scummvm/backends/platform/3ds/osystem-graphics.cpp
2021-04-15 21:20:36 +02:00

838 lines
28 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 "backends/platform/3ds/osystem.h"
#include "backends/platform/3ds/shader_shbin.h"
#include "backends/platform/3ds/options-dialog.h"
#include "backends/platform/3ds/config.h"
#include "common/rect.h"
#include "graphics/fontman.h"
#include "gui/gui-manager.h"
// Used to transfer the final rendered display to the framebuffer
#define DISPLAY_TRANSFER_FLAGS \
(GX_TRANSFER_FLIP_VERT(0) | GX_TRANSFER_OUT_TILED(0) | \
GX_TRANSFER_RAW_COPY(0) | GX_TRANSFER_IN_FORMAT(GX_TRANSFER_FMT_RGBA8) | \
GX_TRANSFER_OUT_FORMAT(GX_TRANSFER_FMT_RGB8) | \
GX_TRANSFER_SCALING(GX_TRANSFER_SCALE_NO))
#define TEXTURE_TRANSFER_FLAGS(fmt) \
(GX_TRANSFER_FLIP_VERT(1) | GX_TRANSFER_OUT_TILED(1) | \
GX_TRANSFER_RAW_COPY(0) | GX_TRANSFER_IN_FORMAT(fmt) | \
GX_TRANSFER_OUT_FORMAT(fmt) | GX_TRANSFER_SCALING(GX_TRANSFER_SCALE_NO))
#define DEFAULT_MODE _modeRGBA8
namespace N3DS {
/* Group the various enums, values, etc. needed for
* each graphics mode into instaces of GfxMode3DS */
static const GfxMode3DS _modeRGBA8 = { Graphics::PixelFormat(4, 8, 8, 8, 8, 24, 16, 8, 0),
GPU_RGBA8, TEXTURE_TRANSFER_FLAGS(GX_TRANSFER_FMT_RGBA8) };
static const GfxMode3DS _modeRGB565 = { Graphics::PixelFormat(2, 5, 6, 5, 0, 11, 5, 0, 0),
GPU_RGB565, TEXTURE_TRANSFER_FLAGS(GX_TRANSFER_FMT_RGB565) };
static const GfxMode3DS _modeRGB555 = { Graphics::PixelFormat(2, 5, 5, 5, 1, 11, 6, 1, 0),
GPU_RGBA5551, TEXTURE_TRANSFER_FLAGS(GX_TRANSFER_FMT_RGB5A1) };
static const GfxMode3DS _modeRGB5A1 = { Graphics::PixelFormat(2, 5, 5, 5, 1, 11, 6, 1, 0),
GPU_RGBA5551, TEXTURE_TRANSFER_FLAGS(GX_TRANSFER_FMT_RGB5A1) };
static const GfxMode3DS _modeCLUT8 = _modeRGBA8;
static const GfxMode3DS *gfxModes[] = { &_modeRGBA8, &_modeRGB565, &_modeRGB555, &_modeRGB5A1, &_modeCLUT8 };
void OSystem_3DS::init3DSGraphics() {
_gfxState.gfxMode = gfxModes[CLUT8];
_pfGame = Graphics::PixelFormat::createFormatCLUT8();
_pfDefaultTexture = Graphics::PixelFormat(4, 8, 8, 8, 8, 24, 16, 8, 0);
C3D_Init(C3D_DEFAULT_CMDBUF_SIZE);
// Initialize the render targets
int topScreenWidth = gfxIsWide() ? 800 : 400;
_renderTargetTop =
C3D_RenderTargetCreate(240, topScreenWidth, GPU_RB_RGBA8, GPU_RB_DEPTH24_STENCIL8);
C3D_RenderTargetClear(_renderTargetTop, C3D_CLEAR_ALL, 0x0000000, 0);
C3D_RenderTargetSetOutput(_renderTargetTop, GFX_TOP, GFX_LEFT,
DISPLAY_TRANSFER_FLAGS);
_renderTargetBottom =
C3D_RenderTargetCreate(240, 320, GPU_RB_RGBA8, GPU_RB_DEPTH24_STENCIL8);
C3D_RenderTargetClear(_renderTargetBottom, C3D_CLEAR_ALL, 0x00000000, 0);
C3D_RenderTargetSetOutput(_renderTargetBottom, GFX_BOTTOM, GFX_LEFT,
DISPLAY_TRANSFER_FLAGS);
// Load and bind simple default shader (shader.v.pica)
