scummvm/backends/graphics/windowed.h
Thierry Crozat 31a6b39fb3 SDL: Add new pixel perfect stretch mode for OpenGL
This mode ensure that an integral scaling is used both for the width
and for the height. Compared to the old pixel perfect stretch mode
it thus differs in the way it handles the aspect ratio correction.
It may stretch or squeeze the vertical direction to snap it to a
multiple of the original game height.
2021-06-05 14:17:40 +01:00

424 lines
13 KiB
C++

/* 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.
*
*/
#ifndef BACKENDS_GRAPHICS_WINDOWED_H
#define BACKENDS_GRAPHICS_WINDOWED_H
#include "backends/graphics/graphics.h"
#include "common/frac.h"
#include "common/rect.h"
#include "common/config-manager.h"
#include "common/textconsole.h"
#include "graphics/scaler/aspect.h"
enum {
STRETCH_CENTER = 0,
STRETCH_INTEGRAL = 1,
STRETCH_INTEGRAL_AR = 2,
STRETCH_FIT = 3,
STRETCH_STRETCH = 4,
STRETCH_FIT_FORCE_ASPECT = 5
};
class WindowedGraphicsManager : virtual public GraphicsManager {
public:
WindowedGraphicsManager() :
_windowWidth(0),
_windowHeight(0),
_overlayVisible(false),
_gameScreenShakeXOffset(0),
_gameScreenShakeYOffset(0),
_forceRedraw(false),
_cursorVisible(false),
_cursorX(0),
_cursorY(0),
_cursorNeedsRedraw(false),
_cursorLastInActiveArea(true) {}
virtual void showOverlay() override {
if (_overlayVisible)
return;
_activeArea.drawRect = _overlayDrawRect;
_activeArea.width = getOverlayWidth();
_activeArea.height = getOverlayHeight();
_overlayVisible = true;
_forceRedraw = true;
}
virtual void hideOverlay() override {
if (!_overlayVisible)
return;
_activeArea.drawRect = _gameDrawRect;
_activeArea.width = getWidth();
_activeArea.height = getHeight();
_overlayVisible = false;
_forceRedraw = true;
}
virtual bool isOverlayVisible() const override { return _overlayVisible; }
virtual void setShakePos(int shakeXOffset, int shakeYOffset) override {
if (_gameScreenShakeXOffset != shakeXOffset || _gameScreenShakeYOffset != shakeYOffset) {
_gameScreenShakeXOffset = shakeXOffset;
_gameScreenShakeYOffset = shakeYOffset;
recalculateDisplayAreas();
_cursorNeedsRedraw = true;
}
}
int getWindowWidth() const { return _windowWidth; }
int getWindowHeight() const { return _windowHeight; }
protected:
/**
* @returns whether or not the game screen must have aspect ratio correction
* applied for correct rendering.
*/
virtual bool gameNeedsAspectRatioCorrection() const = 0;
/**
* Backend-specific implementation for updating internal surfaces that need
* to reflect the new window size.
*/
virtual void handleResizeImpl(const int width, const int height) = 0;
/**
* Converts the given point from the active virtual screen's coordinate
* space to the window's coordinate space (i.e. game-to-window or
* overlay-to-window).
*/
Common::Point convertVirtualToWindow(const int x, const int y) const {
const int targetX = _activeArea.drawRect.left;
const int targetY = _activeArea.drawRect.top;
const int targetWidth = _activeArea.drawRect.width();
const int targetHeight = _activeArea.drawRect.height();
const int sourceWidth = _activeArea.width;
const int sourceHeight = _activeArea.height;
if (sourceWidth == 0 || sourceHeight == 0) {
error("convertVirtualToWindow called without a valid draw rect");
}
int windowX = targetX + (x * targetWidth + sourceWidth / 2) / sourceWidth;
int windowY = targetY + (y * targetHeight + sourceHeight / 2) / sourceHeight;
return Common::Point(CLIP<int>(windowX, targetX, targetX + targetWidth - 1),
CLIP<int>(windowY, targetY, targetY + targetHeight - 1));
}
/**
* Converts the given point from the window's coordinate space to the
* active virtual screen's coordinate space (i.e. window-to-game or
* window-to-overlay).
