OPENGL: Remove use of floats for aspect ratio correction. Improved fullscreen toggling default mode selection.

Floats can lead to calculation errors because, now uints are used and aspect ratio values are handled with a x 10000 scale.
When entering fullscreen, it will be looked for the fullscreen mode with the smallest metric that mantains the game screen aspect ratio.

svn-id: r51563
This commit is contained in:
Alejandro Marzini 2010-08-01 02:26:20 +00:00
parent dd7bcc051f
commit 7f8e7fc29d
3 changed files with 62 additions and 46 deletions

View file

@ -814,10 +814,10 @@ void OpenGLGraphicsManager::refreshCursor() {
void OpenGLGraphicsManager::refreshCursorScale() {
// Get the window minimum scale factor. The cursor will mantain its original aspect
// ratio, and we do not want it to get too big if only one dimension is resized
float screenScaleFactor = MIN((float)_videoMode.hardwareWidth / _videoMode.screenWidth,
(float)_videoMode.hardwareHeight / _videoMode.screenHeight);
uint screenScaleFactor = MIN(_videoMode.hardwareWidth * 10000 / _videoMode.screenWidth,
_videoMode.hardwareHeight * 10000 / _videoMode.screenHeight);
if (_cursorTargetScale >= screenScaleFactor && _videoMode.scaleFactor >= screenScaleFactor) {
if (_cursorTargetScale * 10000 >= screenScaleFactor && _videoMode.scaleFactor * 10000 >= screenScaleFactor) {
// If the cursor target scale and the video mode scale factor are bigger than
// the current window scale, do not scale the cursor for the overlay
_cursorState.rW = _cursorState.w;
@ -826,33 +826,33 @@ void OpenGLGraphicsManager::refreshCursorScale() {
_cursorState.rHotY = _cursorState.hotY;
} else {
// Otherwise, scale the cursor for the overlay
float targetScaleFactor = MIN(_cursorTargetScale, _videoMode.scaleFactor);
float actualFactor = (screenScaleFactor - targetScaleFactor + 1);
_cursorState.rW = (int16)(_cursorState.w * actualFactor);
_cursorState.rH = (int16)(_cursorState.h * actualFactor);
_cursorState.rHotX = (int16)(_cursorState.hotX * actualFactor);
_cursorState.rHotY = (int16)(_cursorState.hotY * actualFactor);
int targetScaleFactor = MIN(_cursorTargetScale, _videoMode.scaleFactor);
int actualFactor = screenScaleFactor - (targetScaleFactor - 1) * 10000;
_cursorState.rW = (int16)(_cursorState.w * actualFactor / 10000);
_cursorState.rH = (int16)(_cursorState.h * actualFactor / 10000);
_cursorState.rHotX = (int16)(_cursorState.hotX * actualFactor / 10000);
_cursorState.rHotY = (int16)(_cursorState.hotY * actualFactor / 10000);
}
// Always scale the cursor for the game
_cursorState.vW = (int16)(_cursorState.w * screenScaleFactor);
_cursorState.vH = (int16)(_cursorState.h * screenScaleFactor);
_cursorState.vHotX = (int16)(_cursorState.hotX * screenScaleFactor);
_cursorState.vHotY = (int16)(_cursorState.hotY * screenScaleFactor);
_cursorState.vW = (int16)(_cursorState.w * screenScaleFactor / 10000);
_cursorState.vH = (int16)(_cursorState.h * screenScaleFactor / 10000);
_cursorState.vHotX = (int16)(_cursorState.hotX * screenScaleFactor / 10000);
_cursorState.vHotY = (int16)(_cursorState.hotY * screenScaleFactor / 10000);
}
void OpenGLGraphicsManager::refreshAspectRatio() {
_aspectWidth = _videoMode.hardwareWidth;
_aspectHeight = _videoMode.hardwareHeight;
float aspectRatio = (float)_videoMode.hardwareWidth / _videoMode.hardwareHeight;
float desiredAspectRatio = getAspectRatio();
uint aspectRatio = _videoMode.hardwareWidth * 10000 / _videoMode.hardwareHeight;
uint desiredAspectRatio = getAspectRatio();
// Adjust one screen dimension for mantaining the aspect ratio
if (aspectRatio < desiredAspectRatio)
_aspectHeight = (int)(_aspectWidth / desiredAspectRatio + 0.5f);
_aspectHeight = _aspectWidth * 10000 / desiredAspectRatio;
else if (aspectRatio > desiredAspectRatio)
_aspectWidth = (int)(_aspectHeight * desiredAspectRatio + 0.5f);
_aspectWidth = _aspectHeight * desiredAspectRatio / 10000;
// Adjust x and y for centering the screen
_aspectX = (_videoMode.hardwareWidth - _aspectWidth) / 2;
@ -1202,18 +1202,18 @@ Common::String OpenGLGraphicsManager::getAspectRatioName() {
return "";
}
float OpenGLGraphicsManager::getAspectRatio() {
uint OpenGLGraphicsManager::getAspectRatio() {
switch (_videoMode.aspectRatioCorrection) {
case kAspectRatioConserve:
return (float)_videoMode.screenWidth / _videoMode.screenHeight;
return _videoMode.screenWidth * 10000 / _videoMode.screenHeight;
case kAspectRatio4_3:
return 4.0f / 3.0f;
return 13333;
case kAspectRatio16_9:
return 16.0f / 9.0f;
return 17777;
case kAspectRatio16_10:
return 16.0f / 10.0f;
return 16000;
default:
return (float)_videoMode.hardwareWidth / _videoMode.hardwareHeight;
return _videoMode.hardwareWidth * 10000 / _videoMode.hardwareHeight;
}
}

