484 lines
13 KiB
C++
484 lines
13 KiB
C++
/* ScummVM - Graphic Adventure Engine
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*
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* ScummVM is the legal property of its developers, whose names
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* are too numerous to list here. Please refer to the COPYRIGHT
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* file distributed with this source distribution.
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software
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* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*
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*/
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#include "common/scummsys.h"
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#if defined(DINGUX)
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#include "backends/graphics/dinguxsdl/dinguxsdl-graphics.h"
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#include "backends/events/dinguxsdl/dinguxsdl-events.h"
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#include "graphics/scaler/aspect.h"
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#include "common/mutex.h"
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#include "common/textconsole.h"
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static const OSystem::GraphicsMode s_supportedGraphicsModes[] = {
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{"1x", "Standard", GFX_NORMAL},
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{0, 0, 0}
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};
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#ifndef USE_SCALERS
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#define DownscaleAllByHalf 0
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#endif
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DINGUXSdlGraphicsManager::DINGUXSdlGraphicsManager(SdlEventSource *sdlEventSource, SdlWindow *window)
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: SurfaceSdlGraphicsManager(sdlEventSource, window) {
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}
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const OSystem::GraphicsMode *DINGUXSdlGraphicsManager::getSupportedGraphicsModes() const {
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return s_supportedGraphicsModes;
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}
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int DINGUXSdlGraphicsManager::getDefaultGraphicsMode() const {
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return GFX_NORMAL;
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}
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int DINGUXSdlGraphicsManager::getGraphicsModeScale(int mode) const {
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int scale;
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switch (mode) {
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case GFX_NORMAL:
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#ifdef USE_SCALERS
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case GFX_HALF:
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#endif
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scale = 1;
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break;
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default:
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scale = -1;
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}
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return scale;
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}
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ScalerProc *DINGUXSdlGraphicsManager::getGraphicsScalerProc(int mode) const {
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ScalerProc *newScalerProc = 0;
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switch (_videoMode.mode) {
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case GFX_NORMAL:
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newScalerProc = Normal1x;
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break;
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#ifdef USE_SCALERS
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case GFX_HALF:
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newScalerProc = DownscaleAllByHalf;
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break;
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#endif
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}
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return newScalerProc;
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}
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void DINGUXSdlGraphicsManager::initSize(uint w, uint h, const Graphics::PixelFormat *format) {
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assert(_transactionMode == kTransactionActive);
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_gameScreenShakeXOffset = 0;
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_gameScreenShakeYOffset = 0;
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#ifdef USE_RGB_COLOR
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// Avoid redundant format changes
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Graphics::PixelFormat newFormat;
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if (!format)
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newFormat = Graphics::PixelFormat::createFormatCLUT8();
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else
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newFormat = *format;
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assert(newFormat.bytesPerPixel > 0);
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if (newFormat != _videoMode.format) {
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_videoMode.format = newFormat;
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_transactionDetails.formatChanged = true;
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_screenFormat = newFormat;
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}
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#endif
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// Avoid redundant res changes
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if ((int)w == _videoMode.screenWidth && (int)h == _videoMode.screenHeight)
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return;
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_videoMode.screenWidth = w;
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_videoMode.screenHeight = h;
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#ifndef GCW0
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if (w > 320 || h > 240) {
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setGraphicsMode(GFX_HALF);
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setGraphicsModeIntern();
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_window->toggleMouseGrab();
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}
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#endif
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_transactionDetails.sizeChanged = true;
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}
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void DINGUXSdlGraphicsManager::drawMouse() {
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if (!_cursorVisible || !_mouseSurface || !_mouseCurState.w || !_mouseCurState.h) {
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_mouseBackup.x = _mouseBackup.y = _mouseBackup.w = _mouseBackup.h = 0;
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return;
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}
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SDL_Rect dst;
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int scale;
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int hotX, hotY;
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const Common::Point virtualCursor = convertWindowToVirtual(_cursorX, _cursorY);
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if (_videoMode.mode == GFX_HALF && !_overlayVisible) {
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dst.x = virtualCursor.x / 2;
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dst.y = virtualCursor.y / 2;
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} else {
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dst.x = virtualCursor.x;
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dst.y = virtualCursor.y;
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}
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if (!_overlayVisible) {
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scale = _videoMode.scaleFactor;
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dst.w = _mouseCurState.vW;
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dst.h = _mouseCurState.vH;
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hotX = _mouseCurState.vHotX;
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hotY = _mouseCurState.vHotY;
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} else {
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scale = 1;
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dst.w = _mouseCurState.rW;
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dst.h = _mouseCurState.rH;
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hotX = _mouseCurState.rHotX;
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hotY = _mouseCurState.rHotY;
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}
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// The mouse is undrawn using virtual coordinates, i.e. they may be
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// scaled and aspect-ratio corrected.