*/
Common::Point convertWindowToVirtual(int x, int y) const {
const int sourceX = _activeArea.drawRect.left;
const int sourceY = _activeArea.drawRect.top;
const int sourceMaxX = _activeArea.drawRect.right - 1;
const int sourceMaxY = _activeArea.drawRect.bottom - 1;
const int sourceWidth = _activeArea.drawRect.width();
const int sourceHeight = _activeArea.drawRect.height();
const int targetWidth = _activeArea.width;
const int targetHeight = _activeArea.height;
if (sourceWidth == 0 || sourceHeight == 0) {
error("convertWindowToVirtual called without a valid draw rect");
}
x = CLIP<int>(x, sourceX, sourceMaxX);
y = CLIP<int>(y, sourceY, sourceMaxY);
int virtualX = ((x - sourceX) * targetWidth + sourceWidth / 2) / sourceWidth;
int virtualY = ((y - sourceY) * targetHeight + sourceHeight / 2) / sourceHeight;
return Common::Point(CLIP<int>(virtualX, 0, targetWidth - 1),
CLIP<int>(virtualY, 0, targetHeight - 1));
}
/**
* @returns the desired aspect ratio of the game surface.
*/
frac_t getDesiredGameAspectRatio() const {
if (getHeight() == 0 || gameNeedsAspectRatioCorrection()) {
return intToFrac(4) / 3;
}
return intToFrac(getWidth()) / getHeight();
}
/**
* @returns the scale used between the game size and the surface on which it is rendered.
*/
virtual int getGameRenderScale() const {
return 1;
}
/**
* Called after the window has been updated with new dimensions.
*
* @param width The new width of the window, excluding window decoration.
* @param height The new height of the window, excluding window decoration.
*/
void handleResize(const int width, const int height) {
_windowWidth = width;
_windowHeight = height;
handleResizeImpl(width, height);
}
/**
* Recalculates the display areas for the game and overlay surfaces within
* the window.
*/
virtual void recalculateDisplayAreas() {
if (_windowHeight == 0) {
return;
}
populateDisplayAreaDrawRect(getDesiredGameAspectRatio(), getWidth() * getGameRenderScale(), getHeight() * getGameRenderScale(), _gameDrawRect);
if (getOverlayHeight()) {
const frac_t overlayAspect = intToFrac(getOverlayWidth()) / getOverlayHeight();
populateDisplayAreaDrawRect(overlayAspect, getOverlayWidth(), getOverlayHeight(), _overlayDrawRect);
}
if (_overlayVisible) {
_activeArea.drawRect = _overlayDrawRect;
_activeArea.width = getOverlayWidth();
_activeArea.height = getOverlayHeight();
} else {
_activeArea.drawRect = _gameDrawRect;
_activeArea.width = getWidth();
_activeArea.height = getHeight();
}
}
/**
* Sets the position of the hardware mouse cursor in the host system,
* relative to the window.
*
* @param x X coordinate in window coordinates.
* @param y Y coordinate in window coordinates.
*/
virtual void setSystemMousePosition(const int x, const int y) = 0;
virtual bool showMouse(bool visible) override {
if (_cursorVisible == visible) {
return visible;
}
const bool last = _cursorVisible;
_cursorVisible = visible;
_cursorNeedsRedraw = true;
return last;
}
/**
* Move ("warp") the mouse cursor to the specified position.
*
* @param x The new X position of the mouse in virtual screen coordinates.
* @param y The new Y position of the mouse in virtual screen coordinates.
*/
void warpMouse(int x, int y) override {
// Check active coordinate instead of window coordinate to avoid warping
// the mouse if it is still within the same virtual pixel
const Common::Point virtualCursor = convertWindowToVirtual(_cursorX, _cursorY);
if (virtualCursor.x != x || virtualCursor.y != y) {
// Warping the mouse in SDL generates a mouse movement event, so
// `setMousePosition` would be called eventually through the
// `notifyMousePosition` callback if we *only* set the system mouse
// position here. However, this can cause problems with some games.
// For example, the cannon script in CoMI calls to warp the mouse
// twice each time the cannon is reloaded, and unless we update the
// mouse position immediately, the second call is ignored, which
// causes the cannon to change its aim.
const Common::Point windowCursor = convertVirtualToWindow(x, y);
setMousePosition(windowCursor.x, windowCursor.y);
setSystemMousePosition(windowCursor.x, windowCursor.y);
}
}
/**
* Sets the position of the rendered mouse cursor in the window.
*
* @param x X coordinate in window coordinates.
* @param y Y coordinate in window coordinates.
