scummvm/backends/graphics/dinguxsdl/dinguxsdl-graphics.cpp

484 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.
*
*/
#include "common/scummsys.h"
#if defined(DINGUX)
#include "backends/graphics/dinguxsdl/dinguxsdl-graphics.h"
#include "backends/events/dinguxsdl/dinguxsdl-events.h"
#include "graphics/scaler/aspect.h"
#include "common/mutex.h"
#include "common/textconsole.h"
static const OSystem::GraphicsMode s_supportedGraphicsModes[] = {
{"1x", "Standard", GFX_NORMAL},
{0, 0, 0}
};
#ifndef USE_SCALERS
#define DownscaleAllByHalf 0
#endif
DINGUXSdlGraphicsManager::DINGUXSdlGraphicsManager(SdlEventSource *sdlEventSource, SdlWindow *window)
: SurfaceSdlGraphicsManager(sdlEventSource, window) {
}
const OSystem::GraphicsMode *DINGUXSdlGraphicsManager::getSupportedGraphicsModes() const {
return s_supportedGraphicsModes;
}
int DINGUXSdlGraphicsManager::getDefaultGraphicsMode() const {
return GFX_NORMAL;
}
int DINGUXSdlGraphicsManager::getGraphicsModeScale(int mode) const {
int scale;
switch (mode) {
case GFX_NORMAL:
#ifdef USE_SCALERS
case GFX_HALF:
#endif
scale = 1;
break;
default:
scale = -1;
}
return scale;
}
ScalerProc *DINGUXSdlGraphicsManager::getGraphicsScalerProc(int mode) const {
ScalerProc *newScalerProc = 0;
switch (_videoMode.mode) {
case GFX_NORMAL:
newScalerProc = Normal1x;
break;
#ifdef USE_SCALERS
case GFX_HALF:
newScalerProc = DownscaleAllByHalf;
break;
#endif
}
return newScalerProc;
}
void DINGUXSdlGraphicsManager::initSize(uint w, uint h, const Graphics::PixelFormat *format) {
assert(_transactionMode == kTransactionActive);
_gameScreenShakeXOffset = 0;
_gameScreenShakeYOffset = 0;
#ifdef USE_RGB_COLOR
// Avoid redundant format changes
Graphics::PixelFormat newFormat;
if (!format)
newFormat = Graphics::PixelFormat::createFormatCLUT8();
else
newFormat = *format;
assert(newFormat.bytesPerPixel > 0);
if (newFormat != _videoMode.format) {
_videoMode.format = newFormat;
_transactionDetails.formatChanged = true;
_screenFormat = newFormat;
}
#endif
// Avoid redundant res changes
if ((int)w == _videoMode.screenWidth && (int)h == _videoMode.screenHeight)
return;
_videoMode.screenWidth = w;
_videoMode.screenHeight = h;
#ifndef GCW0
if (w > 320 || h > 240) {
setGraphicsMode(GFX_HALF);
setGraphicsModeIntern();
_window->toggleMouseGrab();
}
#endif
_transactionDetails.sizeChanged = true;
}
void DINGUXSdlGraphicsManager::drawMouse() {
if (!_cursorVisible || !_mouseSurface || !_mouseCurState.w || !_mouseCurState.h) {
_mouseBackup.x = _mouseBackup.y = _mouseBackup.w = _mouseBackup.h = 0;
return;
}
SDL_Rect dst;
int scale;
int hotX, hotY;
const Common::Point virtualCursor = convertWindowToVirtual(_cursorX, _cursorY);
if (_videoMode.mode == GFX_HALF && !_overlayVisible) {
dst.x = virtualCursor.x / 2;
dst.y = virtualCursor.y / 2;
} else {
dst.x = virtualCursor.x;
dst.y = virtualCursor.y;
}
if (!_overlayVisible) {
scale = _videoMode.scaleFactor;
dst.w = _mouseCurState.vW;
dst.h = _mouseCurState.vH;
hotX = _mouseCurState.vHotX;
hotY = _mouseCurState.vHotY;
} else {
scale = 1;
dst.w = _mouseCurState.rW;
dst.h = _mouseCurState.rH;
hotX = _mouseCurState.rHotX;
hotY = _mouseCurState.rHotY;
}
// The mouse is undrawn using virtual coordinates, i.e. they may be
// scaled and aspect-ratio corrected.