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_mouseBackup.x = dst.x - hotX;
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_mouseBackup.y = dst.y - hotY;
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_mouseBackup.w = dst.w;
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_mouseBackup.h = dst.h;
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// We draw the pre-scaled cursor image, so now we need to adjust for
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// scaling, shake position and aspect ratio correction manually.
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dst.x += _currentShakeXOffset;
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dst.y += _currentShakeYOffset;
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if (_videoMode.aspectRatioCorrection && !_overlayVisible)
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dst.y = real2Aspect(dst.y);
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dst.x = scale * dst.x - _mouseCurState.rHotX;
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dst.y = scale * dst.y - _mouseCurState.rHotY;
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dst.w = _mouseCurState.rW;
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dst.h = _mouseCurState.rH;
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// Note that SDL_BlitSurface() and addDirtyRect() will both perform any
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// clipping necessary
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if (SDL_BlitSurface(_mouseSurface, nullptr, _hwScreen, &dst) != 0)
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error("SDL_BlitSurface failed: %s", SDL_GetError());
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// The screen will be updated using real surface coordinates, i.e.
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// they will not be scaled or aspect-ratio corrected.
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addDirtyRect(dst.x, dst.y, dst.w, dst.h, true);
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}
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void DINGUXSdlGraphicsManager::undrawMouse() {
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const int x = _mouseBackup.x;
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const int y = _mouseBackup.y;
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// When we switch bigger overlay off mouse jumps. Argh!
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// This is intended to prevent undrawing offscreen mouse
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if (!_overlayVisible && (x >= _videoMode.screenWidth || y >= _videoMode.screenHeight))
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return;
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if (_mouseBackup.w != 0 && _mouseBackup.h != 0) {
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if (_videoMode.mode == GFX_HALF && !_overlayVisible) {
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addDirtyRect(x * 2, y * 2, _mouseBackup.w * 2, _mouseBackup.h * 2);
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} else {
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addDirtyRect(x, y, _mouseBackup.w, _mouseBackup.h);
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}
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}
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}
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void DINGUXSdlGraphicsManager::internUpdateScreen() {
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SDL_Surface *srcSurf, *origSurf;
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int height, width;
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ScalerProc *scalerProc;
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int scale1;
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#if defined(DEBUG)
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assert(_hwScreen != NULL);
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assert(_hwScreen->map->sw_data != NULL);
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#endif
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// If the shake position changed, fill the dirty area with blackness
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if (_currentShakeXOffset != _gameScreenShakeXOffset ||
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(_cursorNeedsRedraw && _mouseBackup.x <= _currentShakeXOffset)) {
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SDL_Rect blackrect = {0, 0, (Uint16)(_gameScreenShakeXOffset * _videoMode.scaleFactor), (Uint16)(_videoMode.screenHeight * _videoMode.scaleFactor)};
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if (_videoMode.aspectRatioCorrection && !_overlayVisible)
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blackrect.h = real2Aspect(blackrect.h - 1) + 1;
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SDL_FillRect(_hwScreen, &blackrect, 0);
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_currentShakeXOffset = _gameScreenShakeXOffset;
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_forceRedraw = true;
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}
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if (_currentShakeYOffset != _gameScreenShakeYOffset ||
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(_cursorNeedsRedraw && _mouseBackup.y <= _currentShakeYOffset)) {
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SDL_Rect blackrect = {0, 0, (Uint16)(_videoMode.screenWidth * _videoMode.scaleFactor), (Uint16)(_gameScreenShakeYOffset * _videoMode.scaleFactor)};
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if (_videoMode.aspectRatioCorrection && !_overlayVisible)
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blackrect.h = real2Aspect(blackrect.h - 1) + 1;
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SDL_FillRect(_hwScreen, &blackrect, 0);
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_currentShakeYOffset = _gameScreenShakeYOffset;
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_forceRedraw = true;
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}
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// Check whether the palette was changed in the meantime and update the
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// screen surface accordingly.