*/
void setMousePosition(int x, int y) {
if (_cursorX != x || _cursorY != y) {
_cursorNeedsRedraw = true;
}
_cursorX = x;
_cursorY = y;
}
/**
* The width of the window, excluding window decoration.
*/
int _windowWidth;
/**
* The height of the window, excluding window decoration.
*/
int _windowHeight;
/**
* Whether the overlay (i.e. launcher, including the out-of-game launcher)
* is visible or not.
*/
bool _overlayVisible;
/**
* The offset by which the screen is moved horizontally.
*/
int _gameScreenShakeXOffset;
/**
* The offset by which the screen is moved vertically.
*/
int _gameScreenShakeYOffset;
/**
* The scaled draw rectangle for the game surface within the window.
*/
Common::Rect _gameDrawRect;
/**
* The scaled draw rectangle for the overlay (launcher) surface within the
* window.
*/
Common::Rect _overlayDrawRect;
/**
* Data about the display area of a virtual screen.
*/
struct DisplayArea {
/**
* The scaled area where the virtual screen is drawn within the window.
*/
Common::Rect drawRect;
/**
* The width of the virtual screen's unscaled coordinate space.
*/
int width;
/**
* The height of the virtual screen's unscaled coordinate space.
*/
int height;
};
/**
* Display area information about the currently active virtual screen. This
* will be the overlay screen when the overlay is active, and the game
* screen otherwise.
*/
DisplayArea _activeArea;
/**
* Whether the screen must be redrawn on the next frame.
*/
bool _forceRedraw;
/**
* Whether the cursor is actually visible.
*/
bool _cursorVisible;
/**
* Whether the mouse cursor needs to be redrawn on the next frame.
*/
bool _cursorNeedsRedraw;
/**
* Whether the last position of the system cursor was within the active area
* of the window.
*/
bool _cursorLastInActiveArea;
/**
* The position of the mouse cursor, in window coordinates.
*/
int _cursorX, _cursorY;
private:
void populateDisplayAreaDrawRect(const frac_t displayAspect, int originalWidth, int originalHeight, Common::Rect &drawRect) const {
int mode = getStretchMode();
// Mode Center = use original size, or divide by an integral amount if window is smaller than game surface
// Mode Integral = scale by an integral amount.
// Mode Fit = scale to fit the window while respecting the aspect ratio
// Mode Stretch = scale and stretch to fit the window without respecting the aspect ratio
// Mode Fit Force Aspect = scale to fit the window while forcing a 4:3 aspect ratio
int width = 0, height = 0;
if (mode == STRETCH_CENTER || mode == STRETCH_INTEGRAL || mode == STRETCH_INTEGRAL_AR) {
width = originalWidth;
height = intToFrac(width) / displayAspect;
if (width > _windowWidth || height > _windowHeight) {
int fac = 1 + MAX((width - 1) / _windowWidth, (height - 1) / _windowHeight);
width /= fac;
height /= fac;
} else if (mode == STRETCH_INTEGRAL) {
int fac = MIN(_windowWidth / width, _windowHeight / height);
width *= fac;
height *= fac;
} else if (mode == STRETCH_INTEGRAL_AR) {
int targetHeight = height;
int horizontalFac = _windowWidth / width;
do {
width = originalWidth * horizontalFac;
int verticalFac = (targetHeight * horizontalFac + originalHeight / 2) / originalHeight;
height = originalHeight * verticalFac;
--horizontalFac;
} while (horizontalFac > 0 && height > _windowHeight);
if (height > _windowHeight)
height = targetHeight;
}
} else {
frac_t windowAspect = intToFrac(_windowWidth) / _windowHeight;
width = _windowWidth;
height = _windowHeight;
if (mode == STRETCH_FIT_FORCE_ASPECT) {
frac_t ratio = intToFrac(4) / 3;
if (windowAspect < ratio)
height = intToFrac(width) / ratio;
else if (windowAspect > ratio)
width = fracToInt(height * ratio);
} else if (mode != STRETCH_STRETCH) {
if (windowAspect < displayAspect)
height = intToFrac(width) / displayAspect;
else if (windowAspect > displayAspect)
width = fracToInt(height * displayAspect);
}
}
drawRect.left = ((_windowWidth - width) / 2) + _gameScreenShakeXOffset * width / getWidth();
drawRect.top = ((_windowHeight - height) / 2) + _gameScreenShakeYOffset * height / getHeight();
drawRect.setWidth(width);
drawRect.setHeight(height);
}
};
#endif