_dvlb = DVLB_ParseFile((u32*)shader_shbin, shader_shbin_size);
shaderProgramInit(&_program);
shaderProgramSetVsh(&_program, &_dvlb->DVLE[0]);
C3D_BindProgram(&_program);
_projectionLocation = shaderInstanceGetUniformLocation(_program.vertexShader, "projection");
_modelviewLocation = shaderInstanceGetUniformLocation(_program.vertexShader, "modelView");
C3D_AttrInfo *attrInfo = C3D_GetAttrInfo();
AttrInfo_Init(attrInfo);
AttrInfo_AddLoader(attrInfo, 0, GPU_FLOAT, 3); // v0=position
AttrInfo_AddLoader(attrInfo, 1, GPU_FLOAT, 2); // v1=texcoord
Mtx_OrthoTilt(&_projectionTop, 0.0, 400.0, 240.0, 0.0, 0.0, 1.0, true);
Mtx_OrthoTilt(&_projectionBottom, 0.0, 320.0, 240.0, 0.0, 0.0, 1.0, true);
C3D_TexEnv *env = C3D_GetTexEnv(0);
C3D_TexEnvSrc(env, C3D_Both, GPU_TEXTURE0, GPU_PRIMARY_COLOR, GPU_PRIMARY_COLOR);
C3D_TexEnvOpRgb(env, GPU_TEVOP_RGB_SRC_COLOR, GPU_TEVOP_RGB_SRC_COLOR, GPU_TEVOP_RGB_SRC_COLOR);
C3D_TexEnvFunc(env, C3D_Both, GPU_REPLACE);
C3D_DepthTest(false, GPU_GEQUAL, GPU_WRITE_ALL);
C3D_CullFace(GPU_CULL_NONE);
}
void OSystem_3DS::destroy3DSGraphics() {
_gameScreen.free();
_gameTopTexture.free();
_gameBottomTexture.free();
_cursor.free();
_cursorTexture.free();
_overlay.free();
_activityIcon.free();
shaderProgramFree(&_program);
DVLB_Free(_dvlb);
C3D_RenderTargetDelete(_renderTargetTop);
C3D_RenderTargetDelete(_renderTargetBottom);
C3D_Fini();
}
bool OSystem_3DS::hasFeature(OSystem::Feature f) {
return (f == OSystem::kFeatureCursorPalette ||
f == OSystem::kFeatureFilteringMode ||
f == OSystem::kFeatureOverlaySupportsAlpha ||
f == OSystem::kFeatureKbdMouseSpeed ||
f == OSystem::kFeatureJoystickDeadzone);
}
void OSystem_3DS::setFeatureState(OSystem::Feature f, bool enable) {
switch (f) {
case OSystem::kFeatureCursorPalette:
_cursorPaletteEnabled = enable;
flushCursor();
break;
case OSystem::kFeatureFilteringMode:
_filteringEnabled = enable;
break;
default:
break;
}
}
bool OSystem_3DS::getFeatureState(OSystem::Feature f) {
switch (f) {
case OSystem::kFeatureCursorPalette:
return _cursorPaletteEnabled;
case OSystem::kFeatureFilteringMode:
return _filteringEnabled;
default:
return false;
}
}
GraphicsModeID OSystem_3DS::chooseMode(Graphics::PixelFormat *format) {
if (format->bytesPerPixel > 2) {
return RGBA8;
} else if (format->bytesPerPixel > 1) {
if (format->gBits() > 5) {
return RGB565;
} else if (format->aBits() == 0) {
return RGB555;
} else {
return RGB5A1;
}
}
return CLUT8;
}
bool OSystem_3DS::setGraphicsMode(GraphicsModeID modeID) {
switch (modeID) {
case RGBA8:
case RGB565:
case RGB555:
case RGB5A1:
case CLUT8:
_gfxState.gfxMode = gfxModes[modeID];
return true;
default:
return false;
}
}
void OSystem_3DS::initSize(uint width, uint height,
const Graphics::PixelFormat *format) {
debug("3ds initsize w:%d h:%d", width, height);
