scummvm/backends/graphics/sdl/resvm-sdl-graphics.cpp
2016-07-14 12:02:51 +02:00

367 lines
10 KiB
C++

/* ResidualVM - A 3D game interpreter
*
* ResidualVM 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 "backends/graphics/sdl/resvm-sdl-graphics.h"
#include "backends/platform/sdl/sdl-sys.h"
#include "backends/events/sdl/sdl-events.h"
#include "common/config-manager.h"
#include "common/textconsole.h"
static const OSystem::GraphicsMode s_supportedGraphicsModes[] = {
{0, 0, 0}
};
ResVmSdlGraphicsManager::ResVmSdlGraphicsManager(SdlEventSource *source, SdlWindow *window) :
SdlGraphicsManager(source, window),
_fullscreen(false),
_lockAspectRatio(true),
_overlayVisible(false),
_overlayWidth(0),
_overlayHeight(0),
_overlayDirty(true),
_screenChangeCount(0),
_capabilities(capabilities) {
ConfMan.registerDefault("fullscreen_res", "desktop");
ConfMan.registerDefault("aspect_ratio", true);
detectDesktopResolution();
}
ResVmSdlGraphicsManager::~ResVmSdlGraphicsManager() {
}
void ResVmSdlGraphicsManager::activateManager() {
SdlGraphicsManager::activateManager();
// Register the graphics manager as a event observer
g_system->getEventManager()->getEventDispatcher()->registerObserver(this, 10, false);
}
void ResVmSdlGraphicsManager::deactivateManager() {
// Unregister the event observer
if (g_system->getEventManager()->getEventDispatcher()) {
g_system->getEventManager()->getEventDispatcher()->unregisterObserver(this);
}
SdlGraphicsManager::deactivateManager();
}
ResVmSdlGraphicsManager::GameRenderTarget ResVmSdlGraphicsManager::selectGameRenderTarget(bool fullscreen,
bool accel3d,
bool engineSupportsArbitraryResolutions,
bool framebufferSupported,
bool lockAspectRatio) {
if (!fullscreen) {
return kScreen;
}
if (!accel3d && lockAspectRatio) {
return kSubScreen;
}
if (!engineSupportsArbitraryResolutions && framebufferSupported) {
return kFramebuffer;
}
return kScreen;
}
Math::Rect2d ResVmSdlGraphicsManager::computeGameRect(GameRenderTarget gameRenderTarget, uint gameWidth, uint gameHeight,
uint effectiveWidth, uint effectiveHeight) {
switch (gameRenderTarget) {
case kScreen:
// The game occupies the whole screen
return Math::Rect2d(Math::Vector2d(0, 0), Math::Vector2d(1, 1));
case kSubScreen:
// The game is centered on the screen
return Math::Rect2d(
Math::Vector2d((effectiveWidth - gameWidth) / 2, (effectiveHeight - gameHeight) / 2),
Math::Vector2d((effectiveWidth + gameWidth) / 2, (effectiveHeight + gameHeight) / 2)
);
case kFramebuffer:
if (_lockAspectRatio) {
// The game is scaled to fit the screen, keeping the same aspect ratio
float scale = MIN(effectiveHeight / float(gameHeight), effectiveWidth / float(gameWidth));
float scaledW = scale * (gameWidth / float(effectiveWidth));
float scaledH = scale * (gameHeight / float(effectiveHeight));
return Math::Rect2d(
Math::Vector2d(0.5 - (0.5 * scaledW), 0.5 - (0.5 * scaledH)),
Math::Vector2d(0.5 + (0.5 * scaledW), 0.5 + (0.5 * scaledH))
);
} else {
// The game occupies the whole screen
return Math::Rect2d(Math::Vector2d(0, 0), Math::Vector2d(1, 1));
}
default:
error("Unhandled game render target '%d'", gameRenderTarget);
}
}
bool ResVmSdlGraphicsManager::canUsePreferredResolution(GameRenderTarget gameRenderTarget,
bool engineSupportsArbitraryResolutions) {
switch (gameRenderTarget) {
case kScreen:
// If the game supports arbitrary resolutions, use the preferred mode as the game mode
return engineSupportsArbitraryResolutions;
case kSubScreen:
case kFramebuffer:
return true;
default:
error("Unhandled game render target '%d'", gameRenderTarget);
}
}
void ResVmSdlGraphicsManager::detectDesktopResolution() {
#if SDL_VERSION_ATLEAST(2, 0, 0)
SDL_DisplayMode di;
if (SDL_GetCurrentDisplayMode(0, &di) != 0) {
warning("Error: %s", SDL_GetError());
g_system->quit();
}
_desktopW = di.w;
_desktopH = di.h;
#else
const SDL_VideoInfo *vi = SDL_GetVideoInfo();
_desktopW = vi->current_w;
_desktopH = vi->current_h;
#endif
}
Common::Rect ResVmSdlGraphicsManager::getPreferredFullscreenResolution() {
// Default to the desktop resolution ...
