/names during refactoring)
Additional refactoring can and should be done at some point to
continue to deduplicate code between the OpenGL and SDL backends.
Since the primary goal here was to improve the coordinate mapping,
full refactoring of these backends was not completed here.
2017-07-19 19:15:12 -05:00
# if !SDL_VERSION_ATLEAST(2, 0, 0)
2019-11-01 11:39:46 +00:00
handleResize ( _videoMode . hardwareWidth , _videoMode . hardwareHeight , 90 , 90 ) ;
BACKENDS: Refactor OpenGL & SDL graphics backends
This patch refactors the OpenGL and SDL graphics backends,
primarily to unify window scaling and mouse handling, and to
fix coordinate mapping between the ScummVM window and the
virtual game screen when they have different aspect ratios.
Unified code for these two backends has been moved to a new
header-only WindowedGraphicsManager class, so named because it
contains code for managing graphics managers that interact with
a windowing system and render virtual screens within a larger
physical content window.
The biggest behavioral change here is with the coordinate
system mapping:
Previously, mouse offsets were converted by mapping the whole
space within the window as input to the virtual game screen
without maintaining aspect ratio. This was done to prevent
'stickiness' when the mouse cursor was within the window but
outside of the virtual game screen, but it caused noticeable
distortion of mouse movement speed on the axis with blank
space.
Instead of introducing mouse speed distortion to prevent
stickiness, this patch changes coordinate transformation to
show the system cursor when the mouse moves outside of the virtual
game screen when mouse grab is off, or by holding the mouse inside
the virtual game screen (instead of the entire window) when mouse
grab is on.
This patch also improves some other properties of the
GraphicsManager/PaletteManager interfaces:
* Nullipotent operations (getWidth, getHeight, etc.) of the
PaletteManager/GraphicsManager interfaces are now const
* Methods marked `virtual` but not inherited by any subclass have
been de-virtualized
* Extra unnecessary calculations of hardware height in
SurfaceSdlGraphicsManager have been removed
* Methods have been renamed where appropriate for clarity
(setWindowSize -> handleResize, etc.)
* C++11 support improved with `override` specifier added on
overridden virtual methods in subclasses (primarily to avoid
myself accidentally creating new methods in the subclasses
by changing types/names during refactoring)
Additional refactoring can and should be done at some point to
continue to deduplicate code between the OpenGL and SDL backends.
Since the primary goal here was to improve the coordinate mapping,
full refactoring of these backends was not completed here.
2017-07-19 19:15:12 -05:00
# endif
2004-02-29 00:49:40 +00:00
//
// Create the surface used for the graphics in 16 bit before scaling, and also the overlay
//
// Need some extra bytes around when using 2xSaI
2008-11-14 22:08:10 +00:00
_tmpscreen = SDL_CreateRGBSurface ( SDL_SWSURFACE , _videoMode . screenWidth + 3 , _videoMode . screenHeight + 3 ,
2005-05-06 10:07:33 +00:00
16 ,
BACKENDS: Refactor OpenGL & SDL graphics backends
This patch refactors the OpenGL and SDL graphics backends,
primarily to unify window scaling and mouse handling, and to
fix coordinate mapping between the ScummVM window and the
virtual game screen when they have different aspect ratios.
Unified code for these two backends has been moved to a new
header-only WindowedGraphicsManager class, so named because it
contains code for managing graphics managers that interact with
a windowing system and render virtual screens within a larger
physical content window.
The biggest behavioral change here is with the coordinate
system mapping:
Previously, mouse offsets were converted by mapping the whole
space within the window as input to the virtual game screen
without maintaining aspect ratio. This was done to prevent
'stickiness' when the mouse cursor was within the window but
outside of the virtual game screen, but it caused noticeable
distortion of mouse movement speed on the axis with blank
space.
Instead of introducing mouse speed distortion to prevent
stickiness, this patch changes coordinate transformation to
show the system cursor when the mouse moves outside of the virtual
game screen when mouse grab is off, or by holding the mouse inside
the virtual game screen (instead of the entire window) when mouse
grab is on.
This patch also improves some other properties of the
GraphicsManager/PaletteManager interfaces:
* Nullipotent operations (getWidth, getHeight, etc.) of the
PaletteManager/GraphicsManager interfaces are now const
* Methods marked `virtual` but not inherited by any subclass have
been de-virtualized
* Extra unnecessary calculations of hardware height in
SurfaceSdlGraphicsManager have been removed
* Methods have been renamed where appropriate for clarity
(setWindowSize -> handleResize, etc.)
* C++11 support improved with `override` specifier added on
overridden virtual methods in subclasses (primarily to avoid
myself accidentally creating new methods in the subclasses
by changing types/names during refactoring)
Additional refactoring can and should be done at some point to
continue to deduplicate code between the OpenGL and SDL backends.
Since the primary goal here was to improve the coordinate mapping,
full refactoring of these backends was not completed here.
2017-07-19 19:15:12 -05:00
_hwScreen - > format - > Rmask ,
_hwScreen - > format - > Gmask ,
_hwScreen - > format - > Bmask ,
_hwScreen - > format - > Amask ) ;
2004-02-29 00:49:40 +00:00
if ( _tmpscreen = = NULL )
2004-03-13 14:19:15 +00:00
error ( " allocating _tmpscreen failed " ) ;
2005-03-09 23:07:32 +00:00
2008-11-14 22:08:10 +00:00
_overlayscreen = SDL_CreateRGBSurface ( SDL_SWSURFACE , _videoMode . overlayWidth , _videoMode . overlayHeight ,
2005-05-06 10:07:33 +00:00
16 ,
BACKENDS: Refactor OpenGL & SDL graphics backends
This patch refactors the OpenGL and SDL graphics backends,
primarily to unify window scaling and mouse handling, and to
fix coordinate mapping between the ScummVM window and the
virtual game screen when they have different aspect ratios.
Unified code for these two backends has been moved to a new
header-only WindowedGraphicsManager class, so named because it
contains code for managing graphics managers that interact with
a windowing system and render virtual screens within a larger
physical content window.
The biggest behavioral change here is with the coordinate
system mapping:
Previously, mouse offsets were converted by mapping the whole
space within the window as input to the virtual game screen
without maintaining aspect ratio. This was done to prevent
'stickiness' when the mouse cursor was within the window but
outside of the virtual game screen, but it caused noticeable
distortion of mouse movement speed on the axis with blank
space.
Instead of introducing mouse speed distortion to prevent
stickiness, this patch changes coordinate transformation to
show the system cursor when the mouse moves outside of the virtual
game screen when mouse grab is off, or by holding the mouse inside
the virtual game screen (instead of the entire window) when mouse
grab is on.
This patch also improves some other properties of the
GraphicsManager/PaletteManager interfaces:
* Nullipotent operations (getWidth, getHeight, etc.) of the
PaletteManager/GraphicsManager interfaces are now const
* Methods marked `virtual` but not inherited by any subclass have
been de-virtualized
* Extra unnecessary calculations of hardware height in
SurfaceSdlGraphicsManager have been removed
* Methods have been renamed where appropriate for clarity
(setWindowSize -> handleResize, etc.)
* C++11 support improved with `override` specifier added on
overridden virtual methods in subclasses (primarily to avoid
myself accidentally creating new methods in the subclasses
by changing types/names during refactoring)
Additional refactoring can and should be done at some point to
continue to deduplicate code between the OpenGL and SDL backends.
Since the primary goal here was to improve the coordinate mapping,
full refactoring of these backends was not completed here.
2017-07-19 19:15:12 -05:00
_hwScreen - > format - > Rmask ,
_hwScreen - > format - > Gmask ,
_hwScreen - > format - > Bmask ,
_hwScreen - > format - > Amask ) ;
2005-03-09 23:07:32 +00:00
if ( _overlayscreen = = NULL )
error ( " allocating _overlayscreen failed " ) ;
2019-03-01 16:13:13 +00:00
_overlayFormat = convertSDLPixelFormat ( _overlayscreen - > format ) ;
2008-11-03 13:44:59 +00:00
2008-11-14 22:08:10 +00:00
_tmpscreen2 = SDL_CreateRGBSurface ( SDL_SWSURFACE , _videoMode . overlayWidth + 3 , _videoMode . overlayHeight + 3 ,
2005-05-06 10:07:33 +00:00
16 ,
BACKENDS: Refactor OpenGL & SDL graphics backends
This patch refactors the OpenGL and SDL graphics backends,
primarily to unify window scaling and mouse handling, and to
fix coordinate mapping between the ScummVM window and the
virtual game screen when they have different aspect ratios.
Unified code for these two backends has been moved to a new
header-only WindowedGraphicsManager class, so named because it
contains code for managing graphics managers that interact with
a windowing system and render virtual screens within a larger
physical content window.
The biggest behavioral change here is with the coordinate
system mapping:
Previously, mouse offsets were converted by mapping the whole
space within the window as input to the virtual game screen
without maintaining aspect ratio. This was done to prevent
'stickiness' when the mouse cursor was within the window but
outside of the virtual game screen, but it caused noticeable
distortion of mouse movement speed on the axis with blank
space.
Instead of introducing mouse speed distortion to prevent
stickiness, this patch changes coordinate transformation to
show the system cursor when the mouse moves outside of the virtual
game screen when mouse grab is off, or by holding the mouse inside
the virtual game screen (instead of the entire window) when mouse
grab is on.
This patch also improves some other properties of the
GraphicsManager/PaletteManager interfaces:
* Nullipotent operations (getWidth, getHeight, etc.) of the
PaletteManager/GraphicsManager interfaces are now const
* Methods marked `virtual` but not inherited by any subclass have
been de-virtualized
* Extra unnecessary calculations of hardware height in
SurfaceSdlGraphicsManager have been removed
* Methods have been renamed where appropriate for clarity
(setWindowSize -> handleResize, etc.)
* C++11 support improved with `override` specifier added on
overridden virtual methods in subclasses (primarily to avoid
myself accidentally creating new methods in the subclasses
by changing types/names during refactoring)
Additional refactoring can and should be done at some point to
continue to deduplicate code between the OpenGL and SDL backends.
Since the primary goal here was to improve the coordinate mapping,
full refactoring of these backends was not completed here.
2017-07-19 19:15:12 -05:00
_hwScreen - > format - > Rmask ,
_hwScreen - > format - > Gmask ,
_hwScreen - > format - > Bmask ,
_hwScreen - > format - > Amask ) ;
2005-03-09 23:07:32 +00:00
if ( _tmpscreen2 = = NULL )
error ( " allocating _tmpscreen2 failed " ) ;
2009-01-22 04:35:10 +00:00
// Distinguish 555 and 565 mode
2019-09-20 22:10:59 +01:00
if ( _hwScreen - > format - > Gmask = = 0x3E0 )
2009-01-22 04:35:10 +00:00
InitScalers ( 555 ) ;
else
InitScalers ( 565 ) ;
2008-11-14 22:08:10 +00:00
return true ;
2004-02-29 00:49:40 +00:00
}
2011-06-19 20:08:55 +02:00
void SurfaceSdlGraphicsManager : : unloadGFXMode ( ) {
2004-02-29 00:49:40 +00:00
if ( _screen ) {
SDL_FreeSurface ( _screen ) ;
2005-07-30 21:11:48 +00:00
_screen = NULL ;
2004-02-29 00:49:40 +00:00
}
2015-01-25 01:34:57 +01:00
# if SDL_VERSION_ATLEAST(2, 0, 0)
deinitializeRenderer ( ) ;
# endif
BACKENDS: Refactor OpenGL & SDL graphics backends
This patch refactors the OpenGL and SDL graphics backends,
primarily to unify window scaling and mouse handling, and to
fix coordinate mapping between the ScummVM window and the
virtual game screen when they have different aspect ratios.
Unified code for these two backends has been moved to a new
header-only WindowedGraphicsManager class, so named because it
contains code for managing graphics managers that interact with
a windowing system and render virtual screens within a larger
physical content window.
The biggest behavioral change here is with the coordinate
system mapping:
Previously, mouse offsets were converted by mapping the whole
space within the window as input to the virtual game screen
without maintaining aspect ratio. This was done to prevent
'stickiness' when the mouse cursor was within the window but
outside of the virtual game screen, but it caused noticeable
distortion of mouse movement speed on the axis with blank
space.
Instead of introducing mouse speed distortion to prevent
stickiness, this patch changes coordinate transformation to
show the system cursor when the mouse moves outside of the virtual
game screen when mouse grab is off, or by holding the mouse inside
the virtual game screen (instead of the entire window) when mouse
grab is on.
This patch also improves some other properties of the
GraphicsManager/PaletteManager interfaces:
* Nullipotent operations (getWidth, getHeight, etc.) of the
PaletteManager/GraphicsManager interfaces are now const
* Methods marked `virtual` but not inherited by any subclass have
been de-virtualized
* Extra unnecessary calculations of hardware height in
SurfaceSdlGraphicsManager have been removed
* Methods have been renamed where appropriate for clarity
(setWindowSize -> handleResize, etc.)
* C++11 support improved with `override` specifier added on
overridden virtual methods in subclasses (primarily to avoid
myself accidentally creating new methods in the subclasses
by changing types/names during refactoring)
Additional refactoring can and should be done at some point to
continue to deduplicate code between the OpenGL and SDL backends.
Since the primary goal here was to improve the coordinate mapping,
full refactoring of these backends was not completed here.
2017-07-19 19:15:12 -05:00
if ( _hwScreen ) {
SDL_FreeSurface ( _hwScreen ) ;
_hwScreen = NULL ;
2004-02-29 00:49:40 +00:00
}
if ( _tmpscreen ) {
SDL_FreeSurface ( _tmpscreen ) ;
_tmpscreen = NULL ;
}
2004-03-13 14:19:15 +00:00
2005-03-09 23:07:32 +00:00
if ( _tmpscreen2 ) {
SDL_FreeSurface ( _tmpscreen2 ) ;
_tmpscreen2 = NULL ;
}
if ( _overlayscreen ) {
SDL_FreeSurface ( _overlayscreen ) ;
_overlayscreen = NULL ;
}
2004-03-13 14:19:15 +00:00
# ifdef USE_OSD
2016-06-04 18:51:03 +06:00
if ( _osdMessageSurface ) {
SDL_FreeSurface ( _osdMessageSurface ) ;
_osdMessageSurface = NULL ;
}
2016-09-13 20:33:42 +02:00
if ( _osdIconSurface ) {
SDL_FreeSurface ( _osdIconSurface ) ;
_osdIconSurface = NULL ;
}
2004-03-13 14:19:15 +00:00
# endif
2008-03-26 19:29:33 +00:00
DestroyScalers ( ) ;
2015-05-15 23:36:40 -04:00
2016-02-17 16:17:39 +01:00
# if defined(WIN32) && !SDL_VERSION_ATLEAST(2, 0, 0)
// Reset video mode to original.
// This will ensure that any new graphic manager will use the initial BPP
// when listing available modes. See _originalBitsPerPixel documentation.
2015-05-15 23:36:40 -04:00
if ( _originalBitsPerPixel ! = 0 )
SDL_SetVideoMode ( _videoMode . screenWidth , _videoMode . screenHeight , _originalBitsPerPixel , _videoMode . fullscreen ? ( SDL_FULLSCREEN | SDL_SWSURFACE ) : SDL_SWSURFACE ) ;
2015-05-20 00:08:42 +02:00
# endif
2004-02-29 00:49:40 +00:00
}
2011-06-19 20:08:55 +02:00
bool SurfaceSdlGraphicsManager : : hotswapGFXMode ( ) {
2004-02-29 00:49:40 +00:00
if ( ! _screen )
2008-11-14 22:08:10 +00:00
return false ;
2004-02-29 00:49:40 +00:00
2005-03-09 23:07:32 +00:00
// Keep around the old _screen & _overlayscreen so we can restore the screen data
2004-02-29 00:49:40 +00:00
// after the mode switch.
SDL_Surface * old_screen = _screen ;
2008-11-14 22:08:10 +00:00
_screen = NULL ;
2009-06-03 23:36:23 +00:00
SDL_Surface * old_overlayscreen = _overlayscreen ;
2008-11-14 22:08:10 +00:00
_overlayscreen = NULL ;
2004-02-29 00:49:40 +00:00
// Release the HW screen surface
BACKENDS: Refactor OpenGL & SDL graphics backends
This patch refactors the OpenGL and SDL graphics backends,
primarily to unify window scaling and mouse handling, and to
fix coordinate mapping between the ScummVM window and the
virtual game screen when they have different aspect ratios.
Unified code for these two backends has been moved to a new
header-only WindowedGraphicsManager class, so named because it
contains code for managing graphics managers that interact with
a windowing system and render virtual screens within a larger
physical content window.
The biggest behavioral change here is with the coordinate
system mapping:
Previously, mouse offsets were converted by mapping the whole
space within the window as input to the virtual game screen
without maintaining aspect ratio. This was done to prevent
'stickiness' when the mouse cursor was within the window but
outside of the virtual game screen, but it caused noticeable
distortion of mouse movement speed on the axis with blank
space.
Instead of introducing mouse speed distortion to prevent
stickiness, this patch changes coordinate transformation to
show the system cursor when the mouse moves outside of the virtual
game screen when mouse grab is off, or by holding the mouse inside
the virtual game screen (instead of the entire window) when mouse
grab is on.
This patch also improves some other properties of the
GraphicsManager/PaletteManager interfaces:
* Nullipotent operations (getWidth, getHeight, etc.) of the
PaletteManager/GraphicsManager interfaces are now const
* Methods marked `virtual` but not inherited by any subclass have
been de-virtualized
* Extra unnecessary calculations of hardware height in
SurfaceSdlGraphicsManager have been removed
* Methods have been renamed where appropriate for clarity
(setWindowSize -> handleResize, etc.)
* C++11 support improved with `override` specifier added on
overridden virtual methods in subclasses (primarily to avoid
myself accidentally creating new methods in the subclasses
by changing types/names during refactoring)
Additional refactoring can and should be done at some point to
continue to deduplicate code between the OpenGL and SDL backends.
Since the primary goal here was to improve the coordinate mapping,
full refactoring of these backends was not completed here.
2017-07-19 19:15:12 -05:00
if ( _hwScreen ) {
SDL_FreeSurface ( _hwScreen ) ;
_hwScreen = NULL ;
2017-03-01 14:00:17 -06:00
}
if ( _tmpscreen ) {
SDL_FreeSurface ( _tmpscreen ) ;
_tmpscreen = NULL ;
}
if ( _tmpscreen2 ) {
SDL_FreeSurface ( _tmpscreen2 ) ;
_tmpscreen2 = NULL ;
}
2005-03-09 23:07:32 +00:00
2004-02-29 00:49:40 +00:00
// Setup the new GFX mode
2008-11-14 22:08:10 +00:00
if ( ! loadGFXMode ( ) ) {
unloadGFXMode ( ) ;
_screen = old_screen ;
_overlayscreen = old_overlayscreen ;
return false ;
}
2004-02-29 00:49:40 +00:00
// reset palette
SDL_SetColors ( _screen , _currentPalette , 0 , 256 ) ;
// Restore old screen content
SDL_BlitSurface ( old_screen , NULL , _screen , NULL ) ;
2005-03-09 23:07:32 +00:00
SDL_BlitSurface ( old_overlayscreen , NULL , _overlayscreen , NULL ) ;
2004-02-29 00:49:40 +00:00
// Free the old surfaces
SDL_FreeSurface ( old_screen ) ;
2005-03-09 23:07:32 +00:00
SDL_FreeSurface ( old_overlayscreen ) ;
2004-02-29 00:49:40 +00:00
2005-02-17 23:01:00 +00:00
// Update cursor to new scale
blitCursor ( ) ;
2004-02-29 00:49:40 +00:00
// Blit everything to the screen
internUpdateScreen ( ) ;
2005-07-30 21:11:48 +00:00
2008-11-14 22:08:10 +00:00
return true ;
2004-02-29 00:49:40 +00:00
}
2011-06-19 20:08:55 +02:00
void SurfaceSdlGraphicsManager : : updateScreen ( ) {
2011-06-19 18:49:02 +02:00
assert ( _transactionMode = = kTransactionNone ) ;
2004-11-23 21:30:38 +00:00
2004-03-28 20:31:18 +00:00
Common : : StackLock lock ( _graphicsMutex ) ; // Lock the mutex until this function ends
2004-02-29 00:49:40 +00:00
internUpdateScreen ( ) ;
}
2017-03-01 14:00:17 -06:00
void SurfaceSdlGraphicsManager : : updateShader ( ) {
2017-09-03 16:31:16 -05:00
// shader init code goes here
// currently only used on Vita port
// the user-selected shaderID should be obtained via ConfMan.getInt("shader")
// and the corresponding shader should then be activated here
// this way the user can combine any software scaling (scalers)
// with any hardware shading (shaders). The shaders could provide
// scanline masks, overlays, but could also serve for
// hardware-based up-scaling (sharp-bilinear-simple, etc.)
2017-03-01 14:00:17 -06:00
}
2011-06-19 20:08:55 +02:00
void SurfaceSdlGraphicsManager : : internUpdateScreen ( ) {
2005-03-09 23:07:32 +00:00
SDL_Surface * srcSurf , * origSurf ;
int height , width ;
ScalerProc * scalerProc ;
2006-05-17 23:52:45 +00:00
int scale1 ;
2005-03-09 23:07:32 +00:00
2019-07-27 14:40:50 +01:00
# if !SDL_VERSION_ATLEAST(2, 0, 0)
2004-02-29 00:49:40 +00:00
// If the shake position changed, fill the dirty area with blackness
2019-07-27 14:40:50 +01:00
// When building with SDL2, the shake offset is added to the active rect instead,
// so this isn't needed there.
2019-11-16 23:41:07 -08:00
if ( _currentShakeXOffset ! = _gameScreenShakeXOffset | |
( _cursorNeedsRedraw & & _mouseBackup . x < = _currentShakeXOffset ) ) {
SDL_Rect blackrect = { 0 , 0 , ( Uint16 ) ( _gameScreenShakeXOffset * _videoMode . scaleFactor ) , ( Uint16 ) ( _videoMode . screenHeight * _videoMode . scaleFactor ) } ;
if ( _videoMode . aspectRatioCorrection & & ! _overlayVisible )
blackrect . h = real2Aspect ( blackrect . h - 1 ) + 1 ;
SDL_FillRect ( _hwScreen , & blackrect , 0 ) ;
_currentShakeXOffset = _gameScreenShakeXOffset ;
_forceRedraw = true ;
}
2019-11-15 01:38:21 -08:00
if ( _currentShakeYOffset ! = _gameScreenShakeYOffset | |
( _cursorNeedsRedraw & & _mouseBackup . y < = _currentShakeYOffset ) ) {
SDL_Rect blackrect = { 0 , 0 , ( Uint16 ) ( _videoMode . screenWidth * _videoMode . scaleFactor ) , ( Uint16 ) ( _gameScreenShakeYOffset * _videoMode . scaleFactor ) } ;
2004-02-29 00:49:40 +00:00
2009-05-01 09:09:07 +00:00
if ( _videoMode . aspectRatioCorrection & & ! _overlayVisible )
2004-02-29 00:49:40 +00:00
blackrect . h = real2Aspect ( blackrect . h - 1 ) + 1 ;
BACKENDS: Refactor OpenGL & SDL graphics backends
This patch refactors the OpenGL and SDL graphics backends,
primarily to unify window scaling and mouse handling, and to
fix coordinate mapping between the ScummVM window and the
virtual game screen when they have different aspect ratios.
Unified code for these two backends has been moved to a new
header-only WindowedGraphicsManager class, so named because it
contains code for managing graphics managers that interact with
a windowing system and render virtual screens within a larger
physical content window.
The biggest behavioral change here is with the coordinate
system mapping:
Previously, mouse offsets were converted by mapping the whole
space within the window as input to the virtual game screen
without maintaining aspect ratio. This was done to prevent
'stickiness' when the mouse cursor was within the window but
outside of the virtual game screen, but it caused noticeable
distortion of mouse movement speed on the axis with blank
space.
Instead of introducing mouse speed distortion to prevent
stickiness, this patch changes coordinate transformation to
show the system cursor when the mouse moves outside of the virtual
game screen when mouse grab is off, or by holding the mouse inside
the virtual game screen (instead of the entire window) when mouse
grab is on.
This patch also improves some other properties of the
GraphicsManager/PaletteManager interfaces:
* Nullipotent operations (getWidth, getHeight, etc.) of the
PaletteManager/GraphicsManager interfaces are now const
* Methods marked `virtual` but not inherited by any subclass have
been de-virtualized
* Extra unnecessary calculations of hardware height in
SurfaceSdlGraphicsManager have been removed
* Methods have been renamed where appropriate for clarity
(setWindowSize -> handleResize, etc.)
* C++11 support improved with `override` specifier added on
overridden virtual methods in subclasses (primarily to avoid
myself accidentally creating new methods in the subclasses
by changing types/names during refactoring)
Additional refactoring can and should be done at some point to
continue to deduplicate code between the OpenGL and SDL backends.
Since the primary goal here was to improve the coordinate mapping,
full refactoring of these backends was not completed here.
2017-07-19 19:15:12 -05:00
SDL_FillRect ( _hwScreen , & blackrect , 0 ) ;
2004-02-29 00:49:40 +00:00
2019-11-15 01:38:21 -08:00
_currentShakeYOffset = _gameScreenShakeYOffset ;
2004-02-29 00:49:40 +00:00
BACKENDS: Refactor OpenGL & SDL graphics backends
This patch refactors the OpenGL and SDL graphics backends,
primarily to unify window scaling and mouse handling, and to
fix coordinate mapping between the ScummVM window and the
virtual game screen when they have different aspect ratios.
Unified code for these two backends has been moved to a new
header-only WindowedGraphicsManager class, so named because it
contains code for managing graphics managers that interact with
a windowing system and render virtual screens within a larger
physical content window.
The biggest behavioral change here is with the coordinate
system mapping:
Previously, mouse offsets were converted by mapping the whole
space within the window as input to the virtual game screen
without maintaining aspect ratio. This was done to prevent
'stickiness' when the mouse cursor was within the window but
outside of the virtual game screen, but it caused noticeable
distortion of mouse movement speed on the axis with blank
space.
Instead of introducing mouse speed distortion to prevent
stickiness, this patch changes coordinate transformation to
show the system cursor when the mouse moves outside of the virtual
game screen when mouse grab is off, or by holding the mouse inside
the virtual game screen (instead of the entire window) when mouse
grab is on.
This patch also improves some other properties of the
GraphicsManager/PaletteManager interfaces:
* Nullipotent operations (getWidth, getHeight, etc.) of the
PaletteManager/GraphicsManager interfaces are now const
* Methods marked `virtual` but not inherited by any subclass have
been de-virtualized
* Extra unnecessary calculations of hardware height in
SurfaceSdlGraphicsManager have been removed
* Methods have been renamed where appropriate for clarity
(setWindowSize -> handleResize, etc.)
* C++11 support improved with `override` specifier added on
overridden virtual methods in subclasses (primarily to avoid
myself accidentally creating new methods in the subclasses
by changing types/names during refactoring)
Additional refactoring can and should be done at some point to
continue to deduplicate code between the OpenGL and SDL backends.
Since the primary goal here was to improve the coordinate mapping,
full refactoring of these backends was not completed here.
2017-07-19 19:15:12 -05:00
_forceRedraw = true ;
2004-02-29 00:49:40 +00:00
}
2019-07-27 14:40:50 +01:00
# endif
2004-02-29 00:49:40 +00:00
// Check whether the palette was changed in the meantime and update the
2005-07-30 21:11:48 +00:00
// screen surface accordingly.
2006-07-23 06:50:49 +00:00
if ( _screen & & _paletteDirtyEnd ! = 0 ) {
2005-07-30 21:11:48 +00:00
SDL_SetColors ( _screen , _currentPalette + _paletteDirtyStart ,
2004-02-29 00:49:40 +00:00
_paletteDirtyStart ,
_paletteDirtyEnd - _paletteDirtyStart ) ;
2005-07-30 21:11:48 +00:00
2004-02-29 00:49:40 +00:00
_paletteDirtyEnd = 0 ;
BACKENDS: Refactor OpenGL & SDL graphics backends
This patch refactors the OpenGL and SDL graphics backends,
primarily to unify window scaling and mouse handling, and to
fix coordinate mapping between the ScummVM window and the
virtual game screen when they have different aspect ratios.
