517 lines
17 KiB
C++
517 lines
17 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,
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* USA.
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*
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*/
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#include "backends/platform/3ds/osystem.h"
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#include "backends/platform/3ds/shader_shbin.h"
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#include "common/rect.h"
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#include "options-dialog.h"
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#include "config.h"
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// Used to transfer the final rendered display to the framebuffer
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#define DISPLAY_TRANSFER_FLAGS \
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(GX_TRANSFER_FLIP_VERT(0) | GX_TRANSFER_OUT_TILED(0) | \
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GX_TRANSFER_RAW_COPY(0) | GX_TRANSFER_IN_FORMAT(GX_TRANSFER_FMT_RGBA8) | \
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GX_TRANSFER_OUT_FORMAT(GX_TRANSFER_FMT_RGB8) | \
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GX_TRANSFER_SCALING(GX_TRANSFER_SCALE_NO))
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namespace _3DS {
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void OSystem_3DS::initGraphics() {
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_pfGame = Graphics::PixelFormat::createFormatCLUT8();
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_pfGameTexture = Graphics::PixelFormat(4, 8, 8, 8, 8, 24, 16, 8, 0);
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C3D_Init(C3D_DEFAULT_CMDBUF_SIZE);
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// Initialize the render targets
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_renderTargetTop =
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C3D_RenderTargetCreate(240, 400, GPU_RB_RGBA8, GPU_RB_DEPTH24_STENCIL8);
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C3D_RenderTargetSetClear(_renderTargetTop, C3D_CLEAR_ALL, 0x0000000, 0);
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C3D_RenderTargetSetOutput(_renderTargetTop, GFX_TOP, GFX_LEFT,
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DISPLAY_TRANSFER_FLAGS);
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_renderTargetBottom =
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C3D_RenderTargetCreate(240, 320, GPU_RB_RGBA8, GPU_RB_DEPTH24_STENCIL8);
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C3D_RenderTargetSetClear(_renderTargetBottom, C3D_CLEAR_ALL, 0x00000000, 0);
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C3D_RenderTargetSetOutput(_renderTargetBottom, GFX_BOTTOM, GFX_LEFT,
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DISPLAY_TRANSFER_FLAGS);
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// Load and bind simple default shader (shader.v.pica)
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_dvlb = DVLB_ParseFile((u32*)shader_shbin, shader_shbin_size);
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shaderProgramInit(&_program);
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shaderProgramSetVsh(&_program, &_dvlb->DVLE[0]);
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C3D_BindProgram(&_program);
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_projectionLocation = shaderInstanceGetUniformLocation(_program.vertexShader, "projection");
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_modelviewLocation = shaderInstanceGetUniformLocation(_program.vertexShader, "modelView");
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C3D_AttrInfo *attrInfo = C3D_GetAttrInfo();
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AttrInfo_Init(attrInfo);
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AttrInfo_AddLoader(attrInfo, 0, GPU_FLOAT, 3); // v0=position
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AttrInfo_AddLoader(attrInfo, 1, GPU_FLOAT, 2); // v1=texcoord
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Mtx_OrthoTilt(&_projectionTop, 0.0, 400.0, 240.0, 0.0, 0.0, 1.0);
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Mtx_OrthoTilt(&_projectionBottom, 0.0, 320.0, 240.0, 0.0, 0.0, 1.0);
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C3D_TexEnv *env = C3D_GetTexEnv(0);
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C3D_TexEnvSrc(env, C3D_Both, GPU_TEXTURE0, 0, 0);
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C3D_TexEnvOp(env, C3D_Both, 0, 0, 0);
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C3D_TexEnvFunc(env, C3D_Both, GPU_REPLACE);
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C3D_DepthTest(false, GPU_GEQUAL, GPU_WRITE_ALL);
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C3D_CullFace(GPU_CULL_NONE);
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}
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void OSystem_3DS::destroyGraphics() {
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_gameScreen.free();
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_gameTopTexture.free();
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_gameBottomTexture.free();
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_overlay.free();
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shaderProgramFree(&_program);
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DVLB_Free(_dvlb);
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C3D_RenderTargetDelete(_renderTargetTop);
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C3D_RenderTargetDelete(_renderTargetBottom);
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C3D_Fini();
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}
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bool OSystem_3DS::hasFeature(OSystem::Feature f) {
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return (f == OSystem::kFeatureCursorPalette ||
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f == OSystem::kFeatureOverlaySupportsAlpha);
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}
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void OSystem_3DS::setFeatureState(OSystem::Feature f, bool enable) {
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switch (f) {
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case OSystem::kFeatureCursorPalette:
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_cursorPaletteEnabled = enable;
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flushCursor();
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break;
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default:
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break;
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}
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}
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bool OSystem_3DS::getFeatureState(OSystem::Feature f) {
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switch (f) {
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case OSystem::kFeatureCursorPalette:
