ANDROID: Add support for video feature flags

kFeatureFullscreenMode and kFeatureAspectRatioCorrection are supported
now. The former prevents scaling to the full display - it scales one
axis and keeps the game AR.
This commit is contained in:
dhewg 2011-03-13 22:31:28 +01:00
parent 4267011e3a
commit 79d991081d
7 changed files with 157 additions and 26 deletions

View file

@ -267,7 +267,7 @@ void OSystem_Android::initSize(uint width, uint height,
_game_texture->fillBuffer(0);
#endif
_game_texture->setDrawRect(0, 0, _egl_surface_width, _egl_surface_height);
updateScreenRect();
// Don't know mouse size yet - it gets reallocated in
// setMouseCursor. We need the palette allocated before
@ -275,10 +275,54 @@ void OSystem_Android::initSize(uint width, uint height,
// size (it's small).
_mouse_texture_palette->allocBuffer(20, 20);
clearScreen(true);
}
void OSystem_Android::clearScreen(bool swapBuffers) {
// clear screen
GLCALL(glClearColorx(0, 0, 0, 1 << 16));
GLCALL(glClear(GL_COLOR_BUFFER_BIT));
JNI::swapBuffers();
if (swapBuffers)
JNI::swapBuffers();
}
void OSystem_Android::updateScreenRect() {
uint16 w = _game_texture->width();
uint16 h = _game_texture->height();
Common::Rect rect(0, 0, _egl_surface_width, _egl_surface_height);
if (!_fullscreen) {
if (_ar_correction && w == 320 && h == 200)
h = 240;
float dpi[2];
JNI::getDPI(dpi);
float screen_ar;
if (dpi[0] != 0.0 && dpi[1] != 0.0) {
// horizontal orientation
screen_ar = (dpi[1] * _egl_surface_width) /
(dpi[0] * _egl_surface_height);
} else {
screen_ar = float(_egl_surface_width) / float(_egl_surface_height);
}
float game_ar = float(w) / float(h);
if (screen_ar > game_ar) {
rect.setWidth(round(_egl_surface_height * game_ar));
rect.moveTo((_egl_surface_width - rect.width()) / 2, 0);
} else {
rect.setHeight(round(_egl_surface_width / game_ar));
rect.moveTo((_egl_surface_height - rect.height()) / 2, 0);
}
}
glScissor(rect.left, rect.top, rect.width(), rect.height());
_game_texture->setDrawRect(rect);
}
int OSystem_Android::getScreenChangeID() const {
@ -353,6 +397,10 @@ void OSystem_Android::updateScreen() {
_force_redraw = false;
// clear pointer leftovers in dead areas
if (_show_overlay && !_fullscreen)
clearScreen(false);
GLCALL(glPushMatrix());
if (_shake_offset != 0 ||
@ -361,8 +409,7 @@ void OSystem_Android::updateScreen() {
_game_texture->height()).contains(_focus_rect))) {
// These are the only cases where _game_texture doesn't
// cover the entire screen.
GLCALL(glClearColorx(0, 0, 0, 1 << 16));
GLCALL(glClear(GL_COLOR_BUFFER_BIT));
clearScreen(false);
// Move everything up by _shake_offset (game) pixels
GLCALL(glTranslatex(0, -_shake_offset << 16, 0));
@ -397,20 +444,25 @@ void OSystem_Android::updateScreen() {
if (_show_mouse) {
GLCALL(glPushMatrix());
Common::Point mouse = getEventManager()->getMousePos();
// Scale up ScummVM -> OpenGL (pixel) coordinates
int texwidth, texheight;
if (_show_overlay) {
texwidth = getOverlayWidth();
texheight = getOverlayHeight();
GLCALL(glScalex(xdiv(_egl_surface_width,
_overlay_texture->width()),
xdiv(_egl_surface_height,
_overlay_texture->height()),
1 << 16));
} else {
texwidth = getWidth();
texheight = getHeight();
}
const Common::Rect &r = _game_texture->getDrawRect();
GLCALL(glScalex(xdiv(_egl_surface_width, texwidth),
xdiv(_egl_surface_height, texheight),
1 << 16));
GLCALL(glTranslatex(r.left << 16,
r.top << 16,
0));
GLCALL(glScalex(xdiv(r.width(), _game_texture->width()),
xdiv(r.height(), _game_texture->height()),
1 << 16));
}
GLCALL(glTranslatex((-_mouse_hotspot.x * cs) << 16,
(-_mouse_hotspot.y * cs) << 16,
@ -418,7 +470,6 @@ void OSystem_Android::updateScreen() {
// Note the extra half texel to position the mouse in
// the middle of the x,y square:
const Common::Point& mouse = getEventManager()->getMousePos();
GLCALL(glTranslatex((mouse.x << 16) | 1 << 15,
(mouse.y << 16) | 1 << 15, 0));
@ -494,6 +545,8 @@ void OSystem_Android::showOverlay() {
_show_overlay = true;
_force_redraw = true;
GLCALL(glDisable(GL_SCISSOR_TEST));
}
void OSystem_Android::hideOverlay() {
@ -501,6 +554,10 @@ void OSystem_Android::hideOverlay() {
_show_overlay = false;
_force_redraw = true;
clearScreen(false);
GLCALL(glEnable(GL_SCISSOR_TEST));
}
void OSystem_Android::clearOverlay() {