_mouseBackup.x = dst.x - hotX;
_mouseBackup.y = dst.y - hotY;
_mouseBackup.w = dst.w;
_mouseBackup.h = dst.h;
// We draw the pre-scaled cursor image, so now we need to adjust for
// scaling, shake position and aspect ratio correction manually.
dst.x += _currentShakeXOffset;
dst.y += _currentShakeYOffset;
if (_videoMode.aspectRatioCorrection && !_overlayVisible)
dst.y = real2Aspect(dst.y);
dst.x = scale * dst.x - _mouseCurState.rHotX;
dst.y = scale * dst.y - _mouseCurState.rHotY;
dst.w = _mouseCurState.rW;
dst.h = _mouseCurState.rH;
// Note that SDL_BlitSurface() and addDirtyRect() will both perform any
// clipping necessary
if (SDL_BlitSurface(_mouseSurface, nullptr, _hwScreen, &dst) != 0)
error("SDL_BlitSurface failed: %s", SDL_GetError());
// The screen will be updated using real surface coordinates, i.e.
// they will not be scaled or aspect-ratio corrected.
addDirtyRect(dst.x, dst.y, dst.w, dst.h, true);
}
void DINGUXSdlGraphicsManager::undrawMouse() {
const int x = _mouseBackup.x;
const int y = _mouseBackup.y;
// When we switch bigger overlay off mouse jumps. Argh!
// This is intended to prevent undrawing offscreen mouse
if (!_overlayVisible && (x >= _videoMode.screenWidth || y >= _videoMode.screenHeight))
return;
if (_mouseBackup.w != 0 && _mouseBackup.h != 0) {
if (_videoMode.mode == GFX_HALF && !_overlayVisible) {
addDirtyRect(x * 2, y * 2, _mouseBackup.w * 2, _mouseBackup.h * 2);
} else {
addDirtyRect(x, y, _mouseBackup.w, _mouseBackup.h);
}
}
}
void DINGUXSdlGraphicsManager::internUpdateScreen() {
SDL_Surface *srcSurf, *origSurf;
int height, width;
ScalerProc *scalerProc;
int scale1;
#if defined(DEBUG)
assert(_hwScreen != NULL);
assert(_hwScreen->map->sw_data != NULL);
#endif
// If the shake position changed, fill the dirty area with blackness
if (_currentShakeXOffset != _gameScreenShakeXOffset ||
(_cursorNeedsRedraw && _mouseBackup.x <= _currentShakeXOffset)) {
SDL_Rect blackrect = {0, 0, (Uint16)(_gameScreenShakeXOffset * _videoMode.scaleFactor), (Uint16)(_videoMode.screenHeight * _videoMode.scaleFactor)};
if (_videoMode.aspectRatioCorrection && !_overlayVisible)
blackrect.h = real2Aspect(blackrect.h - 1) + 1;
SDL_FillRect(_hwScreen, &blackrect, 0);
_currentShakeXOffset = _gameScreenShakeXOffset;
_forceRedraw = true;
}
if (_currentShakeYOffset != _gameScreenShakeYOffset ||
(_cursorNeedsRedraw && _mouseBackup.y <= _currentShakeYOffset)) {
SDL_Rect blackrect = {0, 0, (Uint16)(_videoMode.screenWidth * _videoMode.scaleFactor), (Uint16)(_gameScreenShakeYOffset * _videoMode.scaleFactor)};
if (_videoMode.aspectRatioCorrection && !_overlayVisible)
blackrect.h = real2Aspect(blackrect.h - 1) + 1;
SDL_FillRect(_hwScreen, &blackrect, 0);
_currentShakeYOffset = _gameScreenShakeYOffset;
_forceRedraw = true;
}
// Check whether the palette was changed in the meantime and update the
// screen surface accordingly.
