scummvm/backends/platform/ios7/ios7_osys_video.mm
Lars Sundström 580d8424ca IOS7: Change OSystem_iOS7 to be a ModularGraphicsBackend
Remove all pure virtual functions in OSystem_iOS7 since they are
implemented by ModularGraphicsBackend.

This commit will break the graphics implementation in the ios7
backend and crash due to no OpenGL context created for the
graphicsManager to use.
2023-07-03 21:50:32 +02:00

308 lines
9.5 KiB
Text

/* 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 3 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, see <http://www.gnu.org/licenses/>.
*
*/
// Disable symbol overrides so that we can use system headers.
#define FORBIDDEN_SYMBOL_ALLOW_ALL
#include "backends/platform/ios7/ios7_osys_main.h"
#include "backends/platform/ios7/ios7_video.h"
#include "graphics/blit.h"
#include "backends/platform/ios7/ios7_app_delegate.h"
#define UIViewParentController(__view) ({ \
UIResponder *__responder = __view; \
while ([__responder isKindOfClass:[UIView class]]) \
__responder = [__responder nextResponder]; \
(UIViewController *)__responder; \
})
static void displayAlert(void *ctx) {
UIAlertController* alert = [UIAlertController alertControllerWithTitle:@"Fatal Error"
message:[NSString stringWithCString:(const char *)ctx encoding:NSUTF8StringEncoding]
preferredStyle:UIAlertControllerStyleAlert];
UIAlertAction* defaultAction = [UIAlertAction actionWithTitle:@"OK" style:UIAlertActionStyleDefault
handler:^(UIAlertAction * action) {
OSystem_iOS7::sharedInstance()->quit();
abort();
}];
[alert addAction:defaultAction];
[UIViewParentController([iOS7AppDelegate iPhoneView]) presentViewController:alert animated:YES completion:nil];
}
void OSystem_iOS7::fatalError() {
if (_lastErrorMessage.size()) {
dispatch_async_f(dispatch_get_main_queue(), (void *)_lastErrorMessage.c_str(), displayAlert);
for(;;);
}
else {
OSystem::fatalError();
}
}
void OSystem_iOS7::logMessage(LogMessageType::Type type, const char *message) {
FILE *output = 0;
if (type == LogMessageType::kInfo || type == LogMessageType::kDebug)
output = stdout;
else
output = stderr;
if (type == LogMessageType::kError) {
_lastErrorMessage = message;
NSString *messageString = [NSString stringWithUTF8String:message];
NSLog(@"%@", messageString);
}
fputs(message, output);
fflush(output);
}
void OSystem_iOS7::engineInit() {
EventsBaseBackend::engineInit();
// Prevent the device going to sleep during game play (and in particular cut scenes)
dispatch_async(dispatch_get_main_queue(), ^{
[[UIApplication sharedApplication] setIdleTimerDisabled:YES];
});
[[iOS7AppDelegate iPhoneView] setIsInGame:YES];
}
void OSystem_iOS7::engineDone() {
EventsBaseBackend::engineDone();
// Allow the device going to sleep if idle while in the Launcher
dispatch_async(dispatch_get_main_queue(), ^{
[[UIApplication sharedApplication] setIdleTimerDisabled:NO];
});
[[iOS7AppDelegate iPhoneView] setIsInGame:NO];
}
void OSystem_iOS7::initVideoContext() {
_videoContext = [[iOS7AppDelegate iPhoneView] getVideoContext];
}
static inline void execute_on_main_thread(void (^block)(void)) {
if ([NSThread currentThread] == [NSThread mainThread]) {
block();
}
else {
dispatch_sync(dispatch_get_main_queue(), block);
}
}
void OSystem_iOS7::updateOutputSurface() {
execute_on_main_thread(^ {
[[iOS7AppDelegate iPhoneView] initSurface];
});
}
void OSystem_iOS7::internUpdateScreen() {
if (_mouseNeedTextureUpdate) {
updateMouseTexture();
_mouseNeedTextureUpdate = false;
}
while (_dirtyRects.size()) {
Common::Rect dirtyRect = _dirtyRects.remove_at(_dirtyRects.size() - 1);
//printf("Drawing: (%i, %i) -> (%i, %i)\n", dirtyRect.left, dirtyRect.top, dirtyRect.right, dirtyRect.bottom);
drawDirtyRect(dirtyRect);
// TODO: Implement dirty rect code
//updateHardwareSurfaceForRect(dirtyRect);
}
if (_videoContext->overlayVisible) {
// TODO: Implement dirty rect code
_dirtyOverlayRects.clear();
/*while (_dirtyOverlayRects.size()) {
Common::Rect dirtyRect = _dirtyOverlayRects.remove_at(_dirtyOverlayRects.size() - 1);
//printf("Drawing: (%i, %i) -> (%i, %i)\n", dirtyRect.left, dirtyRect.top, dirtyRect.right, dirtyRect.bottom);
drawDirtyOverlayRect(dirtyRect);
}*/
}
}
void OSystem_iOS7::drawDirtyRect(const Common::Rect &dirtyRect) {
// We only need to do a color look up for CLUT8
if (_framebuffer.format.bytesPerPixel != 1)
return;
int h = dirtyRect.bottom - dirtyRect.top;
int w = dirtyRect.right - dirtyRect.left;
const byte *src = (const byte *)_framebuffer.getBasePtr(dirtyRect.left, dirtyRect.top);