int oldScreen = config.screen;
loadConfig();
if (config.screen != oldScreen) {
_screenChangeId++;
}
_gameWidth = width;
_gameHeight = height;
_magCenterX = _magWidth / 2;
_magCenterY = _magHeight / 2;
_oldPfGame = _pfGame;
if (!format) {
_pfGame = Graphics::PixelFormat::createFormatCLUT8();
} else {
debug("pixelformat: %d %d %d %d %d", format->bytesPerPixel, format->rBits(), format->gBits(), format->bBits(), format->aBits());
_pfGame = *format;
}
/* If the current graphics mode does not fit with the pixel
* format being requested, choose one that does and switch to it */
assert(_pfGame.bytesPerPixel > 0);
if (_pfGame != _oldPfGame) {
assert(_transactionState == kTransactionActive);
_gfxState.gfxModeID = chooseMode(&_pfGame);
_transactionDetails.formatChanged = true;
}
_gameTopTexture.create(width, height, _gfxState.gfxMode);
_overlay.create(400, 320, &DEFAULT_MODE);
_gameScreen.create(width, height, _pfGame);
_focusDirty = true;
_focusRect = Common::Rect(_gameWidth, _gameHeight);
updateSize();
}
void OSystem_3DS::updateSize() {
if (config.stretchToFit) {
_gameTopX = _gameTopY = _gameBottomX = _gameBottomY = 0;
_gameTopTexture.setScale(400.f / _gameWidth, 240.f / _gameHeight);
_gameBottomTexture.setScale(320.f / _gameWidth, 240.f / _gameHeight);
} else {
float ratio = static_cast<float>(_gameWidth) / _gameHeight;
if (ratio > 400.f / 240.f) {
float r = 400.f / _gameWidth;
_gameTopTexture.setScale(r, r);
_gameTopX = 0;
_gameTopY = (240.f / r - _gameHeight) / 2.f;
} else {
float r = 240.f / _gameHeight;
_gameTopTexture.setScale(r, r);
_gameTopY = 0;
_gameTopX = (400.f / r - _gameWidth) / 2.f;
}
if (ratio > 320.f / 240.f) {
float r = 320.f / _gameWidth;
_gameBottomTexture.setScale(r, r);
_gameBottomX = 0;
_gameBottomY = (240.f / r - _gameHeight) / 2.f;
} else {
float r = 240.f / _gameHeight;
_gameBottomTexture.setScale(r, r);
_gameBottomY = 0;
_gameBottomX = (320.f / r - _gameWidth) / 2.f;
}
}
_gameTopTexture.setPosition(_gameTopX, _gameTopY);
_gameBottomTexture.setPosition(_gameBottomX, _gameBottomY);
_gameTopTexture.setOffset(0, 0);
_gameBottomTexture.setOffset(0, 0);
if (_overlayVisible) {
_cursorTexture.setScale(1.f, 1.f);
} else if (config.screen == kScreenTop) {
_cursorTexture.setScale(_gameTopTexture.getScaleX(), _gameTopTexture.getScaleY());
} else {
_cursorTexture.setScale(_gameBottomTexture.getScaleX(), _gameBottomTexture.getScaleY());
}
}
Common::List<Graphics::PixelFormat> OSystem_3DS::getSupportedFormats() const {
Common::List<Graphics::PixelFormat> list;
list.push_back(Graphics::PixelFormat(4, 8, 8, 8, 8, 24, 16, 8, 0)); // GPU_RGBA8
list.push_back(Graphics::PixelFormat(2, 5, 6, 5, 0, 11, 5, 0, 0)); // GPU_RGB565
list.push_back(Graphics::PixelFormat(2, 5, 5, 5, 0, 10, 5, 0, 0)); // RGB555 (needed for FMTOWNS?)