Unified code for these two backends has been moved to a new
header-only WindowedGraphicsManager class, so named because it
contains code for managing graphics managers that interact with
a windowing system and render virtual screens within a larger
physical content window.
The biggest behavioral change here is with the coordinate
system mapping:
Previously, mouse offsets were converted by mapping the whole
space within the window as input to the virtual game screen
without maintaining aspect ratio. This was done to prevent
'stickiness' when the mouse cursor was within the window but
outside of the virtual game screen, but it caused noticeable
distortion of mouse movement speed on the axis with blank
space.
Instead of introducing mouse speed distortion to prevent
stickiness, this patch changes coordinate transformation to
show the system cursor when the mouse moves outside of the virtual
game screen when mouse grab is off, or by holding the mouse inside
the virtual game screen (instead of the entire window) when mouse
grab is on.
This patch also improves some other properties of the
GraphicsManager/PaletteManager interfaces:
* Nullipotent operations (getWidth, getHeight, etc.) of the
PaletteManager/GraphicsManager interfaces are now const
* Methods marked `virtual` but not inherited by any subclass have
been de-virtualized
* Extra unnecessary calculations of hardware height in
SurfaceSdlGraphicsManager have been removed
* Methods have been renamed where appropriate for clarity
(setWindowSize -> handleResize, etc.)
* C++11 support improved with `override` specifier added on
overridden virtual methods in subclasses (primarily to avoid
myself accidentally creating new methods in the subclasses
by changing types/names during refactoring)
Additional refactoring can and should be done at some point to
continue to deduplicate code between the OpenGL and SDL backends.
Since the primary goal here was to improve the coordinate mapping,
full refactoring of these backends was not completed here.
2017-07-19 19:15:12 -05:00
_forceRedraw = true ;
2004-02-29 00:49:40 +00:00
}
2005-03-09 23:07:32 +00:00
if ( ! _overlayVisible ) {
origSurf = _screen ;
srcSurf = _tmpscreen ;
2008-11-14 22:08:10 +00:00
width = _videoMode . screenWidth ;
height = _videoMode . screenHeight ;
2005-03-09 23:07:32 +00:00
scalerProc = _scalerProc ;
2008-11-14 22:08:10 +00:00
scale1 = _videoMode . scaleFactor ;
2005-03-09 23:07:32 +00:00
} else {
origSurf = _overlayscreen ;
srcSurf = _tmpscreen2 ;
2008-11-14 22:08:10 +00:00
width = _videoMode . overlayWidth ;
height = _videoMode . overlayHeight ;
2006-05-17 23:52:45 +00:00
scalerProc = Normal1x ;
2005-03-09 23:07:32 +00:00
2006-05-17 23:52:45 +00:00
scale1 = 1 ;
2005-03-09 23:07:32 +00:00
}
2005-02-17 23:01:00 +00:00
2009-02-24 21:43:07 +00:00
// Add the area covered by the mouse cursor to the list of dirty rects if
2017-10-15 21:34:25 -05:00
// we have to redraw the mouse, or if the cursor is alpha-blended since
// alpha-blended cursors will happily blend into themselves if the surface
// under the cursor is not reset first
if ( _cursorNeedsRedraw | | _cursorFormat . bytesPerPixel = = 4 )
2009-02-24 21:43:07 +00:00
undrawMouse ( ) ;
2016-09-13 20:33:42 +02:00
# ifdef USE_OSD
updateOSD ( ) ;
# endif
2004-02-29 00:49:40 +00:00
// Force a full redraw if requested
BACKENDS: Refactor OpenGL & SDL graphics backends
This patch refactors the OpenGL and SDL graphics backends,
primarily to unify window scaling and mouse handling, and to
fix coordinate mapping between the ScummVM window and the
virtual game screen when they have different aspect ratios.
Unified code for these two backends has been moved to a new
header-only WindowedGraphicsManager class, so named because it
contains code for managing graphics managers that interact with
a windowing system and render virtual screens within a larger
physical content window.
The biggest behavioral change here is with the coordinate
system mapping:
Previously, mouse offsets were converted by mapping the whole
space within the window as input to the virtual game screen
without maintaining aspect ratio. This was done to prevent
'stickiness' when the mouse cursor was within the window but
outside of the virtual game screen, but it caused noticeable
distortion of mouse movement speed on the axis with blank
space.
Instead of introducing mouse speed distortion to prevent
stickiness, this patch changes coordinate transformation to
show the system cursor when the mouse moves outside of the virtual
game screen when mouse grab is off, or by holding the mouse inside
the virtual game screen (instead of the entire window) when mouse
grab is on.
This patch also improves some other properties of the
GraphicsManager/PaletteManager interfaces:
* Nullipotent operations (getWidth, getHeight, etc.) of the
PaletteManager/GraphicsManager interfaces are now const
* Methods marked `virtual` but not inherited by any subclass have
been de-virtualized
* Extra unnecessary calculations of hardware height in
SurfaceSdlGraphicsManager have been removed
* Methods have been renamed where appropriate for clarity
(setWindowSize -> handleResize, etc.)
* C++11 support improved with `override` specifier added on
overridden virtual methods in subclasses (primarily to avoid
myself accidentally creating new methods in the subclasses
by changing types/names during refactoring)
Additional refactoring can and should be done at some point to
continue to deduplicate code between the OpenGL and SDL backends.
Since the primary goal here was to improve the coordinate mapping,
full refactoring of these backends was not completed here.
2017-07-19 19:15:12 -05:00
if ( _forceRedraw ) {
2004-12-01 21:16:55 +00:00
_numDirtyRects = 1 ;
_dirtyRectList [ 0 ] . x = 0 ;
_dirtyRectList [ 0 ] . y = 0 ;
2005-03-09 23:07:32 +00:00
_dirtyRectList [ 0 ] . w = width ;
_dirtyRectList [ 0 ] . h = height ;
2009-02-24 21:43:07 +00:00
}
2004-02-29 00:49:40 +00:00
// Only draw anything if necessary
BACKENDS: Refactor OpenGL & SDL graphics backends
This patch refactors the OpenGL and SDL graphics backends,
primarily to unify window scaling and mouse handling, and to
fix coordinate mapping between the ScummVM window and the
virtual game screen when they have different aspect ratios.
Unified code for these two backends has been moved to a new
header-only WindowedGraphicsManager class, so named because it
contains code for managing graphics managers that interact with
a windowing system and render virtual screens within a larger
physical content window.
The biggest behavioral change here is with the coordinate
system mapping:
Previously, mouse offsets were converted by mapping the whole
space within the window as input to the virtual game screen
without maintaining aspect ratio. This was done to prevent
'stickiness' when the mouse cursor was within the window but
outside of the virtual game screen, but it caused noticeable
distortion of mouse movement speed on the axis with blank
space.
Instead of introducing mouse speed distortion to prevent
stickiness, this patch changes coordinate transformation to
show the system cursor when the mouse moves outside of the virtual
game screen when mouse grab is off, or by holding the mouse inside
the virtual game screen (instead of the entire window) when mouse
grab is on.
This patch also improves some other properties of the
GraphicsManager/PaletteManager interfaces:
* Nullipotent operations (getWidth, getHeight, etc.) of the
PaletteManager/GraphicsManager interfaces are now const
* Methods marked `virtual` but not inherited by any subclass have
been de-virtualized
* Extra unnecessary calculations of hardware height in
SurfaceSdlGraphicsManager have been removed
* Methods have been renamed where appropriate for clarity
(setWindowSize -> handleResize, etc.)
* C++11 support improved with `override` specifier added on
overridden virtual methods in subclasses (primarily to avoid
myself accidentally creating new methods in the subclasses
by changing types/names during refactoring)
Additional refactoring can and should be done at some point to
continue to deduplicate code between the OpenGL and SDL backends.
Since the primary goal here was to improve the coordinate mapping,
full refactoring of these backends was not completed here.
2017-07-19 19:15:12 -05:00
if ( _numDirtyRects > 0 | | _cursorNeedsRedraw ) {
2005-07-30 21:11:48 +00:00
SDL_Rect * r ;
2004-02-29 00:49:40 +00:00
SDL_Rect dst ;
uint32 srcPitch , dstPitch ;
2004-12-01 21:16:55 +00:00
SDL_Rect * lastRect = _dirtyRectList + _numDirtyRects ;
2004-02-29 00:49:40 +00:00
2007-08-11 08:44:43 +00:00
for ( r = _dirtyRectList ; r ! = lastRect ; + + r ) {
dst = * r ;
2009-08-02 21:18:25 +00:00
dst . x + + ; // Shift rect by one since 2xSai needs to access the data around
2007-08-11 08:44:43 +00:00
dst . y + + ; // any pixel to scale it, and we want to avoid mem access crashes.
2005-07-30 21:11:48 +00:00
2007-08-11 08:44:43 +00:00
if ( SDL_BlitSurface ( origSurf , r , srcSurf , & dst ) ! = 0 )
error ( " SDL_BlitSurface failed: %s " , SDL_GetError ( ) ) ;
}
2004-02-29 00:49:40 +00:00
2007-08-11 08:44:43 +00:00
SDL_LockSurface ( srcSurf ) ;
BACKENDS: Refactor OpenGL & SDL graphics backends
This patch refactors the OpenGL and SDL graphics backends,
primarily to unify window scaling and mouse handling, and to
fix coordinate mapping between the ScummVM window and the
virtual game screen when they have different aspect ratios.
Unified code for these two backends has been moved to a new
header-only WindowedGraphicsManager class, so named because it
contains code for managing graphics managers that interact with
a windowing system and render virtual screens within a larger
physical content window.
The biggest behavioral change here is with the coordinate
system mapping:
Previously, mouse offsets were converted by mapping the whole
space within the window as input to the virtual game screen
without maintaining aspect ratio. This was done to prevent
'stickiness' when the mouse cursor was within the window but
outside of the virtual game screen, but it caused noticeable
distortion of mouse movement speed on the axis with blank
space.
Instead of introducing mouse speed distortion to prevent
stickiness, this patch changes coordinate transformation to
show the system cursor when the mouse moves outside of the virtual
game screen when mouse grab is off, or by holding the mouse inside
the virtual game screen (instead of the entire window) when mouse
grab is on.
This patch also improves some other properties of the
GraphicsManager/PaletteManager interfaces:
* Nullipotent operations (getWidth, getHeight, etc.) of the
PaletteManager/GraphicsManager interfaces are now const
* Methods marked `virtual` but not inherited by any subclass have
been de-virtualized
* Extra unnecessary calculations of hardware height in
SurfaceSdlGraphicsManager have been removed
* Methods have been renamed where appropriate for clarity
(setWindowSize -> handleResize, etc.)
* C++11 support improved with `override` specifier added on
overridden virtual methods in subclasses (primarily to avoid
myself accidentally creating new methods in the subclasses
by changing types/names during refactoring)
Additional refactoring can and should be done at some point to
continue to deduplicate code between the OpenGL and SDL backends.
Since the primary goal here was to improve the coordinate mapping,
full refactoring of these backends was not completed here.
2017-07-19 19:15:12 -05:00
SDL_LockSurface ( _hwScreen ) ;
2004-02-29 00:49:40 +00:00
2007-08-11 08:44:43 +00:00
srcPitch = srcSurf - > pitch ;
BACKENDS: Refactor OpenGL & SDL graphics backends
This patch refactors the OpenGL and SDL graphics backends,
primarily to unify window scaling and mouse handling, and to
fix coordinate mapping between the ScummVM window and the
virtual game screen when they have different aspect ratios.
Unified code for these two backends has been moved to a new
header-only WindowedGraphicsManager class, so named because it
contains code for managing graphics managers that interact with
a windowing system and render virtual screens within a larger
physical content window.
The biggest behavioral change here is with the coordinate
system mapping:
Previously, mouse offsets were converted by mapping the whole
space within the window as input to the virtual game screen
without maintaining aspect ratio. This was done to prevent
'stickiness' when the mouse cursor was within the window but
outside of the virtual game screen, but it caused noticeable
distortion of mouse movement speed on the axis with blank
space.
Instead of introducing mouse speed distortion to prevent
stickiness, this patch changes coordinate transformation to
show the system cursor when the mouse moves outside of the virtual
game screen when mouse grab is off, or by holding the mouse inside
the virtual game screen (instead of the entire window) when mouse
grab is on.
This patch also improves some other properties of the
GraphicsManager/PaletteManager interfaces:
* Nullipotent operations (getWidth, getHeight, etc.) of the
PaletteManager/GraphicsManager interfaces are now const
* Methods marked `virtual` but not inherited by any subclass have
been de-virtualized
* Extra unnecessary calculations of hardware height in
SurfaceSdlGraphicsManager have been removed
* Methods have been renamed where appropriate for clarity
(setWindowSize -> handleResize, etc.)
* C++11 support improved with `override` specifier added on
overridden virtual methods in subclasses (primarily to avoid
myself accidentally creating new methods in the subclasses
by changing types/names during refactoring)
Additional refactoring can and should be done at some point to
continue to deduplicate code between the OpenGL and SDL backends.
Since the primary goal here was to improve the coordinate mapping,
full refactoring of these backends was not completed here.
2017-07-19 19:15:12 -05:00
dstPitch = _hwScreen - > pitch ;
2004-02-29 00:49:40 +00:00
2007-08-11 08:44:43 +00:00
for ( r = _dirtyRectList ; r ! = lastRect ; + + r ) {
2019-11-16 23:41:07 -08:00
int dst_x = r - > x + _currentShakeXOffset ;
2019-11-15 01:38:21 -08:00
int dst_y = r - > y + _currentShakeYOffset ;
2019-11-16 23:41:07 -08:00
int dst_w = 0 ;
2017-11-06 22:45:32 -06:00
int dst_h = 0 ;
2014-01-07 01:47:43 +01:00
# ifdef USE_SCALERS
2017-11-06 22:45:32 -06:00
int orig_dst_y = 0 ;
2014-01-07 01:47:43 +01:00
# endif
2004-02-29 00:49:40 +00:00
2019-11-16 23:41:07 -08:00
if ( dst_x < width & & dst_y < height ) {
dst_w = r - > w ;
if ( dst_w > width - dst_x )
dst_w = width - dst_x ;
2007-08-11 08:44:43 +00:00
dst_h = r - > h ;
if ( dst_h > height - dst_y )
dst_h = height - dst_y ;
2004-02-29 00:49:40 +00:00
2014-01-07 01:47:43 +01:00
# ifdef USE_SCALERS
2007-08-11 08:44:43 +00:00
orig_dst_y = dst_y ;
2014-01-07 01:47:43 +01:00
# endif
2019-11-16 23:41:07 -08:00
dst_x * = scale1 ;
dst_y * = scale1 ;
2004-02-29 00:49:40 +00:00
2009-05-01 09:09:07 +00:00
if ( _videoMode . aspectRatioCorrection & & ! _overlayVisible )
2007-08-11 08:44:43 +00:00
dst_y = real2Aspect ( dst_y ) ;
2005-03-09 23:07:32 +00:00
2007-08-11 08:44:43 +00:00
assert ( scalerProc ! = NULL ) ;
scalerProc ( ( byte * ) srcSurf - > pixels + ( r - > x * 2 + 2 ) + ( r - > y + 1 ) * srcPitch , srcPitch ,
2019-11-16 23:41:07 -08:00
( byte * ) _hwScreen - > pixels + dst_x * 2 + dst_y * dstPitch , dstPitch , dst_w , dst_h ) ;
2007-08-11 08:44:43 +00:00
}
2005-07-30 21:11:48 +00:00
2019-11-16 23:41:07 -08:00
r - > x = dst_x ;
2007-08-11 08:44:43 +00:00
r - > y = dst_y ;
2019-11-16 23:41:07 -08:00
r - > w = dst_w * scale1 ;
2007-08-11 08:44:43 +00:00
r - > h = dst_h * scale1 ;
2004-02-29 00:49:40 +00:00
2010-05-10 17:25:12 +00:00
# ifdef USE_SCALERS
2009-05-01 09:09:07 +00:00
if ( _videoMode . aspectRatioCorrection & & orig_dst_y < height & & ! _overlayVisible )
2018-10-21 18:35:40 +01:00
r - > h = stretch200To240 ( ( uint8 * ) _hwScreen - > pixels , dstPitch , r - > w , r - > h , r - > x , r - > y , orig_dst_y * scale1 , _videoMode . filtering ) ;
2005-06-21 20:39:09 +00:00
# endif
2004-02-29 00:49:40 +00:00
}
2007-08-11 08:44:43 +00:00
SDL_UnlockSurface ( srcSurf ) ;
BACKENDS: Refactor OpenGL & SDL graphics backends
This patch refactors the OpenGL and SDL graphics backends,
primarily to unify window scaling and mouse handling, and to
fix coordinate mapping between the ScummVM window and the
virtual game screen when they have different aspect ratios.
Unified code for these two backends has been moved to a new
header-only WindowedGraphicsManager class, so named because it
contains code for managing graphics managers that interact with
a windowing system and render virtual screens within a larger
physical content window.
The biggest behavioral change here is with the coordinate
system mapping:
Previously, mouse offsets were converted by mapping the whole
space within the window as input to the virtual game screen
without maintaining aspect ratio. This was done to prevent
'stickiness' when the mouse cursor was within the window but
outside of the virtual game screen, but it caused noticeable
distortion of mouse movement speed on the axis with blank
space.
Instead of introducing mouse speed distortion to prevent
stickiness, this patch changes coordinate transformation to
show the system cursor when the mouse moves outside of the virtual
game screen when mouse grab is off, or by holding the mouse inside
the virtual game screen (instead of the entire window) when mouse
grab is on.
This patch also improves some other properties of the
GraphicsManager/PaletteManager interfaces:
* Nullipotent operations (getWidth, getHeight, etc.) of the
PaletteManager/GraphicsManager interfaces are now const
* Methods marked `virtual` but not inherited by any subclass have
been de-virtualized
* Extra unnecessary calculations of hardware height in
SurfaceSdlGraphicsManager have been removed
* Methods have been renamed where appropriate for clarity
(setWindowSize -> handleResize, etc.)
* C++11 support improved with `override` specifier added on
overridden virtual methods in subclasses (primarily to avoid
myself accidentally creating new methods in the subclasses
by changing types/names during refactoring)
Additional refactoring can and should be done at some point to
continue to deduplicate code between the OpenGL and SDL backends.
Since the primary goal here was to improve the coordinate mapping,
full refactoring of these backends was not completed here.
2017-07-19 19:15:12 -05:00
SDL_UnlockSurface ( _hwScreen ) ;
2004-02-29 00:49:40 +00:00
// Readjust the dirty rect list in case we are doing a full update.
// This is necessary if shaking is active.
BACKENDS: Refactor OpenGL & SDL graphics backends
This patch refactors the OpenGL and SDL graphics backends,
primarily to unify window scaling and mouse handling, and to
fix coordinate mapping between the ScummVM window and the
virtual game screen when they have different aspect ratios.
Unified code for these two backends has been moved to a new
header-only WindowedGraphicsManager class, so named because it
contains code for managing graphics managers that interact with
a windowing system and render virtual screens within a larger
physical content window.
The biggest behavioral change here is with the coordinate
system mapping:
Previously, mouse offsets were converted by mapping the whole
space within the window as input to the virtual game screen
without maintaining aspect ratio. This was done to prevent
'stickiness' when the mouse cursor was within the window but
outside of the virtual game screen, but it caused noticeable
distortion of mouse movement speed on the axis with blank
space.
Instead of introducing mouse speed distortion to prevent
stickiness, this patch changes coordinate transformation to
show the system cursor when the mouse moves outside of the virtual
game screen when mouse grab is off, or by holding the mouse inside
the virtual game screen (instead of the entire window) when mouse
grab is on.
This patch also improves some other properties of the
GraphicsManager/PaletteManager interfaces:
* Nullipotent operations (getWidth, getHeight, etc.) of the
PaletteManager/GraphicsManager interfaces are now const
* Methods marked `virtual` but not inherited by any subclass have
been de-virtualized
* Extra unnecessary calculations of hardware height in
SurfaceSdlGraphicsManager have been removed
* Methods have been renamed where appropriate for clarity
(setWindowSize -> handleResize, etc.)
* C++11 support improved with `override` specifier added on
overridden virtual methods in subclasses (primarily to avoid
myself accidentally creating new methods in the subclasses
by changing types/names during refactoring)
Additional refactoring can and should be done at some point to
continue to deduplicate code between the OpenGL and SDL backends.
Since the primary goal here was to improve the coordinate mapping,
full refactoring of these backends was not completed here.
2017-07-19 19:15:12 -05:00
if ( _forceRedraw ) {
2019-11-16 23:41:07 -08:00
_dirtyRectList [ 0 ] . x = 0 ;
2004-12-01 21:16:55 +00:00
_dirtyRectList [ 0 ] . y = 0 ;
2019-11-16 23:41:07 -08:00
_dirtyRectList [ 0 ] . w = _videoMode . hardwareWidth ;
BACKENDS: Refactor OpenGL & SDL graphics backends
This patch refactors the OpenGL and SDL graphics backends,
primarily to unify window scaling and mouse handling, and to
fix coordinate mapping between the ScummVM window and the
virtual game screen when they have different aspect ratios.
Unified code for these two backends has been moved to a new
header-only WindowedGraphicsManager class, so named because it
contains code for managing graphics managers that interact with
a windowing system and render virtual screens within a larger
physical content window.
The biggest behavioral change here is with the coordinate
system mapping:
Previously, mouse offsets were converted by mapping the whole
space within the window as input to the virtual game screen
without maintaining aspect ratio. This was done to prevent
'stickiness' when the mouse cursor was within the window but
outside of the virtual game screen, but it caused noticeable
distortion of mouse movement speed on the axis with blank
space.
Instead of introducing mouse speed distortion to prevent
stickiness, this patch changes coordinate transformation to
show the system cursor when the mouse moves outside of the virtual
game screen when mouse grab is off, or by holding the mouse inside
the virtual game screen (instead of the entire window) when mouse
grab is on.
This patch also improves some other properties of the
GraphicsManager/PaletteManager interfaces:
* Nullipotent operations (getWidth, getHeight, etc.) of the
PaletteManager/GraphicsManager interfaces are now const
* Methods marked `virtual` but not inherited by any subclass have
been de-virtualized
* Extra unnecessary calculations of hardware height in
SurfaceSdlGraphicsManager have been removed
* Methods have been renamed where appropriate for clarity
(setWindowSize -> handleResize, etc.)
* C++11 support improved with `override` specifier added on
overridden virtual methods in subclasses (primarily to avoid
myself accidentally creating new methods in the subclasses
by changing types/names during refactoring)
Additional refactoring can and should be done at some point to
continue to deduplicate code between the OpenGL and SDL backends.
Since the primary goal here was to improve the coordinate mapping,
full refactoring of these backends was not completed here.
2017-07-19 19:15:12 -05:00
_dirtyRectList [ 0 ] . h = _videoMode . hardwareHeight ;
2004-02-29 00:49:40 +00:00
}
2005-02-17 23:01:00 +00:00
drawMouse ( ) ;
2004-03-13 14:19:15 +00:00
# ifdef USE_OSD
2016-09-13 20:33:42 +02:00
drawOSD ( ) ;
2004-03-13 14:19:15 +00:00
# endif
2011-02-24 01:11:16 +01:00
# ifdef USE_SDL_DEBUG_FOCUSRECT
// We draw the focus rectangle on top of everything, to assure it's easily visible.
// Of course when the overlay is visible we do not show it, since it is only for game
// specific focus.
if ( _enableFocusRect & & ! _overlayVisible ) {
2019-11-16 23:41:07 -08:00
int x = _focusRect . left + _currentShakeXOffset ;
2019-11-15 01:38:21 -08:00
int y = _focusRect . top + _currentShakeYOffset ;
2011-02-24 01:11:16 +01:00
2019-11-16 23:41:07 -08:00
if ( x < width & & y < height ) {
int w = _focusRect . width ( ) ;
if ( w > width - x )
w = width - x ;
int h = _focusRect . height ( ) ;
2011-02-24 01:11:16 +01:00
if ( h > height - y )
h = height - y ;
2019-11-16 23:41:07 -08:00
x * = scale1 ;
2011-02-24 01:11:16 +01:00
y * = scale1 ;
2019-11-16 23:41:07 -08:00
w * = scale1 ;
h * = scale1 ;
2011-02-24 01:11:16 +01:00
if ( _videoMode . aspectRatioCorrection & & ! _overlayVisible )
y = real2Aspect ( y ) ;
if ( h > 0 & & w > 0 ) {
BACKENDS: Refactor OpenGL & SDL graphics backends
This patch refactors the OpenGL and SDL graphics backends,
primarily to unify window scaling and mouse handling, and to
fix coordinate mapping between the ScummVM window and the
virtual game screen when they have different aspect ratios.
Unified code for these two backends has been moved to a new
header-only WindowedGraphicsManager class, so named because it
contains code for managing graphics managers that interact with
a windowing system and render virtual screens within a larger
physical content window.
The biggest behavioral change here is with the coordinate
system mapping:
Previously, mouse offsets were converted by mapping the whole
space within the window as input to the virtual game screen
without maintaining aspect ratio. This was done to prevent
'stickiness' when the mouse cursor was within the window but
outside of the virtual game screen, but it caused noticeable
distortion of mouse movement speed on the axis with blank
space.
Instead of introducing mouse speed distortion to prevent
stickiness, this patch changes coordinate transformation to
show the system cursor when the mouse moves outside of the virtual
game screen when mouse grab is off, or by holding the mouse inside
the virtual game screen (instead of the entire window) when mouse
grab is on.
This patch also improves some other properties of the
GraphicsManager/PaletteManager interfaces:
* Nullipotent operations (getWidth, getHeight, etc.) of the
PaletteManager/GraphicsManager interfaces are now const
* Methods marked `virtual` but not inherited by any subclass have
been de-virtualized
* Extra unnecessary calculations of hardware height in
SurfaceSdlGraphicsManager have been removed
* Methods have been renamed where appropriate for clarity
(setWindowSize -> handleResize, etc.)
* C++11 support improved with `override` specifier added on
overridden virtual methods in subclasses (primarily to avoid
myself accidentally creating new methods in the subclasses
by changing types/names during refactoring)
Additional refactoring can and should be done at some point to
continue to deduplicate code between the OpenGL and SDL backends.
Since the primary goal here was to improve the coordinate mapping,
full refactoring of these backends was not completed here.
2017-07-19 19:15:12 -05:00
SDL_LockSurface ( _hwScreen ) ;
2011-02-24 01:11:16 +01:00
// Use white as color for now.
BACKENDS: Refactor OpenGL & SDL graphics backends
This patch refactors the OpenGL and SDL graphics backends,
primarily to unify window scaling and mouse handling, and to
fix coordinate mapping between the ScummVM window and the
virtual game screen when they have different aspect ratios.
Unified code for these two backends has been moved to a new
header-only WindowedGraphicsManager class, so named because it
contains code for managing graphics managers that interact with
a windowing system and render virtual screens within a larger
physical content window.
The biggest behavioral change here is with the coordinate
system mapping:
Previously, mouse offsets were converted by mapping the whole
space within the window as input to the virtual game screen
without maintaining aspect ratio. This was done to prevent
'stickiness' when the mouse cursor was within the window but
outside of the virtual game screen, but it caused noticeable
distortion of mouse movement speed on the axis with blank
space.
Instead of introducing mouse speed distortion to prevent
stickiness, this patch changes coordinate transformation to
show the system cursor when the mouse moves outside of the virtual
game screen when mouse grab is off, or by holding the mouse inside
the virtual game screen (instead of the entire window) when mouse
grab is on.
This patch also improves some other properties of the
GraphicsManager/PaletteManager interfaces:
* Nullipotent operations (getWidth, getHeight, etc.) of the
PaletteManager/GraphicsManager interfaces are now const
* Methods marked `virtual` but not inherited by any subclass have
been de-virtualized
* Extra unnecessary calculations of hardware height in
SurfaceSdlGraphicsManager have been removed
* Methods have been renamed where appropriate for clarity
(setWindowSize -> handleResize, etc.)