uint preferredWidth = _desktopW;
uint preferredHeight = _desktopH;
// ... unless the user has set a resolution in the configuration file
const Common::String &fsres = ConfMan.get("fullscreen_res");
if (fsres != "desktop") {
uint newW, newH;
int converted = sscanf(fsres.c_str(), "%ux%u", &newW, &newH);
if (converted == 2) {
preferredWidth = newW;
preferredHeight = newH;
} else {
warning("Could not parse 'fullscreen_res' option: expected WWWxHHH, got %s", fsres.c_str());
}
}
return Common::Rect(preferredWidth, preferredHeight);
}
void ResVmSdlGraphicsManager::resetGraphicsScale() {
setGraphicsMode(0);
}
void ResVmSdlGraphicsManager::setFeatureState(OSystem::Feature f, bool enable) {
switch (f) {
case OSystem::kFeatureFullscreenMode:
_fullscreen = enable;
break;
case OSystem::kFeatureAspectRatioCorrection:
_lockAspectRatio = enable;
break;
default:
break;
}
}
bool ResVmSdlGraphicsManager::getFeatureState(OSystem::Feature f) {
switch (f) {
case OSystem::kFeatureFullscreenMode:
return _fullscreen;
case OSystem::kFeatureAspectRatioCorrection:
return _lockAspectRatio;
default:
return false;
}
}
const OSystem::GraphicsMode *ResVmSdlGraphicsManager::getSupportedGraphicsModes() const {
return s_supportedGraphicsModes;
}
int ResVmSdlGraphicsManager::getDefaultGraphicsMode() const {
return 0;// ResidualVM: not use it
}
void ResVmSdlGraphicsManager::beginGFXTransaction() {
// ResidualVM: not use it
}
OSystem::TransactionError ResVmSdlGraphicsManager::endGFXTransaction() {
// ResidualVM: not use it
return OSystem::kTransactionSuccess;
}
#ifdef USE_RGB_COLOR
Common::List<Graphics::PixelFormat> ResVmSdlGraphicsManager::getSupportedFormats() const {
// ResidualVM: not use it
return _supportedFormats;
}
#endif
bool ResVmSdlGraphicsManager::setGraphicsMode(int mode) {
// ResidualVM: not use it
return true;
}
int ResVmSdlGraphicsManager::getGraphicsMode() const {
// ResidualVM: not use it
return 0;
}
void ResVmSdlGraphicsManager::initSize(uint w, uint h, const Graphics::PixelFormat *format) {
// ResidualVM: not use it
}
void ResVmSdlGraphicsManager::launcherInitSize(uint w, uint h) {
closeOverlay();
setupScreen(w, h, false, false);
}
void ResVmSdlGraphicsManager::copyRectToScreen(const void *src, int pitch, int x, int y, int w, int h) {
// ResidualVM: not use it
}
Graphics::Surface *ResVmSdlGraphicsManager::lockScreen() {
return NULL; // ResidualVM: not use it
}
void ResVmSdlGraphicsManager::unlockScreen() {
// ResidualVM: not use it
}
void ResVmSdlGraphicsManager::fillScreen(uint32 col) {
// ResidualVM: not use it
}
void ResVmSdlGraphicsManager::setPalette(const byte *colors, uint start, uint num) {
// ResidualVM: not use it
}
void ResVmSdlGraphicsManager::grabPalette(byte *colors, uint start, uint num) {
// ResidualVM: not use it
}
void ResVmSdlGraphicsManager::setCursorPalette(const byte *colors, uint start, uint num) {
// ResidualVM: not use it
}
void ResVmSdlGraphicsManager::setShakePos(int shake_pos) {
// ResidualVM: not use it
}
void ResVmSdlGraphicsManager::setFocusRectangle(const Common::Rect &rect) {
// ResidualVM: not use it
}
void ResVmSdlGraphicsManager::clearFocusRectangle() {
// ResidualVM: not use it
}
#pragma mark -
#pragma mark --- Overlays ---
#pragma mark -
void ResVmSdlGraphicsManager::showOverlay() {
if (_overlayVisible)
return;
_overlayVisible = true;
clearOverlay();
}
void ResVmSdlGraphicsManager::hideOverlay() {
if (!_overlayVisible)
return;
_overlayVisible = false;
clearOverlay();
}
#pragma mark -
#pragma mark --- Mouse ---
#pragma mark -
bool ResVmSdlGraphicsManager::showMouse(bool visible) {
SDL_ShowCursor(visible);
return true;
}
// ResidualVM specific method
bool ResVmSdlGraphicsManager::lockMouse(bool lock) {
#if SDL_VERSION_ATLEAST(2, 0, 0)
if (lock)
SDL_SetRelativeMouseMode(SDL_TRUE);
else
SDL_SetRelativeMouseMode(SDL_FALSE);
#else
if (lock)
SDL_WM_GrabInput(SDL_GRAB_ON);
else
SDL_WM_GrabInput(SDL_GRAB_OFF);
#endif
return true;
}
void ResVmSdlGraphicsManager::setMouseCursor(const void *buf, uint w, uint h, int hotspot_x, int hotspot_y, uint32 keycolor, bool dontScale, const Graphics::PixelFormat *format) {
// ResidualVM: not use it
}
#pragma mark -
#pragma mark --- On Screen Display ---
#pragma mark -
#ifdef USE_OSD
void OpenGLResVmSdlGraphicsManager::displayMessageOnOSD(const char *msg) {
// ResidualVM: not use it
}
#endif
bool ResVmSdlGraphicsManager::notifyEvent(const Common::Event &event) {
//ResidualVM specific:
switch ((int)event.type) {
case Common::EVENT_KEYDOWN:
break;
case Common::EVENT_KEYUP:
break;
default:
break;
}
return false;
}
void ResVmSdlGraphicsManager::notifyVideoExpose() {
//ResidualVM specific:
updateScreen();
}
void ResVmSdlGraphicsManager::notifyMousePos(Common::Point mouse) {
transformMouseCoordinates(mouse);
// ResidualVM: not use that:
//setMousePos(mouse.x, mouse.y);
}