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if (_screen && _paletteDirtyEnd != 0) {
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SDL_SetColors(_screen, _currentPalette + _paletteDirtyStart,
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_paletteDirtyStart,
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_paletteDirtyEnd - _paletteDirtyStart);
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_paletteDirtyEnd = 0;
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_forceRedraw = true;
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}
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if (!_overlayVisible) {
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origSurf = _screen;
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srcSurf = _tmpscreen;
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width = _videoMode.screenWidth;
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height = _videoMode.screenHeight;
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scalerProc = _scalerProc;
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scale1 = _videoMode.scaleFactor;
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} else {
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origSurf = _overlayscreen;
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srcSurf = _tmpscreen2;
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width = _videoMode.overlayWidth;
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height = _videoMode.overlayHeight;
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scalerProc = Normal1x;
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scale1 = 1;
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}
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// Add the area covered by the mouse cursor to the list of dirty rects if
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// we have to redraw the mouse.
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if (_cursorNeedsRedraw)
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undrawMouse();
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#ifdef USE_OSD
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updateOSD();
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#endif
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// Force a full redraw if requested
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if (_forceRedraw) {
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_numDirtyRects = 1;
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_dirtyRectList[0].x = 0;
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_dirtyRectList[0].y = 0;
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_dirtyRectList[0].w = width;
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_dirtyRectList[0].h = height;
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}
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// Only draw anything if necessary
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if (_numDirtyRects > 0 || _cursorNeedsRedraw) {
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SDL_Rect *r;
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SDL_Rect dst;
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uint32 srcPitch, dstPitch;
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SDL_Rect *lastRect = _dirtyRectList + _numDirtyRects;
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for (r = _dirtyRectList; r != lastRect; ++r) {
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dst = *r;
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dst.x++; // Shift rect by one since 2xSai needs to access the data around
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dst.y++; // any pixel to scale it, and we want to avoid mem access crashes.
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if (SDL_BlitSurface(origSurf, r, srcSurf, &dst) != 0)
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error("SDL_BlitSurface failed: %s", SDL_GetError());
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}
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SDL_LockSurface(srcSurf);
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SDL_LockSurface(_hwScreen);
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srcPitch = srcSurf->pitch;
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dstPitch = _hwScreen->pitch;
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for (r = _dirtyRectList; r != lastRect; ++r) {
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int dst_y = r->y + _currentShakeYOffset;
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int dst_h = 0;
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int dst_w = 0;
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int orig_dst_y = 0;
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int dst_x = r->x + _currentShakeXOffset;
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int src_y;
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int src_x;
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if (dst_x < width && dst_y < height) {
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dst_w = r->w;
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if (dst_w > width - dst_x)
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dst_w = width - dst_x;
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dst_h = r->h;
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if (dst_h > height - dst_y)
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dst_h = height - dst_y;
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orig_dst_y = dst_y;
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src_x = dst_x;
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src_y = dst_y;
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if (_videoMode.aspectRatioCorrection && !_overlayVisible)
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dst_y = real2Aspect(dst_y);
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assert(scalerProc != NULL);
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if (_videoMode.mode == GFX_HALF && scalerProc == DownscaleAllByHalf) {
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if (dst_x % 2 == 1) {
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dst_x--;
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dst_w++;
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}
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if (dst_y % 2 == 1) {
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dst_y--;
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dst_h++;
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}
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src_x = dst_x;
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src_y = dst_y;
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dst_x = dst_x / 2;
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dst_y = dst_y / 2;
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scalerProc((byte *)srcSurf->pixels + (src_x * 2 + 2) + (src_y + 1) * srcPitch, srcPitch,
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(byte *)_hwScreen->pixels + dst_x * 2 + dst_y * dstPitch, dstPitch, dst_w, dst_h);
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} else {
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scalerProc((byte *)srcSurf->pixels + (r->x * 2 + 2) + (r->y + 1) * srcPitch, srcPitch,
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(byte *)_hwScreen->pixels + dst_x * 2 + dst_y * dstPitch, dstPitch, dst_w, dst_h);
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}
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}
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if (_videoMode.mode == GFX_HALF && scalerProc == DownscaleAllByHalf) {
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r->w = dst_w / 2;
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r->h = dst_h / 2;
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} else {
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r->w = dst_w;
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r->h = dst_h;
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}
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r->x = dst_x;
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r->y = dst_y;
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#ifdef USE_SCALERS
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if (_videoMode.aspectRatioCorrection && orig_dst_y < height && !_overlayVisible)
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r->h = stretch200To240((uint8 *) _hwScreen->pixels, dstPitch, r->w, r->h, r->x, r->y, orig_dst_y * scale1, _videoMode.filtering);
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#endif
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}
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SDL_UnlockSurface(srcSurf);
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SDL_UnlockSurface(_hwScreen);
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// Readjust the dirty rect list in case we are doing a full update.