* C++11 support improved with `override` specifier added on
overridden virtual methods in subclasses (primarily to avoid
myself accidentally creating new methods in the subclasses
by changing types/names during refactoring)
Additional refactoring can and should be done at some point to
continue to deduplicate code between the OpenGL and SDL backends.
Since the primary goal here was to improve the coordinate mapping,
full refactoring of these backends was not completed here.
2017-07-19 19:15:12 -05:00
Uint32 rectColor = SDL_MapRGB ( _hwScreen - > format , 0xFF , 0xFF , 0xFF ) ;
2011-02-24 01:11:16 +01:00
// First draw the top and bottom lines
// then draw the left and right lines
BACKENDS: Refactor OpenGL & SDL graphics backends
This patch refactors the OpenGL and SDL graphics backends,
primarily to unify window scaling and mouse handling, and to
fix coordinate mapping between the ScummVM window and the
virtual game screen when they have different aspect ratios.
Unified code for these two backends has been moved to a new
header-only WindowedGraphicsManager class, so named because it
contains code for managing graphics managers that interact with
a windowing system and render virtual screens within a larger
physical content window.
The biggest behavioral change here is with the coordinate
system mapping:
Previously, mouse offsets were converted by mapping the whole
space within the window as input to the virtual game screen
without maintaining aspect ratio. This was done to prevent
'stickiness' when the mouse cursor was within the window but
outside of the virtual game screen, but it caused noticeable
distortion of mouse movement speed on the axis with blank
space.
Instead of introducing mouse speed distortion to prevent
stickiness, this patch changes coordinate transformation to
show the system cursor when the mouse moves outside of the virtual
game screen when mouse grab is off, or by holding the mouse inside
the virtual game screen (instead of the entire window) when mouse
grab is on.
This patch also improves some other properties of the
GraphicsManager/PaletteManager interfaces:
* Nullipotent operations (getWidth, getHeight, etc.) of the
PaletteManager/GraphicsManager interfaces are now const
* Methods marked `virtual` but not inherited by any subclass have
been de-virtualized
* Extra unnecessary calculations of hardware height in
SurfaceSdlGraphicsManager have been removed
* Methods have been renamed where appropriate for clarity
(setWindowSize -> handleResize, etc.)
* C++11 support improved with `override` specifier added on
overridden virtual methods in subclasses (primarily to avoid
myself accidentally creating new methods in the subclasses
by changing types/names during refactoring)
Additional refactoring can and should be done at some point to
continue to deduplicate code between the OpenGL and SDL backends.
Since the primary goal here was to improve the coordinate mapping,
full refactoring of these backends was not completed here.
2017-07-19 19:15:12 -05:00
if ( _hwScreen - > format - > BytesPerPixel = = 2 ) {
uint16 * top = ( uint16 * ) ( ( byte * ) _hwScreen - > pixels + y * _hwScreen - > pitch + x * 2 ) ;
uint16 * bottom = ( uint16 * ) ( ( byte * ) _hwScreen - > pixels + ( y + h ) * _hwScreen - > pitch + x * 2 ) ;
byte * left = ( ( byte * ) _hwScreen - > pixels + y * _hwScreen - > pitch + x * 2 ) ;
byte * right = ( ( byte * ) _hwScreen - > pixels + y * _hwScreen - > pitch + ( x + w - 1 ) * 2 ) ;
2011-02-24 01:11:16 +01:00
while ( w - - ) {
* top + + = rectColor ;
* bottom + + = rectColor ;
}
while ( h - - ) {
* ( uint16 * ) left = rectColor ;
* ( uint16 * ) right = rectColor ;
BACKENDS: Refactor OpenGL & SDL graphics backends
This patch refactors the OpenGL and SDL graphics backends,
primarily to unify window scaling and mouse handling, and to
fix coordinate mapping between the ScummVM window and the
virtual game screen when they have different aspect ratios.
Unified code for these two backends has been moved to a new
header-only WindowedGraphicsManager class, so named because it
contains code for managing graphics managers that interact with
a windowing system and render virtual screens within a larger
physical content window.
The biggest behavioral change here is with the coordinate
system mapping:
Previously, mouse offsets were converted by mapping the whole
space within the window as input to the virtual game screen
without maintaining aspect ratio. This was done to prevent
'stickiness' when the mouse cursor was within the window but
outside of the virtual game screen, but it caused noticeable
distortion of mouse movement speed on the axis with blank
space.
Instead of introducing mouse speed distortion to prevent
stickiness, this patch changes coordinate transformation to
show the system cursor when the mouse moves outside of the virtual
game screen when mouse grab is off, or by holding the mouse inside
the virtual game screen (instead of the entire window) when mouse
grab is on.
This patch also improves some other properties of the
GraphicsManager/PaletteManager interfaces:
* Nullipotent operations (getWidth, getHeight, etc.) of the
PaletteManager/GraphicsManager interfaces are now const
* Methods marked `virtual` but not inherited by any subclass have
been de-virtualized
* Extra unnecessary calculations of hardware height in
SurfaceSdlGraphicsManager have been removed
* Methods have been renamed where appropriate for clarity
(setWindowSize -> handleResize, etc.)
* C++11 support improved with `override` specifier added on
overridden virtual methods in subclasses (primarily to avoid
myself accidentally creating new methods in the subclasses
by changing types/names during refactoring)
Additional refactoring can and should be done at some point to
continue to deduplicate code between the OpenGL and SDL backends.
Since the primary goal here was to improve the coordinate mapping,
full refactoring of these backends was not completed here.
2017-07-19 19:15:12 -05:00
left + = _hwScreen - > pitch ;
right + = _hwScreen - > pitch ;
2011-02-24 01:11:16 +01:00
}
BACKENDS: Refactor OpenGL & SDL graphics backends
This patch refactors the OpenGL and SDL graphics backends,
primarily to unify window scaling and mouse handling, and to
fix coordinate mapping between the ScummVM window and the
virtual game screen when they have different aspect ratios.
Unified code for these two backends has been moved to a new
header-only WindowedGraphicsManager class, so named because it
contains code for managing graphics managers that interact with
a windowing system and render virtual screens within a larger
physical content window.
The biggest behavioral change here is with the coordinate
system mapping:
Previously, mouse offsets were converted by mapping the whole
space within the window as input to the virtual game screen
without maintaining aspect ratio. This was done to prevent
'stickiness' when the mouse cursor was within the window but
outside of the virtual game screen, but it caused noticeable
distortion of mouse movement speed on the axis with blank
space.
Instead of introducing mouse speed distortion to prevent
stickiness, this patch changes coordinate transformation to
show the system cursor when the mouse moves outside of the virtual
game screen when mouse grab is off, or by holding the mouse inside
the virtual game screen (instead of the entire window) when mouse
grab is on.
This patch also improves some other properties of the
GraphicsManager/PaletteManager interfaces:
* Nullipotent operations (getWidth, getHeight, etc.) of the
PaletteManager/GraphicsManager interfaces are now const
* Methods marked `virtual` but not inherited by any subclass have
been de-virtualized
* Extra unnecessary calculations of hardware height in
SurfaceSdlGraphicsManager have been removed
* Methods have been renamed where appropriate for clarity
(setWindowSize -> handleResize, etc.)
* C++11 support improved with `override` specifier added on
overridden virtual methods in subclasses (primarily to avoid
myself accidentally creating new methods in the subclasses
by changing types/names during refactoring)
Additional refactoring can and should be done at some point to
continue to deduplicate code between the OpenGL and SDL backends.
Since the primary goal here was to improve the coordinate mapping,
full refactoring of these backends was not completed here.
2017-07-19 19:15:12 -05:00
} else if ( _hwScreen - > format - > BytesPerPixel = = 4 ) {
uint32 * top = ( uint32 * ) ( ( byte * ) _hwScreen - > pixels + y * _hwScreen - > pitch + x * 4 ) ;
uint32 * bottom = ( uint32 * ) ( ( byte * ) _hwScreen - > pixels + ( y + h ) * _hwScreen - > pitch + x * 4 ) ;
byte * left = ( ( byte * ) _hwScreen - > pixels + y * _hwScreen - > pitch + x * 4 ) ;
byte * right = ( ( byte * ) _hwScreen - > pixels + y * _hwScreen - > pitch + ( x + w - 1 ) * 4 ) ;
2011-02-24 01:11:16 +01:00
while ( w - - ) {
* top + + = rectColor ;
* bottom + + = rectColor ;
}
while ( h - - ) {
* ( uint32 * ) left = rectColor ;
* ( uint32 * ) right = rectColor ;
BACKENDS: Refactor OpenGL & SDL graphics backends
This patch refactors the OpenGL and SDL graphics backends,
primarily to unify window scaling and mouse handling, and to
fix coordinate mapping between the ScummVM window and the
virtual game screen when they have different aspect ratios.
Unified code for these two backends has been moved to a new
header-only WindowedGraphicsManager class, so named because it
contains code for managing graphics managers that interact with
a windowing system and render virtual screens within a larger
physical content window.
The biggest behavioral change here is with the coordinate
system mapping:
Previously, mouse offsets were converted by mapping the whole
space within the window as input to the virtual game screen
without maintaining aspect ratio. This was done to prevent
'stickiness' when the mouse cursor was within the window but
outside of the virtual game screen, but it caused noticeable
distortion of mouse movement speed on the axis with blank
space.
Instead of introducing mouse speed distortion to prevent
stickiness, this patch changes coordinate transformation to
show the system cursor when the mouse moves outside of the virtual
game screen when mouse grab is off, or by holding the mouse inside
the virtual game screen (instead of the entire window) when mouse
grab is on.
This patch also improves some other properties of the
GraphicsManager/PaletteManager interfaces:
* Nullipotent operations (getWidth, getHeight, etc.) of the
PaletteManager/GraphicsManager interfaces are now const
* Methods marked `virtual` but not inherited by any subclass have
been de-virtualized
* Extra unnecessary calculations of hardware height in
SurfaceSdlGraphicsManager have been removed
* Methods have been renamed where appropriate for clarity
(setWindowSize -> handleResize, etc.)
* C++11 support improved with `override` specifier added on
overridden virtual methods in subclasses (primarily to avoid
myself accidentally creating new methods in the subclasses
by changing types/names during refactoring)
Additional refactoring can and should be done at some point to
continue to deduplicate code between the OpenGL and SDL backends.
Since the primary goal here was to improve the coordinate mapping,
full refactoring of these backends was not completed here.
2017-07-19 19:15:12 -05:00
left + = _hwScreen - > pitch ;
right + = _hwScreen - > pitch ;
2011-02-24 01:11:16 +01:00
}
}
BACKENDS: Refactor OpenGL & SDL graphics backends
This patch refactors the OpenGL and SDL graphics backends,
primarily to unify window scaling and mouse handling, and to
fix coordinate mapping between the ScummVM window and the
virtual game screen when they have different aspect ratios.
Unified code for these two backends has been moved to a new
header-only WindowedGraphicsManager class, so named because it
contains code for managing graphics managers that interact with
a windowing system and render virtual screens within a larger
physical content window.
The biggest behavioral change here is with the coordinate
system mapping:
Previously, mouse offsets were converted by mapping the whole
space within the window as input to the virtual game screen
without maintaining aspect ratio. This was done to prevent
'stickiness' when the mouse cursor was within the window but
outside of the virtual game screen, but it caused noticeable
distortion of mouse movement speed on the axis with blank
space.
Instead of introducing mouse speed distortion to prevent
stickiness, this patch changes coordinate transformation to
show the system cursor when the mouse moves outside of the virtual
game screen when mouse grab is off, or by holding the mouse inside
the virtual game screen (instead of the entire window) when mouse
grab is on.
This patch also improves some other properties of the
GraphicsManager/PaletteManager interfaces:
* Nullipotent operations (getWidth, getHeight, etc.) of the
PaletteManager/GraphicsManager interfaces are now const
* Methods marked `virtual` but not inherited by any subclass have
been de-virtualized
* Extra unnecessary calculations of hardware height in
SurfaceSdlGraphicsManager have been removed
* Methods have been renamed where appropriate for clarity
(setWindowSize -> handleResize, etc.)
* C++11 support improved with `override` specifier added on
overridden virtual methods in subclasses (primarily to avoid
myself accidentally creating new methods in the subclasses
by changing types/names during refactoring)
Additional refactoring can and should be done at some point to
continue to deduplicate code between the OpenGL and SDL backends.
Since the primary goal here was to improve the coordinate mapping,
full refactoring of these backends was not completed here.
2017-07-19 19:15:12 -05:00
SDL_UnlockSurface ( _hwScreen ) ;
2011-02-24 01:11:16 +01:00
}
}
}
# endif
2004-02-29 00:49:40 +00:00
// Finally, blit all our changes to the screen
2013-05-17 00:18:09 +03:00
if ( ! _displayDisabled ) {
BACKENDS: Refactor OpenGL & SDL graphics backends
This patch refactors the OpenGL and SDL graphics backends,
primarily to unify window scaling and mouse handling, and to
fix coordinate mapping between the ScummVM window and the
virtual game screen when they have different aspect ratios.
Unified code for these two backends has been moved to a new
header-only WindowedGraphicsManager class, so named because it
contains code for managing graphics managers that interact with
a windowing system and render virtual screens within a larger
physical content window.
The biggest behavioral change here is with the coordinate
system mapping:
Previously, mouse offsets were converted by mapping the whole
space within the window as input to the virtual game screen
without maintaining aspect ratio. This was done to prevent
'stickiness' when the mouse cursor was within the window but
outside of the virtual game screen, but it caused noticeable
distortion of mouse movement speed on the axis with blank
space.
Instead of introducing mouse speed distortion to prevent
stickiness, this patch changes coordinate transformation to
show the system cursor when the mouse moves outside of the virtual
game screen when mouse grab is off, or by holding the mouse inside
the virtual game screen (instead of the entire window) when mouse
grab is on.
This patch also improves some other properties of the
GraphicsManager/PaletteManager interfaces:
* Nullipotent operations (getWidth, getHeight, etc.) of the
PaletteManager/GraphicsManager interfaces are now const
* Methods marked `virtual` but not inherited by any subclass have
been de-virtualized
* Extra unnecessary calculations of hardware height in
SurfaceSdlGraphicsManager have been removed
* Methods have been renamed where appropriate for clarity
(setWindowSize -> handleResize, etc.)
* C++11 support improved with `override` specifier added on
overridden virtual methods in subclasses (primarily to avoid
myself accidentally creating new methods in the subclasses
by changing types/names during refactoring)
Additional refactoring can and should be done at some point to
continue to deduplicate code between the OpenGL and SDL backends.
Since the primary goal here was to improve the coordinate mapping,
full refactoring of these backends was not completed here.
2017-07-19 19:15:12 -05:00
SDL_UpdateRects ( _hwScreen , _numDirtyRects , _dirtyRectList ) ;
2013-05-17 00:18:09 +03:00
}
2004-02-29 00:49:40 +00:00
}
2004-12-01 21:16:55 +00:00
_numDirtyRects = 0 ;
BACKENDS: Refactor OpenGL & SDL graphics backends
This patch refactors the OpenGL and SDL graphics backends,
primarily to unify window scaling and mouse handling, and to
fix coordinate mapping between the ScummVM window and the
virtual game screen when they have different aspect ratios.
Unified code for these two backends has been moved to a new
header-only WindowedGraphicsManager class, so named because it
contains code for managing graphics managers that interact with
a windowing system and render virtual screens within a larger
physical content window.
The biggest behavioral change here is with the coordinate
system mapping:
Previously, mouse offsets were converted by mapping the whole
space within the window as input to the virtual game screen
without maintaining aspect ratio. This was done to prevent
'stickiness' when the mouse cursor was within the window but
outside of the virtual game screen, but it caused noticeable
distortion of mouse movement speed on the axis with blank
space.
Instead of introducing mouse speed distortion to prevent
stickiness, this patch changes coordinate transformation to
show the system cursor when the mouse moves outside of the virtual
game screen when mouse grab is off, or by holding the mouse inside
the virtual game screen (instead of the entire window) when mouse
grab is on.
This patch also improves some other properties of the
GraphicsManager/PaletteManager interfaces:
* Nullipotent operations (getWidth, getHeight, etc.) of the
PaletteManager/GraphicsManager interfaces are now const
* Methods marked `virtual` but not inherited by any subclass have
been de-virtualized
* Extra unnecessary calculations of hardware height in
SurfaceSdlGraphicsManager have been removed
* Methods have been renamed where appropriate for clarity
(setWindowSize -> handleResize, etc.)
* C++11 support improved with `override` specifier added on
overridden virtual methods in subclasses (primarily to avoid
myself accidentally creating new methods in the subclasses
by changing types/names during refactoring)
Additional refactoring can and should be done at some point to
continue to deduplicate code between the OpenGL and SDL backends.
Since the primary goal here was to improve the coordinate mapping,
full refactoring of these backends was not completed here.
2017-07-19 19:15:12 -05:00
_forceRedraw = false ;
_cursorNeedsRedraw = false ;
2004-02-29 00:49:40 +00:00
}
2019-03-10 16:25:25 +00:00
bool SurfaceSdlGraphicsManager : : saveScreenshot ( const Common : : String & filename ) const {
BACKENDS: Refactor OpenGL & SDL graphics backends
This patch refactors the OpenGL and SDL graphics backends,
primarily to unify window scaling and mouse handling, and to
fix coordinate mapping between the ScummVM window and the
virtual game screen when they have different aspect ratios.
Unified code for these two backends has been moved to a new
header-only WindowedGraphicsManager class, so named because it
contains code for managing graphics managers that interact with
a windowing system and render virtual screens within a larger
physical content window.
The biggest behavioral change here is with the coordinate
system mapping:
Previously, mouse offsets were converted by mapping the whole
space within the window as input to the virtual game screen
without maintaining aspect ratio. This was done to prevent
'stickiness' when the mouse cursor was within the window but
outside of the virtual game screen, but it caused noticeable
distortion of mouse movement speed on the axis with blank
space.
Instead of introducing mouse speed distortion to prevent
stickiness, this patch changes coordinate transformation to
show the system cursor when the mouse moves outside of the virtual
game screen when mouse grab is off, or by holding the mouse inside
the virtual game screen (instead of the entire window) when mouse
grab is on.
This patch also improves some other properties of the
GraphicsManager/PaletteManager interfaces:
* Nullipotent operations (getWidth, getHeight, etc.) of the
PaletteManager/GraphicsManager interfaces are now const
* Methods marked `virtual` but not inherited by any subclass have
been de-virtualized
* Extra unnecessary calculations of hardware height in
SurfaceSdlGraphicsManager have been removed
* Methods have been renamed where appropriate for clarity
(setWindowSize -> handleResize, etc.)
* C++11 support improved with `override` specifier added on
overridden virtual methods in subclasses (primarily to avoid
myself accidentally creating new methods in the subclasses
by changing types/names during refactoring)
Additional refactoring can and should be done at some point to
continue to deduplicate code between the OpenGL and SDL backends.
Since the primary goal here was to improve the coordinate mapping,
full refactoring of these backends was not completed here.
2017-07-19 19:15:12 -05:00
assert ( _hwScreen ! = NULL ) ;
2004-02-29 00:49:40 +00:00
2017-05-12 12:44:44 -05:00
Common : : StackLock lock ( _graphicsMutex ) ;
# ifdef USE_PNG
Common : : DumpFile out ;
if ( ! out . open ( filename ) ) {
return false ;
}
# if SDL_VERSION_ATLEAST(2, 0, 0)
BACKENDS: Refactor OpenGL & SDL graphics backends
This patch refactors the OpenGL and SDL graphics backends,
primarily to unify window scaling and mouse handling, and to
fix coordinate mapping between the ScummVM window and the
virtual game screen when they have different aspect ratios.
Unified code for these two backends has been moved to a new
header-only WindowedGraphicsManager class, so named because it
contains code for managing graphics managers that interact with
a windowing system and render virtual screens within a larger
physical content window.
The biggest behavioral change here is with the coordinate
system mapping:
Previously, mouse offsets were converted by mapping the whole
space within the window as input to the virtual game screen
without maintaining aspect ratio. This was done to prevent
'stickiness' when the mouse cursor was within the window but
outside of the virtual game screen, but it caused noticeable
distortion of mouse movement speed on the axis with blank
space.
Instead of introducing mouse speed distortion to prevent
stickiness, this patch changes coordinate transformation to
show the system cursor when the mouse moves outside of the virtual
game screen when mouse grab is off, or by holding the mouse inside
the virtual game screen (instead of the entire window) when mouse
grab is on.
This patch also improves some other properties of the
GraphicsManager/PaletteManager interfaces:
* Nullipotent operations (getWidth, getHeight, etc.) of the
PaletteManager/GraphicsManager interfaces are now const
* Methods marked `virtual` but not inherited by any subclass have
been de-virtualized
* Extra unnecessary calculations of hardware height in
SurfaceSdlGraphicsManager have been removed
* Methods have been renamed where appropriate for clarity
(setWindowSize -> handleResize, etc.)
* C++11 support improved with `override` specifier added on
overridden virtual methods in subclasses (primarily to avoid
myself accidentally creating new methods in the subclasses
by changing types/names during refactoring)
Additional refactoring can and should be done at some point to
continue to deduplicate code between the OpenGL and SDL backends.
Since the primary goal here was to improve the coordinate mapping,
full refactoring of these backends was not completed here.
2017-07-19 19:15:12 -05:00
SDL_Surface * rgbScreen = SDL_ConvertSurfaceFormat ( _hwScreen , SDL_PIXELFORMAT_RGB24 , 0 ) ;
2017-05-12 12:44:44 -05:00
# else
// This block of code was taken mostly as-is from SDL 1.2's SDL_SaveBMP_RW
SDL_Surface * rgbScreen = SDL_CreateRGBSurface ( SDL_SWSURFACE ,
BACKENDS: Refactor OpenGL & SDL graphics backends
This patch refactors the OpenGL and SDL graphics backends,
primarily to unify window scaling and mouse handling, and to
fix coordinate mapping between the ScummVM window and the
virtual game screen when they have different aspect ratios.
Unified code for these two backends has been moved to a new
header-only WindowedGraphicsManager class, so named because it
contains code for managing graphics managers that interact with
a windowing system and render virtual screens within a larger
physical content window.
The biggest behavioral change here is with the coordinate
system mapping:
Previously, mouse offsets were converted by mapping the whole
space within the window as input to the virtual game screen
without maintaining aspect ratio. This was done to prevent
'stickiness' when the mouse cursor was within the window but
outside of the virtual game screen, but it caused noticeable
distortion of mouse movement speed on the axis with blank
space.
Instead of introducing mouse speed distortion to prevent
stickiness, this patch changes coordinate transformation to
show the system cursor when the mouse moves outside of the virtual
game screen when mouse grab is off, or by holding the mouse inside
the virtual game screen (instead of the entire window) when mouse
grab is on.
This patch also improves some other properties of the
GraphicsManager/PaletteManager interfaces:
* Nullipotent operations (getWidth, getHeight, etc.) of the
PaletteManager/GraphicsManager interfaces are now const
* Methods marked `virtual` but not inherited by any subclass have
been de-virtualized
* Extra unnecessary calculations of hardware height in
SurfaceSdlGraphicsManager have been removed
* Methods have been renamed where appropriate for clarity
(setWindowSize -> handleResize, etc.)
* C++11 support improved with `override` specifier added on
overridden virtual methods in subclasses (primarily to avoid
myself accidentally creating new methods in the subclasses
by changing types/names during refactoring)
Additional refactoring can and should be done at some point to
continue to deduplicate code between the OpenGL and SDL backends.
Since the primary goal here was to improve the coordinate mapping,
full refactoring of these backends was not completed here.