list.push_back(Graphics::PixelFormat(2, 5, 5, 5, 1, 11, 6, 1, 0)); // GPU_RGBA5551
list.push_back(Graphics::PixelFormat::createFormatCLUT8());
return list;
}
void OSystem_3DS::beginGFXTransaction() {
assert(_transactionState == kTransactionNone);
_transactionState = kTransactionActive;
_transactionDetails.formatChanged = false;
_oldGfxState = _gfxState;
}
OSystem::TransactionError OSystem_3DS::endGFXTransaction() {
int errors = OSystem::kTransactionSuccess;
assert(_transactionState != kTransactionNone);
if (_transactionState == kTransactionRollback) {
if (_gfxState.gfxModeID != _oldGfxState.gfxModeID) {
errors |= OSystem::kTransactionModeSwitchFailed;
_gfxState = _oldGfxState;
} else if ((_gfxState.gfxMode != _oldGfxState.gfxMode) |
(_gfxState.gfxMode != gfxModes[_gfxState.gfxModeID])) {
errors |= OSystem::kTransactionFormatNotSupported;
_gfxState = _oldGfxState;
}
_oldGfxState.setup = false;
}
if (_transactionDetails.formatChanged) {
if (!setGraphicsMode(_gfxState.gfxModeID)) {
if (_oldGfxState.setup) {
_transactionState = kTransactionRollback;
errors |= endGFXTransaction();
}
} else if (_gfxState.gfxMode != gfxModes[_gfxState.gfxModeID]) {
if (_oldGfxState.setup) {
_transactionState = kTransactionRollback;
errors |= endGFXTransaction();
}
} else {
initSize(_gameWidth, _gameHeight, &_pfGame);
clearOverlay();
_gfxState.setup = true;
_screenChangeId++;
}
}
_transactionState = kTransactionNone;
return (OSystem::TransactionError)errors;
}
float OSystem_3DS::getScaleRatio() const {
if (_overlayVisible) {
return 1.0;
} else if (config.screen == kScreenTop) {
return _gameTopTexture.getScaleX();
} else {
return _gameBottomTexture.getScaleX();
}
}
void OSystem_3DS::setPalette(const byte *colors, uint start, uint num) {
assert(start + num <= 256);
memcpy(_palette + 3 * start, colors, 3 * num);
_gameTextureDirty = true;
}
void OSystem_3DS::grabPalette(byte *colors, uint start, uint num) const {
assert(start + num <= 256);
memcpy(colors, _palette + 3 * start, 3 * num);
}
static void copyRect555To5551(const Graphics::Surface &srcSurface, Graphics::Surface &destSurface, uint16 destX, uint16 destY, const Common::Rect &srcRect) {
const uint16 *src = (const uint16 *)srcSurface.getBasePtr(srcRect.left, srcRect.top);
uint16 *dst = (uint16 *)destSurface.getBasePtr(destX, destY);
for (int i = 0; i < srcRect.height(); i++) {
for (int j = 0; j < srcRect.width(); j++) {
*dst++ = (*src++ << 1) | 1;
}
src += srcSurface.pitch / 2 - srcRect.width();
dst += destSurface.pitch / 2 - srcRect.width();
}
}
void OSystem_3DS::copyRectToScreen(const void *buf, int pitch, int x,
int y, int w, int h) {
Common::Rect rect(x, y, x+w, y+h);
_gameScreen.copyRectToSurface(buf, pitch, x, y, w, h);
Graphics::Surface subSurface = _gameScreen.getSubArea(rect);
if (_pfGame == _gameTopTexture.format) {
_gameTopTexture.copyRectToSurface(subSurface, x, y, Common::Rect(w, h));
} else if (_gfxState.gfxMode == &_modeRGB555) {
copyRect555To5551(subSurface, _gameTopTexture, x, y, Common::Rect(w, h));
} else {
Graphics::Surface *convertedSubSurface = subSurface.convertTo(_gameTopTexture.format, _palette);
_gameTopTexture.copyRectToSurface(*convertedSubSurface, x, y, Common::Rect(w, h));
convertedSubSurface->free();
delete convertedSubSurface;
}
_gameTopTexture.markDirty();
}
void OSystem_3DS::flushGameScreen() {
if (_pfGame == _gameTopTexture.format) {
_gameTopTexture.copyRectToSurface(_gameScreen, 0, 0, Common::Rect(_gameScreen.w, _gameScreen.h));
} else if (_gfxState.gfxMode == &_modeRGB555) {
copyRect555To5551(_gameScreen, _gameTopTexture, 0, 0, Common::Rect(_gameScreen.w, _gameScreen.h));
} else {
Graphics::Surface *converted = _gameScreen.convertTo(_gameTopTexture.format, _palette);
