scummvm/backends/graphics/sdl/sdl-graphics.cpp

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/* ScummVM - Graphic Adventure Engine
*
* ScummVM is the legal property of its developers, whose names
* are too numerous to list here. Please refer to the COPYRIGHT
* file distributed with this source distribution.
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software
* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*
*/
#include "backends/graphics/sdl/sdl-graphics.h"
#include "backends/platform/sdl/sdl-sys.h"
#include "backends/platform/sdl/sdl.h"
#include "backends/events/sdl/sdl-events.h"
#include "common/config-manager.h"
#include "common/textconsole.h"
#include "graphics/scaler/aspect.h"
#ifdef USE_OSD
#include "common/translation.h"
#endif
SdlGraphicsManager::SdlGraphicsManager(SdlEventSource *source, SdlWindow *window)
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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: _eventSource(source), _window(window), _hwScreen(nullptr)
#if SDL_VERSION_ATLEAST(2, 0, 0)
, _allowWindowSizeReset(false), _hintedWidth(0), _hintedHeight(0), _lastFlags(0)
#endif
{
SDL_GetMouseState(&_cursorX, &_cursorY);
}
void SdlGraphicsManager::activateManager() {
_eventSource->setGraphicsManager(this);
}
void SdlGraphicsManager::deactivateManager() {
_eventSource->setGraphicsManager(0);
}
BACKENDS: Refactor OpenGL & SDL graphics backends This patch refactors the OpenGL and SDL graphics backends, primarily to unify window scaling and mouse handling, and to fix coordinate mapping between the ScummVM window and the virtual game screen when they have different aspect ratios. Unified code for these two backends has been moved to a new header-only WindowedGraphicsManager class, so named because it contains code for managing graphics managers that interact with a windowing system and render virtual screens within a larger physical content window. The biggest behavioral change here is with the coordinate system mapping: Previously, mouse offsets were converted by mapping the whole space within the window as input to the virtual game screen without maintaining aspect ratio. This was done to prevent 'stickiness' when the mouse cursor was within the window but outside of the virtual game screen, but it caused noticeable distortion of mouse movement speed on the axis with blank space. Instead of introducing mouse speed distortion to prevent stickiness, this patch changes coordinate transformation to show the system cursor when the mouse moves outside of the virtual game screen when mouse grab is off, or by holding the mouse inside the virtual game screen (instead of the entire window) when mouse grab is on. This patch also improves some other properties of the GraphicsManager/PaletteManager interfaces: * Nullipotent operations (getWidth, getHeight, etc.) of the PaletteManager/GraphicsManager interfaces are now const * Methods marked `virtual` but not inherited by any subclass have been de-virtualized * Extra unnecessary calculations of hardware height in SurfaceSdlGraphicsManager have been removed * Methods have been renamed where appropriate for clarity (setWindowSize -> handleResize, etc.) * C++11 support improved with `override` specifier added on overridden virtual methods in subclasses (primarily to avoid myself accidentally creating new methods in the subclasses by changing types/names during refactoring) Additional refactoring can and should be done at some point to continue to deduplicate code between the OpenGL and SDL backends. Since the primary goal here was to improve the coordinate mapping, full refactoring of these backends was not completed here.
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SdlGraphicsManager::State SdlGraphicsManager::getState() const {
State state;
state.screenWidth = getWidth();
state.screenHeight = getHeight();
state.aspectRatio = getFeatureState(OSystem::kFeatureAspectRatioCorrection);
state.fullscreen = getFeatureState(OSystem::kFeatureFullscreenMode);
state.cursorPalette = getFeatureState(OSystem::kFeatureCursorPalette);
#ifdef USE_RGB_COLOR
state.pixelFormat = getScreenFormat();
#endif
return state;
}
bool SdlGraphicsManager::setState(const State &state) {
beginGFXTransaction();
#ifdef USE_RGB_COLOR
initSize(state.screenWidth, state.screenHeight, &state.pixelFormat);
#else
initSize(state.screenWidth, state.screenHeight, nullptr);
#endif
setFeatureState(OSystem::kFeatureAspectRatioCorrection, state.aspectRatio);
setFeatureState(OSystem::kFeatureFullscreenMode, state.fullscreen);
setFeatureState(OSystem::kFeatureCursorPalette, state.cursorPalette);
if (endGFXTransaction() != OSystem::kTransactionSuccess) {
return false;
} else {
return true;
}
}
bool SdlGraphicsManager::defaultGraphicsModeConfig() const {
const Common::ConfigManager::Domain *transientDomain = ConfMan.getDomain(Common::ConfigManager::kTransientDomain);
if (transientDomain && transientDomain->contains("gfx_mode")) {
const Common::String &mode = transientDomain->getVal("gfx_mode");
if (!mode.equalsIgnoreCase("normal") && !mode.equalsIgnoreCase("default")) {
return false;
}
}
const Common::ConfigManager::Domain *gameDomain = ConfMan.getActiveDomain();
if (gameDomain && gameDomain->contains("gfx_mode")) {
const Common::String &mode = gameDomain->getVal("gfx_mode");
if (!mode.equalsIgnoreCase("normal") && !mode.equalsIgnoreCase("default")) {
return false;
}
}
return true;
}
int SdlGraphicsManager::getGraphicsModeIdByName(const Common::String &name) const {
if (name == "normal" || name == "default") {
return getDefaultGraphicsMode();
}
const OSystem::GraphicsMode *mode = getSupportedGraphicsModes();
while (mode && mode->name != nullptr) {
if (name.equalsIgnoreCase(mode->name)) {
return mode->id;
}
++mode;
}
return -1;
}
void SdlGraphicsManager::initSizeHint(const Graphics::ModeList &modes) {
#if SDL_VERSION_ATLEAST(2, 0, 0)
const bool useDefault = defaultGraphicsModeConfig();
int scale = getGraphicsModeScale(getGraphicsModeIdByName(ConfMan.get("gfx_mode")));
if (scale == -1) {
warning("Unknown scaler; defaulting to 1");
scale = 1;
}
int16 bestWidth = 0, bestHeight = 0;
const Graphics::ModeList::const_iterator end = modes.end();
for (Graphics::ModeList::const_iterator it = modes.begin(); it != end; ++it) {
int16 width = it->width, height = it->height;
// TODO: Normalize AR correction by passing a PAR in the mode list
// instead of checking the dimensions here like this, since not all
// 320x200/640x400 uses are with non-square pixels (e.g. DreamWeb).