2017-07-19 19:15:12 -05:00
_hwScreen - > w ,
_hwScreen - > h ,
2017-05-12 12:44:44 -05:00
24 ,
# ifdef SCUMM_LITTLE_ENDIAN
0x0000FF , 0x00FF00 , 0xFF0000 ,
# else
0xFF0000 , 0x00FF00 , 0x0000FF ,
# endif
0 ) ;
if ( rgbScreen = = nullptr ) {
warning ( " Could not create RGB24 surface " ) ;
return false ;
}
SDL_Rect bounds ;
bounds . x = bounds . y = 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
bounds . w = _hwScreen - > w ;
bounds . h = _hwScreen - > h ;
if ( SDL_LowerBlit ( _hwScreen , & bounds , rgbScreen , & bounds ) < 0 ) {
2017-05-12 12:44:44 -05:00
SDL_FreeSurface ( rgbScreen ) ;
rgbScreen = nullptr ;
}
# endif
if ( rgbScreen = = nullptr ) {
warning ( " Could not convert hardware surface to RGB24 " ) ;
return false ;
}
int result = SDL_LockSurface ( rgbScreen ) ;
if ( result < 0 ) {
warning ( " Could not lock RGB surface " ) ;
SDL_FreeSurface ( rgbScreen ) ;
return false ;
}
2019-03-01 18:43:17 +00:00
# ifdef SCUMM_LITTLE_ENDIAN
const Graphics : : PixelFormat format ( 3 , 8 , 8 , 8 , 0 , 0 , 8 , 16 , 0 ) ;
# else
2017-05-12 12:44:44 -05:00
const Graphics : : PixelFormat format ( 3 , 8 , 8 , 8 , 0 , 16 , 8 , 0 , 0 ) ;
2019-03-01 18:43:17 +00:00
# endif
2017-05-12 12:44:44 -05:00
Graphics : : Surface data ;
data . init ( rgbScreen - > w , rgbScreen - > h , rgbScreen - > pitch , rgbScreen - > pixels , format ) ;
const bool success = Image : : writePNG ( out , data ) ;
SDL_UnlockSurface ( rgbScreen ) ;
SDL_FreeSurface ( rgbScreen ) ;
return success ;
# else
2019-03-10 16:25:25 +00:00
return SDL_SaveBMP ( _hwScreen , filename . c_str ( ) ) = = 0 ;
2017-05-12 12:44:44 -05:00
# endif
2004-02-29 00:49:40 +00:00
}
2011-06-19 20:08:55 +02:00
void SurfaceSdlGraphicsManager : : setFullscreenMode ( bool enable ) {
2004-03-28 20:31:18 +00:00
Common : : StackLock lock ( _graphicsMutex ) ;
2009-01-01 15:06:43 +00:00
2008-11-14 22:08:10 +00:00
if ( _oldVideoMode . setup & & _oldVideoMode . fullscreen = = enable )
2008-09-22 17:33:30 +00:00
return ;
2004-03-01 01:41:22 +00:00
2008-11-14 22:08:10 +00:00
if ( _transactionMode = = kTransactionActive ) {
_videoMode . fullscreen = enable ;
2008-09-22 17:33:30 +00:00
_transactionDetails . needHotswap = true ;
2004-02-29 00:49:40 +00:00
}
}
2011-06-19 20:08:55 +02:00
void SurfaceSdlGraphicsManager : : setAspectRatioCorrection ( bool enable ) {
2008-11-14 22:08:10 +00:00
Common : : StackLock lock ( _graphicsMutex ) ;
2005-02-22 01:29:27 +00:00
2009-05-01 09:09:07 +00:00
if ( _oldVideoMode . setup & & _oldVideoMode . aspectRatioCorrection = = enable )
2008-11-14 22:08:10 +00:00
return ;
2005-07-30 21:11:48 +00:00
2008-11-14 22:08:10 +00:00
if ( _transactionMode = = kTransactionActive ) {
2009-05-01 09:09:07 +00:00
_videoMode . aspectRatioCorrection = enable ;
2008-11-14 22:08:10 +00:00
_transactionDetails . needHotswap = true ;
2004-11-23 21:30:38 +00:00
}
}
2016-10-12 22:38:07 +01:00
void SurfaceSdlGraphicsManager : : setFilteringMode ( bool enable ) {
Common : : StackLock lock ( _graphicsMutex ) ;
if ( _oldVideoMode . setup & & _oldVideoMode . filtering = = enable )
return ;
if ( _transactionMode = = kTransactionActive ) {
_videoMode . filtering = enable ;
2018-10-21 18:35:40 +01:00
# if SDL_VERSION_ATLEAST(2, 0, 0)
2016-10-13 00:19:15 +01:00
_transactionDetails . needTextureUpdate = true ;
2018-10-21 18:35:40 +01:00
# endif
2016-10-12 22:38:07 +01:00
}
}
2012-06-16 02:18:01 +02:00
void SurfaceSdlGraphicsManager : : copyRectToScreen ( const void * buf , int pitch , int x , int y , int w , int h ) {
2011-06-19 18:49:02 +02:00
assert ( _transactionMode = = kTransactionNone ) ;
2012-06-16 02:18:01 +02:00
assert ( buf ) ;
2004-11-23 21:30:38 +00:00
2006-07-23 06:50:49 +00:00
if ( _screen = = NULL ) {
2011-06-19 20:08:55 +02:00
warning ( " SurfaceSdlGraphicsManager::copyRectToScreen: _screen == NULL " ) ;
2004-02-29 00:49:40 +00:00
return ;
2006-07-23 06:50:49 +00:00
}
2004-02-29 00:49:40 +00:00
2004-03-28 20:31:18 +00:00
Common : : StackLock lock ( _graphicsMutex ) ; // Lock the mutex until this function ends
2005-07-30 21:11:48 +00:00
2008-11-14 22:08:10 +00:00
assert ( x > = 0 & & x < _videoMode . screenWidth ) ;
assert ( y > = 0 & & y < _videoMode . screenHeight ) ;
assert ( h > 0 & & y + h < = _videoMode . screenHeight ) ;
assert ( w > 0 & & x + w < = _videoMode . screenWidth ) ;
2005-11-08 22:23:09 +00:00
2010-06-02 00:52:57 +00:00
addDirtyRect ( x , y , w , h ) ;
2004-02-29 00:49:40 +00:00
// Try to lock the screen surface
if ( SDL_LockSurface ( _screen ) = = - 1 )
error ( " SDL_LockSurface failed: %s " , SDL_GetError ( ) ) ;
2011-02-24 04:24:58 +01:00
byte * dst = ( byte * ) _screen - > pixels + y * _screen - > pitch + x * _screenFormat . bytesPerPixel ;
if ( _videoMode . screenWidth = = w & & pitch = = _screen - > pitch ) {
2012-06-16 02:18:01 +02:00
memcpy ( dst , buf , h * pitch ) ;
2009-06-03 23:36:23 +00:00
} else {
2012-06-16 02:18:01 +02:00
const byte * src = ( const byte * ) buf ;
2009-06-03 23:36:23 +00:00
do {
2009-06-10 05:35:18 +00:00
memcpy ( dst , src , w * _screenFormat . bytesPerPixel ) ;
2009-06-03 23:36:23 +00:00
src + = pitch ;
2011-02-24 04:24:58 +01:00
dst + = _screen - > pitch ;
2009-06-03 23:36:23 +00:00
} while ( - - h ) ;
}
2004-02-29 00:49:40 +00:00
// Unlock the screen surface
SDL_UnlockSurface ( _screen ) ;
}
2011-06-19 20:08:55 +02:00
Graphics : : Surface * SurfaceSdlGraphicsManager : : lockScreen ( ) {
2011-06-19 18:49:02 +02:00
assert ( _transactionMode = = kTransactionNone ) ;
2005-07-30 21:11:48 +00:00
2007-06-19 22:39:59 +00:00
// Lock the graphics mutex
2010-06-05 22:45:36 +00:00
g_system - > lockMutex ( _graphicsMutex ) ;
2005-07-30 21:11:48 +00:00
2007-06-19 22:39:59 +00:00
// paranoia check
assert ( ! _screenIsLocked ) ;
_screenIsLocked = true ;
2005-07-30 21:11:48 +00:00
2005-05-08 21:39:05 +00:00
// Try to lock the screen surface
if ( SDL_LockSurface ( _screen ) = = - 1 )
error ( " SDL_LockSurface failed: %s " , SDL_GetError ( ) ) ;
2005-07-30 21:11:48 +00:00
2017-09-13 23:57:04 -05:00
_framebuffer . init ( _screen - > w , _screen - > h , _screen - > pitch , _screen - > pixels , _screenFormat ) ;
2007-06-19 22:39:59 +00:00
return & _framebuffer ;
}
2011-06-19 20:08:55 +02:00
void SurfaceSdlGraphicsManager : : unlockScreen ( ) {
2011-06-19 18:49:02 +02:00
assert ( _transactionMode = = kTransactionNone ) ;
2007-06-19 22:39:59 +00:00
// paranoia check
assert ( _screenIsLocked ) ;
_screenIsLocked = false ;
2005-07-30 21:11:48 +00:00
2005-05-08 21:39:05 +00:00
// Unlock the screen surface
SDL_UnlockSurface ( _screen ) ;
2005-07-30 21:11:48 +00:00
2007-06-19 22:39:59 +00:00
// Trigger a full screen update
BACKENDS: Refactor OpenGL & SDL graphics backends
This patch refactors the OpenGL and SDL graphics backends,
primarily to unify window scaling and mouse handling, and to
fix coordinate mapping between the ScummVM window and the
virtual game screen when they have different aspect ratios.
Unified code for these two backends has been moved to a new
header-only WindowedGraphicsManager class, so named because it
contains code for managing graphics managers that interact with
a windowing system and render virtual screens within a larger
physical content window.
The biggest behavioral change here is with the coordinate
system mapping:
Previously, mouse offsets were converted by mapping the whole
space within the window as input to the virtual game screen
without maintaining aspect ratio. This was done to prevent
'stickiness' when the mouse cursor was within the window but
outside of the virtual game screen, but it caused noticeable
distortion of mouse movement speed on the axis with blank
space.
Instead of introducing mouse speed distortion to prevent
stickiness, this patch changes coordinate transformation to
show the system cursor when the mouse moves outside of the virtual
game screen when mouse grab is off, or by holding the mouse inside
the virtual game screen (instead of the entire window) when mouse
grab is on.
This patch also improves some other properties of the
GraphicsManager/PaletteManager interfaces:
* Nullipotent operations (getWidth, getHeight, etc.) of the
PaletteManager/GraphicsManager interfaces are now const
* Methods marked `virtual` but not inherited by any subclass have
been de-virtualized
* Extra unnecessary calculations of hardware height in
SurfaceSdlGraphicsManager have been removed
* Methods have been renamed where appropriate for clarity
(setWindowSize -> handleResize, etc.)
* C++11 support improved with `override` specifier added on
overridden virtual methods in subclasses (primarily to avoid
myself accidentally creating new methods in the subclasses
by changing types/names during refactoring)
Additional refactoring can and should be done at some point to
continue to deduplicate code between the OpenGL and SDL backends.
Since the primary goal here was to improve the coordinate mapping,
full refactoring of these backends was not completed here.
2017-07-19 19:15:12 -05:00
_forceRedraw = true ;
2007-06-19 22:39:59 +00:00
// Finally unlock the graphics mutex
2010-06-05 22:45:36 +00:00
g_system - > unlockMutex ( _graphicsMutex ) ;
2005-05-08 21:39:05 +00:00
}
2004-02-29 00:49:40 +00:00
2011-06-19 20:08:55 +02:00
void SurfaceSdlGraphicsManager : : fillScreen ( uint32 col ) {
2010-06-08 23:44:05 +00:00
Graphics : : Surface * screen = lockScreen ( ) ;
2019-11-09 14:52:05 +00:00
if ( screen )
screen - > fillRect ( Common : : Rect ( screen - > w , screen - > h ) , col ) ;
2010-06-08 23:44:05 +00:00
unlockScreen ( ) ;
}
2011-06-19 20:08:55 +02:00
void SurfaceSdlGraphicsManager : : addDirtyRect ( int x , int y , int w , int h , bool realCoordinates ) {
BACKENDS: Refactor OpenGL & SDL graphics backends
This patch refactors the OpenGL and SDL graphics backends,
primarily to unify window scaling and mouse handling, and to
fix coordinate mapping between the ScummVM window and the
virtual game screen when they have different aspect ratios.
Unified code for these two backends has been moved to a new
header-only WindowedGraphicsManager class, so named because it
contains code for managing graphics managers that interact with
a windowing system and render virtual screens within a larger
physical content window.
The biggest behavioral change here is with the coordinate
system mapping:
Previously, mouse offsets were converted by mapping the whole
space within the window as input to the virtual game screen
without maintaining aspect ratio. This was done to prevent
'stickiness' when the mouse cursor was within the window but
outside of the virtual game screen, but it caused noticeable
distortion of mouse movement speed on the axis with blank
space.
Instead of introducing mouse speed distortion to prevent
stickiness, this patch changes coordinate transformation to
show the system cursor when the mouse moves outside of the virtual
game screen when mouse grab is off, or by holding the mouse inside
the virtual game screen (instead of the entire window) when mouse
grab is on.
This patch also improves some other properties of the
GraphicsManager/PaletteManager interfaces:
* Nullipotent operations (getWidth, getHeight, etc.) of the
PaletteManager/GraphicsManager interfaces are now const
* Methods marked `virtual` but not inherited by any subclass have
been de-virtualized
* Extra unnecessary calculations of hardware height in
SurfaceSdlGraphicsManager have been removed
* Methods have been renamed where appropriate for clarity
(setWindowSize -> handleResize, etc.)
* C++11 support improved with `override` specifier added on
overridden virtual methods in subclasses (primarily to avoid
myself accidentally creating new methods in the subclasses
by changing types/names during refactoring)
Additional refactoring can and should be done at some point to
continue to deduplicate code between the OpenGL and SDL backends.
Since the primary goal here was to improve the coordinate mapping,
full refactoring of these backends was not completed here.
2017-07-19 19:15:12 -05:00
if ( _forceRedraw )
2004-02-29 00:49:40 +00:00
return ;
2005-05-01 17:39:38 +00:00
if ( _numDirtyRects = = NUM_DIRTY_RECT ) {
BACKENDS: Refactor OpenGL & SDL graphics backends
This patch refactors the OpenGL and SDL graphics backends,
primarily to unify window scaling and mouse handling, and to
fix coordinate mapping between the ScummVM window and the
virtual game screen when they have different aspect ratios.
Unified code for these two backends has been moved to a new
header-only WindowedGraphicsManager class, so named because it
contains code for managing graphics managers that interact with
a windowing system and render virtual screens within a larger
physical content window.
The biggest behavioral change here is with the coordinate
system mapping:
Previously, mouse offsets were converted by mapping the whole
space within the window as input to the virtual game screen
without maintaining aspect ratio. This was done to prevent
'stickiness' when the mouse cursor was within the window but
outside of the virtual game screen, but it caused noticeable
distortion of mouse movement speed on the axis with blank
space.
Instead of introducing mouse speed distortion to prevent
stickiness, this patch changes coordinate transformation to
show the system cursor when the mouse moves outside of the virtual
game screen when mouse grab is off, or by holding the mouse inside
the virtual game screen (instead of the entire window) when mouse
grab is on.
This patch also improves some other properties of the
GraphicsManager/PaletteManager interfaces:
* Nullipotent operations (getWidth, getHeight, etc.) of the
PaletteManager/GraphicsManager interfaces are now const
* Methods marked `virtual` but not inherited by any subclass have
been de-virtualized
* Extra unnecessary calculations of hardware height in
SurfaceSdlGraphicsManager have been removed
* Methods have been renamed where appropriate for clarity
(setWindowSize -> handleResize, etc.)
* C++11 support improved with `override` specifier added on
overridden virtual methods in subclasses (primarily to avoid
myself accidentally creating new methods in the subclasses
by changing types/names during refactoring)
Additional refactoring can and should be done at some point to
continue to deduplicate code between the OpenGL and SDL backends.
Since the primary goal here was to improve the coordinate mapping,
full refactoring of these backends was not completed here.
2017-07-19 19:15:12 -05:00
_forceRedraw = true ;
2005-05-01 17:39:38 +00:00
return ;
}
2005-03-09 23:07:32 +00:00
int height , width ;
2006-05-27 12:55:28 +00:00
if ( ! _overlayVisible & & ! realCoordinates ) {
2008-11-14 22:08:10 +00:00
width = _videoMode . screenWidth ;
height = _videoMode . screenHeight ;
2005-03-09 23:07:32 +00:00
} else {
2008-11-14 22:08:10 +00:00
width = _videoMode . overlayWidth ;
height = _videoMode . overlayHeight ;
2005-03-09 23:07:32 +00:00
}
2005-02-17 23:01:00 +00:00
2005-05-01 17:39:38 +00:00
// Extend the dirty region by 1 pixel for scalers
// that "smear" the screen, e.g. 2xSAI
2007-08-11 08:44:43 +00:00
if ( ! realCoordinates ) {
2005-05-01 17:39:38 +00:00
x - - ;
y - - ;
BACKENDS: Refactor OpenGL & SDL graphics backends
This patch refactors the OpenGL and SDL graphics backends,
primarily to unify window scaling and mouse handling, and to
fix coordinate mapping between the ScummVM window and the
virtual game screen when they have different aspect ratios.
Unified code for these two backends has been moved to a new
header-only WindowedGraphicsManager class, so named because it
contains code for managing graphics managers that interact with
a windowing system and render virtual screens within a larger
physical content window.
The biggest behavioral change here is with the coordinate
system mapping:
Previously, mouse offsets were converted by mapping the whole
space within the window as input to the virtual game screen
without maintaining aspect ratio. This was done to prevent
'stickiness' when the mouse cursor was within the window but
outside of the virtual game screen, but it caused noticeable
distortion of mouse movement speed on the axis with blank
space.
Instead of introducing mouse speed distortion to prevent
stickiness, this patch changes coordinate transformation to
show the system cursor when the mouse moves outside of the virtual
game screen when mouse grab is off, or by holding the mouse inside
the virtual game screen (instead of the entire window) when mouse
grab is on.
This patch also improves some other properties of the
GraphicsManager/PaletteManager interfaces:
* Nullipotent operations (getWidth, getHeight, etc.) of the
PaletteManager/GraphicsManager interfaces are now const
* Methods marked `virtual` but not inherited by any subclass have
been de-virtualized
* Extra unnecessary calculations of hardware height in
SurfaceSdlGraphicsManager have been removed
* Methods have been renamed where appropriate for clarity
(setWindowSize -> handleResize, etc.)
* C++11 support improved with `override` specifier added on
overridden virtual methods in subclasses (primarily to avoid
myself accidentally creating new methods in the subclasses
by changing types/names during refactoring)
Additional refactoring can and should be done at some point to
continue to deduplicate code between the OpenGL and SDL backends.
Since the primary goal here was to improve the coordinate mapping,
full refactoring of these backends was not completed here.
2017-07-19 19:15:12 -05:00
w + = 2 ;
h + = 2 ;
2005-05-01 17:39:38 +00:00
}
2004-02-29 00:49:40 +00:00
2005-05-01 17:39:38 +00:00
// clip
if ( x < 0 ) {
w + = x ;
x = 0 ;
}
2004-02-29 00:49:40 +00:00
2005-05-01 17:39:38 +00:00
if ( y < 0 ) {
h + = y ;
BACKENDS: Refactor OpenGL & SDL graphics backends
This patch refactors the OpenGL and SDL graphics backends,
primarily to unify window scaling and mouse handling, and to
fix coordinate mapping between the ScummVM window and the
virtual game screen when they have different aspect ratios.
Unified code for these two backends has been moved to a new
header-only WindowedGraphicsManager class, so named because it
contains code for managing graphics managers that interact with
a windowing system and render virtual screens within a larger
physical content window.
The biggest behavioral change here is with the coordinate
system mapping:
Previously, mouse offsets were converted by mapping the whole
space within the window as input to the virtual game screen
without maintaining aspect ratio. This was done to prevent
'stickiness' when the mouse cursor was within the window but
outside of the virtual game screen, but it caused noticeable
distortion of mouse movement speed on the axis with blank
space.
Instead of introducing mouse speed distortion to prevent
stickiness, this patch changes coordinate transformation to
show the system cursor when the mouse moves outside of the virtual
game screen when mouse grab is off, or by holding the mouse inside
the virtual game screen (instead of the entire window) when mouse
grab is on.
This patch also improves some other properties of the
GraphicsManager/PaletteManager interfaces:
* Nullipotent operations (getWidth, getHeight, etc.) of the
PaletteManager/GraphicsManager interfaces are now const
* Methods marked `virtual` but not inherited by any subclass have
been de-virtualized
* Extra unnecessary calculations of hardware height in
SurfaceSdlGraphicsManager have been removed
* Methods have been renamed where appropriate for clarity
(setWindowSize -> handleResize, etc.)
* C++11 support improved with `override` specifier added on
overridden virtual methods in subclasses (primarily to avoid
myself accidentally creating new methods in the subclasses
by changing types/names during refactoring)
Additional refactoring can and should be done at some point to
continue to deduplicate code between the OpenGL and SDL backends.
Since the primary goal here was to improve the coordinate mapping,
full refactoring of these backends was not completed here.
2017-07-19 19:15:12 -05:00
y = 0 ;
2005-05-01 17:39:38 +00:00
}
2004-02-29 00:49:40 +00:00
2005-05-01 17:39:38 +00:00
if ( w > width - x ) {
w = width - x ;
}
2004-02-29 00:49:40 +00:00
2005-05-01 17:39:38 +00:00
if ( h > height - y ) {
h = height - y ;
}
2004-02-29 00:49:40 +00:00
2010-05-10 17:25:12 +00:00
# ifdef USE_SCALERS
2018-10-21 18:35:40 +01:00
if ( _videoMode . aspectRatioCorrection & & ! _overlayVisible & & ! realCoordinates )
makeRectStretchable ( x , y , w , h , _videoMode . filtering ) ;
2005-06-21 20:39:09 +00:00
# endif
2005-07-30 21:11:48 +00:00
2006-05-24 21:04:44 +00:00
if ( w = = width & & h = = height ) {
BACKENDS: Refactor OpenGL & SDL graphics backends
This patch refactors the OpenGL and SDL graphics backends,
primarily to unify window scaling and mouse handling, and to
fix coordinate mapping between the ScummVM window and the
virtual game screen when they have different aspect ratios.
Unified code for these two backends has been moved to a new
header-only WindowedGraphicsManager class, so named because it
contains code for managing graphics managers that interact with
a windowing system and render virtual screens within a larger
physical content window.
The biggest behavioral change here is with the coordinate
system mapping:
Previously, mouse offsets were converted by mapping the whole
space within the window as input to the virtual game screen
without maintaining aspect ratio. This was done to prevent
'stickiness' when the mouse cursor was within the window but
outside of the virtual game screen, but it caused noticeable
distortion of mouse movement speed on the axis with blank
space.
Instead of introducing mouse speed distortion to prevent
stickiness, this patch changes coordinate transformation to
show the system cursor when the mouse moves outside of the virtual
game screen when mouse grab is off, or by holding the mouse inside
the virtual game screen (instead of the entire window) when mouse
grab is on.
This patch also improves some other properties of the
GraphicsManager/PaletteManager interfaces:
* Nullipotent operations (getWidth, getHeight, etc.) of the
PaletteManager/GraphicsManager interfaces are now const
* Methods marked `virtual` but not inherited by any subclass have
been de-virtualized
* Extra unnecessary calculations of hardware height in
SurfaceSdlGraphicsManager have been removed
* Methods have been renamed where appropriate for clarity
(setWindowSize -> handleResize, etc.)
* C++11 support improved with `override` specifier added on
overridden virtual methods in subclasses (primarily to avoid
myself accidentally creating new methods in the subclasses
by changing types/names during refactoring)
Additional refactoring can and should be done at some point to
continue to deduplicate code between the OpenGL and SDL backends.
Since the primary goal here was to improve the coordinate mapping,
full refactoring of these backends was not completed here.
2017-07-19 19:15:12 -05:00
_forceRedraw = true ;
2006-05-24 21:04:44 +00:00
return ;
}
2006-05-19 22:26:07 +00:00
if ( w > 0 & & h > 0 ) {
SDL_Rect * r = & _dirtyRectList [ _numDirtyRects + + ] ;
r - > x = x ;
r - > y = y ;
r - > w = w ;
r - > h = h ;
}
2004-02-29 00:49:40 +00:00
}
BACKENDS: Refactor OpenGL & SDL graphics backends
This patch refactors the OpenGL and SDL graphics backends,
primarily to unify window scaling and mouse handling, and to
fix coordinate mapping between the ScummVM window and the
virtual game screen when they have different aspect ratios.
Unified code for these two backends has been moved to a new
header-only WindowedGraphicsManager class, so named because it
contains code for managing graphics managers that interact with
a windowing system and render virtual screens within a larger
physical content window.
The biggest behavioral change here is with the coordinate
system mapping:
Previously, mouse offsets were converted by mapping the whole
space within the window as input to the virtual game screen
without maintaining aspect ratio. This was done to prevent
'stickiness' when the mouse cursor was within the window but
outside of the virtual game screen, but it caused noticeable
distortion of mouse movement speed on the axis with blank
space.
Instead of introducing mouse speed distortion to prevent
stickiness, this patch changes coordinate transformation to
show the system cursor when the mouse moves outside of the virtual
game screen when mouse grab is off, or by holding the mouse inside
the virtual game screen (instead of the entire window) when mouse
grab is on.
This patch also improves some other properties of the
GraphicsManager/PaletteManager interfaces:
* Nullipotent operations (getWidth, getHeight, etc.) of the
PaletteManager/GraphicsManager interfaces are now const
* Methods marked `virtual` but not inherited by any subclass have
been de-virtualized
* Extra unnecessary calculations of hardware height in
SurfaceSdlGraphicsManager have been removed
* Methods have been renamed where appropriate for clarity
(setWindowSize -> handleResize, etc.)
* C++11 support improved with `override` specifier added on
overridden virtual methods in subclasses (primarily to avoid
myself accidentally creating new methods in the subclasses
by changing types/names during refactoring)
Additional refactoring can and should be done at some point to
continue to deduplicate code between the OpenGL and SDL backends.
Since the primary goal here was to improve the coordinate mapping,
full refactoring of these backends was not completed here.
2017-07-19 19:15:12 -05:00
int16 SurfaceSdlGraphicsManager : : getHeight ( ) const {
2008-11-14 22:08:10 +00:00
return _videoMode . screenHeight ;
2004-02-29 00:49:40 +00:00
}
BACKENDS: Refactor OpenGL & SDL graphics backends
This patch refactors the OpenGL and SDL graphics backends,
primarily to unify window scaling and mouse handling, and to
fix coordinate mapping between the ScummVM window and the
virtual game screen when they have different aspect ratios.
Unified code for these two backends has been moved to a new
header-only WindowedGraphicsManager class, so named because it
contains code for managing graphics managers that interact with
a windowing system and render virtual screens within a larger
physical content window.
The biggest behavioral change here is with the coordinate
system mapping:
Previously, mouse offsets were converted by mapping the whole
space within the window as input to the virtual game screen
without maintaining aspect ratio. This was done to prevent
'stickiness' when the mouse cursor was within the window but
outside of the virtual game screen, but it caused noticeable
distortion of mouse movement speed on the axis with blank
space.
Instead of introducing mouse speed distortion to prevent
stickiness, this patch changes coordinate transformation to
show the system cursor when the mouse moves outside of the virtual
game screen when mouse grab is off, or by holding the mouse inside
the virtual game screen (instead of the entire window) when mouse
grab is on.
This patch also improves some other properties of the
GraphicsManager/PaletteManager interfaces:
* Nullipotent operations (getWidth, getHeight, etc.) of the
PaletteManager/GraphicsManager interfaces are now const
* Methods marked `virtual` but not inherited by any subclass have
been de-virtualized
* Extra unnecessary calculations of hardware height in
SurfaceSdlGraphicsManager have been removed
* Methods have been renamed where appropriate for clarity
(setWindowSize -> handleResize, etc.)
* C++11 support improved with `override` specifier added on
overridden virtual methods in subclasses (primarily to avoid
myself accidentally creating new methods in the subclasses
by changing types/names during refactoring)
Additional refactoring can and should be done at some point to
continue to deduplicate code between the OpenGL and SDL backends.
Since the primary goal here was to improve the coordinate mapping,
full refactoring of these backends was not completed here.
2017-07-19 19:15:12 -05:00
int16 SurfaceSdlGraphicsManager : : getWidth ( ) const {
2008-11-14 22:08:10 +00:00
return _videoMode . screenWidth ;
2004-02-29 00:49:40 +00:00
}
2011-06-19 20:08:55 +02:00
void SurfaceSdlGraphicsManager : : setPalette ( const byte * colors , uint start , uint num ) {
2005-03-12 16:32:32 +00:00
assert ( colors ) ;
2010-04-20 21:16:58 +00:00
assert ( _screenFormat . bytesPerPixel = = 1 ) ;
2009-06-10 05:35:18 +00:00
2006-07-23 06:50:49 +00:00
// Setting the palette before _screen is created is allowed - for now -
// since we don't actually set the palette until the screen is updated.
// But it could indicate a programming error, so let's warn about it.
if ( ! _screen )
2011-06-19 20:08:55 +02:00
warning ( " SurfaceSdlGraphicsManager::setPalette: _screen == NULL " ) ;
2006-07-23 06:50:49 +00:00
2004-02-29 00:49:40 +00:00
const byte * b = colors ;
uint i ;
SDL_Color * base = _currentPalette + start ;
2011-02-13 14:37:19 +01:00
for ( i = 0 ; i < num ; i + + , b + = 3 ) {
2004-02-29 00:49:40 +00:00
base [ i ] . r = b [ 0 ] ;
base [ i ] . g = b [ 1 ] ;
base [ i ] . b = b [ 2 ] ;
2015-01-25 01:34:57 +01:00
# if SDL_VERSION_ATLEAST(2, 0, 0)
base [ i ] . a = 255 ;
# endif
2004-02-29 00:49:40 +00:00
}
if ( start < _paletteDirtyStart )
_paletteDirtyStart = start ;
if ( start + num > _paletteDirtyEnd )
_paletteDirtyEnd = start + num ;
2005-02-17 23:01:00 +00:00
// Some games blink cursors with palette
2006-05-20 09:27:56 +00:00
if ( _cursorPaletteDisabled )
2005-02-17 23:01:00 +00:00
blitCursor ( ) ;
}
BACKENDS: Refactor OpenGL & SDL graphics backends
This patch refactors the OpenGL and SDL graphics backends,
primarily to unify window scaling and mouse handling, and to
fix coordinate mapping between the ScummVM window and the
virtual game screen when they have different aspect ratios.
Unified code for these two backends has been moved to a new
header-only WindowedGraphicsManager class, so named because it
contains code for managing graphics managers that interact with
a windowing system and render virtual screens within a larger
physical content window.
The biggest behavioral change here is with the coordinate
system mapping:
Previously, mouse offsets were converted by mapping the whole
space within the window as input to the virtual game screen
without maintaining aspect ratio. This was done to prevent
'stickiness' when the mouse cursor was within the window but
outside of the virtual game screen, but it caused noticeable
distortion of mouse movement speed on the axis with blank
space.
Instead of introducing mouse speed distortion to prevent
stickiness, this patch changes coordinate transformation to
show the system cursor when the mouse moves outside of the virtual
game screen when mouse grab is off, or by holding the mouse inside
the virtual game screen (instead of the entire window) when mouse
grab is on.
This patch also improves some other properties of the
GraphicsManager/PaletteManager interfaces:
* Nullipotent operations (getWidth, getHeight, etc.) of the
PaletteManager/GraphicsManager interfaces are now const
* Methods marked `virtual` but not inherited by any subclass have
been de-virtualized
* Extra unnecessary calculations of hardware height in
SurfaceSdlGraphicsManager have been removed
* Methods have been renamed where appropriate for clarity
(setWindowSize -> handleResize, etc.)
* C++11 support improved with `override` specifier added on
overridden virtual methods in subclasses (primarily to avoid
myself accidentally creating new methods in the subclasses
by changing types/names during refactoring)
Additional refactoring can and should be done at some point to
continue to deduplicate code between the OpenGL and SDL backends.
Since the primary goal here was to improve the coordinate mapping,
full refactoring of these backends was not completed here.
