Commit graph

127 commits

Author SHA1 Message Date
Colin Snover
6e157429b7 BACKENDS: Fix window sizing of games that switch between multiple resolutions 2017-10-07 12:30:29 -05:00
Colin Snover
ebe6c40a6a SDL: Do not reset window size when engines update rendering surface
This change allows:

* Engines to update their target rendering surface/size and pixel
  format with the backend multiple times during gameplay;
* Users to resize the ScummVM window without having it reset
  size/position every time an engine updates its target surface
  format;
* Conversions/scaling to continue to run efficiently in hardware,
  instead of requiring engines to pick their maximum possible
  output format once and upscale inefficiently in software;
* The window to reset size once when an engine calls to set its
  initial output size, and to reset again once ScummVM returns to
  the launcher.

This is relevant for at least SCI32 and DreamWeb engines, which
perform graphics mode switches during games.
2017-10-07 12:30:29 -05:00
Colin Snover
332fabcb8a SDL: Only recreate SDL2 window when necessary
Destroying and recreating the SDL window whenever the video mode
changes in SDL2 is not necessary and causes several problems:

1. In windowed mode, the game window shifts position;
2. In fullscreen mode in macOS, every time the window is
   recreated, it causes the OS to play its switch-to-fullscreen
   animation again and emit system alert noises;
3. The window content flickers; and
4. The engine loses events from the old destroyed window.

This patch changes the SDL backend code to avoid destroying and
recreating the SDL window when using SDL2, except when switching
OpenGL modes, since there is no way to change the OpenGL feature
of a window.

There are still some outstanding issues with OpenGL where window
size ends up getting reset even though the user has resized it;
this will probably need to be addressed at some point in another
patch.

Thanks to @bgK and @criezy for their feedback which made this
patch much better.

Co-Authored-By: Bastien Bouclet <bastien.bouclet@gmail.com>
2017-07-06 19:11:54 -05:00
Colin Snover
fa0bb7dd5a BACKENDS: Compress screenshots using PNG if available
Closes gh-948.
2017-05-21 15:55:39 -05:00
Thierry Crozat
a9ae691513 SDL: Improve debug and warning messages when saving screenshots
In particular this adds a warning when failing to save a screenshot
in OpenGL mode (there was already one in SurfaceSDL mode).
2017-04-24 01:07:16 +01:00
Thierry Crozat
438f23f272 SDL: Use dynamic cast instead of C cast to get screenshot path 2017-04-24 01:06:40 +01:00
Pala
3849a3e90e WINDOWS: Change location where screenshot are saved
This fixes bug #9701: WINDOWS: Flow of taking screenshots
on Windows is broken
2017-04-24 01:06:29 +01:00
Colin Snover
e49cf11275 OPENGLSDL: Fix signed/unsigned comparison 2016-11-20 16:13:51 -06:00
Ori Avtalion
fc85eb461d SDL: Fix typo in function name 2016-10-18 19:24:51 +03:00
Thierry Crozat
529a7ca26c OPENGLSDL: Add hotkey to enable/disable filtering
Crtl-Alt-f now enables/disables filtering instead of changing the
graphics mode. Since there is only one graphics mode now, a hotkey
to change it is a bit useless.
2016-10-13 01:46:26 +01:00
Thierry Crozat
d0b2770243 OPENGLSDL: Make some OSD messages translatable
Also change some OSD messages to be the same or similar to
messages used by the Surface SDL code.
2016-10-13 01:15:38 +01:00
Thierry Crozat
1fd4dbfdce SDL: Ignore outdated SDL resize event in OpenGL mode
Those outdated resize events are sent from SDL_DestroyWindow when the
window is fullscreen and doesn't have the SDL_WINDOW_FULLSCREEN_DESKTOP
flag (thus Surface SDL is not affected). Switching resolutions in fullscreen, or
switching from fullscreen to windowed will therefore cause a resize event to
be received with the former fullscreen resolution after we have already setup
the window to use the new resolution. If we don't ignore this event we end up
with a texture size and a window size that are not consistent and for example
see only a part of the texture (if the old resolution is bigger than the new one.
2016-09-18 04:23:37 +01:00
Johannes Schickel
b8d79261ed OPENGLSDL: Request "standard" GL contexts.
Compatibility profiles only exist in modern OpenGL and we request an ancient
version.
2016-03-16 20:29:26 +01:00
Johannes Schickel
b7e64c6eeb OPENGLSDL: Destroy GL context on exit with SDL2. 2016-03-16 20:29:25 +01:00
Johannes Schickel
fe88375ff3 OPENGL: Support GLES2 contexts. 2016-03-16 20:29:25 +01:00
Johannes Schickel
67e2790beb OPENGLSDL: Slight cleanup. 2016-03-16 20:29:25 +01:00
Johannes Schickel
af727afe0c OPENGL: Simplify context type setting. 2016-03-16 20:29:25 +01:00
Johannes Schickel
da062ad1ea OPENGLSDL: Try to use GL(ES) context SDL2 defaults to. 2016-03-16 20:29:25 +01:00
Johannes Schickel
2277144623 OPENGL: Support RGB555 for OpenGL ES output.
This mode should *not* be used by any new engines/code. If someone is going
to use it and says it works with the OpenGL output, please make them wear a
red uniform and beam them onto a remote planet.
2016-03-16 20:29:25 +01:00
Johannes Schickel
d6d3e17d53 OPENGL: Allow runtime specification of OpenGL mode.
Formerly, we required that the OpenGL mode was fixed at compile time. Now we
allow the code to work with whatever it is given at runtime.