if (_screen && _paletteDirtyEnd != 0) {
SDL_SetColors(_screen, _currentPalette + _paletteDirtyStart,
_paletteDirtyStart,
_paletteDirtyEnd - _paletteDirtyStart);
_paletteDirtyEnd = 0;
_forceRedraw = true;
}
if (!_overlayVisible) {
origSurf = _screen;
srcSurf = _tmpscreen;
width = _videoMode.screenWidth;
height = _videoMode.screenHeight;
scalerProc = _scalerProc;
scale1 = _videoMode.scaleFactor;
} else {
origSurf = _overlayscreen;
srcSurf = _tmpscreen2;
width = _videoMode.overlayWidth;
height = _videoMode.overlayHeight;
scalerProc = Normal1x;
scale1 = 1;
}
// Add the area covered by the mouse cursor to the list of dirty rects if
// we have to redraw the mouse.
if (_cursorNeedsRedraw)
undrawMouse();
#ifdef USE_OSD
updateOSD();
#endif
// Force a full redraw if requested
if (_forceRedraw) {
_numDirtyRects = 1;
_dirtyRectList[0].x = 0;
_dirtyRectList[0].y = 0;
_dirtyRectList[0].w = width;
_dirtyRectList[0].h = height;
}
// Only draw anything if necessary
if (_numDirtyRects > 0 || _cursorNeedsRedraw) {
SDL_Rect *r;
SDL_Rect dst;
uint32 srcPitch, dstPitch;
SDL_Rect *lastRect = _dirtyRectList + _numDirtyRects;
for (r = _dirtyRectList; r != lastRect; ++r) {
dst = *r;
dst.x++; // Shift rect by one since 2xSai needs to access the data around
dst.y++; // any pixel to scale it, and we want to avoid mem access crashes.
if (SDL_BlitSurface(origSurf, r, srcSurf, &dst) != 0)
error("SDL_BlitSurface failed: %s", SDL_GetError());
}
SDL_LockSurface(srcSurf);
SDL_LockSurface(_hwScreen);
srcPitch = srcSurf->pitch;
dstPitch = _hwScreen->pitch;
for (r = _dirtyRectList; r != lastRect; ++r) {
int dst_y = r->y + _currentShakeYOffset;
int dst_h = 0;
int dst_w = 0;
int orig_dst_y = 0;
int dst_x = r->x + _currentShakeXOffset;
int src_y;
int src_x;
if (dst_x < width && dst_y < height) {
dst_w = r->w;
if (dst_w > width - dst_x)
dst_w = width - dst_x;
dst_h = r->h;
if (dst_h > height - dst_y)
dst_h = height - dst_y;
orig_dst_y = dst_y;
src_x = dst_x;
src_y = dst_y;
if (_videoMode.aspectRatioCorrection && !_overlayVisible)
dst_y = real2Aspect(dst_y);
assert(scalerProc != NULL);
if (_videoMode.mode == GFX_HALF && scalerProc == DownscaleAllByHalf) {
if (dst_x % 2 == 1) {
dst_x--;
dst_w++;
}
if (dst_y % 2 == 1) {
dst_y--;
dst_h++;
}
src_x = dst_x;
src_y = dst_y;
dst_x = dst_x / 2;
dst_y = dst_y / 2;
scalerProc((byte *)srcSurf->pixels + (src_x * 2 + 2) + (src_y + 1) * srcPitch, srcPitch,
(byte *)_hwScreen->pixels + dst_x * 2 + dst_y * dstPitch, dstPitch, dst_w, dst_h);
} else {
scalerProc((byte *)srcSurf->pixels + (r->x * 2 + 2) + (r->y + 1) * srcPitch, srcPitch,
(byte *)_hwScreen->pixels + dst_x * 2 + dst_y * dstPitch, dstPitch, dst_w, dst_h);
}
}
if (_videoMode.mode == GFX_HALF && scalerProc == DownscaleAllByHalf) {
r->w = dst_w / 2;
r->h = dst_h / 2;
} else {
r->w = dst_w;
r->h = dst_h;
}
r->x = dst_x;
r->y = dst_y;
#ifdef USE_SCALERS
if (_videoMode.aspectRatioCorrection && orig_dst_y < height && !_overlayVisible)
r->h = stretch200To240((uint8 *) _hwScreen->pixels, dstPitch, r->w, r->h, r->x, r->y, orig_dst_y * scale1, _videoMode.filtering);
#endif
}
SDL_UnlockSurface(srcSurf);
SDL_UnlockSurface(_hwScreen);
// Readjust the dirty rect list in case we are doing a full update.
