- Heavily modified patch #1214784: "Disable overlay scaling"

- Eriktorbjorn's patch from same tracker item for scaling sword1/2 cutscenes
  is applied as is. It lacks resolution switch on-the-fly.
- GUI widgets are repositioned on the fly and use most space, even aspect
  ratio corrected screen is used without scaling
- Heavy tesing is required, but works for me in all cases except for bug
  #1483272: "GUI: SCUMM pause dialog breaks upon scaler switch" which needs more
  work.
- I probavly broke some backend or two

svn-id: r22505
This commit is contained in:
Eugene Sandulenko 2006-05-17 23:52:45 +00:00
parent 65091f7370
commit 14ec3f45fa
36 changed files with 355 additions and 223 deletions

View file

@ -118,8 +118,7 @@ void OSystem_SDL::endGFXTransaction(void) {
setGraphicsMode(_transactionDetails.mode);
if (_transactionDetails.sizeChanged)
initSize(_transactionDetails.w, _transactionDetails.h,
_transactionDetails.overlayScale);
initSize(_transactionDetails.w, _transactionDetails.h);
if (_transactionDetails.arChanged)
setAspectRatioCorrection(_transactionDetails.ar);
@ -211,19 +210,6 @@ bool OSystem_SDL::setGraphicsMode(int mode) {
_transactionDetails.normal1xScaler = (mode == GFX_NORMAL);
#ifndef DISABLE_SCALERS
// Do not let switch to lesser than overlay size resolutions
if (_screenWidth * newScaleFactor < _overlayWidth) {
if (_scaleFactor == 1) { // Force 2x mode
mode = GFX_DOUBLESIZE;
newScaleFactor = 2;
newScalerProc = Normal2x;
_scaleFactor = 2;
} else
return false;
}
#endif
_mode = mode;
_scalerProc = newScalerProc;
@ -286,35 +272,24 @@ int OSystem_SDL::getGraphicsMode() const {
return _mode;
}
void OSystem_SDL::initSize(uint w, uint h, int overlayScale) {
void OSystem_SDL::initSize(uint w, uint h) {
#ifdef DISABLE_SCALERS
overlayScale = 1;
#endif
// Avoid redundant res changes
if ((int)w == _screenWidth && (int)h == _screenHeight &&
(int)overlayScale == _overlayScale &&
_transactionMode != kTransactionCommit)
return;
_screenWidth = w;
_screenHeight = h;
if (overlayScale != -1) {
_overlayScale = overlayScale;
if (w != 320 && w != 256) // 256 is for MM NES
_overlayScale = 1;
_overlayWidth = w * _overlayScale;
_overlayHeight = h * _overlayScale;
}
_cksumNum = (_screenWidth * _screenHeight / (8 * 8));
if (_transactionMode == kTransactionActive) {
_transactionDetails.w = w;
_transactionDetails.h = h;
_transactionDetails.overlayScale = _overlayScale;
_transactionDetails.sizeChanged = true;
_transactionDetails.needUnload = true;
@ -339,9 +314,15 @@ void OSystem_SDL::loadGFXMode() {
_forceFull = true;
_modeFlags |= DF_UPDATE_EXPAND_1_PIXEL;
_overlayWidth = _screenWidth * _scaleFactor;
_overlayHeight = _screenHeight * _scaleFactor;
if (_screenHeight != 200)
_adjustAspectRatio = false;
if (_adjustAspectRatio)
_overlayHeight = real2Aspect(_overlayHeight);
//
// Create the surface that contains the 8 bit game data
//
@ -529,7 +510,7 @@ void OSystem_SDL::internUpdateScreen() {
SDL_Surface *srcSurf, *origSurf;
int height, width;
ScalerProc *scalerProc;
int scale1, scale2;
int scale1;
#if defined (DEBUG) && ! defined(_WIN32_WCE) // definitions not available for non-DEBUG here. (needed this to compile in SYMBIAN32 & linux?)