_gameTopTexture.copyRectToSurface(*converted, 0, 0, Common::Rect(converted->w, converted->h));
converted->free();
delete converted;
}
_gameTopTexture.markDirty();
}
Graphics::Surface *OSystem_3DS::lockScreen() {
return &_gameScreen;
}
void OSystem_3DS::unlockScreen() {
_gameTextureDirty = true;
}
void OSystem_3DS::updateScreen() {
if (sleeping || exiting) {
return;
}
if (_gameTextureDirty) {
flushGameScreen();
_gameTextureDirty = false;
}
// updateFocus();
updateMagnify();
if (_osdMessage.getPixels() && _osdMessageEndTime <= getMillis(true)) {
_osdMessage.free();
}
C3D_FrameBegin(0);
_gameTopTexture.transfer();
if (_overlayVisible) {
_overlay.transfer();
}
if (_cursorVisible && config.showCursor) {
_cursorTexture.transfer();
}
_osdMessage.transfer();
_activityIcon.transfer();
C3D_FrameEnd(0);
C3D_FrameBegin(0);
// Render top screen
C3D_RenderTargetClear(_renderTargetTop, C3D_CLEAR_ALL, 0x00000000, 0);
C3D_FrameDrawOn(_renderTargetTop);
if (config.screen == kScreenTop || config.screen == kScreenBoth) {
C3D_FVUnifMtx4x4(GPU_VERTEX_SHADER, _projectionLocation, &_projectionTop);
C3D_FVUnifMtx4x4(GPU_VERTEX_SHADER, _modelviewLocation, _gameTopTexture.getMatrix());
_gameTopTexture.setFilteringMode(_magnifyMode != MODE_MAGON && _filteringEnabled);
_gameTopTexture.render();
if (_overlayVisible && config.screen == kScreenTop) {
C3D_FVUnifMtx4x4(GPU_VERTEX_SHADER, _modelviewLocation, _overlay.getMatrix());
_overlay.render();
}
if (_activityIcon.getPixels() && config.screen == kScreenTop) {
_activityIcon.setPosition(400 - _activityIcon.actualWidth, 0);
C3D_FVUnifMtx4x4(GPU_VERTEX_SHADER, _modelviewLocation, _activityIcon.getMatrix());
_activityIcon.render();
}
if (_osdMessage.getPixels() && config.screen == kScreenTop) {
_osdMessage.setPosition((400 - _osdMessage.actualWidth) / 2, (240 - _osdMessage.actualHeight) / 2);
C3D_FVUnifMtx4x4(GPU_VERTEX_SHADER, _modelviewLocation, _osdMessage.getMatrix());
_osdMessage.render();
}
if (_cursorVisible && config.showCursor && config.screen == kScreenTop) {
C3D_FVUnifMtx4x4(GPU_VERTEX_SHADER, _modelviewLocation, _cursorTexture.getMatrix());
_cursorTexture.setFilteringMode(!_overlayVisible && _filteringEnabled);
_cursorTexture.render();
}
}
// Render bottom screen
C3D_RenderTargetClear(_renderTargetBottom, C3D_CLEAR_ALL, 0x00000000, 0);
C3D_FrameDrawOn(_renderTargetBottom);
if (config.screen == kScreenBottom || config.screen == kScreenBoth) {
C3D_FVUnifMtx4x4(GPU_VERTEX_SHADER, _projectionLocation, &_projectionBottom);
C3D_FVUnifMtx4x4(GPU_VERTEX_SHADER, _modelviewLocation, _gameBottomTexture.getMatrix());
_gameTopTexture.setFilteringMode(_filteringEnabled);
_gameTopTexture.render();
if (_overlayVisible) {
C3D_FVUnifMtx4x4(GPU_VERTEX_SHADER, _modelviewLocation, _overlay.getMatrix());
_overlay.render();
}
if (_activityIcon.getPixels()) {
_activityIcon.setPosition(320 - _activityIcon.actualWidth, 0);
C3D_FVUnifMtx4x4(GPU_VERTEX_SHADER, _modelviewLocation, _activityIcon.getMatrix());
_activityIcon.render();
}
if (_osdMessage.getPixels()) {
_osdMessage.setPosition((320 - _osdMessage.actualWidth) / 2, (240 - _osdMessage.actualHeight) / 2);
C3D_FVUnifMtx4x4(GPU_VERTEX_SHADER, _modelviewLocation, _osdMessage.getMatrix());
_osdMessage.render();
}
if (_cursorVisible && config.showCursor) {
C3D_FVUnifMtx4x4(GPU_VERTEX_SHADER, _modelviewLocation, _cursorTexture.getMatrix());
_cursorTexture.setFilteringMode(!_overlayVisible && _filteringEnabled);
_cursorTexture.render();
}
}
C3D_FrameEnd(0);
}
void OSystem_3DS::setShakePos(int shakeXOffset, int shakeYOffset) {
// TODO: implement this in overlay, top screen, and mouse too
_screenShakeXOffset = shakeXOffset;
_screenShakeYOffset = shakeYOffset;