// This is necessary if shaking is active.
if (_forceRedraw) {
_dirtyRectList[0].x = 0;
_dirtyRectList[0].y = 0;
_dirtyRectList[0].w = (_videoMode.mode == GFX_HALF) ? _videoMode.hardwareWidth / 2 : _videoMode.hardwareWidth;
_dirtyRectList[0].h = (_videoMode.mode == GFX_HALF) ? _videoMode.hardwareHeight / 2 : _videoMode.hardwareHeight;
}
drawMouse();
#ifdef USE_OSD
drawOSD();
#endif
// Finally, blit all our changes to the screen
SDL_UpdateRects(_hwScreen, _numDirtyRects, _dirtyRectList);
}
_numDirtyRects = 0;
_forceRedraw = false;
_cursorNeedsRedraw = false;
}
void DINGUXSdlGraphicsManager::showOverlay() {
if (_videoMode.mode == GFX_HALF) {
_cursorX /= 2;
_cursorY /= 2;
}
SurfaceSdlGraphicsManager::showOverlay();
}
void DINGUXSdlGraphicsManager::hideOverlay() {
if (_videoMode.mode == GFX_HALF) {
_cursorX *= 2;
_cursorY *= 2;
}
SurfaceSdlGraphicsManager::hideOverlay();
}
void DINGUXSdlGraphicsManager::setupHardwareSize() {
debug("Game ScreenMode = %d*%d", _videoMode.screenWidth, _videoMode.screenHeight);
// Forcefully disable aspect ratio correction for games
// which starts with a native 240px height resolution.
// This fixes games with weird resolutions, like MM Nes (256x240)
if (_videoMode.screenHeight == 240) {
_videoMode.aspectRatioCorrection = false;
}
#ifndef GCW0
if (_videoMode.screenWidth > 320 || _videoMode.screenHeight > 240) {
_videoMode.aspectRatioCorrection = false;
setGraphicsMode(GFX_HALF);
debug("GraphicsMode set to HALF");
} else
#endif
{
setGraphicsMode(GFX_NORMAL);
debug("GraphicsMode set to NORMAL");
}
if ((_videoMode.mode == GFX_HALF) && !_overlayVisible) {
_videoMode.overlayWidth = _videoMode.screenWidth / 2;
_videoMode.overlayHeight = _videoMode.screenHeight / 2;
_videoMode.hardwareWidth = _videoMode.screenWidth / 2;
_videoMode.hardwareHeight = _videoMode.screenHeight / 2;
} else {
SurfaceSdlGraphicsManager::setupHardwareSize();
}
}
void DINGUXSdlGraphicsManager::warpMouse(int x, int y) {
if (_cursorX != x || _cursorY != y) {
if (_videoMode.mode == GFX_HALF && !_overlayVisible) {
x /= 2;
y /= 2;
}
}
SurfaceSdlGraphicsManager::warpMouse(x, y);
}
void DINGUXSdlGraphicsManager::transformMouseCoordinates(Common::Point &point) {
if (!_overlayVisible) {
if (_videoMode.mode == GFX_HALF) {
point.x *= 2;
point.y *= 2;
}
point.x /= _videoMode.scaleFactor;
point.y /= _videoMode.scaleFactor;
if (_videoMode.aspectRatioCorrection)
point.y = aspect2Real(point.y);
}
}
#endif