2017-07-19 19:15:12 -05:00
void SurfaceSdlGraphicsManager : : grabPalette ( byte * colors , uint start , uint num ) const {
2005-07-30 21:11:48 +00:00
assert ( colors ) ;
2010-04-20 21:16:58 +00:00
assert ( _screenFormat . bytesPerPixel = = 1 ) ;
2005-05-08 21:39:05 +00:00
const SDL_Color * base = _currentPalette + start ;
2005-07-30 21:11:48 +00:00
2005-05-08 21:39:05 +00:00
for ( uint i = 0 ; i < num ; + + i ) {
2011-02-13 14:37:19 +01:00
colors [ i * 3 ] = base [ i ] . r ;
colors [ i * 3 + 1 ] = base [ i ] . g ;
colors [ i * 3 + 2 ] = base [ i ] . b ;
2005-05-08 21:39:05 +00:00
}
}
2011-06-19 20:08:55 +02:00
void SurfaceSdlGraphicsManager : : setCursorPalette ( const byte * colors , uint start , uint num ) {
2005-03-12 16:32:32 +00:00
assert ( colors ) ;
2005-02-17 23:01:00 +00:00
const byte * b = colors ;
uint i ;
SDL_Color * base = _cursorPalette + start ;
2011-02-13 14:37:19 +01:00
for ( i = 0 ; i < num ; i + + , b + = 3 ) {
2005-02-17 23:01:00 +00:00
base [ i ] . r = b [ 0 ] ;
base [ i ] . g = b [ 1 ] ;
base [ i ] . b = b [ 2 ] ;
2015-01-25 01:34:57 +01:00
# if SDL_VERSION_ATLEAST(2, 0, 0)
base [ i ] . a = 255 ;
# endif
2005-02-17 23:01:00 +00:00
}
2005-02-20 02:04:45 +00:00
_cursorPaletteDisabled = false ;
2009-06-26 10:37:00 +00:00
blitCursor ( ) ;
2004-02-29 00:49:40 +00:00
}
2011-06-19 20:08:55 +02:00
void SurfaceSdlGraphicsManager : : setFocusRectangle ( const Common : : Rect & rect ) {
2011-02-24 01:11:16 +01:00
# ifdef USE_SDL_DEBUG_FOCUSRECT
2011-02-24 01:15:27 +01:00
// Only enable focus rectangle debug code, when the user wants it
if ( ! _enableFocusRectDebugCode )
return ;
2011-02-24 01:11:16 +01:00
_enableFocusRect = true ;
_focusRect = rect ;
2011-02-24 01:19:10 +01:00
if ( rect . left < 0 | | rect . top < 0 | | rect . right > _videoMode . screenWidth | | rect . bottom > _videoMode . screenHeight )
2011-06-19 20:08:55 +02:00
warning ( " SurfaceSdlGraphicsManager::setFocusRectangle: Got a rect which does not fit inside the screen bounds: %d,%d,%d,%d " , rect . left , rect . top , rect . right , rect . bottom ) ;
2011-02-24 01:19:10 +01:00
2011-02-24 01:11:16 +01:00
// It's gross but we actually sometimes get rects, which are not inside the screen bounds,
// thus we need to clip the rect here...
_focusRect . clip ( _videoMode . screenWidth , _videoMode . screenHeight ) ;
// We just fake this as a dirty rect for now, to easily force an screen update whenever
// the rect changes.
addDirtyRect ( _focusRect . left , _focusRect . top , _focusRect . width ( ) , _focusRect . height ( ) ) ;
# endif
2011-02-24 00:09:25 +01:00
}
2011-06-19 20:08:55 +02:00
void SurfaceSdlGraphicsManager : : clearFocusRectangle ( ) {
2011-02-24 01:11:16 +01:00
# ifdef USE_SDL_DEBUG_FOCUSRECT
2011-02-24 01:15:27 +01:00
// Only enable focus rectangle debug code, when the user wants it
if ( ! _enableFocusRectDebugCode )
return ;
2011-02-24 01:11:16 +01:00
_enableFocusRect = false ;
// We just fake this as a dirty rect for now, to easily force an screen update whenever
// the rect changes.
addDirtyRect ( _focusRect . left , _focusRect . top , _focusRect . width ( ) , _focusRect . height ( ) ) ;
# endif
2011-02-24 00:09:25 +01:00
}
2004-02-29 00:49:40 +00:00
# pragma mark -
# pragma mark --- Overlays ---
# pragma mark -
2011-06-19 20:08:55 +02:00
void SurfaceSdlGraphicsManager : : clearOverlay ( ) {
2004-03-28 20:31:18 +00:00
Common : : StackLock lock ( _graphicsMutex ) ; // Lock the mutex until this function ends
2005-07-30 21:11:48 +00:00
2005-03-09 23:07:32 +00:00
if ( ! _overlayVisible )
return ;
2004-02-29 00:49:40 +00:00
// Clear the overlay by making the game screen "look through" everywhere.
SDL_Rect src , dst ;
src . x = src . y = 0 ;
dst . x = dst . y = 1 ;
2008-11-14 22:08:10 +00:00
src . w = dst . w = _videoMode . screenWidth ;
src . h = dst . h = _videoMode . screenHeight ;
2004-02-29 00:49:40 +00:00
if ( SDL_BlitSurface ( _screen , & src , _tmpscreen , & dst ) ! = 0 )
error ( " SDL_BlitSurface failed: %s " , SDL_GetError ( ) ) ;
2005-03-09 23:07:32 +00:00
SDL_LockSurface ( _tmpscreen ) ;
SDL_LockSurface ( _overlayscreen ) ;
2008-01-27 19:47:41 +00:00
_scalerProc ( ( byte * ) ( _tmpscreen - > pixels ) + _tmpscreen - > pitch + 2 , _tmpscreen - > pitch ,
2008-11-14 22:08:10 +00:00
( byte * ) _overlayscreen - > pixels , _overlayscreen - > pitch , _videoMode . screenWidth , _videoMode . screenHeight ) ;
2006-05-17 23:52:45 +00:00
2010-05-10 17:25:12 +00:00
# ifdef USE_SCALERS
2009-05-01 09:09:07 +00:00
if ( _videoMode . aspectRatioCorrection )
2008-01-27 19:47:41 +00:00
stretch200To240 ( ( uint8 * ) _overlayscreen - > pixels , _overlayscreen - > pitch ,
2018-10-21 18:35:40 +01:00
_videoMode . overlayWidth , _videoMode . screenHeight * _videoMode . scaleFactor , 0 , 0 , 0 ,
_videoMode . filtering ) ;
2006-05-20 15:43:27 +00:00
# endif
2005-03-09 23:07:32 +00:00
SDL_UnlockSurface ( _tmpscreen ) ;
SDL_UnlockSurface ( _overlayscreen ) ;
BACKENDS: Refactor OpenGL & SDL graphics backends
This patch refactors the OpenGL and SDL graphics backends,
primarily to unify window scaling and mouse handling, and to
fix coordinate mapping between the ScummVM window and the
virtual game screen when they have different aspect ratios.
Unified code for these two backends has been moved to a new
header-only WindowedGraphicsManager class, so named because it
contains code for managing graphics managers that interact with
a windowing system and render virtual screens within a larger
physical content window.
The biggest behavioral change here is with the coordinate
system mapping:
Previously, mouse offsets were converted by mapping the whole
space within the window as input to the virtual game screen
without maintaining aspect ratio. This was done to prevent
'stickiness' when the mouse cursor was within the window but
outside of the virtual game screen, but it caused noticeable
distortion of mouse movement speed on the axis with blank
space.
Instead of introducing mouse speed distortion to prevent
stickiness, this patch changes coordinate transformation to
show the system cursor when the mouse moves outside of the virtual
game screen when mouse grab is off, or by holding the mouse inside
the virtual game screen (instead of the entire window) when mouse
grab is on.
This patch also improves some other properties of the
GraphicsManager/PaletteManager interfaces:
* Nullipotent operations (getWidth, getHeight, etc.) of the
PaletteManager/GraphicsManager interfaces are now const
* Methods marked `virtual` but not inherited by any subclass have
been de-virtualized
* Extra unnecessary calculations of hardware height in
SurfaceSdlGraphicsManager have been removed
* Methods have been renamed where appropriate for clarity
(setWindowSize -> handleResize, etc.)
* C++11 support improved with `override` specifier added on
overridden virtual methods in subclasses (primarily to avoid
myself accidentally creating new methods in the subclasses
by changing types/names during refactoring)
Additional refactoring can and should be done at some point to
continue to deduplicate code between the OpenGL and SDL backends.
Since the primary goal here was to improve the coordinate mapping,
full refactoring of these backends was not completed here.
2017-07-19 19:15:12 -05:00
_forceRedraw = true ;
2004-02-29 00:49:40 +00:00
}
BACKENDS: Refactor OpenGL & SDL graphics backends
This patch refactors the OpenGL and SDL graphics backends,
primarily to unify window scaling and mouse handling, and to
fix coordinate mapping between the ScummVM window and the
virtual game screen when they have different aspect ratios.
Unified code for these two backends has been moved to a new
header-only WindowedGraphicsManager class, so named because it
contains code for managing graphics managers that interact with
a windowing system and render virtual screens within a larger
physical content window.
The biggest behavioral change here is with the coordinate
system mapping:
Previously, mouse offsets were converted by mapping the whole
space within the window as input to the virtual game screen
without maintaining aspect ratio. This was done to prevent
'stickiness' when the mouse cursor was within the window but
outside of the virtual game screen, but it caused noticeable
distortion of mouse movement speed on the axis with blank
space.
Instead of introducing mouse speed distortion to prevent
stickiness, this patch changes coordinate transformation to
show the system cursor when the mouse moves outside of the virtual
game screen when mouse grab is off, or by holding the mouse inside
the virtual game screen (instead of the entire window) when mouse
grab is on.
This patch also improves some other properties of the
GraphicsManager/PaletteManager interfaces:
* Nullipotent operations (getWidth, getHeight, etc.) of the
PaletteManager/GraphicsManager interfaces are now const
* Methods marked `virtual` but not inherited by any subclass have
been de-virtualized
* Extra unnecessary calculations of hardware height in
SurfaceSdlGraphicsManager have been removed
* Methods have been renamed where appropriate for clarity
(setWindowSize -> handleResize, etc.)
* C++11 support improved with `override` specifier added on
overridden virtual methods in subclasses (primarily to avoid
myself accidentally creating new methods in the subclasses
by changing types/names during refactoring)
Additional refactoring can and should be done at some point to
continue to deduplicate code between the OpenGL and SDL backends.
Since the primary goal here was to improve the coordinate mapping,
full refactoring of these backends was not completed here.
2017-07-19 19:15:12 -05:00
void SurfaceSdlGraphicsManager : : grabOverlay ( void * buf , int pitch ) const {
2011-06-19 18:49:02 +02:00
assert ( _transactionMode = = kTransactionNone ) ;
2004-11-23 21:30:38 +00:00
2005-03-09 23:07:32 +00:00
if ( _overlayscreen = = NULL )
2004-02-29 00:49:40 +00:00
return ;
2005-03-09 23:07:32 +00:00
if ( SDL_LockSurface ( _overlayscreen ) = = - 1 )
2004-02-29 00:49:40 +00:00
error ( " SDL_LockSurface failed: %s " , SDL_GetError ( ) ) ;
2005-03-09 23:07:32 +00:00
byte * src = ( byte * ) _overlayscreen - > pixels ;
2012-06-16 04:17:14 +02:00
byte * dst = ( byte * ) buf ;
2008-11-14 22:08:10 +00:00
int h = _videoMode . overlayHeight ;
2004-02-29 00:49:40 +00:00
do {
2012-06-16 04:17:14 +02:00
memcpy ( dst , src , _videoMode . overlayWidth * 2 ) ;
2005-03-09 23:07:32 +00:00
src + = _overlayscreen - > pitch ;
2012-06-16 04:17:14 +02:00
dst + = pitch ;
2004-02-29 00:49:40 +00:00
} while ( - - h ) ;
2005-03-09 23:07:32 +00:00
SDL_UnlockSurface ( _overlayscreen ) ;
2004-02-29 00:49:40 +00:00
}
2012-06-16 04:17:14 +02:00
void SurfaceSdlGraphicsManager : : copyRectToOverlay ( const void * buf , int pitch , int x , int y , int w , int h ) {
2011-06-19 18:49:02 +02:00
assert ( _transactionMode = = kTransactionNone ) ;
2004-11-23 21:30:38 +00:00
2005-03-09 23:07:32 +00:00
if ( _overlayscreen = = NULL )
2004-02-29 00:49:40 +00:00
return ;
2012-06-16 04:17:14 +02:00
const byte * src = ( const byte * ) buf ;
2004-02-29 00:49:40 +00:00
// Clip the coordinates
if ( x < 0 ) {
w + = x ;
2012-06-16 04:17:14 +02:00
src - = x * 2 ;
2004-02-29 00:49:40 +00:00
x = 0 ;
}
if ( y < 0 ) {
2012-06-16 04:17:14 +02:00
h + = y ;
src - = y * pitch ;
2004-02-29 00:49:40 +00:00
y = 0 ;
}
2008-11-14 22:08:10 +00:00
if ( w > _videoMode . overlayWidth - x ) {
w = _videoMode . overlayWidth - x ;
2004-02-29 00:49:40 +00:00
}
2008-11-14 22:08:10 +00:00
if ( h > _videoMode . overlayHeight - y ) {
h = _videoMode . overlayHeight - y ;
2004-02-29 00:49:40 +00:00
}
if ( w < = 0 | | h < = 0 )
return ;
// Mark the modified region as dirty
2004-12-01 21:16:55 +00:00
addDirtyRect ( x , y , w , h ) ;
2004-02-29 00:49:40 +00:00
2005-03-09 23:07:32 +00:00
if ( SDL_LockSurface ( _overlayscreen ) = = - 1 )
2004-02-29 00:49:40 +00:00
error ( " SDL_LockSurface failed: %s " , SDL_GetError ( ) ) ;
2005-03-09 23:07:32 +00:00
byte * dst = ( byte * ) _overlayscreen - > pixels + y * _overlayscreen - > pitch + x * 2 ;
2004-02-29 00:49:40 +00:00
do {
2012-06-16 04:17:14 +02:00
memcpy ( dst , src , w * 2 ) ;
2005-03-09 23:07:32 +00:00
dst + = _overlayscreen - > pitch ;
2012-06-16 04:17:14 +02:00
src + = pitch ;
2004-02-29 00:49:40 +00:00
} while ( - - h ) ;
2005-03-09 23:07:32 +00:00
SDL_UnlockSurface ( _overlayscreen ) ;
2004-02-29 00:49:40 +00:00
}
# pragma mark -
# pragma mark --- Mouse ---
# pragma mark -
2017-09-13 23:57:04 -05:00
void SurfaceSdlGraphicsManager : : setMouseCursor ( const void * buf , uint w , uint h , int hotspotX , int hotspotY , uint32 keyColor , bool dontScale , const Graphics : : PixelFormat * format ) {
2017-12-03 00:30:43 -06:00
bool formatChanged = false ;
2017-09-13 23:57:04 -05:00
if ( format ) {
# ifndef USE_RGB_COLOR
assert ( format - > bytesPerPixel = = 1 ) ;
# endif
2017-12-03 00:30:43 -06:00
if ( format - > bytesPerPixel ! = _cursorFormat . bytesPerPixel ) {
formatChanged = true ;
}
2009-06-26 10:37:00 +00:00
_cursorFormat = * format ;
2017-09-13 23:57:04 -05:00
} else {
2017-12-03 00:30:43 -06:00
if ( _cursorFormat . bytesPerPixel ! = 1 ) {
formatChanged = true ;
}
2017-09-13 23:57:04 -05:00
_cursorFormat = Graphics : : PixelFormat : : createFormatCLUT8 ( ) ;
}
2010-01-07 15:28:58 +00:00
2017-11-11 06:46:48 +01:00
if ( _cursorFormat . bytesPerPixel < 4 ) {
2017-09-13 23:57:04 -05:00
assert ( keyColor < 1U < < ( _cursorFormat . bytesPerPixel * 8 ) ) ;
}
2009-06-05 08:09:37 +00:00
2017-09-13 23:57:04 -05:00
_mouseCurState . hotX = hotspotX ;
_mouseCurState . hotY = hotspotY ;
2009-06-05 08:09:37 +00:00
2017-09-13 23:57:04 -05:00
_mouseKeyColor = keyColor ;
2009-06-05 08:09:37 +00:00
2012-06-03 02:02:57 +02:00
_cursorDontScale = dontScale ;
2009-06-05 08:09:37 +00:00
2017-12-03 00:30:43 -06:00
if ( _mouseCurState . w ! = ( int ) w | | _mouseCurState . h ! = ( int ) h | | formatChanged ) {
2009-06-05 08:09:37 +00:00
_mouseCurState . w = w ;
_mouseCurState . h = h ;
2017-09-13 23:57:04 -05:00
if ( _mouseOrigSurface ) {
2009-06-05 08:09:37 +00:00
SDL_FreeSurface ( _mouseOrigSurface ) ;
2017-09-13 23:57:04 -05:00
if ( _mouseSurface = = _mouseOrigSurface ) {
_mouseSurface = nullptr ;
}
2017-12-03 00:30:43 -06:00
_mouseOrigSurface = nullptr ;
}
if ( ( formatChanged | | _cursorFormat . bytesPerPixel = = 4 ) & & _mouseSurface ) {
SDL_FreeSurface ( _mouseSurface ) ;
_mouseSurface = nullptr ;
}
if ( ! w | | ! h ) {
return ;
2017-09-13 23:57:04 -05:00
}
if ( _cursorFormat . bytesPerPixel = = 4 ) {
2017-12-03 00:30:43 -06:00
assert ( ! _mouseSurface ) ;
assert ( ! _mouseOrigSurface ) ;
2017-09-13 23:57:04 -05:00
const Uint32 rMask = ( ( 0xFF > > format - > rLoss ) < < format - > rShift ) ;
const Uint32 gMask = ( ( 0xFF > > format - > gLoss ) < < format - > gShift ) ;
const Uint32 bMask = ( ( 0xFF > > format - > bLoss ) < < format - > bShift ) ;
const Uint32 aMask = ( ( 0xFF > > format - > aLoss ) < < format - > aShift ) ;
_mouseSurface = _mouseOrigSurface = SDL_CreateRGBSurfaceFrom ( const_cast < void * > ( buf ) , w , h , format - > bytesPerPixel * 8 , w * format - > bytesPerPixel , rMask , gMask , bMask , aMask ) ;
} else {
2017-12-03 00:30:43 -06:00
assert ( ! _mouseOrigSurface ) ;
2017-09-13 23:57:04 -05:00
// Allocate bigger surface because AdvMame2x adds black pixel at [0,0]
_mouseOrigSurface = SDL_CreateRGBSurface ( SDL_SWSURFACE | SDL_RLEACCEL | SDL_SRCCOLORKEY | SDL_SRCALPHA ,
_mouseCurState . w + 2 ,
_mouseCurState . h + 2 ,
16 ,
_hwScreen - > format - > Rmask ,
_hwScreen - > format - > Gmask ,
_hwScreen - > format - > Bmask ,
_hwScreen - > format - > Amask ) ;
}
if ( _mouseOrigSurface = = nullptr ) {
error ( " Allocating _mouseOrigSurface failed " ) ;
}
2009-06-05 08:09:37 +00:00
2017-11-11 06:46:48 +01:00
if ( _cursorFormat . bytesPerPixel = = 4 ) {
SDL_SetColorKey ( _mouseOrigSurface , SDL_SRCCOLORKEY | SDL_SRCALPHA , _mouseKeyColor ) ;
} else {
2017-09-13 23:57:04 -05:00
SDL_SetColorKey ( _mouseOrigSurface , SDL_RLEACCEL | SDL_SRCCOLORKEY | SDL_SRCALPHA , kMouseColorKey ) ;
}
2009-06-05 08:09:37 +00:00
}
2017-09-13 23:57:04 -05:00
delete [ ] _mouseData ;
if ( _cursorFormat . bytesPerPixel = = 4 ) {
_mouseData = nullptr ;
} else {
_mouseData = new byte [ w * h * _cursorFormat . bytesPerPixel ] ;
assert ( _mouseData ) ;
memcpy ( _mouseData , buf , w * h * _cursorFormat . bytesPerPixel ) ;
}
2009-06-05 08:09:37 +00:00
2005-02-17 23:01:00 +00:00
blitCursor ( ) ;
2004-02-29 00:49:40 +00:00
}
2011-06-19 20:08:55 +02:00
void SurfaceSdlGraphicsManager : : blitCursor ( ) {
2017-09-13 23:57:04 -05:00
const int w = _mouseCurState . w ;
const int h = _mouseCurState . h ;
2005-07-30 21:11:48 +00:00
2017-09-13 23:57:04 -05:00
if ( ! w | | ! h | | ! _mouseOrigSurface ) {
return ;
}
2017-09-13 00:47:44 -05:00
2017-09-13 23:57:04 -05:00
if ( _cursorFormat . bytesPerPixel ! = 4 & & ! _mouseData ) {
2008-01-28 00:14:17 +00:00
return ;
2017-09-13 23:57:04 -05:00
}
2005-07-30 21:11:48 +00:00
BACKENDS: Refactor OpenGL & SDL graphics backends
This patch refactors the OpenGL and SDL graphics backends,
primarily to unify window scaling and mouse handling, and to
fix coordinate mapping between the ScummVM window and the
virtual game screen when they have different aspect ratios.
Unified code for these two backends has been moved to a new
header-only WindowedGraphicsManager class, so named because it
contains code for managing graphics managers that interact with
a windowing system and render virtual screens within a larger
physical content window.
The biggest behavioral change here is with the coordinate
system mapping:
Previously, mouse offsets were converted by mapping the whole
space within the window as input to the virtual game screen
without maintaining aspect ratio. This was done to prevent
'stickiness' when the mouse cursor was within the window but
outside of the virtual game screen, but it caused noticeable
distortion of mouse movement speed on the axis with blank
space.
Instead of introducing mouse speed distortion to prevent
stickiness, this patch changes coordinate transformation to
show the system cursor when the mouse moves outside of the virtual
game screen when mouse grab is off, or by holding the mouse inside
the virtual game screen (instead of the entire window) when mouse
grab is on.
This patch also improves some other properties of the
GraphicsManager/PaletteManager interfaces:
* Nullipotent operations (getWidth, getHeight, etc.) of the
PaletteManager/GraphicsManager interfaces are now const
* Methods marked `virtual` but not inherited by any subclass have
been de-virtualized
* Extra unnecessary calculations of hardware height in
SurfaceSdlGraphicsManager have been removed
* Methods have been renamed where appropriate for clarity
(setWindowSize -> handleResize, etc.)
* C++11 support improved with `override` specifier added on
overridden virtual methods in subclasses (primarily to avoid
myself accidentally creating new methods in the subclasses
by changing types/names during refactoring)
Additional refactoring can and should be done at some point to
continue to deduplicate code between the OpenGL and SDL backends.
Since the primary goal here was to improve the coordinate mapping,
full refactoring of these backends was not completed here.
2017-07-19 19:15:12 -05:00
_cursorNeedsRedraw = true ;
2009-02-26 02:04:30 +00:00
2017-09-13 23:57:04 -05:00
int cursorScale ;
if ( _cursorDontScale ) {
// Don't scale the cursor at all if the user requests this behavior.
cursorScale = 1 ;
} else {
// Scale the cursor with the game screen scale factor.
cursorScale = _videoMode . scaleFactor ;
}
// Adapt the real hotspot according to the scale factor.
int rW = w * cursorScale ;
int rH = h * cursorScale ;
_mouseCurState . rHotX = _mouseCurState . hotX * cursorScale ;
_mouseCurState . rHotY = _mouseCurState . hotY * cursorScale ;
// The virtual dimensions will be the same as the original.
_mouseCurState . vW = w ;
_mouseCurState . vH = h ;
_mouseCurState . vHotX = _mouseCurState . hotX ;
_mouseCurState . vHotY = _mouseCurState . hotY ;
# ifdef USE_SCALERS
// store original to pass to aspect-correction function later
const int rH1 = rH ;
# endif
if ( ! _cursorDontScale & & _videoMode . aspectRatioCorrection ) {
rH = real2Aspect ( rH - 1 ) + 1 ;
_mouseCurState . rHotY = real2Aspect ( _mouseCurState . rHotY ) ;
}
bool sizeChanged = false ;
if ( _mouseCurState . rW ! = rW | | _mouseCurState . rH ! = rH ) {
_mouseCurState . rW = rW ;
_mouseCurState . rH = rH ;
sizeChanged = true ;
}
if ( _cursorFormat . bytesPerPixel = = 4 ) {
2017-10-16 00:20:39 -05:00
if ( _mouseSurface ! = _mouseOrigSurface ) {
SDL_FreeSurface ( _mouseSurface ) ;
}
if ( cursorScale = = 1 ) {
_mouseSurface = _mouseOrigSurface ;
return ;
}
SDL_PixelFormat * format = _mouseOrigSurface - > format ;
2017-11-11 06:46:48 +01:00
_mouseSurface = SDL_CreateRGBSurface ( SDL_SWSURFACE | SDL_SRCCOLORKEY | SDL_SRCALPHA ,
2017-10-16 00:20:39 -05:00
rW , rH ,
format - > BitsPerPixel ,
format - > Rmask ,
format - > Gmask ,
format - > Bmask ,
format - > Amask ) ;
2017-10-16 19:24:49 -05:00
2017-11-11 06:46:48 +01:00
SDL_SetColorKey ( _mouseSurface , SDL_SRCCOLORKEY | SDL_SRCALPHA , _mouseKeyColor ) ;
2017-10-16 19:24:49 -05:00
// At least SDL 2.0.4 on Windows apparently has a broken SDL_BlitScaled
// implementation, and SDL 1 has no such API at all, and our other
// scalers operate exclusively at 16bpp, so here is a scrappy 32bpp
// point scaler
2017-10-16 00:20:39 -05:00
SDL_LockSurface ( _mouseOrigSurface ) ;
SDL_LockSurface ( _mouseSurface ) ;
const byte * src = ( const byte * ) _mouseOrigSurface - > pixels ;
byte * dst = ( byte * ) _mouseSurface - > pixels ;
for ( int y = 0 ; y < _mouseOrigSurface - > h ; + + y ) {
uint32 * rowDst = ( uint32 * ) dst ;
2017-10-16 19:24:49 -05:00
const uint32 * rowSrc = ( const uint32 * ) src ;
for ( int x = 0 ; x < _mouseOrigSurface - > w ; + + x ) {
for ( int scaleX = 0 ; scaleX < cursorScale ; + + scaleX ) {
* rowDst + + = * rowSrc ;
2017-10-16 00:20:39 -05:00
}
2017-10-16 19:24:49 -05:00
+ + rowSrc ;
}
for ( int scaleY = 0 ; scaleY < cursorScale - 1 ; + + scaleY ) {
memcpy ( dst + _mouseSurface - > pitch , dst , _mouseSurface - > pitch ) ;
2017-10-16 00:20:39 -05:00
dst + = _mouseSurface - > pitch ;
}
2017-10-16 19:24:49 -05:00
dst + = _mouseSurface - > pitch ;
2017-10-16 00:20:39 -05:00
src + = _mouseOrigSurface - > pitch ;
}
SDL_UnlockSurface ( _mouseSurface ) ;
SDL_UnlockSurface ( _mouseOrigSurface ) ;
2017-09-13 23:57:04 -05:00
return ;
}
2005-02-17 23:01:00 +00:00
SDL_LockSurface ( _mouseOrigSurface ) ;
2017-09-13 23:57:04 -05:00
byte * dstPtr ;
const byte * srcPtr = _mouseData ;
uint32 color ;
2005-02-17 23:01:00 +00:00
// Make whole surface transparent
2017-09-13 00:47:44 -05:00
for ( int i = 0 ; i < h + 2 ; i + + ) {
2005-02-17 23:01:00 +00:00
dstPtr = ( byte * ) _mouseOrigSurface - > pixels + _mouseOrigSurface - > pitch * i ;
2017-09-13 00:47:44 -05:00
for ( int j = 0 ; j < w + 2 ; j + + ) {
2005-02-17 23:01:00 +00:00
* ( uint16 * ) dstPtr = kMouseColorKey ;
dstPtr + = 2 ;
}
2004-02-29 00:49:40 +00:00
}
2005-02-17 23:01:00 +00:00
// Draw from [1,1] since AdvMame2x adds artefact at 0,0
dstPtr = ( byte * ) _mouseOrigSurface - > pixels + _mouseOrigSurface - > pitch + 2 ;
2006-05-20 08:06:21 +00:00
SDL_Color * palette ;
2006-05-20 09:27:56 +00:00
if ( _cursorPaletteDisabled )
2006-05-20 08:06:21 +00:00
palette = _currentPalette ;
2006-05-20 09:27:56 +00:00
else
palette = _cursorPalette ;
2008-01-27 19:47:41 +00:00
2017-09-13 00:47:44 -05:00
for ( int i = 0 ; i < h ; i + + ) {
for ( int j = 0 ; j < w ; j + + ) {
2017-09-13 23:57:04 -05:00
if ( _cursorFormat . bytesPerPixel = = 2 ) {
color = * ( const uint16 * ) srcPtr ;
if ( color ! = _mouseKeyColor ) {
2009-10-31 12:38:08 +00:00
uint8 r , g , b ;
_cursorFormat . colorToRGB ( color , r , g , b ) ;
2017-09-13 23:57:04 -05:00
* ( uint16 * ) dstPtr = SDL_MapRGB ( _mouseOrigSurface - > format , r , g , b ) ;
2009-06-06 01:16:04 +00:00
}
dstPtr + = 2 ;
2009-06-13 10:24:52 +00:00
srcPtr + = _cursorFormat . bytesPerPixel ;
2009-06-06 01:16:04 +00:00
} else {
2009-06-11 05:56:00 +00:00
color = * srcPtr ;
2017-09-13 23:57:04 -05:00
if ( color ! = _mouseKeyColor ) {
2009-06-06 01:16:04 +00:00
* ( uint16 * ) dstPtr = SDL_MapRGB ( _mouseOrigSurface - > format ,
palette [ color ] . r , palette [ color ] . g , palette [ color ] . b ) ;
}
dstPtr + = 2 ;
srcPtr + + ;
2004-02-29 00:49:40 +00:00
}
}
2005-02-17 23:01:00 +00:00
dstPtr + = _mouseOrigSurface - > pitch - w * 2 ;
2008-01-28 00:14:17 +00:00
}
2004-02-29 00:49:40 +00:00
2017-12-03 00:30:43 -06:00
if ( sizeChanged | | ! _mouseSurface ) {
2005-02-17 23:01:00 +00:00
if ( _mouseSurface )
2005-07-30 21:11:48 +00:00
SDL_FreeSurface ( _mouseSurface ) ;
2005-02-17 23:01:00 +00:00
_mouseSurface = SDL_CreateRGBSurface ( SDL_SWSURFACE | SDL_RLEACCEL | SDL_SRCCOLORKEY | SDL_SRCALPHA ,
2006-06-04 12:38:27 +00:00
_mouseCurState . rW ,
_mouseCurState . rH ,
2005-02-17 23:01:00 +00:00
16 ,
BACKENDS: Refactor OpenGL & SDL graphics backends
This patch refactors the OpenGL and SDL graphics backends,
primarily to unify window scaling and mouse handling, and to
fix coordinate mapping between the ScummVM window and the
virtual game screen when they have different aspect ratios.