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return _cursorPaletteEnabled;
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default:
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return false;
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}
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}
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const OSystem::GraphicsMode *
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OSystem_3DS::getSupportedGraphicsModes() const {
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return s_graphicsModes;
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}
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int OSystem_3DS::getDefaultGraphicsMode() const {
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return GFX_LINEAR;
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}
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bool OSystem_3DS::setGraphicsMode(int mode) {
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return true;
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}
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void OSystem_3DS::resetGraphicsScale() {
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debug("resetGraphicsScale");
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}
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int OSystem_3DS::getGraphicsMode() const {
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return GFX_LINEAR;
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}
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void OSystem_3DS::initSize(uint width, uint height,
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const Graphics::PixelFormat *format) {
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debug("3ds initsize w:%d h:%d", width, height);
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_gameWidth = width;
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_gameHeight = height;
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_gameTopTexture.create(width, height, _pfGameTexture);
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_overlay.create(getOverlayWidth(), getOverlayHeight(), _pfGameTexture);
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if (format) {
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debug("pixelformat: %d %d %d %d %d", format->bytesPerPixel, format->rBits(), format->gBits(), format->bBits(), format->aBits());
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_pfGame = *format;
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}
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_gameScreen.create(width, height, _pfGame);
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_focusDirty = true;
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_focusRect = Common::Rect(_gameWidth, _gameHeight);
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updateSize();
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}
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void OSystem_3DS::updateSize() {
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if (config.stretchToFit) {
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_gameTopX = _gameTopY = _gameBottomX = _gameBottomY = 0;
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_gameTopTexture.setScale(400.f / _gameWidth, 240.f / _gameHeight);
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_gameBottomTexture.setScale(320.f / _gameWidth, 240.f / _gameHeight);
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} else {
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float ratio = static_cast<float>(_gameWidth) / _gameHeight;
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if (ratio > 400.f / 240.f) {
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float r = 400.f / _gameWidth;
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_gameTopTexture.setScale(r, r);
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_gameTopX = 0;
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_gameTopY = (240.f - r * _gameHeight) / 2.f;
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} else {
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float r = 240.f / _gameHeight;
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_gameTopTexture.setScale(r, r);
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_gameTopY = 0;
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_gameTopX = (400.f - r * _gameWidth) / 2.f;
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}
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if (ratio > 320.f / 240.f) {
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float r = 320.f / _gameWidth;
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_gameBottomTexture.setScale(r, r);
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_gameBottomX = 0;
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_gameBottomY = (240.f - r * _gameHeight) / 2.f;
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} else {
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float r = 240.f / _gameHeight;
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_gameBottomTexture.setScale(r, r);
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_gameBottomY = 0;
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_gameBottomX = (320.f - r * _gameWidth) / 2.f;
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}
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}
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_gameTopTexture.setPosition(_gameTopX, _gameTopY);
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_gameBottomTexture.setPosition(_gameBottomX, _gameBottomY);
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if (_overlayVisible)
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_cursorTexture.setScale(1.f, 1.f);
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else if (config.screen == kScreenTop)
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_cursorTexture.setScale(_gameTopTexture.getScaleX(), _gameTopTexture.getScaleY());
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else
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_cursorTexture.setScale(_gameBottomTexture.getScaleX(), _gameBottomTexture.getScaleY());
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}
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Common::List<Graphics::PixelFormat> OSystem_3DS::getSupportedFormats() const {
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Common::List<Graphics::PixelFormat> list;
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list.push_back(Graphics::PixelFormat(4, 8, 8, 8, 8, 24, 16, 8, 0)); // GPU_RGBA8
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list.push_back(Graphics::PixelFormat(2, 5, 6, 5, 0, 11, 5, 0, 0)); // GPU_RGB565
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// list.push_back(Graphics::PixelFormat(3, 0, 0, 0, 8, 0, 8, 16, 0)); // GPU_RGB8
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list.push_back(Graphics::PixelFormat(2, 5, 5, 5, 0, 10, 5, 0, 0)); // RGB555 (needed for FMTOWNS?)