byte *dstRaw = (byte *)_videoContext->screenTexture.getBasePtr(dirtyRect.left, dirtyRect.top);
// When we use CLUT8 do a color look up
for (int y = h; y > 0; y--) {
uint16 *dst = (uint16 *)dstRaw;
for (int x = w; x > 0; x--)
*dst++ = _gamePalette[*src++];
dstRaw += _videoContext->screenTexture.pitch;
src += _framebuffer.pitch - w;
}
}
void OSystem_iOS7::virtualController(bool connect) {
execute_on_main_thread(^ {
[[iOS7AppDelegate iPhoneView] virtualController:connect];
});
}
void OSystem_iOS7::dirtyFullScreen() {
if (!_fullScreenIsDirty) {
_dirtyRects.clear();
_dirtyRects.push_back(Common::Rect(0, 0, _videoContext->screenWidth, _videoContext->screenHeight));
_fullScreenIsDirty = true;
}
}
void OSystem_iOS7::dirtyFullOverlayScreen() {
if (!_fullScreenOverlayIsDirty) {
_dirtyOverlayRects.clear();
_dirtyOverlayRects.push_back(Common::Rect(0, 0, _videoContext->overlayWidth, _videoContext->overlayHeight));
_fullScreenOverlayIsDirty = true;
}
}
void OSystem_iOS7::updateMouseTexture() {
int texWidth = getSizeNextPOT(_videoContext->mouseWidth);
int texHeight = getSizeNextPOT(_videoContext->mouseHeight);
Graphics::Surface &mouseTexture = _videoContext->mouseTexture;
if (mouseTexture.w != texWidth || mouseTexture.h != texHeight)
mouseTexture.create(texWidth, texHeight, Graphics::PixelFormat(2, 5, 5, 5, 1, 11, 6, 1, 0));
if (_mouseBuffer.format.bytesPerPixel == 1) {
const uint16 *palette;
if (_mouseCursorPaletteEnabled)
palette = _mouseCursorPalette;
else
palette = _gamePaletteRGBA5551;
uint16 *mouseBuf = (uint16 *)mouseTexture.getPixels();
for (uint x = 0; x < _videoContext->mouseWidth; ++x) {
for (uint y = 0; y < _videoContext->mouseHeight; ++y) {
const byte color = *(const byte *)_mouseBuffer.getBasePtr(x, y);
if (color != _mouseKeyColor)
mouseBuf[y * texWidth + x] = palette[color] | 0x1;
else
mouseBuf[y * texWidth + x] = 0x0;
}
}
} else {
if (crossBlit((byte *)mouseTexture.getPixels(), (const byte *)_mouseBuffer.getPixels(), mouseTexture.pitch,
_mouseBuffer.pitch, _mouseBuffer.w, _mouseBuffer.h, mouseTexture.format, _mouseBuffer.format)) {
// Apply color keying
const uint8 * src = (const uint8 *)_mouseBuffer.getPixels();
int srcBpp = _mouseBuffer.format.bytesPerPixel;
uint8 *dstRaw = (uint8 *)mouseTexture.getPixels();
for (int y = 0; y < _mouseBuffer.h; ++y, dstRaw += mouseTexture.pitch) {
uint16 *dst = (uint16 *)dstRaw;
for (int x = 0; x < _mouseBuffer.w; ++x, ++dst, src += srcBpp) {
if (
(srcBpp == 2 && *((const uint16*)src) == _mouseKeyColor) ||
(srcBpp == 4 && *((const uint32*)src) == _mouseKeyColor)
)
*dst &= ~1;
}
}
} else {
// TODO: Log this!
// Make the cursor all transparent... we really need a better fallback ;-).
memset(mouseTexture.getPixels(), 0, mouseTexture.h * mouseTexture.pitch);
}
}
execute_on_main_thread(^ {
[[iOS7AppDelegate iPhoneView] updateMouseCursor];
});
}
void OSystem_iOS7::setShowKeyboard(bool show) {
if (show) {
#if TARGET_OS_IOS
execute_on_main_thread(^ {
[[iOS7AppDelegate iPhoneView] showKeyboard];
});
#elif TARGET_OS_TV
// Delay the showing of keyboard 1 second so the user
// is able to see the message
dispatch_time_t delay = dispatch_time(DISPATCH_TIME_NOW, (int64_t)(1.0 * NSEC_PER_SEC));
dispatch_after(delay, dispatch_get_main_queue(), ^(void){
[[iOS7AppDelegate iPhoneView] showKeyboard];
});
#endif
} else {
// Do not hide the keyboard in portrait mode as it is shown automatically and not
// just when asked with the kFeatureVirtualKeyboard.
if (_screenOrientation == kScreenOrientationLandscape || _screenOrientation == kScreenOrientationFlippedLandscape) {
execute_on_main_thread(^ {
[[iOS7AppDelegate iPhoneView] hideKeyboard];
});
}
}
}
bool OSystem_iOS7::isKeyboardShown() const {
__block bool isShown = false;
execute_on_main_thread(^{
isShown = [[iOS7AppDelegate iPhoneView] isKeyboardShown];
});
return isShown;
}
uint OSystem_iOS7::createOpenGLContext() {
// TODO: Implement creation of OpenGL context
// The context will be used by scummvm system running on
// background thread.
return 0;
}
void OSystem_iOS7::destroyOpenGLContext() {
// TODO: Implement destroy of OpenGL context
}
void OSystem_iOS7::refreshScreen() const {
// TODO: Implement presentation of the renderBuffer
// Present the renderBuffer on the openGLContext
}
int OSystem_iOS7::getScreenWidth() const {
// TODO: Return width of screen buffer
return 0;
}
int OSystem_iOS7::getScreenHeight() const {
// TODO: Return height of screen buffer
return 0;
}
float OSystem_iOS7::getSystemHiDPIScreenFactor() const {
// TODO: Return HiDPI screen factor
return 0.0;
}