if (ConfMan.getBool("aspect_ratio")) {
if ((width == 320 && height == 200) || (width == 640 && height == 400)) {
height = real2Aspect(height);
}
}
if (!useDefault || width <= 320) {
width *= scale;
height *= scale;
}
if (bestWidth < width) {
bestWidth = width;
}
if (bestHeight < height) {
bestHeight = height;
}
}
_hintedWidth = bestWidth;
_hintedHeight = bestHeight;
#endif
}
bool SdlGraphicsManager::showMouse(const bool visible) {
if (visible == _cursorVisible) {
return visible;
}
int showCursor = SDL_DISABLE;
if (visible) {
// _cursorX and _cursorY are currently always clipped to the active
// area, so we need to ask SDL where the system's mouse cursor is
// instead
int x, y;
SDL_GetMouseState(&x, &y);
if (!_activeArea.drawRect.contains(Common::Point(x, y))) {
showCursor = SDL_ENABLE;
}
}
SDL_ShowCursor(showCursor);
return WindowedGraphicsManager::showMouse(visible);
}
bool SdlGraphicsManager::notifyMousePosition(Common::Point &mouse) {
int showCursor = SDL_DISABLE;
bool valid = true;
if (_activeArea.drawRect.contains(mouse)) {
_cursorLastInActiveArea = true;
} else {
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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mouse.x = CLIP<int>(mouse.x, _activeArea.drawRect.left, _activeArea.drawRect.right - 1);
mouse.y = CLIP<int>(mouse.y, _activeArea.drawRect.top, _activeArea.drawRect.bottom - 1);
if (_window->mouseIsGrabbed() ||
// Keep the mouse inside the game area during dragging to prevent an
// event mismatch where the mouseup event gets lost because it is
// performed outside of the game area
(_cursorLastInActiveArea && SDL_GetMouseState(nullptr, nullptr) != 0)) {
BACKENDS: Refactor OpenGL & SDL graphics backends This patch refactors the OpenGL and SDL graphics backends, primarily to unify window scaling and mouse handling, and to fix coordinate mapping between the ScummVM window and the virtual game screen when they have different aspect ratios. Unified code for these two backends has been moved to a new header-only WindowedGraphicsManager class, so named because it contains code for managing graphics managers that interact with a windowing system and render virtual screens within a larger physical content window. The biggest behavioral change here is with the coordinate system mapping: Previously, mouse offsets were converted by mapping the whole space within the window as input to the virtual game screen without maintaining aspect ratio. This was done to prevent 'stickiness' when the mouse cursor was within the window but outside of the virtual game screen, but it caused noticeable distortion of mouse movement speed on the axis with blank space. Instead of introducing mouse speed distortion to prevent stickiness, this patch changes coordinate transformation to show the system cursor when the mouse moves outside of the virtual game screen when mouse grab is off, or by holding the mouse inside the virtual game screen (instead of the entire window) when mouse grab is on. This patch also improves some other properties of the GraphicsManager/PaletteManager interfaces: * Nullipotent operations (getWidth, getHeight, etc.) of the PaletteManager/GraphicsManager interfaces are now const * Methods marked `virtual` but not inherited by any subclass have been de-virtualized * Extra unnecessary calculations of hardware height in SurfaceSdlGraphicsManager have been removed * Methods have been renamed where appropriate for clarity (setWindowSize -> handleResize, etc.) * C++11 support improved with `override` specifier added on overridden virtual methods in subclasses (primarily to avoid myself accidentally creating new methods in the subclasses by changing types/names during refactoring) Additional refactoring can and should be done at some point to continue to deduplicate code between the OpenGL and SDL backends. Since the primary goal here was to improve the coordinate mapping, full refactoring of these backends was not completed here.