Unified code for these two backends has been moved to a new
header-only WindowedGraphicsManager class, so named because it
contains code for managing graphics managers that interact with
a windowing system and render virtual screens within a larger
physical content window.
The biggest behavioral change here is with the coordinate
system mapping:
Previously, mouse offsets were converted by mapping the whole
space within the window as input to the virtual game screen
without maintaining aspect ratio. This was done to prevent
'stickiness' when the mouse cursor was within the window but
outside of the virtual game screen, but it caused noticeable
distortion of mouse movement speed on the axis with blank
space.
Instead of introducing mouse speed distortion to prevent
stickiness, this patch changes coordinate transformation to
show the system cursor when the mouse moves outside of the virtual
game screen when mouse grab is off, or by holding the mouse inside
the virtual game screen (instead of the entire window) when mouse
grab is on.
This patch also improves some other properties of the
GraphicsManager/PaletteManager interfaces:
* Nullipotent operations (getWidth, getHeight, etc.) of the
PaletteManager/GraphicsManager interfaces are now const
* Methods marked `virtual` but not inherited by any subclass have
been de-virtualized
* Extra unnecessary calculations of hardware height in
SurfaceSdlGraphicsManager have been removed
* Methods have been renamed where appropriate for clarity
(setWindowSize -> handleResize, etc.)
* C++11 support improved with `override` specifier added on
overridden virtual methods in subclasses (primarily to avoid
myself accidentally creating new methods in the subclasses
by changing types/names during refactoring)
Additional refactoring can and should be done at some point to
continue to deduplicate code between the OpenGL and SDL backends.
Since the primary goal here was to improve the coordinate mapping,
full refactoring of these backends was not completed here.
2017-07-19 19:15:12 -05:00
_hwScreen - > format - > Rmask ,
_hwScreen - > format - > Gmask ,
_hwScreen - > format - > Bmask ,
_hwScreen - > format - > Amask ) ;
2005-07-30 21:11:48 +00:00
2017-09-13 23:57:04 -05:00
if ( _mouseSurface = = nullptr )
error ( " Allocating _mouseSurface failed " ) ;
2005-02-17 23:01:00 +00:00
SDL_SetColorKey ( _mouseSurface , SDL_RLEACCEL | SDL_SRCCOLORKEY | SDL_SRCALPHA , kMouseColorKey ) ;
2008-01-28 00:14:17 +00:00
}
2005-07-30 21:11:48 +00:00
2005-02-17 23:01:00 +00:00
SDL_LockSurface ( _mouseSurface ) ;
2005-03-17 09:49:22 +00:00
ScalerProc * scalerProc ;
2012-06-03 02:02:57 +02:00
// Only apply scaling, when the user allows it.
if ( ! _cursorDontScale ) {
// If possible, use the same scaler for the cursor as for the rest of
// the game. This only works well with the non-blurring scalers so we
// actually only use the 1x, 2x and AdvMame scalers.
if ( _videoMode . mode = = GFX_DOUBLESIZE | | _videoMode . mode = = GFX_TRIPLESIZE )
scalerProc = _scalerProc ;
else
scalerProc = scalersMagn [ _videoMode . scaleFactor - 1 ] ;
} else {
scalerProc = Normal1x ;
}
2005-03-17 09:49:22 +00:00
scalerProc ( ( byte * ) _mouseOrigSurface - > pixels + _mouseOrigSurface - > pitch + 2 ,
2005-02-17 23:01:00 +00:00
_mouseOrigSurface - > pitch , ( byte * ) _mouseSurface - > pixels , _mouseSurface - > pitch ,
2005-03-17 09:49:22 +00:00
_mouseCurState . w , _mouseCurState . h ) ;
2005-02-17 23:01:00 +00:00
2010-05-10 17:25:12 +00:00
# ifdef USE_SCALERS
2012-06-03 02:02:57 +02:00
if ( ! _cursorDontScale & & _videoMode . aspectRatioCorrection )
2019-12-23 23:26:25 +00:00
stretch200To240Nearest ( ( uint8 * ) _mouseSurface - > pixels , _mouseSurface - > pitch , rW , rH1 , 0 , 0 , 0 ) ;
2005-09-20 18:16:09 +00:00
# endif
2005-07-30 21:11:48 +00:00
2005-02-17 23:01:00 +00:00
SDL_UnlockSurface ( _mouseSurface ) ;
SDL_UnlockSurface ( _mouseOrigSurface ) ;
2004-02-29 00:49:40 +00:00
}
2011-06-19 20:08:55 +02:00
void SurfaceSdlGraphicsManager : : undrawMouse ( ) {
2005-07-09 06:44:00 +00:00
const int x = _mouseBackup . x ;
2006-05-19 22:26:07 +00:00
const int y = _mouseBackup . y ;
2005-07-30 21:11:48 +00:00
2005-03-09 23:07:32 +00:00
// When we switch bigger overlay off mouse jumps. Argh!
2005-07-09 06:44:00 +00:00
// This is intended to prevent undrawing offscreen mouse
2009-02-26 02:04:30 +00:00
if ( ! _overlayVisible & & ( x > = _videoMode . screenWidth | | y > = _videoMode . screenHeight ) )
2005-07-09 06:44:00 +00:00
return ;
2005-07-30 21:11:48 +00:00
2006-05-17 23:52:45 +00:00
if ( _mouseBackup . w ! = 0 & & _mouseBackup . h ! = 0 )
2016-06-29 12:59:56 +02:00
addDirtyRect ( x , y , _mouseBackup . w , _mouseBackup . h ) ;
2005-02-17 23:01:00 +00:00
}
2004-03-01 11:20:32 +00:00
2011-06-19 20:08:55 +02:00
void SurfaceSdlGraphicsManager : : drawMouse ( ) {
2017-09-13 00:47:44 -05:00
if ( ! _cursorVisible | | ! _mouseSurface | | ! _mouseCurState . w | | ! _mouseCurState . h ) {
2005-02-17 23:01:00 +00:00
_mouseBackup . x = _mouseBackup . y = _mouseBackup . w = _mouseBackup . h = 0 ;
2008-01-28 00:14:17 +00:00
return ;
2005-02-17 23:01:00 +00:00
}
2006-05-27 12:55:28 +00:00
2006-05-19 22:26:07 +00:00
SDL_Rect dst ;
2006-05-17 23:52:45 +00:00
int scale ;
2006-06-04 12:38:27 +00:00
int hotX , hotY ;
BACKENDS: Refactor OpenGL & SDL graphics backends
This patch refactors the OpenGL and SDL graphics backends,
primarily to unify window scaling and mouse handling, and to
fix coordinate mapping between the ScummVM window and the
virtual game screen when they have different aspect ratios.
Unified code for these two backends has been moved to a new
header-only WindowedGraphicsManager class, so named because it
contains code for managing graphics managers that interact with
a windowing system and render virtual screens within a larger
physical content window.
The biggest behavioral change here is with the coordinate
system mapping:
Previously, mouse offsets were converted by mapping the whole
space within the window as input to the virtual game screen
without maintaining aspect ratio. This was done to prevent
'stickiness' when the mouse cursor was within the window but
outside of the virtual game screen, but it caused noticeable
distortion of mouse movement speed on the axis with blank
space.
Instead of introducing mouse speed distortion to prevent
stickiness, this patch changes coordinate transformation to
show the system cursor when the mouse moves outside of the virtual
game screen when mouse grab is off, or by holding the mouse inside
the virtual game screen (instead of the entire window) when mouse
grab is on.
This patch also improves some other properties of the
GraphicsManager/PaletteManager interfaces:
* Nullipotent operations (getWidth, getHeight, etc.) of the
PaletteManager/GraphicsManager interfaces are now const
* Methods marked `virtual` but not inherited by any subclass have
been de-virtualized
* Extra unnecessary calculations of hardware height in
SurfaceSdlGraphicsManager have been removed
* Methods have been renamed where appropriate for clarity
(setWindowSize -> handleResize, etc.)
* C++11 support improved with `override` specifier added on
overridden virtual methods in subclasses (primarily to avoid
myself accidentally creating new methods in the subclasses
by changing types/names during refactoring)
Additional refactoring can and should be done at some point to
continue to deduplicate code between the OpenGL and SDL backends.
Since the primary goal here was to improve the coordinate mapping,
full refactoring of these backends was not completed here.
2017-07-19 19:15:12 -05:00
const Common : : Point virtualCursor = convertWindowToVirtual ( _cursorX , _cursorY ) ;
dst . x = virtualCursor . x ;
dst . y = virtualCursor . y ;
2005-03-09 23:07:32 +00:00
if ( ! _overlayVisible ) {
2008-11-14 22:08:10 +00:00
scale = _videoMode . scaleFactor ;
2006-06-04 12:38:27 +00:00
dst . w = _mouseCurState . vW ;
dst . h = _mouseCurState . vH ;
hotX = _mouseCurState . vHotX ;
hotY = _mouseCurState . vHotY ;
2005-03-09 23:07:32 +00:00
} else {
2006-05-17 23:52:45 +00:00
scale = 1 ;
2006-06-04 12:38:27 +00:00
dst . w = _mouseCurState . rW ;
dst . h = _mouseCurState . rH ;
hotX = _mouseCurState . rHotX ;
hotY = _mouseCurState . rHotY ;
2006-05-20 07:31:03 +00:00
}
2004-02-29 00:49:40 +00:00
2006-05-27 12:55:28 +00:00
// The mouse is undrawn using virtual coordinates, i.e. they may be
// scaled and aspect-ratio corrected.
2004-02-29 00:49:40 +00:00
2006-06-04 12:38:27 +00:00
_mouseBackup . x = dst . x - hotX ;
_mouseBackup . y = dst . y - hotY ;
2006-05-17 23:52:45 +00:00
_mouseBackup . w = dst . w ;
_mouseBackup . h = dst . h ;
2006-05-19 22:26:07 +00:00
// We draw the pre-scaled cursor image, so now we need to adjust for
// scaling, shake position and aspect ratio correction manually.
2019-11-16 23:41:07 -08:00
dst . x + = _currentShakeXOffset ;
2019-11-15 01:38:21 -08:00
dst . y + = _currentShakeYOffset ;
2006-05-19 22:26:07 +00:00
2009-05-01 09:09:07 +00:00
if ( _videoMode . aspectRatioCorrection & & ! _overlayVisible )
2006-05-19 22:26:07 +00:00
dst . y = real2Aspect ( dst . y ) ;
2008-01-27 19:47:41 +00:00
2006-06-04 12:38:27 +00:00
dst . x = scale * dst . x - _mouseCurState . rHotX ;
dst . y = scale * dst . y - _mouseCurState . rHotY ;
dst . w = _mouseCurState . rW ;
dst . h = _mouseCurState . rH ;
2005-03-09 23:07:32 +00:00
2006-05-27 12:55:28 +00:00
// Note that SDL_BlitSurface() and addDirtyRect() will both perform any
// clipping necessary
2006-05-19 22:26:07 +00:00
2017-10-16 00:20:39 -05:00
if ( SDL_BlitSurface ( _mouseSurface , nullptr , _hwScreen , & dst ) ! = 0 )
error ( " SDL_BlitSurface failed: %s " , SDL_GetError ( ) ) ;
2006-05-27 12:55:28 +00:00
// The screen will be updated using real surface coordinates, i.e.
// they will not be scaled or aspect-ratio corrected.
addDirtyRect ( dst . x , dst . y , dst . w , dst . h , true ) ;
2004-02-29 00:49:40 +00:00
}
2004-03-13 14:19:15 +00:00
# pragma mark -
2005-07-11 10:54:53 +00:00
# pragma mark --- On Screen Display ---
2004-03-13 14:19:15 +00:00
# pragma mark -
# ifdef USE_OSD
2011-06-19 20:08:55 +02:00
void SurfaceSdlGraphicsManager : : displayMessageOnOSD ( const char * msg ) {
2011-06-19 18:49:02 +02:00
assert ( _transactionMode = = kTransactionNone ) ;
2005-03-12 16:32:32 +00:00
assert ( msg ) ;
2019-07-30 16:17:56 +02:00
# ifdef USE_TTS
Common : : String textToSay = msg ;
# endif // USE_TTS
2004-11-23 21:30:38 +00:00
2007-06-15 21:21:42 +00:00
Common : : StackLock lock ( _graphicsMutex ) ; // Lock the mutex until this function ends
2016-06-04 18:51:03 +06:00
removeOSDMessage ( ) ;
2005-07-30 21:11:48 +00:00
2004-03-15 19:07:56 +00:00
// The font we are going to use:
2011-05-22 21:57:53 +01:00
const Graphics : : Font * font = FontMan . getFontByUsage ( Graphics : : FontManager : : kLocalizedFont ) ;
2005-07-30 21:11:48 +00:00
2004-03-15 19:07:56 +00:00
// Split the message into separate lines.
2010-03-18 15:09:24 +00:00
Common : : Array < Common : : String > lines ;
2004-03-15 19:07:56 +00:00
const char * ptr ;
for ( ptr = msg ; * ptr ; + + ptr ) {
if ( * ptr = = ' \n ' ) {
lines . push_back ( Common : : String ( msg , ptr - msg ) ) ;
msg = ptr + 1 ;
}
}
lines . push_back ( Common : : String ( msg , ptr - msg ) ) ;
2004-03-13 14:19:15 +00:00
// Determine a rect which would contain the message string (clipped to the
// screen dimensions).
2004-03-15 19:07:56 +00:00
const int vOffset = 6 ;
const int lineSpacing = 1 ;
const int lineHeight = font - > getFontHeight ( ) + 2 * lineSpacing ;
int width = 0 ;
int height = lineHeight * lines . size ( ) + 2 * vOffset ;
2016-06-04 18:51:03 +06:00
uint i ;
2004-03-15 19:07:56 +00:00
for ( i = 0 ; i < lines . size ( ) ; i + + ) {
width = MAX ( width , font - > getStringWidth ( lines [ i ] ) + 14 ) ;
}
2005-07-30 21:11:48 +00:00
2004-03-15 19:07:56 +00:00
// Clip the rect
BACKENDS: Refactor OpenGL & SDL graphics backends
This patch refactors the OpenGL and SDL graphics backends,
primarily to unify window scaling and mouse handling, and to
fix coordinate mapping between the ScummVM window and the
virtual game screen when they have different aspect ratios.
Unified code for these two backends has been moved to a new
header-only WindowedGraphicsManager class, so named because it
contains code for managing graphics managers that interact with
a windowing system and render virtual screens within a larger
physical content window.
The biggest behavioral change here is with the coordinate
system mapping:
Previously, mouse offsets were converted by mapping the whole
space within the window as input to the virtual game screen
without maintaining aspect ratio. This was done to prevent
'stickiness' when the mouse cursor was within the window but
outside of the virtual game screen, but it caused noticeable
distortion of mouse movement speed on the axis with blank
space.
Instead of introducing mouse speed distortion to prevent
stickiness, this patch changes coordinate transformation to
show the system cursor when the mouse moves outside of the virtual
game screen when mouse grab is off, or by holding the mouse inside
the virtual game screen (instead of the entire window) when mouse
grab is on.
This patch also improves some other properties of the
GraphicsManager/PaletteManager interfaces:
* Nullipotent operations (getWidth, getHeight, etc.) of the
PaletteManager/GraphicsManager interfaces are now const
* Methods marked `virtual` but not inherited by any subclass have
been de-virtualized
* Extra unnecessary calculations of hardware height in
SurfaceSdlGraphicsManager have been removed
* Methods have been renamed where appropriate for clarity
(setWindowSize -> handleResize, etc.)
* C++11 support improved with `override` specifier added on
overridden virtual methods in subclasses (primarily to avoid
myself accidentally creating new methods in the subclasses
by changing types/names during refactoring)
Additional refactoring can and should be done at some point to
continue to deduplicate code between the OpenGL and SDL backends.
Since the primary goal here was to improve the coordinate mapping,
full refactoring of these backends was not completed here.
2017-07-19 19:15:12 -05:00
if ( width > _hwScreen - > w )
width = _hwScreen - > w ;
if ( height > _hwScreen - > h )
height = _hwScreen - > h ;
2016-06-04 18:51:03 +06:00
_osdMessageSurface = SDL_CreateRGBSurface (
2016-09-13 20:33:42 +02:00
SDL_SWSURFACE | SDL_RLEACCEL | SDL_SRCALPHA ,
BACKENDS: Refactor OpenGL & SDL graphics backends
This patch refactors the OpenGL and SDL graphics backends,
primarily to unify window scaling and mouse handling, and to
fix coordinate mapping between the ScummVM window and the
virtual game screen when they have different aspect ratios.
Unified code for these two backends has been moved to a new
header-only WindowedGraphicsManager class, so named because it
contains code for managing graphics managers that interact with
a windowing system and render virtual screens within a larger
physical content window.
The biggest behavioral change here is with the coordinate
system mapping:
Previously, mouse offsets were converted by mapping the whole
space within the window as input to the virtual game screen
without maintaining aspect ratio. This was done to prevent
'stickiness' when the mouse cursor was within the window but
outside of the virtual game screen, but it caused noticeable
distortion of mouse movement speed on the axis with blank
space.
Instead of introducing mouse speed distortion to prevent
stickiness, this patch changes coordinate transformation to
show the system cursor when the mouse moves outside of the virtual
game screen when mouse grab is off, or by holding the mouse inside
the virtual game screen (instead of the entire window) when mouse
grab is on.
This patch also improves some other properties of the
GraphicsManager/PaletteManager interfaces:
* Nullipotent operations (getWidth, getHeight, etc.) of the
PaletteManager/GraphicsManager interfaces are now const
* Methods marked `virtual` but not inherited by any subclass have
been de-virtualized
* Extra unnecessary calculations of hardware height in
SurfaceSdlGraphicsManager have been removed
* Methods have been renamed where appropriate for clarity
(setWindowSize -> handleResize, etc.)
* C++11 support improved with `override` specifier added on
overridden virtual methods in subclasses (primarily to avoid
myself accidentally creating new methods in the subclasses
by changing types/names during refactoring)
Additional refactoring can and should be done at some point to
continue to deduplicate code between the OpenGL and SDL backends.
Since the primary goal here was to improve the coordinate mapping,
full refactoring of these backends was not completed here.
2017-07-19 19:15:12 -05:00
width , height , 16 , _hwScreen - > format - > Rmask , _hwScreen - > format - > Gmask , _hwScreen - > format - > Bmask , _hwScreen - > format - > Amask
2016-06-04 18:51:03 +06:00
) ;
2016-09-03 21:20:16 +02:00
2016-06-04 18:51:03 +06:00
// Lock the surface
if ( SDL_LockSurface ( _osdMessageSurface ) )
error ( " displayMessageOnOSD: SDL_LockSurface failed: %s " , SDL_GetError ( ) ) ;
2004-03-13 14:19:15 +00:00
// Draw a dark gray rect
2016-09-03 21:20:16 +02:00
// TODO: Rounded corners ? Border?
2016-06-04 18:51:03 +06:00
SDL_FillRect ( _osdMessageSurface , nullptr , SDL_MapRGB ( _osdMessageSurface - > format , 64 , 64 , 64 ) ) ;
Graphics : : Surface dst ;
dst . init ( _osdMessageSurface - > w , _osdMessageSurface - > h , _osdMessageSurface - > pitch , _osdMessageSurface - > pixels ,
2019-03-01 16:13:13 +00:00
convertSDLPixelFormat ( _osdMessageSurface - > format ) ) ;
2004-03-13 14:19:15 +00:00
// Render the message, centered, and in white
2004-03-15 19:07:56 +00:00
for ( i = 0 ; i < lines . size ( ) ; i + + ) {
font - > drawString ( & dst , lines [ i ] ,
2016-06-04 18:51:03 +06:00
0 , 0 + i * lineHeight + vOffset + lineSpacing , width ,
SDL_MapRGB ( _osdMessageSurface - > format , 255 , 255 , 255 ) ,
Graphics : : kTextAlignCenter ) ;
2004-03-15 19:07:56 +00:00
}
2004-03-13 14:19:15 +00:00
2016-06-04 18:51:03 +06:00
// Finished drawing, so unlock the OSD message surface
SDL_UnlockSurface ( _osdMessageSurface ) ;
2004-03-13 14:19:15 +00:00
// Init the OSD display parameters, and the fade out
2016-06-04 18:51:03 +06:00
_osdMessageAlpha = SDL_ALPHA_TRANSPARENT + kOSDInitialAlpha * ( SDL_ALPHA_OPAQUE - SDL_ALPHA_TRANSPARENT ) / 100 ;
_osdMessageFadeStartTime = SDL_GetTicks ( ) + kOSDFadeOutDelay ;
2017-11-09 22:39:42 +00:00
// Enable alpha blending
SDL_SetAlpha ( _osdMessageSurface , SDL_RLEACCEL | SDL_SRCALPHA , _osdMessageAlpha ) ;
// Ensure a full redraw takes place next time the screen is updated
_forceRedraw = true ;
2019-07-30 16:17:56 +02:00
# ifdef USE_TTS
if ( ConfMan . hasKey ( " tts_enabled " , " scummvm " ) & &
ConfMan . getBool ( " tts_enabled " , " scummvm " ) ) {
Common : : TextToSpeechManager * ttsMan = g_system - > getTextToSpeechManager ( ) ;
if ( ttsMan )
ttsMan - > say ( textToSay ) ;
}
# endif // USE_TTS
2016-09-13 20:33:42 +02:00
}
2016-06-03 17:44:26 +06:00
2016-09-13 20:33:42 +02:00
SDL_Rect SurfaceSdlGraphicsManager : : getOSDMessageRect ( ) const {
SDL_Rect rect ;
BACKENDS: Refactor OpenGL & SDL graphics backends
This patch refactors the OpenGL and SDL graphics backends,
primarily to unify window scaling and mouse handling, and to
fix coordinate mapping between the ScummVM window and the
virtual game screen when they have different aspect ratios.
Unified code for these two backends has been moved to a new
header-only WindowedGraphicsManager class, so named because it
contains code for managing graphics managers that interact with
a windowing system and render virtual screens within a larger
physical content window.
The biggest behavioral change here is with the coordinate
system mapping:
Previously, mouse offsets were converted by mapping the whole
space within the window as input to the virtual game screen
without maintaining aspect ratio. This was done to prevent
'stickiness' when the mouse cursor was within the window but
outside of the virtual game screen, but it caused noticeable
distortion of mouse movement speed on the axis with blank
space.
Instead of introducing mouse speed distortion to prevent
stickiness, this patch changes coordinate transformation to
show the system cursor when the mouse moves outside of the virtual
game screen when mouse grab is off, or by holding the mouse inside
the virtual game screen (instead of the entire window) when mouse
grab is on.
This patch also improves some other properties of the
GraphicsManager/PaletteManager interfaces:
* Nullipotent operations (getWidth, getHeight, etc.) of the
PaletteManager/GraphicsManager interfaces are now const
* Methods marked `virtual` but not inherited by any subclass have
been de-virtualized
* Extra unnecessary calculations of hardware height in
SurfaceSdlGraphicsManager have been removed
* Methods have been renamed where appropriate for clarity
(setWindowSize -> handleResize, etc.)
* C++11 support improved with `override` specifier added on
overridden virtual methods in subclasses (primarily to avoid
myself accidentally creating new methods in the subclasses
by changing types/names during refactoring)
Additional refactoring can and should be done at some point to
continue to deduplicate code between the OpenGL and SDL backends.
Since the primary goal here was to improve the coordinate mapping,
full refactoring of these backends was not completed here.
2017-07-19 19:15:12 -05:00
rect . x = ( _hwScreen - > w - _osdMessageSurface - > w ) / 2 ;
rect . y = ( _hwScreen - > h - _osdMessageSurface - > h ) / 2 ;
2016-09-13 20:33:42 +02:00
rect . w = _osdMessageSurface - > w ;
rect . h = _osdMessageSurface - > h ;
return rect ;
2016-06-03 17:44:26 +06:00
}
2016-09-13 20:33:42 +02:00
void SurfaceSdlGraphicsManager : : displayActivityIconOnOSD ( const Graphics : : Surface * icon ) {
2016-06-03 17:44:26 +06:00
assert ( _transactionMode = = kTransactionNone ) ;
Common : : StackLock lock ( _graphicsMutex ) ; // Lock the mutex until this function ends
2016-09-18 13:44:20 +02:00
if ( _osdIconSurface & & ! icon ) {
2016-10-03 07:16:22 +02:00
// Force a redraw to clear the icon on the next update
BACKENDS: Refactor OpenGL & SDL graphics backends
This patch refactors the OpenGL and SDL graphics backends,
primarily to unify window scaling and mouse handling, and to
fix coordinate mapping between the ScummVM window and the
virtual game screen when they have different aspect ratios.
Unified code for these two backends has been moved to a new
header-only WindowedGraphicsManager class, so named because it
contains code for managing graphics managers that interact with
a windowing system and render virtual screens within a larger
physical content window.
The biggest behavioral change here is with the coordinate
system mapping:
Previously, mouse offsets were converted by mapping the whole
space within the window as input to the virtual game screen
without maintaining aspect ratio. This was done to prevent
'stickiness' when the mouse cursor was within the window but
outside of the virtual game screen, but it caused noticeable
distortion of mouse movement speed on the axis with blank
space.