assert(_hwscreen != NULL);
@ -540,7 +521,7 @@ void OSystem_SDL::internUpdateScreen() {
if (_currentShakePos != _newShakePos) {
SDL_Rect blackrect = {0, 0, _screenWidth * _scaleFactor, _newShakePos * _scaleFactor};
if (_adjustAspectRatio)
if (_adjustAspectRatio && !_overlayVisible)
blackrect.h = real2Aspect(blackrect.h - 1) + 1;
SDL_FillRect(_hwscreen, &blackrect, 0);
@ -589,16 +570,14 @@ void OSystem_SDL::internUpdateScreen() {
height = _screenHeight;
scalerProc = _scalerProc;
scale1 = _scaleFactor;
scale2 = 1;
} else {
origSurf = _overlayscreen;
srcSurf = _tmpscreen2;
width = _overlayWidth;
height = _overlayHeight;
scalerProc = scalersMagn[_overlayScale - 1][_scaleFactor - 1];
scalerProc = Normal1x;
scale1 = _scaleFactor;
scale2 = _overlayScale;
scale1 = 1;
}
// Force a full redraw if requested
@ -647,7 +626,7 @@ void OSystem_SDL::internUpdateScreen() {
register int dst_y = r->y + _currentShakePos;
register int dst_h = 0;
register int orig_dst_y = 0;
register int rx1 = r->x * scale1 / scale2;
register int rx1 = r->x * scale1;
if (dst_y < height) {
dst_h = r->h;
@ -655,17 +634,11 @@ void OSystem_SDL::internUpdateScreen() {
dst_h = height - dst_y;
orig_dst_y = dst_y;
dst_y = dst_y * scale1 / scale2;
dst_y = dst_y * scale1;
if (_adjustAspectRatio)
if (_adjustAspectRatio && !_overlayVisible)
dst_y = real2Aspect(dst_y);
if (scale1 == 3 && scale2 == 2 && _overlayVisible) {
if (r->y % 2)
r->y--;
dst_y -= dst_y % 3;
}
assert(scalerProc != NULL);
scalerProc((byte *)srcSurf->pixels + (r->x * 2 + 2) + (r->y + 1) * srcPitch, srcPitch,
(byte *)_hwscreen->pixels + rx1 * 2 + dst_y * dstPitch, dstPitch, r->w, dst_h);
@ -673,12 +646,12 @@ void OSystem_SDL::internUpdateScreen() {
r->x = rx1;
r->y = dst_y;
r->w = r->w * scale1 / scale2;
r->h = dst_h * scale1 / scale2;
r->w = r->w * scale1;
r->h = dst_h * scale1;
#ifndef DISABLE_SCALERS
if (_adjustAspectRatio && orig_dst_y < height)
r->h = stretch200To240((uint8 *) _hwscreen->pixels, dstPitch, r->w, r->h, r->x, r->y, orig_dst_y * scale1 / scale2);
if (_adjustAspectRatio && orig_dst_y < height && !_overlayVisible)
r->h = stretch200To240((uint8 *) _hwscreen->pixels, dstPitch, r->w, r->h, r->x, r->y, orig_dst_y * scale1);
#endif
}
SDL_UnlockSurface(srcSurf);
@ -943,12 +916,8 @@ void OSystem_SDL::addDirtyRect(int x, int y, int w, int h, bool mouseRect) {
}
#ifndef DISABLE_SCALERS
if (_adjustAspectRatio) {
if (_adjustAspectRatio && !_overlayVisible) {
makeRectStretchable(x, y, w, h);
if (_scaleFactor == 3 && _overlayScale == 2 && _overlayVisible) {
if (y % 2)
y++;
}
}
#endif
@ -1126,8 +1095,8 @@ void OSystem_SDL::showOverlay() {
// Since resolution could change, put mouse to adjusted position
// Fixes bug #1349059
x = _mouseCurState.x * _overlayScale;
y = _mouseCurState.y * _overlayScale;
x = _mouseCurState.x;
y = _mouseCurState.y;
warpMouse(x, y);
@ -1146,8 +1115,8 @@ void OSystem_SDL::hideOverlay() {
// Since resolution could change, put mouse to adjusted position
// Fixes bug #1349059
x = _mouseCurState.x / _overlayScale;
y = _mouseCurState.y / _overlayScale;
x = _mouseCurState.x;
y = _mouseCurState.y;
warpMouse(x, y);
@ -1175,15 +1144,12 @@ void OSystem_SDL::clearOverlay() {
SDL_LockSurface(_tmpscreen);
SDL_LockSurface(_overlayscreen);
if (_overlayScale == _scaleFactor) {
_scalerProc((byte *)(_tmpscreen->pixels) + _tmpscreen->pitch + 2,
_tmpscreen->pitch, (byte *)_overlayscreen->pixels, _overlayscreen->pitch, _screenWidth, _screenHeight);
} else {
// Quality is degraded here. It is possible to run one-less scaler here, but is it
// really needed? Quality will anyway be degraded because of 1.5x scaler.