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// This is necessary if shaking is active.
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if (_forceRedraw) {
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_dirtyRectList[0].x = 0;
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_dirtyRectList[0].y = 0;
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_dirtyRectList[0].w = (_videoMode.mode == GFX_HALF) ? _videoMode.hardwareWidth / 2 : _videoMode.hardwareWidth;
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_dirtyRectList[0].h = (_videoMode.mode == GFX_HALF) ? _videoMode.hardwareHeight / 2 : _videoMode.hardwareHeight;
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}
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drawMouse();
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#ifdef USE_OSD
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drawOSD();
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#endif
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// Finally, blit all our changes to the screen
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SDL_UpdateRects(_hwScreen, _numDirtyRects, _dirtyRectList);
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}
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_numDirtyRects = 0;
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_forceRedraw = false;
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_cursorNeedsRedraw = false;
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}
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void DINGUXSdlGraphicsManager::showOverlay() {
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if (_videoMode.mode == GFX_HALF) {
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_cursorX /= 2;
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_cursorY /= 2;
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}
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SurfaceSdlGraphicsManager::showOverlay();
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}
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void DINGUXSdlGraphicsManager::hideOverlay() {
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if (_videoMode.mode == GFX_HALF) {
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_cursorX *= 2;
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_cursorY *= 2;
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}
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SurfaceSdlGraphicsManager::hideOverlay();
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}
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void DINGUXSdlGraphicsManager::setupHardwareSize() {
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debug("Game ScreenMode = %d*%d", _videoMode.screenWidth, _videoMode.screenHeight);
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// Forcefully disable aspect ratio correction for games
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// which starts with a native 240px height resolution.
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// This fixes games with weird resolutions, like MM Nes (256x240)
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if (_videoMode.screenHeight == 240) {
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_videoMode.aspectRatioCorrection = false;
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}
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#ifndef GCW0
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if (_videoMode.screenWidth > 320 || _videoMode.screenHeight > 240) {
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_videoMode.aspectRatioCorrection = false;
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setGraphicsMode(GFX_HALF);
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debug("GraphicsMode set to HALF");
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} else
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#endif
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{
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setGraphicsMode(GFX_NORMAL);
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debug("GraphicsMode set to NORMAL");
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}
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if ((_videoMode.mode == GFX_HALF) && !_overlayVisible) {
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_videoMode.overlayWidth = _videoMode.screenWidth / 2;
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_videoMode.overlayHeight = _videoMode.screenHeight / 2;
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_videoMode.hardwareWidth = _videoMode.screenWidth / 2;
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_videoMode.hardwareHeight = _videoMode.screenHeight / 2;
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} else {
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SurfaceSdlGraphicsManager::setupHardwareSize();
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}
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}
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void DINGUXSdlGraphicsManager::warpMouse(int x, int y) {
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if (_cursorX != x || _cursorY != y) {
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if (_videoMode.mode == GFX_HALF && !_overlayVisible) {
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x /= 2;
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y /= 2;
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}
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}
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SurfaceSdlGraphicsManager::warpMouse(x, y);
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}
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void DINGUXSdlGraphicsManager::transformMouseCoordinates(Common::Point &point) {
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if (!_overlayVisible) {
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if (_videoMode.mode == GFX_HALF) {
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point.x *= 2;
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point.y *= 2;
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}
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point.x /= _videoMode.scaleFactor;
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point.y /= _videoMode.scaleFactor;
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if (_videoMode.aspectRatioCorrection)
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point.y = aspect2Real(point.y);
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}
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}
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#endif
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