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list.push_back(Graphics::PixelFormat(2, 5, 5, 5, 1, 11, 6, 1, 0)); // GPU_RGBA5551
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list.push_back(Graphics::PixelFormat::createFormatCLUT8());
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return list;
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}
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void OSystem_3DS::beginGFXTransaction() {
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//
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}
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OSystem::TransactionError OSystem_3DS::endGFXTransaction() {
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return OSystem::kTransactionSuccess;
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}
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void OSystem_3DS::setPalette(const byte *colors, uint start, uint num) {
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assert(start + num <= 256);
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memcpy(_palette + 3 * start, colors, 3 * num);
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// Manually update all color that were changed
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if (_gameScreen.format.bytesPerPixel == 1) {
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flushGameScreen();
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}
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}
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void OSystem_3DS::grabPalette(byte *colors, uint start, uint num) const {
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assert(start + num <= 256);
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memcpy(colors, _palette + 3 * start, 3 * num);
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}
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void OSystem_3DS::copyRectToScreen(const void *buf, int pitch, int x,
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int y, int w, int h) {
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Common::Rect rect(x, y, x+w, y+h);
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_gameScreen.copyRectToSurface(buf, pitch, x, y, w, h);
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Graphics::Surface subSurface = _gameScreen.getSubArea(rect);
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Graphics::Surface *convertedSubSurface = subSurface.convertTo(_pfGameTexture, _palette);
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_gameTopTexture.copyRectToSurface(*convertedSubSurface, x, y, Common::Rect(w, h));
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convertedSubSurface->free();
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delete convertedSubSurface;
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_gameTopTexture.markDirty();
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}
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void OSystem_3DS::flushGameScreen() {
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Graphics::Surface *converted = _gameScreen.convertTo(_pfGameTexture, _palette);
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_gameTopTexture.copyRectToSurface(*converted, 0, 0, Common::Rect(converted->w, converted->h));
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_gameTopTexture.markDirty();
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converted->free();
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delete converted;
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}
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Graphics::Surface *OSystem_3DS::lockScreen() {
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return &_gameScreen;
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}
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void OSystem_3DS::unlockScreen() {
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flushGameScreen();
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}
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void OSystem_3DS::updateScreen() {
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if (sleeping || exiting)
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return;
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// updateFocus();
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C3D_FrameBegin(C3D_FRAME_SYNCDRAW);
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// Render top screen
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C3D_FrameDrawOn(_renderTargetTop);
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if (config.screen == kScreenTop || config.screen == kScreenBoth) {
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C3D_FVUnifMtx4x4(GPU_VERTEX_SHADER, _projectionLocation, &_projectionTop);
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C3D_FVUnifMtx4x4(GPU_VERTEX_SHADER, _modelviewLocation, _gameTopTexture.getMatrix());
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_gameTopTexture.render();
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_gameTopTexture.render();
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if (_overlayVisible && config.screen == kScreenTop) {
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C3D_FVUnifMtx4x4(GPU_VERTEX_SHADER, _modelviewLocation, _overlay.getMatrix());
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_overlay.render();
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}
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if (_cursorVisible && config.showCursor && config.screen == kScreenTop) {
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C3D_FVUnifMtx4x4(GPU_VERTEX_SHADER, _modelviewLocation, _cursorTexture.getMatrix());
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_cursorTexture.render();
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}
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}
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// Render bottom screen
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C3D_FrameDrawOn(_renderTargetBottom);
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if (config.screen == kScreenBottom || config.screen == kScreenBoth) {
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C3D_FVUnifMtx4x4(GPU_VERTEX_SHADER, _projectionLocation, &_projectionBottom);
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C3D_FVUnifMtx4x4(GPU_VERTEX_SHADER, _modelviewLocation, _gameBottomTexture.getMatrix());
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_gameTopTexture.render();
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_gameTopTexture.render();
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if (_overlayVisible) {
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C3D_FVUnifMtx4x4(GPU_VERTEX_SHADER, _modelviewLocation, _overlay.getMatrix());
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_overlay.render();
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}
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if (_cursorVisible && config.showCursor) {
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C3D_FVUnifMtx4x4(GPU_VERTEX_SHADER, _modelviewLocation, _cursorTexture.getMatrix());
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_cursorTexture.render();
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}
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}
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C3D_FrameEnd(0);
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}
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void OSystem_3DS::setShakePos(int shakeOffset) {
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// TODO: implement this in overlay, top screen, and mouse too
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_screenShakeOffset = shakeOffset;
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_gameTopTexture.setPosition(_gameTopX, _gameTopY + _gameTopTexture.getScaleY() * shakeOffset);
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_gameBottomTexture.setPosition(_gameBottomX, _gameBottomY + _gameBottomTexture.getScaleY() * shakeOffset);
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}
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void OSystem_3DS::setFocusRectangle(const Common::Rect &rect) {
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debug("setfocus: %d %d %d %d", rect.left, rect.top, rect.width(), rect.height());
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_focusRect = rect;
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_focusDirty = true;
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_focusClearTime = 0;
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}
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void OSystem_3DS::clearFocusRectangle() {
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_focusClearTime = getMillis();