int topX = _gameTopX + (_gameTopTexture.getScaleX() * shakeXOffset);
int topY = _gameTopY + (_gameTopTexture.getScaleY() * shakeYOffset);
_gameTopTexture.setPosition(topX, topY);
int bottomX = _gameBottomX + (_gameBottomTexture.getScaleX() * shakeXOffset);
int bottomY = _gameBottomY + (_gameBottomTexture.getScaleY() * shakeYOffset);
_gameBottomTexture.setPosition(bottomX, bottomY);
}
void OSystem_3DS::setFocusRectangle(const Common::Rect &rect) {
debug("setfocus: %d %d %d %d", rect.left, rect.top, rect.width(), rect.height());
_focusRect = rect;
_focusDirty = true;
_focusClearTime = 0;
}
void OSystem_3DS::clearFocusRectangle() {
_focusClearTime = getMillis();
}
void OSystem_3DS::updateFocus() {
if (_focusClearTime && getMillis() - _focusClearTime > 5000) {
_focusClearTime = 0;
_focusDirty = true;
_focusRect = Common::Rect(_gameWidth, _gameHeight);
}
if (_focusDirty) {
float duration = 1.f / 20.f; // Focus animation in frame duration
float w = 400.f;
float h = 240.f;
float ratio = _focusRect.width() / _focusRect.height();
if (ratio > w/h) {
_focusTargetScaleX = w / _focusRect.width();
float newHeight = (float)_focusRect.width() / w/h;
_focusTargetScaleY = h / newHeight;
_focusTargetPosX = _focusTargetScaleX * _focusRect.left;
_focusTargetPosY = _focusTargetScaleY * ((float)_focusRect.top - (newHeight - _focusRect.height())/2.f);
} else {
_focusTargetScaleY = h / _focusRect.height();
float newWidth = (float)_focusRect.height() * w/h;
_focusTargetScaleX = w / newWidth;
_focusTargetPosY = _focusTargetScaleY * _focusRect.top;
_focusTargetPosX = _focusTargetScaleX * ((float)_focusRect.left - (newWidth - _focusRect.width())/2.f);
}
if (_focusTargetPosX < 0 && _focusTargetScaleY != 240.f / _gameHeight) {
_focusTargetPosX = 0;
}
if (_focusTargetPosY < 0 && _focusTargetScaleX != 400.f / _gameWidth) {
_focusTargetPosY = 0;
}
_focusStepPosX = duration * (_focusTargetPosX - _focusPosX);
_focusStepPosY = duration * (_focusTargetPosY - _focusPosY);
_focusStepScaleX = duration * (_focusTargetScaleX - _focusScaleX);
_focusStepScaleY = duration * (_focusTargetScaleY - _focusScaleY);
}
if (_focusDirty || _focusPosX != _focusTargetPosX || _focusPosY != _focusTargetPosY ||
_focusScaleX != _focusTargetScaleX || _focusScaleY != _focusTargetScaleY) {
_focusDirty = false;
if ((_focusStepPosX > 0 && _focusPosX > _focusTargetPosX) || (_focusStepPosX < 0 && _focusPosX < _focusTargetPosX)) {
_focusPosX = _focusTargetPosX;
} else if (_focusPosX != _focusTargetPosX) {
_focusPosX += _focusStepPosX;
}
if ((_focusStepPosY > 0 && _focusPosY > _focusTargetPosY) || (_focusStepPosY < 0 && _focusPosY < _focusTargetPosY)) {
_focusPosY = _focusTargetPosY;
} else if (_focusPosY != _focusTargetPosY) {
_focusPosY += _focusStepPosY;
}
if ((_focusStepScaleX > 0 && _focusScaleX > _focusTargetScaleX) || (_focusStepScaleX < 0 && _focusScaleX < _focusTargetScaleX)) {
_focusScaleX = _focusTargetScaleX;
} else if (_focusScaleX != _focusTargetScaleX) {
_focusScaleX += _focusStepScaleX;
}
if ((_focusStepScaleY > 0 && _focusScaleY > _focusTargetScaleY) || (_focusStepScaleY < 0 && _focusScaleY < _focusTargetScaleY)) {
_focusScaleY = _focusTargetScaleY;
} else if (_focusScaleY != _focusTargetScaleY) {
_focusScaleY += _focusStepScaleY;
}
Mtx_Identity(&_focusMatrix);
Mtx_Translate(&_focusMatrix, -_focusPosX, -_focusPosY, 0, true);
Mtx_Scale(&_focusMatrix, _focusScaleX, _focusScaleY, 1.f);
}
}
void OSystem_3DS::updateMagnify() {
if (_magnifyMode == MODE_MAGON && config.screen != kScreenBoth) {
// Only allow to magnify when both screens are enabled
_magnifyMode = MODE_MAGOFF;
}
if (_magnifyMode == MODE_MAGON) {
if (!_overlayVisible) {
_magX = (_cursorScreenX < _magCenterX) ?