Instead of introducing mouse speed distortion to prevent
stickiness, this patch changes coordinate transformation to
show the system cursor when the mouse moves outside of the virtual
game screen when mouse grab is off, or by holding the mouse inside
the virtual game screen (instead of the entire window) when mouse
grab is on.
This patch also improves some other properties of the
GraphicsManager/PaletteManager interfaces:
* Nullipotent operations (getWidth, getHeight, etc.) of the
PaletteManager/GraphicsManager interfaces are now const
* Methods marked `virtual` but not inherited by any subclass have
been de-virtualized
* Extra unnecessary calculations of hardware height in
SurfaceSdlGraphicsManager have been removed
* Methods have been renamed where appropriate for clarity
(setWindowSize -> handleResize, etc.)
* C++11 support improved with `override` specifier added on
overridden virtual methods in subclasses (primarily to avoid
myself accidentally creating new methods in the subclasses
by changing types/names during refactoring)
Additional refactoring can and should be done at some point to
continue to deduplicate code between the OpenGL and SDL backends.
Since the primary goal here was to improve the coordinate mapping,
full refactoring of these backends was not completed here.
2017-07-19 19:15:12 -05:00
_forceRedraw = true ;
2016-09-18 13:44:20 +02:00
}
2016-09-13 20:33:42 +02:00
if ( _osdIconSurface ) {
SDL_FreeSurface ( _osdIconSurface ) ;
_osdIconSurface = nullptr ;
}
if ( icon ) {
const Graphics : : PixelFormat & iconFormat = icon - > format ;
_osdIconSurface = SDL_CreateRGBSurface (
SDL_SWSURFACE | SDL_RLEACCEL | SDL_SRCALPHA ,
icon - > w , icon - > h , iconFormat . bytesPerPixel * 8 ,
( ( 0xFF > > iconFormat . rLoss ) < < iconFormat . rShift ) ,
( ( 0xFF > > iconFormat . gLoss ) < < iconFormat . gShift ) ,
( ( 0xFF > > iconFormat . bLoss ) < < iconFormat . bShift ) ,
( ( 0xFF > > iconFormat . aLoss ) < < iconFormat . aShift )
) ;
// Lock the surface
if ( SDL_LockSurface ( _osdIconSurface ) )
error ( " displayActivityIconOnOSD: SDL_LockSurface failed: %s " , SDL_GetError ( ) ) ;
byte * dst = ( byte * ) _osdIconSurface - > pixels ;
const byte * src = ( const byte * ) icon - > getPixels ( ) ;
for ( uint y = 0 ; y < icon - > h ; y + + ) {
memcpy ( dst , src , icon - > w * iconFormat . bytesPerPixel ) ;
src + = icon - > pitch ;
dst + = _osdIconSurface - > pitch ;
}
2016-06-05 10:56:43 +06:00
2016-09-13 20:33:42 +02:00
// Finished drawing, so unlock the OSD icon surface
SDL_UnlockSurface ( _osdIconSurface ) ;
2016-06-03 17:44:26 +06:00
}
2016-06-03 19:18:01 +06:00
}
2016-09-13 20:33:42 +02:00
SDL_Rect SurfaceSdlGraphicsManager : : getOSDIconRect ( ) const {
SDL_Rect dstRect ;
BACKENDS: Refactor OpenGL & SDL graphics backends
This patch refactors the OpenGL and SDL graphics backends,
primarily to unify window scaling and mouse handling, and to
fix coordinate mapping between the ScummVM window and the
virtual game screen when they have different aspect ratios.
Unified code for these two backends has been moved to a new
header-only WindowedGraphicsManager class, so named because it
contains code for managing graphics managers that interact with
a windowing system and render virtual screens within a larger
physical content window.
The biggest behavioral change here is with the coordinate
system mapping:
Previously, mouse offsets were converted by mapping the whole
space within the window as input to the virtual game screen
without maintaining aspect ratio. This was done to prevent
'stickiness' when the mouse cursor was within the window but
outside of the virtual game screen, but it caused noticeable
distortion of mouse movement speed on the axis with blank
space.
Instead of introducing mouse speed distortion to prevent
stickiness, this patch changes coordinate transformation to
show the system cursor when the mouse moves outside of the virtual
game screen when mouse grab is off, or by holding the mouse inside
the virtual game screen (instead of the entire window) when mouse
grab is on.
This patch also improves some other properties of the
GraphicsManager/PaletteManager interfaces:
* Nullipotent operations (getWidth, getHeight, etc.) of the
PaletteManager/GraphicsManager interfaces are now const
* Methods marked `virtual` but not inherited by any subclass have
been de-virtualized
* Extra unnecessary calculations of hardware height in
SurfaceSdlGraphicsManager have been removed
* Methods have been renamed where appropriate for clarity
(setWindowSize -> handleResize, etc.)
* C++11 support improved with `override` specifier added on
overridden virtual methods in subclasses (primarily to avoid
myself accidentally creating new methods in the subclasses
by changing types/names during refactoring)
Additional refactoring can and should be done at some point to
continue to deduplicate code between the OpenGL and SDL backends.
Since the primary goal here was to improve the coordinate mapping,
full refactoring of these backends was not completed here.
2017-07-19 19:15:12 -05:00
dstRect . x = _hwScreen - > w - _osdIconSurface - > w - 10 ;
2016-09-13 20:33:42 +02:00
dstRect . y = 10 ;
dstRect . w = _osdIconSurface - > w ;
dstRect . h = _osdIconSurface - > h ;
return dstRect ;
2004-03-13 14:19:15 +00:00
}
2016-06-04 15:56:15 +06:00
2016-06-04 18:51:03 +06:00
void SurfaceSdlGraphicsManager : : removeOSDMessage ( ) {
2016-09-13 20:33:42 +02:00
// Remove the previous message
2016-06-04 18:51:03 +06:00
if ( _osdMessageSurface ) {
2016-09-03 21:20:16 +02:00
SDL_FreeSurface ( _osdMessageSurface ) ;
2017-11-11 00:11:50 +00:00
_forceRedraw = true ;
2016-06-04 18:51:03 +06:00
}
_osdMessageSurface = NULL ;
_osdMessageAlpha = SDL_ALPHA_TRANSPARENT ;
2016-09-13 20:33:42 +02:00
}
2016-06-04 18:51:03 +06:00
2016-09-13 20:33:42 +02:00
void SurfaceSdlGraphicsManager : : updateOSD ( ) {
// OSD message visible (i.e. non-transparent)?
if ( _osdMessageAlpha ! = SDL_ALPHA_TRANSPARENT ) {
// Updated alpha value
const int diff = SDL_GetTicks ( ) - _osdMessageFadeStartTime ;
if ( diff > 0 ) {
if ( diff > = kOSDFadeOutDuration ) {
// Back to full transparency
_osdMessageAlpha = SDL_ALPHA_TRANSPARENT ;
} else {
// Do a linear fade out...
const int startAlpha = SDL_ALPHA_TRANSPARENT + kOSDInitialAlpha * ( SDL_ALPHA_OPAQUE - SDL_ALPHA_TRANSPARENT ) / 100 ;
_osdMessageAlpha = startAlpha + diff * ( SDL_ALPHA_TRANSPARENT - startAlpha ) / kOSDFadeOutDuration ;
}
2017-11-09 22:39:42 +00:00
SDL_SetAlpha ( _osdMessageSurface , SDL_RLEACCEL | SDL_SRCALPHA , _osdMessageAlpha ) ;
2016-09-13 20:33:42 +02:00
}
2016-06-04 18:51:03 +06:00
2016-09-13 20:33:42 +02:00
if ( _osdMessageAlpha = = SDL_ALPHA_TRANSPARENT ) {
removeOSDMessage ( ) ;
}
}
2016-06-04 18:51:03 +06:00
2017-11-11 00:11:50 +00:00
if ( _osdIconSurface | | _osdMessageSurface ) {
// Redraw the area below the icon and message for the transparent blit to give correct results.
BACKENDS: Refactor OpenGL & SDL graphics backends
This patch refactors the OpenGL and SDL graphics backends,
primarily to unify window scaling and mouse handling, and to
fix coordinate mapping between the ScummVM window and the
virtual game screen when they have different aspect ratios.
Unified code for these two backends has been moved to a new
header-only WindowedGraphicsManager class, so named because it
contains code for managing graphics managers that interact with
a windowing system and render virtual screens within a larger
physical content window.
The biggest behavioral change here is with the coordinate
system mapping:
Previously, mouse offsets were converted by mapping the whole
space within the window as input to the virtual game screen
without maintaining aspect ratio. This was done to prevent
'stickiness' when the mouse cursor was within the window but
outside of the virtual game screen, but it caused noticeable
distortion of mouse movement speed on the axis with blank
space.
Instead of introducing mouse speed distortion to prevent
stickiness, this patch changes coordinate transformation to
show the system cursor when the mouse moves outside of the virtual
game screen when mouse grab is off, or by holding the mouse inside
the virtual game screen (instead of the entire window) when mouse
grab is on.
This patch also improves some other properties of the
GraphicsManager/PaletteManager interfaces:
* Nullipotent operations (getWidth, getHeight, etc.) of the
PaletteManager/GraphicsManager interfaces are now const
* Methods marked `virtual` but not inherited by any subclass have
been de-virtualized
* Extra unnecessary calculations of hardware height in
SurfaceSdlGraphicsManager have been removed
* Methods have been renamed where appropriate for clarity
(setWindowSize -> handleResize, etc.)
* C++11 support improved with `override` specifier added on
overridden virtual methods in subclasses (primarily to avoid
myself accidentally creating new methods in the subclasses
by changing types/names during refactoring)
Additional refactoring can and should be done at some point to
continue to deduplicate code between the OpenGL and SDL backends.
Since the primary goal here was to improve the coordinate mapping,
full refactoring of these backends was not completed here.
2017-07-19 19:15:12 -05:00
_forceRedraw = true ;
2016-06-04 18:51:03 +06:00
}
}
2016-09-13 20:33:42 +02:00
void SurfaceSdlGraphicsManager : : drawOSD ( ) {
if ( _osdMessageSurface ) {
SDL_Rect dstRect = getOSDMessageRect ( ) ;
BACKENDS: Refactor OpenGL & SDL graphics backends
This patch refactors the OpenGL and SDL graphics backends,
primarily to unify window scaling and mouse handling, and to
fix coordinate mapping between the ScummVM window and the
virtual game screen when they have different aspect ratios.
Unified code for these two backends has been moved to a new
header-only WindowedGraphicsManager class, so named because it
contains code for managing graphics managers that interact with
a windowing system and render virtual screens within a larger
physical content window.
The biggest behavioral change here is with the coordinate
system mapping:
Previously, mouse offsets were converted by mapping the whole
space within the window as input to the virtual game screen
without maintaining aspect ratio. This was done to prevent
'stickiness' when the mouse cursor was within the window but
outside of the virtual game screen, but it caused noticeable
distortion of mouse movement speed on the axis with blank
space.
Instead of introducing mouse speed distortion to prevent
stickiness, this patch changes coordinate transformation to
show the system cursor when the mouse moves outside of the virtual
game screen when mouse grab is off, or by holding the mouse inside
the virtual game screen (instead of the entire window) when mouse
grab is on.
This patch also improves some other properties of the
GraphicsManager/PaletteManager interfaces:
* Nullipotent operations (getWidth, getHeight, etc.) of the
PaletteManager/GraphicsManager interfaces are now const
* Methods marked `virtual` but not inherited by any subclass have
been de-virtualized
* Extra unnecessary calculations of hardware height in
SurfaceSdlGraphicsManager have been removed
* Methods have been renamed where appropriate for clarity
(setWindowSize -> handleResize, etc.)
* C++11 support improved with `override` specifier added on
overridden virtual methods in subclasses (primarily to avoid
myself accidentally creating new methods in the subclasses
by changing types/names during refactoring)
Additional refactoring can and should be done at some point to
continue to deduplicate code between the OpenGL and SDL backends.
Since the primary goal here was to improve the coordinate mapping,
full refactoring of these backends was not completed here.
2017-07-19 19:15:12 -05:00
SDL_BlitSurface ( _osdMessageSurface , 0 , _hwScreen , & dstRect ) ;
2016-09-13 20:33:42 +02:00
}
if ( _osdIconSurface ) {
SDL_Rect dstRect = getOSDIconRect ( ) ;
BACKENDS: Refactor OpenGL & SDL graphics backends
This patch refactors the OpenGL and SDL graphics backends,
primarily to unify window scaling and mouse handling, and to
fix coordinate mapping between the ScummVM window and the
virtual game screen when they have different aspect ratios.
Unified code for these two backends has been moved to a new
header-only WindowedGraphicsManager class, so named because it
contains code for managing graphics managers that interact with
a windowing system and render virtual screens within a larger
physical content window.
The biggest behavioral change here is with the coordinate
system mapping:
Previously, mouse offsets were converted by mapping the whole
space within the window as input to the virtual game screen
without maintaining aspect ratio. This was done to prevent
'stickiness' when the mouse cursor was within the window but
outside of the virtual game screen, but it caused noticeable
distortion of mouse movement speed on the axis with blank
space.
Instead of introducing mouse speed distortion to prevent
stickiness, this patch changes coordinate transformation to
show the system cursor when the mouse moves outside of the virtual
game screen when mouse grab is off, or by holding the mouse inside
the virtual game screen (instead of the entire window) when mouse
grab is on.
This patch also improves some other properties of the
GraphicsManager/PaletteManager interfaces:
* Nullipotent operations (getWidth, getHeight, etc.) of the
PaletteManager/GraphicsManager interfaces are now const
* Methods marked `virtual` but not inherited by any subclass have
been de-virtualized
* Extra unnecessary calculations of hardware height in
SurfaceSdlGraphicsManager have been removed
* Methods have been renamed where appropriate for clarity
(setWindowSize -> handleResize, etc.)
* C++11 support improved with `override` specifier added on
overridden virtual methods in subclasses (primarily to avoid
myself accidentally creating new methods in the subclasses
by changing types/names during refactoring)
Additional refactoring can and should be done at some point to
continue to deduplicate code between the OpenGL and SDL backends.
Since the primary goal here was to improve the coordinate mapping,
full refactoring of these backends was not completed here.
2017-07-19 19:15:12 -05:00
SDL_BlitSurface ( _osdIconSurface , 0 , _hwScreen , & dstRect ) ;
2016-09-13 20:33:42 +02:00
}
2016-06-04 15:56:15 +06:00
}
2016-09-13 20:33:42 +02:00
2004-03-13 14:19:15 +00:00
# endif
2005-07-11 10:54:53 +00:00
2019-11-01 11:39:46 +00:00
void SurfaceSdlGraphicsManager : : handleResizeImpl ( const int width , const int height , const int xdpi , const int ydpi ) {
SdlGraphicsManager : : handleResizeImpl ( width , height , xdpi , ydpi ) ;
BACKENDS: Refactor OpenGL & SDL graphics backends
This patch refactors the OpenGL and SDL graphics backends,
primarily to unify window scaling and mouse handling, and to
fix coordinate mapping between the ScummVM window and the
virtual game screen when they have different aspect ratios.
Unified code for these two backends has been moved to a new
header-only WindowedGraphicsManager class, so named because it
contains code for managing graphics managers that interact with
a windowing system and render virtual screens within a larger
physical content window.
The biggest behavioral change here is with the coordinate
system mapping:
Previously, mouse offsets were converted by mapping the whole
space within the window as input to the virtual game screen
without maintaining aspect ratio. This was done to prevent
'stickiness' when the mouse cursor was within the window but
outside of the virtual game screen, but it caused noticeable
distortion of mouse movement speed on the axis with blank
space.
Instead of introducing mouse speed distortion to prevent
stickiness, this patch changes coordinate transformation to
show the system cursor when the mouse moves outside of the virtual
game screen when mouse grab is off, or by holding the mouse inside
the virtual game screen (instead of the entire window) when mouse
grab is on.
This patch also improves some other properties of the
GraphicsManager/PaletteManager interfaces:
* Nullipotent operations (getWidth, getHeight, etc.) of the
PaletteManager/GraphicsManager interfaces are now const
* Methods marked `virtual` but not inherited by any subclass have
been de-virtualized
* Extra unnecessary calculations of hardware height in
SurfaceSdlGraphicsManager have been removed
* Methods have been renamed where appropriate for clarity
(setWindowSize -> handleResize, etc.)
* C++11 support improved with `override` specifier added on
overridden virtual methods in subclasses (primarily to avoid
myself accidentally creating new methods in the subclasses
by changing types/names during refactoring)
Additional refactoring can and should be done at some point to
continue to deduplicate code between the OpenGL and SDL backends.
Since the primary goal here was to improve the coordinate mapping,
full refactoring of these backends was not completed here.
2017-07-19 19:15:12 -05:00
recalculateDisplayAreas ( ) ;
}
2005-07-11 10:54:53 +00:00
BACKENDS: Refactor OpenGL & SDL graphics backends
This patch refactors the OpenGL and SDL graphics backends,
primarily to unify window scaling and mouse handling, and to
fix coordinate mapping between the ScummVM window and the
virtual game screen when they have different aspect ratios.
Unified code for these two backends has been moved to a new
header-only WindowedGraphicsManager class, so named because it
contains code for managing graphics managers that interact with
a windowing system and render virtual screens within a larger
physical content window.
The biggest behavioral change here is with the coordinate
system mapping:
Previously, mouse offsets were converted by mapping the whole
space within the window as input to the virtual game screen
without maintaining aspect ratio. This was done to prevent
'stickiness' when the mouse cursor was within the window but
outside of the virtual game screen, but it caused noticeable
distortion of mouse movement speed on the axis with blank
space.
Instead of introducing mouse speed distortion to prevent
stickiness, this patch changes coordinate transformation to
show the system cursor when the mouse moves outside of the virtual
game screen when mouse grab is off, or by holding the mouse inside
the virtual game screen (instead of the entire window) when mouse
grab is on.
This patch also improves some other properties of the
GraphicsManager/PaletteManager interfaces:
* Nullipotent operations (getWidth, getHeight, etc.) of the
PaletteManager/GraphicsManager interfaces are now const
* Methods marked `virtual` but not inherited by any subclass have
been de-virtualized
* Extra unnecessary calculations of hardware height in
SurfaceSdlGraphicsManager have been removed
* Methods have been renamed where appropriate for clarity
(setWindowSize -> handleResize, etc.)
* C++11 support improved with `override` specifier added on
overridden virtual methods in subclasses (primarily to avoid
myself accidentally creating new methods in the subclasses
by changing types/names during refactoring)
Additional refactoring can and should be done at some point to
continue to deduplicate code between the OpenGL and SDL backends.
Since the primary goal here was to improve the coordinate mapping,
full refactoring of these backends was not completed here.
2017-07-19 19:15:12 -05:00
bool SurfaceSdlGraphicsManager : : handleScalerHotkeys ( Common : : KeyCode key ) {
2005-07-11 10:54:53 +00:00
// Ctrl-Alt-a toggles aspect ratio correction
2010-07-11 04:32:24 +00:00
if ( key = = ' a ' ) {
2008-11-14 22:08:10 +00:00
beginGFXTransaction ( ) ;
2010-06-08 23:44:05 +00:00
setFeatureState ( OSystem : : kFeatureAspectRatioCorrection , ! _videoMode . aspectRatioCorrection ) ;
2008-11-14 22:08:10 +00:00
endGFXTransaction ( ) ;
2005-07-11 10:54:53 +00:00
# ifdef USE_OSD
2017-09-03 16:33:22 -05:00
Common : : String message ;
2009-05-01 09:09:07 +00:00
if ( _videoMode . aspectRatioCorrection )
2017-09-03 16:33:22 -05:00
message = Common : : String : : format ( " %s \n %d x %d -> %d x %d " ,
2011-06-06 20:08:28 +01:00
_ ( " Enabled aspect ratio correction " ) ,
2008-11-14 22:08:10 +00:00
_videoMode . screenWidth , _videoMode . screenHeight ,
BACKENDS: Refactor OpenGL & SDL graphics backends
This patch refactors the OpenGL and SDL graphics backends,
primarily to unify window scaling and mouse handling, and to
fix coordinate mapping between the ScummVM window and the
virtual game screen when they have different aspect ratios.
Unified code for these two backends has been moved to a new
header-only WindowedGraphicsManager class, so named because it
contains code for managing graphics managers that interact with
a windowing system and render virtual screens within a larger
physical content window.
The biggest behavioral change here is with the coordinate
system mapping:
Previously, mouse offsets were converted by mapping the whole
space within the window as input to the virtual game screen
without maintaining aspect ratio. This was done to prevent
'stickiness' when the mouse cursor was within the window but
outside of the virtual game screen, but it caused noticeable
distortion of mouse movement speed on the axis with blank
space.
Instead of introducing mouse speed distortion to prevent
stickiness, this patch changes coordinate transformation to
show the system cursor when the mouse moves outside of the virtual
game screen when mouse grab is off, or by holding the mouse inside
the virtual game screen (instead of the entire window) when mouse
grab is on.
This patch also improves some other properties of the
GraphicsManager/PaletteManager interfaces:
* Nullipotent operations (getWidth, getHeight, etc.) of the
PaletteManager/GraphicsManager interfaces are now const
* Methods marked `virtual` but not inherited by any subclass have
been de-virtualized
* Extra unnecessary calculations of hardware height in
SurfaceSdlGraphicsManager have been removed
* Methods have been renamed where appropriate for clarity
(setWindowSize -> handleResize, etc.)
* C++11 support improved with `override` specifier added on
overridden virtual methods in subclasses (primarily to avoid
myself accidentally creating new methods in the subclasses
by changing types/names during refactoring)
Additional refactoring can and should be done at some point to
continue to deduplicate code between the OpenGL and SDL backends.
Since the primary goal here was to improve the coordinate mapping,
full refactoring of these backends was not completed here.
2017-07-19 19:15:12 -05:00
_hwScreen - > w , _hwScreen - > h
2005-07-11 10:54:53 +00:00
) ;
else
2017-09-03 16:33:22 -05:00
message = Common : : String : : format ( " %s \n %d x %d -> %d x %d " ,
2011-06-06 20:08:28 +01:00
_ ( " Disabled aspect ratio correction " ) ,
2008-11-14 22:08:10 +00:00
_videoMode . screenWidth , _videoMode . screenHeight ,
BACKENDS: Refactor OpenGL & SDL graphics backends
This patch refactors the OpenGL and SDL graphics backends,
primarily to unify window scaling and mouse handling, and to
fix coordinate mapping between the ScummVM window and the
virtual game screen when they have different aspect ratios.
Unified code for these two backends has been moved to a new
header-only WindowedGraphicsManager class, so named because it
contains code for managing graphics managers that interact with
a windowing system and render virtual screens within a larger
physical content window.
The biggest behavioral change here is with the coordinate
system mapping:
Previously, mouse offsets were converted by mapping the whole
space within the window as input to the virtual game screen
without maintaining aspect ratio. This was done to prevent
'stickiness' when the mouse cursor was within the window but
outside of the virtual game screen, but it caused noticeable
distortion of mouse movement speed on the axis with blank
space.
Instead of introducing mouse speed distortion to prevent
stickiness, this patch changes coordinate transformation to
show the system cursor when the mouse moves outside of the virtual
game screen when mouse grab is off, or by holding the mouse inside
the virtual game screen (instead of the entire window) when mouse
grab is on.
This patch also improves some other properties of the
GraphicsManager/PaletteManager interfaces:
* Nullipotent operations (getWidth, getHeight, etc.) of the
PaletteManager/GraphicsManager interfaces are now const
* Methods marked `virtual` but not inherited by any subclass have
been de-virtualized
* Extra unnecessary calculations of hardware height in
SurfaceSdlGraphicsManager have been removed
* Methods have been renamed where appropriate for clarity
(setWindowSize -> handleResize, etc.)
* C++11 support improved with `override` specifier added on
overridden virtual methods in subclasses (primarily to avoid
myself accidentally creating new methods in the subclasses
by changing types/names during refactoring)
Additional refactoring can and should be done at some point to
continue to deduplicate code between the OpenGL and SDL backends.
Since the primary goal here was to improve the coordinate mapping,
full refactoring of these backends was not completed here.
2017-07-19 19:15:12 -05:00
_hwScreen - > w , _hwScreen - > h
2005-07-11 10:54:53 +00:00
) ;
2017-09-03 16:33:22 -05:00
displayMessageOnOSD ( message . c_str ( ) ) ;
2005-07-11 10:54:53 +00:00
# endif
2009-09-18 12:38:53 +00:00
internUpdateScreen ( ) ;
2009-12-04 19:57:33 +00:00
return true ;
2005-07-11 10:54:53 +00:00
}
2016-11-13 16:36:18 +01:00
2016-10-12 23:33:28 +01:00
// Ctrl-Alt-f toggles filtering
if ( key = = ' f ' ) {
beginGFXTransaction ( ) ;
setFeatureState ( OSystem : : kFeatureFilteringMode , ! _videoMode . filtering ) ;
endGFXTransaction ( ) ;
# ifdef USE_OSD
if ( getFeatureState ( OSystem : : kFeatureFilteringMode ) ) {
displayMessageOnOSD ( _ ( " Filtering enabled " ) ) ;
} else {
displayMessageOnOSD ( _ ( " Filtering disabled " ) ) ;
}
# endif
BACKENDS: Refactor OpenGL & SDL graphics backends
This patch refactors the OpenGL and SDL graphics backends,
primarily to unify window scaling and mouse handling, and to
fix coordinate mapping between the ScummVM window and the
virtual game screen when they have different aspect ratios.
Unified code for these two backends has been moved to a new
header-only WindowedGraphicsManager class, so named because it
contains code for managing graphics managers that interact with
a windowing system and render virtual screens within a larger
physical content window.
The biggest behavioral change here is with the coordinate
system mapping:
Previously, mouse offsets were converted by mapping the whole
space within the window as input to the virtual game screen
without maintaining aspect ratio. This was done to prevent
'stickiness' when the mouse cursor was within the window but
outside of the virtual game screen, but it caused noticeable
distortion of mouse movement speed on the axis with blank
space.
Instead of introducing mouse speed distortion to prevent
stickiness, this patch changes coordinate transformation to
show the system cursor when the mouse moves outside of the virtual
game screen when mouse grab is off, or by holding the mouse inside
the virtual game screen (instead of the entire window) when mouse
grab is on.
This patch also improves some other properties of the
GraphicsManager/PaletteManager interfaces:
* Nullipotent operations (getWidth, getHeight, etc.) of the
PaletteManager/GraphicsManager interfaces are now const
* Methods marked `virtual` but not inherited by any subclass have
been de-virtualized
* Extra unnecessary calculations of hardware height in
SurfaceSdlGraphicsManager have been removed
* Methods have been renamed where appropriate for clarity
(setWindowSize -> handleResize, etc.)
* C++11 support improved with `override` specifier added on
overridden virtual methods in subclasses (primarily to avoid
myself accidentally creating new methods in the subclasses
by changing types/names during refactoring)
Additional refactoring can and should be done at some point to
continue to deduplicate code between the OpenGL and SDL backends.
Since the primary goal here was to improve the coordinate mapping,
full refactoring of these backends was not completed here.
2017-07-19 19:15:12 -05:00
_forceRedraw = true ;
2016-10-12 23:33:28 +01:00
internUpdateScreen ( ) ;
return true ;
}
2005-07-11 10:54:53 +00:00
2018-05-12 19:57:21 +01:00
# if SDL_VERSION_ATLEAST(2, 0, 0)
// Ctrl+Alt+s cycles through scaling mode (0 to 3)
if ( key = = ' s ' ) {
int index = 0 ;
const OSystem : : GraphicsMode * sm = s_supportedStretchModes ;
while ( sm - > name ) {
if ( sm - > id = = _videoMode . stretchMode )
break ;
sm + + ;
index + + ;
}
index + + ;
if ( ! s_supportedStretchModes [ index ] . name )
index = 0 ;
beginGFXTransaction ( ) ;
setStretchMode ( s_supportedStretchModes [ index ] . id ) ;
endGFXTransaction ( ) ;
# ifdef USE_OSD
Common : : String message = Common : : String : : format ( " %s: %s " ,
_ ( " Stretch mode " ) ,
_ ( s_supportedStretchModes [ index ] . description )
) ;
displayMessageOnOSD ( message . c_str ( ) ) ;
# endif
_forceRedraw = true ;
internUpdateScreen ( ) ;
return true ;
}
# endif
2005-07-11 10:54:53 +00:00
int newMode = - 1 ;
2008-11-14 22:08:10 +00:00
int factor = _videoMode . scaleFactor - 1 ;
2010-07-11 16:11:28 +00:00
SDLKey sdlKey = ( SDLKey ) key ;
2005-07-30 21:11:48 +00:00
BACKENDS: Refactor OpenGL & SDL graphics backends
This patch refactors the OpenGL and SDL graphics backends,
primarily to unify window scaling and mouse handling, and to
fix coordinate mapping between the ScummVM window and the
virtual game screen when they have different aspect ratios.