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}
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void OSystem_3DS::updateFocus() {
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if (_focusClearTime && getMillis() - _focusClearTime > 5000) {
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_focusClearTime = 0;
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_focusDirty = true;
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_focusRect = Common::Rect(_gameWidth, _gameHeight);
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}
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if (_focusDirty) {
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float duration = 1.f / 20.f; // Focus animation in frame duration
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float w = 400.f;
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float h = 240.f;
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float ratio = _focusRect.width() / _focusRect.height();
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if (ratio > w/h) {
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_focusTargetScaleX = w / _focusRect.width();
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float newHeight = (float)_focusRect.width() / w/h;
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_focusTargetScaleY = h / newHeight;
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_focusTargetPosX = _focusTargetScaleX * _focusRect.left;
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_focusTargetPosY = _focusTargetScaleY * ((float)_focusRect.top - (newHeight - _focusRect.height())/2.f);
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} else {
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_focusTargetScaleY = h / _focusRect.height();
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float newWidth = (float)_focusRect.height() * w/h;
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_focusTargetScaleX = w / newWidth;
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_focusTargetPosY = _focusTargetScaleY * _focusRect.top;
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_focusTargetPosX = _focusTargetScaleX * ((float)_focusRect.left - (newWidth - _focusRect.width())/2.f);
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}
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if (_focusTargetPosX < 0 && _focusTargetScaleY != 240.f / _gameHeight)
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_focusTargetPosX = 0;
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if (_focusTargetPosY < 0 && _focusTargetScaleX != 400.f / _gameWidth)
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_focusTargetPosY = 0;
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_focusStepPosX = duration * (_focusTargetPosX - _focusPosX);
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_focusStepPosY = duration * (_focusTargetPosY - _focusPosY);
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_focusStepScaleX = duration * (_focusTargetScaleX - _focusScaleX);
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_focusStepScaleY = duration * (_focusTargetScaleY - _focusScaleY);
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}
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if (_focusDirty || _focusPosX != _focusTargetPosX || _focusPosY != _focusTargetPosY ||
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_focusScaleX != _focusTargetScaleX || _focusScaleY != _focusTargetScaleY) {
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_focusDirty = false;
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if ((_focusStepPosX > 0 && _focusPosX > _focusTargetPosX) || (_focusStepPosX < 0 && _focusPosX < _focusTargetPosX))
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_focusPosX = _focusTargetPosX;
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else if (_focusPosX != _focusTargetPosX)
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_focusPosX += _focusStepPosX;
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if ((_focusStepPosY > 0 && _focusPosY > _focusTargetPosY) || (_focusStepPosY < 0 && _focusPosY < _focusTargetPosY))
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_focusPosY = _focusTargetPosY;
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else if (_focusPosY != _focusTargetPosY)
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_focusPosY += _focusStepPosY;
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if ((_focusStepScaleX > 0 && _focusScaleX > _focusTargetScaleX) || (_focusStepScaleX < 0 && _focusScaleX < _focusTargetScaleX))
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_focusScaleX = _focusTargetScaleX;
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else if (_focusScaleX != _focusTargetScaleX)
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_focusScaleX += _focusStepScaleX;
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if ((_focusStepScaleY > 0 && _focusScaleY > _focusTargetScaleY) || (_focusStepScaleY < 0 && _focusScaleY < _focusTargetScaleY))
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_focusScaleY = _focusTargetScaleY;
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else if (_focusScaleY != _focusTargetScaleY)
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_focusScaleY += _focusStepScaleY;
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Mtx_Identity(&_focusMatrix);
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Mtx_Translate(&_focusMatrix, -_focusPosX, -_focusPosY, 0);
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Mtx_Scale(&_focusMatrix, _focusScaleX, _focusScaleY, 1.f);
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}
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}
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void OSystem_3DS::showOverlay() {
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_overlayVisible = true;
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updateSize();
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updateScreen();
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}
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void OSystem_3DS::hideOverlay() {
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_overlayVisible = false;
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updateSize();
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updateScreen();
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}
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Graphics::PixelFormat OSystem_3DS::getOverlayFormat() const {
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return _pfGameTexture;
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}
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void OSystem_3DS::clearOverlay() {
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_overlay.clear();
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}
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void OSystem_3DS::grabOverlay(void *buf, int pitch) {
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for (int y = 0; y < getOverlayHeight(); ++y) {
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memcpy(buf, _overlay.getBasePtr(0, y), pitch);
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}
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}
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void OSystem_3DS::copyRectToOverlay(const void *buf, int pitch, int x,
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int y, int w, int h) {
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_overlay.copyRectToSurface(buf, pitch, x, y, w, h);
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_overlay.markDirty();
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}
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int16 OSystem_3DS::getOverlayHeight() {
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return 240;
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}
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int16 OSystem_3DS::getOverlayWidth() {
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return 320;
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}
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bool OSystem_3DS::showMouse(bool visible) {
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_cursorVisible = visible;
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flushCursor();
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return !visible;
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}
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void OSystem_3DS::warpMouse(int x, int y) {
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_cursorX = x;
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_cursorY = y;
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warning("x:%d y:%d", x, y);
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// TODO: adjust for _cursorScalable ?