0 : ((_cursorScreenX < (_gameWidth - _magCenterX)) ?
_cursorScreenX - _magCenterX : _gameWidth - _magWidth);
_magY = (_cursorScreenY < _magCenterY) ?
0 : ((_cursorScreenY < _gameHeight - _magCenterY) ?
_cursorScreenY - _magCenterY : _gameHeight - _magHeight);
}
_gameTopTexture.setScale(1.f,1.f);
_gameTopTexture.setPosition(0,0);
_gameTopTexture.setOffset(_magX, _magY);
}
}
void OSystem_3DS::showOverlay() {
_overlayVisible = true;
updateSize();
}
void OSystem_3DS::hideOverlay() {
_overlayVisible = false;
updateSize();
}
Graphics::PixelFormat OSystem_3DS::getOverlayFormat() const {
return _overlay.format;
}
void OSystem_3DS::clearOverlay() {
_overlay.clear();
}
void OSystem_3DS::grabOverlay(void *buf, int pitch) {
byte *dst = (byte *)buf;
for (int y = 0; y < getOverlayHeight(); ++y) {
memcpy(dst, _overlay.getBasePtr(0, y), getOverlayWidth() * _overlay.format.bytesPerPixel);
dst += pitch;
}
}
void OSystem_3DS::copyRectToOverlay(const void *buf, int pitch, int x,
int y, int w, int h) {
_overlay.copyRectToSurface(buf, pitch, x, y, w, h);
_overlay.markDirty();
}
void OSystem_3DS::displayMessageOnOSD(const Common::U32String &msg) {
// The font we are going to use:
const Graphics::Font *font = FontMan.getFontByUsage(Graphics::FontManager::kLocalizedFont);
if (!font) {
warning("No available font to render OSD messages");
return;
}
// Split the message into separate lines.
Common::Array<Common::U32String> lines;
Common::U32String::const_iterator strLineItrBegin = msg.begin();
for (Common::U32String::const_iterator itr = msg.begin(); itr != msg.end(); itr++) {
if (*itr == '\n') {
lines.push_back(Common::U32String(strLineItrBegin, itr));
strLineItrBegin = itr + 1;
}
}
if (strLineItrBegin != msg.end())
lines.push_back(Common::U32String(strLineItrBegin, msg.end()));
// Determine a rect which would contain the message string (clipped to the
// screen dimensions).
const int vOffset = 6;
const int lineSpacing = 1;
const int lineHeight = font->getFontHeight() + 2 * lineSpacing;
int width = 0;
int height = lineHeight * lines.size() + 2 * vOffset;
uint i;
for (i = 0; i < lines.size(); i++) {
width = MAX(width, font->getStringWidth(lines[i]) + 14);
}
// Clip the rect
if (width > getOverlayWidth()) {
width = getOverlayWidth();
}
if (height > getOverlayHeight()) {
height = getOverlayHeight();
}
_osdMessage.create(width, height, &DEFAULT_MODE);
_osdMessage.fillRect(Common::Rect(width, height), _pfDefaultTexture.ARGBToColor(200, 0, 0, 0));
// Render the message, centered, and in white
for (i = 0; i < lines.size(); i++) {
font->drawString(&_osdMessage, lines[i],
0, 0 + i * lineHeight + vOffset + lineSpacing, width,
_pfDefaultTexture.RGBToColor(255, 255, 255),
Graphics::kTextAlignCenter);
}
_osdMessageEndTime = getMillis(true) + kOSDMessageDuration;
}
void OSystem_3DS::displayActivityIconOnOSD(const Graphics::Surface *icon) {
if (!icon) {
_activityIcon.free();
} else {
if (!_activityIcon.getPixels() || icon->w != _activityIcon.w || icon->h != _activityIcon.h) {
_activityIcon.create(icon->w, icon->h, &DEFAULT_MODE);
}
if (icon->format == _activityIcon.format) {
_activityIcon.copyRectToSurface(*icon, 0, 0, Common::Rect(icon->w, icon->h));
} else {
Graphics::Surface *converted = icon->convertTo(_activityIcon.format);
_activityIcon.copyRectToSurface(*converted, 0, 0, Common::Rect(converted->w, converted->h));
converted->free();
delete converted;
}
_activityIcon.markDirty();
}
}
int16 OSystem_3DS::getOverlayHeight() {
return 240;
}
int16 OSystem_3DS::getOverlayWidth() {
return config.screen == kScreenTop ? 400 : 320;
}
bool OSystem_3DS::showMouse(bool visible) {
_cursorVisible = visible;
flushCursor();
return !visible;
}
void OSystem_3DS::warpMouse(int x, int y) {
if (!_overlayVisible) {
_cursorScreenX = x;
_cursorScreenY = y;
} else {
_cursorOverlayX = x;
_cursorOverlayY = y;
}
// TODO: adjust for _cursorScalable ?