View file

@ -195,7 +195,11 @@ protected:
virtual void refreshAspectRatio();
virtual Common::String getAspectRatioName();
virtual float getAspectRatio();
/**
* Returns the current target aspect ratio x 10000
*/
virtual uint getAspectRatio();
bool _formatBGR;

View file

@ -199,14 +199,14 @@ bool OpenGLSdlGraphicsManager::loadGFXMode() {
_videoMode.hardwareWidth = _videoMode.overlayWidth;
_videoMode.hardwareHeight = _videoMode.overlayHeight;
float screenAspectRatio = (float)_videoMode.screenWidth / _videoMode.screenHeight;
float desiredAspectRatio = getAspectRatio();
int screenAspectRatio = _videoMode.screenWidth * 10000 / _videoMode.screenHeight;
int desiredAspectRatio = getAspectRatio();
// Do not downscale dimensions, only enlarge them if needed
if (screenAspectRatio > desiredAspectRatio)
_videoMode.hardwareHeight = (int)(_videoMode.overlayWidth / desiredAspectRatio + 0.5f);
_videoMode.hardwareHeight = _videoMode.overlayWidth * 10000 / desiredAspectRatio;
else if (screenAspectRatio < desiredAspectRatio)
_videoMode.hardwareWidth = (int)(_videoMode.overlayHeight * desiredAspectRatio + 0.5f);
_videoMode.hardwareWidth = _videoMode.overlayHeight * desiredAspectRatio / 10000;
// Only adjust the overlay height if it is bigger than original one. If
// the width is modified it can break the overlay.
@ -214,6 +214,7 @@ bool OpenGLSdlGraphicsManager::loadGFXMode() {
_videoMode.overlayHeight = _videoMode.hardwareHeight;
}
_screenResized = false;
// Setup OpenGL attributes for SDL
@ -232,30 +233,40 @@ bool OpenGLSdlGraphicsManager::loadGFXMode() {
int bestModeIndex = 0;
uint bestMetric = (uint)-1;
// Best Aspect Ratio mode
const SDL_Rect *bestARMode = NULL;
int bestARModeIndex = 0;
uint bestARMetric = (uint)-1;
int targetAspectRatio = _videoMode.overlayWidth * 10000 / _videoMode.overlayHeight;
// Iterate over all available fullscreen modes
for (int i = 0; const SDL_Rect *mode = availableModes[i]; i++) {
// Prefer the native resolution over other modes
if(mode->w == _desktopWidth && mode->h == _desktopHeight) {
bestMode = mode;
bestModeIndex = i;
break;
}
if (mode->w < _videoMode.hardwareWidth)
if (mode->w < _videoMode.overlayWidth)
continue;
if (mode->h < _videoMode.hardwareHeight)
continue;
uint metric = mode->w * mode->h - _videoMode.hardwareWidth * _videoMode.hardwareHeight;
if (metric > bestMetric)
if (mode->h < _videoMode.overlayHeight)
continue;
uint metric = mode->w * mode->h - _videoMode.overlayWidth * _videoMode.overlayHeight;
if (metric < bestMetric) {
bestMode = mode;
bestMetric = metric;
bestModeIndex = i;
}
if (mode->w * 10000 / mode->h == targetAspectRatio) {
bestARMode = mode;
bestARModeIndex = i;
bestARMetric = metric;
}
}
if (bestMode) {
if (bestARMode) {
// Prefer modes that conserves the aspect ratio
_videoMode.hardwareWidth = bestARMode->w;
_videoMode.hardwareHeight = bestARMode->h;
_videoMode.activeFullscreenMode = bestARModeIndex;
} else if (bestMode) {
// If there is a suiting mode, use it
_videoMode.hardwareWidth = bestMode->w;
_videoMode.hardwareHeight = bestMode->h;
@ -333,7 +344,8 @@ bool OpenGLSdlGraphicsManager::handleScalerHotkeys(Common::KeyCode key) {
char buffer[128];
sprintf(buffer, "Current aspect ratio mode: %s\n%d x %d -> %d x %d",
getAspectRatioName().c_str(),
_videoMode.screenWidth, _videoMode.screenHeight,
_videoMode.screenWidth * _videoMode.scaleFactor,
_videoMode.screenHeight * _videoMode.scaleFactor,
_hwscreen->w, _hwscreen->h
);
displayMessageOnOSD(buffer);