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int offsetx = 0;
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int offsety = 0;
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x -= _cursorHotspotX;
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y -= _cursorHotspotY;
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if (!_overlayVisible) {
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offsetx += config.screen == kScreenTop ? _gameTopX : _gameBottomX;
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offsety += config.screen == kScreenTop ? _gameTopY : _gameBottomY;
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}
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float scalex = config.screen == kScreenTop ? (float)_gameTopTexture.actualWidth / _gameWidth : 1.f;
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float scaley = config.screen == kScreenTop ? (float)_gameTopTexture.actualHeight / _gameHeight : 1.f;
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_cursorTexture.setPosition(scalex * x + offsetx,
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scaley * y + offsety);
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}
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|
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void OSystem_3DS::setCursorDelta(float deltaX, float deltaY) {
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_cursorDeltaX = deltaX;
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_cursorDeltaY = deltaY;
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}
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|
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void OSystem_3DS::setMouseCursor(const void *buf, uint w, uint h,
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int hotspotX, int hotspotY,
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uint32 keycolor, bool dontScale,
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const Graphics::PixelFormat *format) {
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_cursorScalable = !dontScale;
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_cursorHotspotX = hotspotX;
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_cursorHotspotY = hotspotY;
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|
_cursorKeyColor = keycolor;
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_pfCursor = !format ? Graphics::PixelFormat::createFormatCLUT8() : *format;
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|
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if (w != _cursor.w || h != _cursor.h || _cursor.format != _pfCursor) {
|
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_cursor.create(w, h, _pfCursor);
|
|
_cursorTexture.create(w, h, _pfGameTexture);
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}
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|
|
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_cursor.copyRectToSurface(buf, w, 0, 0, w, h);
|
|
flushCursor();
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|
|
|
warpMouse(_cursorX, _cursorY);
|
|
}
|
|
|
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void OSystem_3DS::setCursorPalette(const byte *colors, uint start, uint num) {
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assert(start + num <= 256);
|
|
memcpy(_cursorPalette + 3 * start, colors, 3 * num);
|
|
_cursorPaletteEnabled = true;
|
|
flushCursor();
|
|
}
|
|
|
|
void OSystem_3DS::flushCursor() {
|
|
if (_cursor.getPixels()) {
|
|
Graphics::Surface *converted = _cursor.convertTo(_pfGameTexture, _cursorPaletteEnabled ? _cursorPalette : _palette);
|
|
_cursorTexture.copyRectToSurface(*converted, 0, 0, Common::Rect(converted->w, converted->h));
|
|
_cursorTexture.markDirty();
|
|
converted->free();
|
|
delete converted;
|
|
|
|
if (_pfCursor.bytesPerPixel == 1) {
|
|
uint* dest = (uint*) _cursorTexture.getPixels();
|
|
byte* src = (byte*) _cursor.getPixels();
|
|
for (int y = 0; y < _cursor.h; ++y) {
|
|
for (int x = 0; x < _cursor.w; ++x) {
|
|
if (*src++ == _cursorKeyColor)
|
|
*dest++ = 0;
|
|
else
|
|
dest++;
|
|
}
|
|
dest += _cursorTexture.w - _cursorTexture.actualWidth;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
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} // namespace _3DS
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