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setSystemMousePosition(mouse.x, mouse.y);
} else {
// Allow the in-game mouse to get a final movement event to the edge
// of the window if the mouse was moved out of the game area
if (_cursorLastInActiveArea) {
_cursorLastInActiveArea = false;
} else if (_cursorVisible) {
// Keep sending events to the game if the cursor is invisible,
// since otherwise if a game lets you skip a cutscene by
// clicking and the user moved the mouse outside the active
// area, the clicks wouldn't do anything, which would be
// confusing
valid = false;
}
if (_cursorVisible) {
showCursor = SDL_ENABLE;
}
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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}
}
SDL_ShowCursor(showCursor);
if (valid) {
setMousePosition(mouse.x, mouse.y);
mouse = convertWindowToVirtual(mouse.x, mouse.y);
}
return valid;
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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}
void SdlGraphicsManager::setSystemMousePosition(const int x, const int y) {
assert(_window);
if (!_window->warpMouseInWindow(x, y)) {
const Common::Point mouse = convertWindowToVirtual(x, y);
_eventSource->fakeWarpMouse(mouse.x, mouse.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.
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void SdlGraphicsManager::handleResizeImpl(const int width, const int height) {
_eventSource->resetKeyboardEmulation(width - 1, height - 1);
_forceRedraw = true;
}
#if SDL_VERSION_ATLEAST(2, 0, 0)
bool SdlGraphicsManager::createOrUpdateWindow(int width, int height, const Uint32 flags) {
if (!_window) {
return false;
}
// We only update the actual window when flags change (which usually means
// fullscreen mode is entered/exited), when updates are forced so that we
// do not reset the window size whenever a game makes a call to change the
// size or pixel format of the internal game surface (since a user may have
// resized the game window), or when the launcher is visible (since a user
// may change the scaler, which should reset the window size)
if (!_window->getSDLWindow() || _lastFlags != flags || _overlayVisible || _allowWindowSizeReset) {
const bool fullscreen = (flags & (SDL_WINDOW_FULLSCREEN | SDL_WINDOW_FULLSCREEN_DESKTOP)) != 0;
if (!fullscreen) {
if (_hintedWidth) {
width = _hintedWidth;
}
if (_hintedHeight) {
height = _hintedHeight;
}
}
if (!_window->createOrUpdateWindow(width, height, flags)) {
return false;
}
_lastFlags = flags;
_allowWindowSizeReset = false;
}
return true;
}
#endif
void SdlGraphicsManager::saveScreenshot() {
Common::String filename;
Common::String screenshotsPath;
OSystem_SDL *sdl_g_system = dynamic_cast<OSystem_SDL*>(g_system);
if (sdl_g_system)
screenshotsPath = sdl_g_system->getScreenshotsPath();
for (int n = 0;; n++) {
SDL_RWops *file;
#ifdef USE_PNG
filename = Common::String::format("scummvm%05d.png", n);
#else
filename = Common::String::format("scummvm%05d.bmp", n);
#endif
file = SDL_RWFromFile((screenshotsPath + filename).c_str(), "r");
if (!file)
break;
SDL_RWclose(file);
}
if (saveScreenshot(screenshotsPath + filename)) {
if (screenshotsPath.empty())
debug("Saved screenshot '%s' in current directory", filename.c_str());
else
debug("Saved screenshot '%s' in directory '%s'", filename.c_str(), screenshotsPath.c_str());
} else {
if (screenshotsPath.empty())
warning("Could not save screenshot in current directory");
else
warning("Could not save screenshot in directory '%s'", screenshotsPath.c_str());
}
}
bool SdlGraphicsManager::notifyEvent(const Common::Event &event) {
switch ((int)event.type) {
case Common::EVENT_KEYDOWN:
// Alt-Return and Alt-Enter toggle full screen mode
if (event.kbd.hasFlags(Common::KBD_ALT) &&
(event.kbd.keycode == Common::KEYCODE_RETURN ||
event.kbd.keycode == Common::KEYCODE_KP_ENTER)) {
toggleFullScreen();
return true;
}
// Alt-S: Create a screenshot
if (event.kbd.hasFlags(Common::KBD_ALT) && event.kbd.keycode == 's') {
saveScreenshot();
return true;
}
break;
case Common::EVENT_KEYUP:
if (event.kbd.hasFlags(Common::KBD_ALT)) {
return event.kbd.keycode == Common::KEYCODE_RETURN
|| event.kbd.keycode == Common::KEYCODE_KP_ENTER
|| event.kbd.keycode == Common::KEYCODE_s;
}
break;
default:
break;
}
return false;
}
void SdlGraphicsManager::toggleFullScreen() {
beginGFXTransaction();
setFeatureState(OSystem::kFeatureFullscreenMode, !getFeatureState(OSystem::kFeatureFullscreenMode));
endGFXTransaction();
#ifdef USE_OSD
if (getFeatureState(OSystem::kFeatureFullscreenMode))
displayMessageOnOSD(_("Fullscreen mode"));
else
displayMessageOnOSD(_("Windowed mode"));
#endif
}