Unified code for these two backends has been moved to a new
header-only WindowedGraphicsManager class, so named because it
contains code for managing graphics managers that interact with
a windowing system and render virtual screens within a larger
physical content window.
The biggest behavioral change here is with the coordinate
system mapping:
Previously, mouse offsets were converted by mapping the whole
space within the window as input to the virtual game screen
without maintaining aspect ratio. This was done to prevent
'stickiness' when the mouse cursor was within the window but
outside of the virtual game screen, but it caused noticeable
distortion of mouse movement speed on the axis with blank
space.
Instead of introducing mouse speed distortion to prevent
stickiness, this patch changes coordinate transformation to
show the system cursor when the mouse moves outside of the virtual
game screen when mouse grab is off, or by holding the mouse inside
the virtual game screen (instead of the entire window) when mouse
grab is on.
This patch also improves some other properties of the
GraphicsManager/PaletteManager interfaces:
* Nullipotent operations (getWidth, getHeight, etc.) of the
PaletteManager/GraphicsManager interfaces are now const
* Methods marked `virtual` but not inherited by any subclass have
been de-virtualized
* Extra unnecessary calculations of hardware height in
SurfaceSdlGraphicsManager have been removed
* Methods have been renamed where appropriate for clarity
(setWindowSize -> handleResize, etc.)
* C++11 support improved with `override` specifier added on
overridden virtual methods in subclasses (primarily to avoid
myself accidentally creating new methods in the subclasses
by changing types/names during refactoring)
Additional refactoring can and should be done at some point to
continue to deduplicate code between the OpenGL and SDL backends.
Since the primary goal here was to improve the coordinate mapping,
full refactoring of these backends was not completed here.
2017-07-19 19:15:12 -05:00
# if SDL_VERSION_ATLEAST(2, 0, 0)
bool sizeChanged = false ;
# endif
2005-07-11 10:54:53 +00:00
// Increase/decrease the scale factor
2010-07-11 16:11:28 +00:00
if ( sdlKey = = SDLK_EQUALS | | sdlKey = = SDLK_PLUS | | sdlKey = = SDLK_MINUS | |
sdlKey = = SDLK_KP_PLUS | | sdlKey = = SDLK_KP_MINUS ) {
factor + = ( sdlKey = = SDLK_MINUS | | sdlKey = = SDLK_KP_MINUS ) ? - 1 : + 1 ;
2005-07-11 10:54:53 +00:00
if ( 0 < = factor & & factor < = 3 ) {
newMode = s_gfxModeSwitchTable [ _scalerType ] [ factor ] ;
BACKENDS: Refactor OpenGL & SDL graphics backends
This patch refactors the OpenGL and SDL graphics backends,
primarily to unify window scaling and mouse handling, and to
fix coordinate mapping between the ScummVM window and the
virtual game screen when they have different aspect ratios.
Unified code for these two backends has been moved to a new
header-only WindowedGraphicsManager class, so named because it
contains code for managing graphics managers that interact with
a windowing system and render virtual screens within a larger
physical content window.
The biggest behavioral change here is with the coordinate
system mapping:
Previously, mouse offsets were converted by mapping the whole
space within the window as input to the virtual game screen
without maintaining aspect ratio. This was done to prevent
'stickiness' when the mouse cursor was within the window but
outside of the virtual game screen, but it caused noticeable
distortion of mouse movement speed on the axis with blank
space.
Instead of introducing mouse speed distortion to prevent
stickiness, this patch changes coordinate transformation to
show the system cursor when the mouse moves outside of the virtual
game screen when mouse grab is off, or by holding the mouse inside
the virtual game screen (instead of the entire window) when mouse
grab is on.
This patch also improves some other properties of the
GraphicsManager/PaletteManager interfaces:
* Nullipotent operations (getWidth, getHeight, etc.) of the
PaletteManager/GraphicsManager interfaces are now const
* Methods marked `virtual` but not inherited by any subclass have
been de-virtualized
* Extra unnecessary calculations of hardware height in
SurfaceSdlGraphicsManager have been removed
* Methods have been renamed where appropriate for clarity
(setWindowSize -> handleResize, etc.)
* C++11 support improved with `override` specifier added on
overridden virtual methods in subclasses (primarily to avoid
myself accidentally creating new methods in the subclasses
by changing types/names during refactoring)
Additional refactoring can and should be done at some point to
continue to deduplicate code between the OpenGL and SDL backends.
Since the primary goal here was to improve the coordinate mapping,
full refactoring of these backends was not completed here.
2017-07-19 19:15:12 -05:00
# if SDL_VERSION_ATLEAST(2, 0, 0)
sizeChanged = true ;
# endif
2005-07-11 10:54:53 +00:00
}
}
2005-07-30 21:11:48 +00:00
2010-07-11 16:11:28 +00:00
const bool isNormalNumber = ( SDLK_1 < = sdlKey & & sdlKey < = SDLK_9 ) ;
const bool isKeypadNumber = ( SDLK_KP1 < = sdlKey & & sdlKey < = SDLK_KP9 ) ;
2005-07-11 10:54:53 +00:00
if ( isNormalNumber | | isKeypadNumber ) {
2010-07-11 16:11:28 +00:00
_scalerType = sdlKey - ( isNormalNumber ? SDLK_1 : SDLK_KP1 ) ;
2005-07-11 10:54:53 +00:00
if ( _scalerType > = ARRAYSIZE ( s_gfxModeSwitchTable ) )
2009-12-04 19:57:33 +00:00
return false ;
2005-07-30 21:11:48 +00:00
2005-07-11 10:54:53 +00:00
while ( s_gfxModeSwitchTable [ _scalerType ] [ factor ] < 0 ) {
assert ( factor > 0 ) ;
factor - - ;
}
newMode = s_gfxModeSwitchTable [ _scalerType ] [ factor ] ;
}
2005-07-30 21:11:48 +00:00
2005-07-11 10:54:53 +00:00
if ( newMode > = 0 ) {
2008-11-14 22:08:10 +00:00
beginGFXTransaction ( ) ;
setGraphicsMode ( newMode ) ;
endGFXTransaction ( ) ;
2005-07-11 10:54:53 +00:00
# ifdef USE_OSD
2016-09-13 20:33:42 +02:00
const char * newScalerName = 0 ;
const OSystem : : GraphicsMode * g = getSupportedGraphicsModes ( ) ;
while ( g - > name ) {
if ( g - > id = = _videoMode . mode ) {
newScalerName = g - > description ;
break ;
2005-07-11 10:54:53 +00:00
}
2016-09-13 20:33:42 +02:00
g + + ;
}
if ( newScalerName ) {
2017-09-03 16:33:22 -05:00
const Common : : String message = Common : : String : : format (
" %s %s \n %d x %d -> %d x %d " ,
2016-09-13 20:33:42 +02:00
_ ( " Active graphics filter: " ) ,
newScalerName ,
_videoMode . screenWidth , _videoMode . screenHeight ,
BACKENDS: Refactor OpenGL & SDL graphics backends
This patch refactors the OpenGL and SDL graphics backends,
primarily to unify window scaling and mouse handling, and to
fix coordinate mapping between the ScummVM window and the
virtual game screen when they have different aspect ratios.
Unified code for these two backends has been moved to a new
header-only WindowedGraphicsManager class, so named because it
contains code for managing graphics managers that interact with
a windowing system and render virtual screens within a larger
physical content window.
The biggest behavioral change here is with the coordinate
system mapping:
Previously, mouse offsets were converted by mapping the whole
space within the window as input to the virtual game screen
without maintaining aspect ratio. This was done to prevent
'stickiness' when the mouse cursor was within the window but
outside of the virtual game screen, but it caused noticeable
distortion of mouse movement speed on the axis with blank
space.
Instead of introducing mouse speed distortion to prevent
stickiness, this patch changes coordinate transformation to
show the system cursor when the mouse moves outside of the virtual
game screen when mouse grab is off, or by holding the mouse inside
the virtual game screen (instead of the entire window) when mouse
grab is on.
This patch also improves some other properties of the
GraphicsManager/PaletteManager interfaces:
* Nullipotent operations (getWidth, getHeight, etc.) of the
PaletteManager/GraphicsManager interfaces are now const
* Methods marked `virtual` but not inherited by any subclass have
been de-virtualized
* Extra unnecessary calculations of hardware height in
SurfaceSdlGraphicsManager have been removed
* Methods have been renamed where appropriate for clarity
(setWindowSize -> handleResize, etc.)
* C++11 support improved with `override` specifier added on
overridden virtual methods in subclasses (primarily to avoid
myself accidentally creating new methods in the subclasses
by changing types/names during refactoring)
Additional refactoring can and should be done at some point to
continue to deduplicate code between the OpenGL and SDL backends.
Since the primary goal here was to improve the coordinate mapping,
full refactoring of these backends was not completed here.
2017-07-19 19:15:12 -05:00
_hwScreen - > w , _hwScreen - > h ) ;
2017-09-03 16:33:22 -05:00
displayMessageOnOSD ( message . c_str ( ) ) ;
2005-07-11 10:54:53 +00:00
}
# 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.
2017-07-19 19:15:12 -05:00
# if SDL_VERSION_ATLEAST(2, 0, 0)
if ( sizeChanged ) {
// Forcibly resizing the window here since a user switching scaler
// size will not normally cause the window to update
_window - > createOrUpdateWindow ( _hwScreen - > w , _hwScreen - > h , _lastFlags ) ;
}
# endif
2009-09-18 12:38:53 +00:00
internUpdateScreen ( ) ;
2005-07-11 10:54:53 +00:00
2009-12-04 19:57:33 +00:00
return true ;
} else {
return false ;
}
2005-07-11 10:54:53 +00:00
}
2010-04-04 22:08:18 +00:00
2011-06-19 20:08:55 +02:00
bool SurfaceSdlGraphicsManager : : isScalerHotkey ( const Common : : Event & event ) {
2010-04-04 22:08:18 +00:00
if ( ( event . kbd . flags & ( Common : : KBD_CTRL | Common : : KBD_ALT ) ) = = ( Common : : KBD_CTRL | Common : : KBD_ALT ) ) {
const bool isNormalNumber = ( Common : : KEYCODE_1 < = event . kbd . keycode & & event . kbd . keycode < = Common : : KEYCODE_9 ) ;
const bool isKeypadNumber = ( Common : : KEYCODE_KP1 < = event . kbd . keycode & & event . kbd . keycode < = Common : : KEYCODE_KP9 ) ;
const bool isScaleKey = ( event . kbd . keycode = = Common : : KEYCODE_EQUALS | | event . kbd . keycode = = Common : : KEYCODE_PLUS | | event . kbd . keycode = = Common : : KEYCODE_MINUS | |
event . kbd . keycode = = Common : : KEYCODE_KP_PLUS | | event . kbd . keycode = = Common : : KEYCODE_KP_MINUS ) ;
if ( isNormalNumber | | isKeypadNumber ) {
int keyValue = event . kbd . keycode - ( isNormalNumber ? Common : : KEYCODE_1 : Common : : KEYCODE_KP1 ) ;
if ( keyValue > = ARRAYSIZE ( s_gfxModeSwitchTable ) )
return false ;
}
2016-10-12 23:33:28 +01:00
if ( event . kbd . keycode = = ' f ' )
return true ;
2018-10-21 18:35:40 +01:00
# if SDL_VERSION_ATLEAST(2, 0, 0)
2018-05-12 19:57:21 +01:00
if ( event . kbd . keycode = = ' s ' )
return true ;
2016-10-12 23:33:28 +01:00
# endif
2010-04-04 22:08:18 +00:00
return ( isScaleKey | | event . kbd . keycode = = ' a ' ) ;
}
return false ;
}
2010-06-09 05:29:14 +00:00
2011-06-19 20:08:55 +02:00
bool SurfaceSdlGraphicsManager : : notifyEvent ( const Common : : Event & event ) {
2010-07-19 05:33:58 +00:00
switch ( ( int ) event . type ) {
2010-07-15 01:21:20 +00:00
case Common : : EVENT_KEYDOWN :
// Ctrl-Alt-<key> will change the GFX mode
2010-07-27 07:30:56 +00:00
if ( event . kbd . hasFlags ( Common : : KBD_CTRL | Common : : KBD_ALT ) ) {
2010-07-15 01:21:20 +00:00
if ( handleScalerHotkeys ( event . kbd . keycode ) )
return true ;
}
2011-08-08 23:56:54 +02:00
2017-08-11 21:59:59 +02:00
break ;
2010-07-15 01:21:20 +00:00
case Common : : EVENT_KEYUP :
2019-03-10 16:25:25 +00:00
if ( isScalerHotkey ( event ) )
return true ;
break ;
2011-08-08 23:56:54 +02:00
2010-07-15 01:48:28 +00:00
default :
break ;
2010-07-15 01:21:20 +00:00
}
2019-03-10 16:25:25 +00:00
return SdlGraphicsManager : : notifyEvent ( event ) ;
2010-07-15 01:21:20 +00:00
}
2011-08-08 23:46:05 +02:00
void SurfaceSdlGraphicsManager : : notifyVideoExpose ( ) {
BACKENDS: Refactor OpenGL & SDL graphics backends
This patch refactors the OpenGL and SDL graphics backends,
primarily to unify window scaling and mouse handling, and to
fix coordinate mapping between the ScummVM window and the
virtual game screen when they have different aspect ratios.
Unified code for these two backends has been moved to a new
header-only WindowedGraphicsManager class, so named because it
contains code for managing graphics managers that interact with
a windowing system and render virtual screens within a larger
physical content window.
The biggest behavioral change here is with the coordinate
system mapping:
Previously, mouse offsets were converted by mapping the whole
space within the window as input to the virtual game screen
without maintaining aspect ratio. This was done to prevent
'stickiness' when the mouse cursor was within the window but
outside of the virtual game screen, but it caused noticeable
distortion of mouse movement speed on the axis with blank
space.
Instead of introducing mouse speed distortion to prevent
stickiness, this patch changes coordinate transformation to
show the system cursor when the mouse moves outside of the virtual
game screen when mouse grab is off, or by holding the mouse inside
the virtual game screen (instead of the entire window) when mouse
grab is on.
This patch also improves some other properties of the
GraphicsManager/PaletteManager interfaces:
* Nullipotent operations (getWidth, getHeight, etc.) of the
PaletteManager/GraphicsManager interfaces are now const
* Methods marked `virtual` but not inherited by any subclass have
been de-virtualized
* Extra unnecessary calculations of hardware height in
SurfaceSdlGraphicsManager have been removed
* Methods have been renamed where appropriate for clarity
(setWindowSize -> handleResize, etc.)
* C++11 support improved with `override` specifier added on
overridden virtual methods in subclasses (primarily to avoid
myself accidentally creating new methods in the subclasses
by changing types/names during refactoring)
Additional refactoring can and should be done at some point to
continue to deduplicate code between the OpenGL and SDL backends.
Since the primary goal here was to improve the coordinate mapping,
full refactoring of these backends was not completed here.
2017-07-19 19:15:12 -05:00
_forceRedraw = true ;
2011-08-08 23:46:05 +02:00
}
BACKENDS: Refactor OpenGL & SDL graphics backends
This patch refactors the OpenGL and SDL graphics backends,
primarily to unify window scaling and mouse handling, and to
fix coordinate mapping between the ScummVM window and the
virtual game screen when they have different aspect ratios.
Unified code for these two backends has been moved to a new
header-only WindowedGraphicsManager class, so named because it
contains code for managing graphics managers that interact with
a windowing system and render virtual screens within a larger
physical content window.
The biggest behavioral change here is with the coordinate
system mapping:
Previously, mouse offsets were converted by mapping the whole
space within the window as input to the virtual game screen
without maintaining aspect ratio. This was done to prevent
'stickiness' when the mouse cursor was within the window but
outside of the virtual game screen, but it caused noticeable
distortion of mouse movement speed on the axis with blank
space.
Instead of introducing mouse speed distortion to prevent
stickiness, this patch changes coordinate transformation to
show the system cursor when the mouse moves outside of the virtual
game screen when mouse grab is off, or by holding the mouse inside
the virtual game screen (instead of the entire window) when mouse
grab is on.
This patch also improves some other properties of the
GraphicsManager/PaletteManager interfaces:
* Nullipotent operations (getWidth, getHeight, etc.) of the
PaletteManager/GraphicsManager interfaces are now const
* Methods marked `virtual` but not inherited by any subclass have
been de-virtualized
* Extra unnecessary calculations of hardware height in
SurfaceSdlGraphicsManager have been removed
* Methods have been renamed where appropriate for clarity
(setWindowSize -> handleResize, etc.)
* C++11 support improved with `override` specifier added on
overridden virtual methods in subclasses (primarily to avoid
myself accidentally creating new methods in the subclasses
by changing types/names during refactoring)
Additional refactoring can and should be done at some point to
continue to deduplicate code between the OpenGL and SDL backends.
Since the primary goal here was to improve the coordinate mapping,
full refactoring of these backends was not completed here.
2017-07-19 19:15:12 -05:00
void SurfaceSdlGraphicsManager : : notifyResize ( const int width , const int height ) {
2017-10-19 00:55:58 -05:00
# if SDL_VERSION_ATLEAST(2, 0, 0)
2019-11-01 11:39:46 +00:00
handleResize ( width , height , _xdpi , _ydpi ) ;
2017-10-19 00:55:58 -05:00
# endif
2011-08-08 23:46:05 +02:00
}
2015-01-25 01:34:57 +01:00
# if SDL_VERSION_ATLEAST(2, 0, 0)
void SurfaceSdlGraphicsManager : : deinitializeRenderer ( ) {
2017-11-15 11:33:27 -06:00
if ( _screenTexture )
SDL_DestroyTexture ( _screenTexture ) ;
2015-01-25 01:34:57 +01:00
_screenTexture = nullptr ;
2017-11-15 11:33:27 -06:00
if ( _renderer )
SDL_DestroyRenderer ( _renderer ) ;
2015-01-25 01:34:57 +01:00
_renderer = nullptr ;
}
2016-10-13 00:19:15 +01:00
void SurfaceSdlGraphicsManager : : recreateScreenTexture ( ) {
if ( ! _renderer )
return ;
SDL_SetHint ( SDL_HINT_RENDER_SCALE_QUALITY , _videoMode . filtering ? " linear " : " nearest " ) ;
2016-11-13 16:36:18 +01:00
2016-10-13 00:19:15 +01:00
SDL_Texture * oldTexture = _screenTexture ;
_screenTexture = SDL_CreateTexture ( _renderer , SDL_PIXELFORMAT_RGB565 , SDL_TEXTUREACCESS_STREAMING , _videoMode . hardwareWidth , _videoMode . hardwareHeight ) ;
if ( _screenTexture )
SDL_DestroyTexture ( oldTexture ) ;
else
_screenTexture = oldTexture ;
}
2015-12-18 19:08:26 +01:00
SDL_Surface * SurfaceSdlGraphicsManager : : SDL_SetVideoMode ( int width , int height , int bpp , Uint32 flags ) {
deinitializeRenderer ( ) ;
2017-07-19 21:11:00 -05:00
uint32 createWindowFlags = SDL_WINDOW_RESIZABLE ;
2015-12-18 19:08:26 +01:00
if ( ( flags & SDL_FULLSCREEN ) ! = 0 ) {
createWindowFlags | = SDL_WINDOW_FULLSCREEN_DESKTOP ;
}
2017-08-27 22:21:05 -05:00
if ( ! createOrUpdateWindow ( width , height , createWindowFlags ) ) {
2015-12-18 19:08:26 +01:00
return nullptr ;
}
_renderer = SDL_CreateRenderer ( _window - > getSDLWindow ( ) , - 1 , 0 ) ;
if ( ! _renderer ) {
deinitializeRenderer ( ) ;
return nullptr ;
}
2019-11-01 11:39:46 +00:00
// TODO: Implement high DPI support
BACKENDS: Refactor OpenGL & SDL graphics backends
This patch refactors the OpenGL and SDL graphics backends,
primarily to unify window scaling and mouse handling, and to
fix coordinate mapping between the ScummVM window and the
virtual game screen when they have different aspect ratios.
Unified code for these two backends has been moved to a new
header-only WindowedGraphicsManager class, so named because it
contains code for managing graphics managers that interact with
a windowing system and render virtual screens within a larger
physical content window.
The biggest behavioral change here is with the coordinate
system mapping:
Previously, mouse offsets were converted by mapping the whole
space within the window as input to the virtual game screen
without maintaining aspect ratio. This was done to prevent
'stickiness' when the mouse cursor was within the window but
outside of the virtual game screen, but it caused noticeable
distortion of mouse movement speed on the axis with blank
space.
Instead of introducing mouse speed distortion to prevent
stickiness, this patch changes coordinate transformation to
show the system cursor when the mouse moves outside of the virtual
game screen when mouse grab is off, or by holding the mouse inside
the virtual game screen (instead of the entire window) when mouse
grab is on.
This patch also improves some other properties of the
GraphicsManager/PaletteManager interfaces:
* Nullipotent operations (getWidth, getHeight, etc.) of the
PaletteManager/GraphicsManager interfaces are now const
* Methods marked `virtual` but not inherited by any subclass have
been de-virtualized
* Extra unnecessary calculations of hardware height in
SurfaceSdlGraphicsManager have been removed
* Methods have been renamed where appropriate for clarity
(setWindowSize -> handleResize, etc.)
* C++11 support improved with `override` specifier added on
overridden virtual methods in subclasses (primarily to avoid
myself accidentally creating new methods in the subclasses
by changing types/names during refactoring)
Additional refactoring can and should be done at some point to
continue to deduplicate code between the OpenGL and SDL backends.
Since the primary goal here was to improve the coordinate mapping,
full refactoring of these backends was not completed here.
2017-07-19 19:15:12 -05:00
getWindowSizeFromSdl ( & _windowWidth , & _windowHeight ) ;
2019-11-01 11:39:46 +00:00
handleResize ( _windowWidth , _windowHeight , 90 , 90 ) ;
2016-11-13 16:36:18 +01:00
2016-10-12 22:38:07 +01:00
SDL_SetHint ( SDL_HINT_RENDER_SCALE_QUALITY , _videoMode . filtering ? " linear " : " nearest " ) ;
2015-12-18 19:08:26 +01:00
2015-01-25 01:34:57 +01:00
_screenTexture = SDL_CreateTexture ( _renderer , SDL_PIXELFORMAT_RGB565 , SDL_TEXTUREACCESS_STREAMING , width , height ) ;
if ( ! _screenTexture ) {
deinitializeRenderer ( ) ;
return nullptr ;
}
SDL_Surface * screen = SDL_CreateRGBSurface ( 0 , width , height , 16 , 0xF800 , 0x7E0 , 0x1F , 0 ) ;
if ( ! screen ) {
deinitializeRenderer ( ) ;
return nullptr ;
} else {
return screen ;
}
}
void SurfaceSdlGraphicsManager : : SDL_UpdateRects ( SDL_Surface * screen , int numrects , SDL_Rect * rects ) {
SDL_UpdateTexture ( _screenTexture , nullptr , screen - > pixels , screen - > pitch ) ;
BACKENDS: Refactor OpenGL & SDL graphics backends
This patch refactors the OpenGL and SDL graphics backends,
primarily to unify window scaling and mouse handling, and to
fix coordinate mapping between the ScummVM window and the
virtual game screen when they have different aspect ratios.
Unified code for these two backends has been moved to a new
header-only WindowedGraphicsManager class, so named because it
contains code for managing graphics managers that interact with
a windowing system and render virtual screens within a larger
physical content window.
The biggest behavioral change here is with the coordinate
system mapping:
Previously, mouse offsets were converted by mapping the whole
space within the window as input to the virtual game screen
without maintaining aspect ratio. This was done to prevent
'stickiness' when the mouse cursor was within the window but
outside of the virtual game screen, but it caused noticeable
distortion of mouse movement speed on the axis with blank
space.
Instead of introducing mouse speed distortion to prevent
stickiness, this patch changes coordinate transformation to
show the system cursor when the mouse moves outside of the virtual
game screen when mouse grab is off, or by holding the mouse inside
the virtual game screen (instead of the entire window) when mouse
grab is on.
This patch also improves some other properties of the
GraphicsManager/PaletteManager interfaces:
* Nullipotent operations (getWidth, getHeight, etc.) of the
PaletteManager/GraphicsManager interfaces are now const
* Methods marked `virtual` but not inherited by any subclass have
been de-virtualized
* Extra unnecessary calculations of hardware height in
SurfaceSdlGraphicsManager have been removed
* Methods have been renamed where appropriate for clarity
(setWindowSize -> handleResize, etc.)
* C++11 support improved with `override` specifier added on
overridden virtual methods in subclasses (primarily to avoid
myself accidentally creating new methods in the subclasses
by changing types/names during refactoring)
Additional refactoring can and should be done at some point to
continue to deduplicate code between the OpenGL and SDL backends.
Since the primary goal here was to improve the coordinate mapping,
full refactoring of these backends was not completed here.
2017-07-19 19:15:12 -05:00
SDL_Rect viewport ;
viewport . x = _activeArea . drawRect . left ;
viewport . y = _activeArea . drawRect . top ;
viewport . w = _activeArea . drawRect . width ( ) ;
viewport . h = _activeArea . drawRect . height ( ) ;
2015-01-25 01:34:57 +01:00
SDL_RenderClear ( _renderer ) ;
BACKENDS: Refactor OpenGL & SDL graphics backends
This patch refactors the OpenGL and SDL graphics backends,
primarily to unify window scaling and mouse handling, and to
fix coordinate mapping between the ScummVM window and the
virtual game screen when they have different aspect ratios.
Unified code for these two backends has been moved to a new
header-only WindowedGraphicsManager class, so named because it
contains code for managing graphics managers that interact with
a windowing system and render virtual screens within a larger
physical content window.
The biggest behavioral change here is with the coordinate
system mapping:
Previously, mouse offsets were converted by mapping the whole
space within the window as input to the virtual game screen
without maintaining aspect ratio. This was done to prevent
'stickiness' when the mouse cursor was within the window but
outside of the virtual game screen, but it caused noticeable
distortion of mouse movement speed on the axis with blank
space.
Instead of introducing mouse speed distortion to prevent
stickiness, this patch changes coordinate transformation to
show the system cursor when the mouse moves outside of the virtual
game screen when mouse grab is off, or by holding the mouse inside
the virtual game screen (instead of the entire window) when mouse
grab is on.
This patch also improves some other properties of the
GraphicsManager/PaletteManager interfaces:
* Nullipotent operations (getWidth, getHeight, etc.) of the
PaletteManager/GraphicsManager interfaces are now const
* Methods marked `virtual` but not inherited by any subclass have
been de-virtualized
* Extra unnecessary calculations of hardware height in
SurfaceSdlGraphicsManager have been removed
* Methods have been renamed where appropriate for clarity
(setWindowSize -> handleResize, etc.)
* C++11 support improved with `override` specifier added on
overridden virtual methods in subclasses (primarily to avoid
myself accidentally creating new methods in the subclasses
by changing types/names during refactoring)
Additional refactoring can and should be done at some point to
continue to deduplicate code between the OpenGL and SDL backends.
Since the primary goal here was to improve the coordinate mapping,
full refactoring of these backends was not completed here.
2017-07-19 19:15:12 -05:00
SDL_RenderCopy ( _renderer , _screenTexture , NULL , & viewport ) ;
2015-01-25 01:34:57 +01:00
SDL_RenderPresent ( _renderer ) ;
}
# endif // SDL_VERSION_ATLEAST(2, 0, 0)
2010-06-09 05:29:14 +00:00
# endif