x -= _cursorHotspotX;
y -= _cursorHotspotY;
int offsetx = 0;
int offsety = 0;
if (!_overlayVisible) {
offsetx = config.screen == kScreenTop ? _gameTopTexture.getPosX() : _gameBottomTexture.getPosX();
offsety = config.screen == kScreenTop ? _gameTopTexture.getPosY() : _gameBottomTexture.getPosY();
}
_cursorTexture.setPosition(x + offsetx, y + offsety);
}
void OSystem_3DS::setCursorDelta(float deltaX, float deltaY) {
_cursorDeltaX = deltaX;
_cursorDeltaY = deltaY;
}
void OSystem_3DS::setMouseCursor(const void *buf, uint w, uint h,
int hotspotX, int hotspotY,
uint32 keycolor, bool dontScale,
const Graphics::PixelFormat *format) {
_cursorScalable = !dontScale;
_cursorHotspotX = hotspotX;
_cursorHotspotY = hotspotY;
_cursorKeyColor = keycolor;
_pfCursor = !format ? Graphics::PixelFormat::createFormatCLUT8() : *format;
if (w != _cursor.w || h != _cursor.h || _cursor.format != _pfCursor) {
_cursor.create(w, h, _pfCursor);
_cursorTexture.create(w, h, &DEFAULT_MODE);
}
if ( w != 0 && h != 0 ) {
_cursor.copyRectToSurface(buf, w * _pfCursor.bytesPerPixel, 0, 0, w, h);
}
flushCursor();
if (!_overlayVisible) {
warpMouse(_cursorScreenX, _cursorScreenY);
} else {
warpMouse(_cursorOverlayX, _cursorOverlayY);
}
}
void OSystem_3DS::setCursorPalette(const byte *colors, uint start, uint num) {
assert(start + num <= 256);
memcpy(_cursorPalette + 3 * start, colors, 3 * num);
_cursorPaletteEnabled = true;
flushCursor();
}
namespace {
template<typename SrcColor>
void applyKeyColor(Graphics::Surface *src, Graphics::Surface *dst, const SrcColor keyColor) {
assert(dst->format.bytesPerPixel == 4);
assert((dst->w >= src->w) && (dst->h >= src->h));
for (uint y = 0; y < src->h; ++y) {
SrcColor *srcPtr = (SrcColor *)src->getBasePtr(0, y);
uint32 *dstPtr = (uint32 *)dst->getBasePtr(0, y);
for (uint x = 0; x < src->w; ++x) {
const SrcColor color = *srcPtr++;
if (color == keyColor) {
*dstPtr = 0;
}
dstPtr++;
}
}
}
} // End of anonymous namespace
void OSystem_3DS::flushCursor() {
if (_cursor.getPixels()) {
Graphics::Surface *converted = _cursor.convertTo(_cursorTexture.format, _cursorPaletteEnabled ? _cursorPalette : _palette);
_cursorTexture.copyRectToSurface(*converted, 0, 0, Common::Rect(converted->w, converted->h));
_cursorTexture.markDirty();
converted->free();
delete converted;
if (_pfCursor.bytesPerPixel == 1) {
applyKeyColor<byte>(&_cursor, &_cursorTexture, _cursorKeyColor);
} else if (_pfCursor.bytesPerPixel == 2) {
applyKeyColor<uint16>(&_cursor, &_cursorTexture, _cursorKeyColor);
} else if (_pfCursor.bytesPerPixel == 4) {
applyKeyColor<uint32>(&_cursor, &_cursorTexture, _cursorKeyColor);
}
}
}
} // namespace N3DS