It is still possible to force a context type on compile time.
2016-03-16 20:29:25 +01:00
Johannes Schickel
9816e4f350 OPENGL: Remove support for ARGB8888.
This used to be used by Sword25. Since it is not supported by GLES and no
engine code uses it we drop support. Hopefully, this helps people to realize
they should not use that format in their engine.
2016-03-16 20:29:24 +01:00
Johannes Schickel
8f3783da09 OPENGL: Add functionality to query OpenGL functions on runtime.
This can and will be used for future extension usage support.

Tizen changes have been untested.
2016-03-16 20:29:24 +01:00
Johannes Schickel
898773e12f OPENGLSDL: Set proper mouse emulation dimensions.
Formerly we did not initialize the mouse emulation from SdlEventSource
properly. Now hopefully joysticks etc. should work fine with the SDL OpenGL
output too.
2015-12-13 23:53:27 +01:00
Johannes Schickel
fe2ee9ecf5 OPENGL: Refactor screen refresh handling.
Subclasses of OpenGLGraphicsManager are now supposed to supply a refreshScreen
function which handles actual screen updating (for example, buffer swapping).
2015-12-12 22:31:35 +01:00
vanfanel
1eecc41ef6 OPENGLSDL: Request GLES1.1 context with SDL2 for GLES targets. 2015-12-08 21:41:40 +01:00
Johannes Schickel
c300944335 SDL: Add TODO about fullscreen modes to OpenGL SDL code. 2015-05-16 16:57:44 +02:00
Littleboy
ed3a32a91a SDL: Check for NULL when listing available modes via SDL_ListModes
It can be returned when there are no dimensions available for the currently selected pixel format
2015-05-15 23:30:02 -04:00
Johannes Schickel
627d766325 SDL: Add basic abstraction class for the SDL window. 2015-02-16 01:03:29 +01:00
Johannes Schickel
8530997fff SDL: Add experimental support for SDL2.
This is based upon skristiansson's change set to make ScummVM work with SDL2.
2015-01-25 20:23:25 +01:00
Johannes Schickel
3a2db0135d SDL: Refactor WM specific functionality into SdlGraphicsManager. 2015-01-25 18:57:38 +01:00
Filippos Karapetis
d2c69a79fe BACKENDS: Remove trailing whitespace 2014-10-28 15:38:51 +02:00
Alyssa Milburn
48564efc88 OPENGLSDL: Don't ignore events after user-initiated resizes. 2014-07-04 22:37:43 +02:00
Johannes Schickel
dbbc458671 OPENGLSDL: Move time stamp for last video mode set after fallback mode setup. 2014-06-17 23:31:16 +02:00
Johannes Schickel
fff47ac4bd OPENGLSDL: Make workaround for fast resolution changes actually work for WME.
Thanks to fuzzie for noticing this.
2014-06-17 23:21:33 +02:00
Alyssa Milburn
92e02457f5 OPENGLSDL: Always ignore bad resolution changes.