(scalersMagn[0][_overlayScale - 1])((byte *)(_tmpscreen->pixels) + _tmpscreen->pitch + 2,
_tmpscreen->pitch, (byte *)_overlayscreen->pixels, _overlayscreen->pitch, _screenWidth, _screenHeight);
}
_scalerProc((byte *)(_tmpscreen->pixels) + _tmpscreen->pitch + 2, _tmpscreen->pitch,
(byte *)_overlayscreen->pixels, _overlayscreen->pitch, _screenWidth, _screenHeight);
if (_adjustAspectRatio)
stretch200To240((uint8 *)_overlayscreen->pixels, _overlayscreen->pitch,
_overlayWidth, _screenHeight * _scaleFactor, 0, 0, 0);
SDL_UnlockSurface(_tmpscreen);
SDL_UnlockSurface(_overlayscreen);
@ -1287,14 +1253,13 @@ void OSystem_SDL::setMousePos(int x, int y) {
}
void OSystem_SDL::warpMouse(int x, int y) {
int y1 = y;
if (_adjustAspectRatio)
y = real2Aspect(y);
y1 = real2Aspect(y);
if (_mouseCurState.x != x || _mouseCurState.y != y) {
if (_overlayVisible)
SDL_WarpMouse(x * _scaleFactor / _overlayScale, y * _scaleFactor / _overlayScale);
else
SDL_WarpMouse(x * _scaleFactor, y * _scaleFactor);
SDL_WarpMouse(x * _scaleFactor, y1 * _scaleFactor);
// SDL_WarpMouse() generates a mouse movement event, so
// setMousePos() would be called eventually. However, the
@ -1485,7 +1450,7 @@ void OSystem_SDL::toggleMouseGrab() {
void OSystem_SDL::undrawMouse() {
const int x = _mouseBackup.x;
const int y = _adjustAspectRatio ? aspect2Real(_mouseBackup.y) : _mouseBackup.y;
const int y = (_adjustAspectRatio && !_overlayVisible) ? aspect2Real(_mouseBackup.y) : _mouseBackup.y;
// When we switch bigger overlay off mouse jumps. Argh!
// This is intended to prevent undrawing offscreen mouse
@ -1493,9 +1458,8 @@ void OSystem_SDL::undrawMouse() {
return;
}
if (_mouseBackup.w != 0 && _mouseBackup.h != 0) {
if (_mouseBackup.w != 0 && _mouseBackup.h != 0)
addDirtyRect(x, y, _mouseBackup.w, _mouseBackup.h);
}
}
void OSystem_SDL::drawMouse() {
@ -1503,106 +1467,73 @@ void OSystem_SDL::drawMouse() {
_mouseBackup.x = _mouseBackup.y = _mouseBackup.w = _mouseBackup.h = 0;
return;
}
SDL_Rect src, dst;
int scale1, scale2;
bool useCursorScaling;
int scale;
int width, height;
if (!_overlayVisible) {
scale1 = _scaleFactor;
scale2 = 1;
scale = _scaleFactor;
width = _screenWidth;
height = _screenHeight;
} else {
scale1 = _scaleFactor;
scale2 = _overlayScale;
scale = 1;
width = _overlayWidth;
height = _overlayHeight;
}
// Note: _mouseCurState is in *virtual* coordinates. That means if initSize
// was used to set a 320x200 game screen, then _mouseCurState is bounded
// by that; if the overlay is visible, then it is bounded by the overlay
// size (typically 640x400).
//
// _mouseBackup is stored in "virtual" coordinates, too.
//
// On the other hand, _mouseSurface was scaled to screen coordinates in
// OSystem_SDL::blitCursor(), including aspect ratio corection. Its
// scaling is determined by _scaleFactor, but *not* by whatever value
// _overlayScale has.
// Atop of that, it was scaled by _cursorTargetScale.
// That means, we have to scale it by "scale2".
//
// TODO/FIXME: Clean up and fix this code, see also bug #1185275.
useCursorScaling = (_scaleFactor > _cursorTargetScale);
const bool useScaling = (_scaleFactor > _cursorTargetScale);
dst.x = _mouseCurState.x - _mouseHotspotX * scale2 / _cursorTargetScale;
dst.y = _mouseCurState.y - _mouseHotspotY * scale2 / _cursorTargetScale;
if (useCursorScaling) {
dst.x = _mouseCurState.x - _mouseHotspotX * scale / _cursorTargetScale;
dst.y = _mouseCurState.y - _mouseHotspotY * scale / _cursorTargetScale;
} else {
dst.x = _mouseCurState.x - _mouseHotspotX;
dst.y = _mouseCurState.y - _mouseHotspotY;
}
dst.w = _mouseCurState.hW;
dst.h = _mouseCurState.hH;
src.x = src.y = 0;
// clip the mouse rect, and adjust the src pointer accordingly
int dx, dy;
if (dst.x < 0) {
const int dx = useScaling ? dst.x * scale1 / scale2 / _cursorTargetScale : dst.x;
dx = useCursorScaling ? dst.x * scale / _cursorTargetScale : dst.x;
dst.w += dx;
src.x -= dx;
dst.x = 0;
}
if (dst.y < 0) {
const int dy = useScaling ? dst.y * scale1 / scale2 / _cursorTargetScale : dst.y;
dy = useCursorScaling ? dst.y * scale / _cursorTargetScale : dst.y;
dst.h += dy;
src.y -= dy;
dst.y = 0;
}
// Quick check to see if anything has to be drawn at all
if (dst.w <= 0 || dst.h <= 0 || dst.x >= width || dst.y >= height)
if (dst.w <= 0 || dst.h <= 0)
return;
src.w = dst.w;
src.h = dst.h;
// Patch #1258912 "GUI: SDL mouse dirty rects too big"
//
// At this point, dst.w and dst.h appear to be the correct values to
// assign to src.w and src.h above, but they are NOT the actual
// width and height of the mouse in virtual coordinates required for
// the dirty rects. If left uncorrected, the w and h values are 1.5x
// too large for 3x scalers when the overlay is visible, and 2x/3x too
// large for 2x/3x scalers when the overlay is not visible, resulting
// in dirty rects that are from 2.25x to 9x too large depending on the
// combination of scales.
if (!_overlayVisible) {
dst.w = _mouseCurState.w;
dst.h = _mouseCurState.h;
} else {
dst.w = _mouseCurState.w * _overlayScale;
dst.h = _mouseCurState.h * _overlayScale;
}
if (_adjustAspectRatio)
if (_adjustAspectRatio && !_overlayVisible)
dst.y = real2Aspect(dst.y);
// special case for 1o5x scaler to prevent backgound shaking
if (scale1 == 3 && scale2 == 2) {
if (dst.x % 2)
dst.x--;
if (dst.y % 2)
dst.y--;
}
_mouseBackup = dst;
dst.x = dst.x * scale1 / scale2;
dst.y = (dst.y + _currentShakePos) * scale1 / scale2;
_mouseBackup.x = dst.x;
_mouseBackup.y = dst.y;
_mouseBackup.w = dst.w;
_mouseBackup.h = dst.h;
dst.x *= scale;
dst.y *= scale;
if (SDL_BlitSurface(_mouseSurface, &src, _hwscreen, &dst) != 0)
error("SDL_BlitSurface failed: %s", SDL_GetError());
addDirtyRect(dst.x, dst.y, dst.w, dst.h, true);
}