Otherwise we can end up with the wrong resolution when we make
multiple resizes in quick succession.
2014-06-10 22:07:11 +02:00
Johannes Schickel
5883f4cc3f OPENGL/SDL: Default to RGBA8888 (memory layout).
This makes sure the default mode also works for OpenGL ES contexts.
2014-02-12 18:06:29 +01:00
Johannes Schickel
0063568484 OPENGL: Rename notifyContextChange to notifyContextCreate. 2014-02-11 11:10:49 +01:00
Johannes Schickel
b5ca9f5f10 OPENGLSDL: Notify OpenGL manager about context destruction. 2014-02-11 11:10:49 +01:00
Johannes Schickel
cfa6b1b4ae SDL: Further small cleanup related to manager switching. 2013-10-24 00:09:17 +02:00
Johannes Schickel
ea6d38d5f3 SDL: Make activateManager/deactivateManager SdlGraphicsManager specific.
We can do this now that we can use virtual inheritance and dynamic_cast
because we enabled RTTI.
2013-10-24 00:06:32 +02:00
Johannes Schickel
1a56b521b5 SDL: Always initialize video subsystem in initSDL. 2013-10-23 22:58:38 +02:00
Johannes Schickel
6e46e9dfaf SDL: Clean up graphics manager switching slighty.
Sadly this also requires us to extend GraphicsManager for this SDL specific
feature. However, since that's only used in the SDL backend and Tizen it
should be fine for now...
2013-10-23 22:58:34 +02:00
Johannes Schickel
05c347fc8a OPENGL/SDL: Add screenshot support. 2013-10-19 22:18:22 +02:00
Johannes Schickel
50a86463c1 SDL: Use OSD in OpenGL SDL backend. 2013-10-19 22:17:42 +02:00
Johannes Schickel
5ce830b976 SDL: Add a OpenGL SDL backend and hook it into the SDL backend.
The hooking code is nearly exactly the old hooking code. Only the OpenGL SDL
creation has been adapted since it uses a different constructor now.
2013-10-19 22:14:24 +02:00
Johannes Schickel
8a6e57cba1 BACKENDS: Remove OpenGL and OpenGL SDL backend.
This breaks our Tizen port.
2013-10-05 00:20:02 +02:00
Johannes Schickel
d2a536ff89 Revert "OPENGLSDL: Remove HACK in fullscreen toggle mode."
This reverts commit b6f7d69709. This actually
breaks fullscreen mode cycling.
2012-12-10 19:26:13 +01:00
Johannes Schickel
89abab97e3 JANITORIAL: Remove trailing whitespaces.
Powered by:
git ls-files "*.cpp" "*.h" "*.m" "*.mm" | xargs sed -i -e 's/[ \t]*$//'
2012-09-26 04:17:55 +02:00
Max Horn
5de3f9c765 ALL: Correct spelling of "Mac OS X" in various places 2012-05-31 10:30:29 +02:00
Johannes Schickel
b6f7d69709 OPENGLSDL: Remove HACK in fullscreen toggle mode.
Altering the fullscreen state will automatically force a refresh now.
2012-02-15 02:23:47 +01:00