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authorAlejandro Marzini2010-08-01 02:26:20 +0000
committerAlejandro Marzini2010-08-01 02:26:20 +0000
commit7f8e7fc29d55fdce889723d9aed5897cd2a108c4 (patch)
treeab2d0e65433cbb9c2af5d9ab2fc51c4239a8c490
parentdd7bcc051f0dc04c7bd03bdceb89d8dc85c58c25 (diff)
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OPENGL: Remove use of floats for aspect ratio correction. Improved fullscreen toggling default mode selection.
Floats can lead to calculation errors because, now uints are used and aspect ratio values are handled with a x 10000 scale. When entering fullscreen, it will be looked for the fullscreen mode with the smallest metric that mantains the game screen aspect ratio. svn-id: r51563
-rw-r--r--backends/graphics/opengl/opengl-graphics.cpp46
-rw-r--r--backends/graphics/opengl/opengl-graphics.h6
-rw-r--r--backends/graphics/openglsdl/openglsdl-graphics.cpp56
3 files changed, 62 insertions, 46 deletions
diff --git a/backends/graphics/opengl/opengl-graphics.cpp b/backends/graphics/opengl/opengl-graphics.cpp
index 32dd14580e..60eae8b7ea 100644
--- a/backends/graphics/opengl/opengl-graphics.cpp
+++ b/backends/graphics/opengl/opengl-graphics.cpp
@@ -814,10 +814,10 @@ void OpenGLGraphicsManager::refreshCursor() {
void OpenGLGraphicsManager::refreshCursorScale() {
// Get the window minimum scale factor. The cursor will mantain its original aspect
// ratio, and we do not want it to get too big if only one dimension is resized
- float screenScaleFactor = MIN((float)_videoMode.hardwareWidth / _videoMode.screenWidth,
- (float)_videoMode.hardwareHeight / _videoMode.screenHeight);
+ uint screenScaleFactor = MIN(_videoMode.hardwareWidth * 10000 / _videoMode.screenWidth,
+ _videoMode.hardwareHeight * 10000 / _videoMode.screenHeight);
- if (_cursorTargetScale >= screenScaleFactor && _videoMode.scaleFactor >= screenScaleFactor) {
+ if (_cursorTargetScale * 10000 >= screenScaleFactor && _videoMode.scaleFactor * 10000 >= screenScaleFactor) {
// If the cursor target scale and the video mode scale factor are bigger than
// the current window scale, do not scale the cursor for the overlay
_cursorState.rW = _cursorState.w;
@@ -826,33 +826,33 @@ void OpenGLGraphicsManager::refreshCursorScale() {
_cursorState.rHotY = _cursorState.hotY;
} else {
// Otherwise, scale the cursor for the overlay
- float targetScaleFactor = MIN(_cursorTargetScale, _videoMode.scaleFactor);
- float actualFactor = (screenScaleFactor - targetScaleFactor + 1);
- _cursorState.rW = (int16)(_cursorState.w * actualFactor);
- _cursorState.rH = (int16)(_cursorState.h * actualFactor);
- _cursorState.rHotX = (int16)(_cursorState.hotX * actualFactor);
- _cursorState.rHotY = (int16)(_cursorState.hotY * actualFactor);
+ int targetScaleFactor = MIN(_cursorTargetScale, _videoMode.scaleFactor);
+ int actualFactor = screenScaleFactor - (targetScaleFactor - 1) * 10000;
+ _cursorState.rW = (int16)(_cursorState.w * actualFactor / 10000);
+ _cursorState.rH = (int16)(_cursorState.h * actualFactor / 10000);
+ _cursorState.rHotX = (int16)(_cursorState.hotX * actualFactor / 10000);
+ _cursorState.rHotY = (int16)(_cursorState.hotY * actualFactor / 10000);
}
// Always scale the cursor for the game
- _cursorState.vW = (int16)(_cursorState.w * screenScaleFactor);
- _cursorState.vH = (int16)(_cursorState.h * screenScaleFactor);
- _cursorState.vHotX = (int16)(_cursorState.hotX * screenScaleFactor);
- _cursorState.vHotY = (int16)(_cursorState.hotY * screenScaleFactor);
+ _cursorState.vW = (int16)(_cursorState.w * screenScaleFactor / 10000);
+ _cursorState.vH = (int16)(_cursorState.h * screenScaleFactor / 10000);
+ _cursorState.vHotX = (int16)(_cursorState.hotX * screenScaleFactor / 10000);
+ _cursorState.vHotY = (int16)(_cursorState.hotY * screenScaleFactor / 10000);
}
void OpenGLGraphicsManager::refreshAspectRatio() {
_aspectWidth = _videoMode.hardwareWidth;
_aspectHeight = _videoMode.hardwareHeight;
- float aspectRatio = (float)_videoMode.hardwareWidth / _videoMode.hardwareHeight;
- float desiredAspectRatio = getAspectRatio();
+ uint aspectRatio = _videoMode.hardwareWidth * 10000 / _videoMode.hardwareHeight;
+ uint desiredAspectRatio = getAspectRatio();
// Adjust one screen dimension for mantaining the aspect ratio
if (aspectRatio < desiredAspectRatio)
- _aspectHeight = (int)(_aspectWidth / desiredAspectRatio + 0.5f);
+ _aspectHeight = _aspectWidth * 10000 / desiredAspectRatio;
else if (aspectRatio > desiredAspectRatio)
- _aspectWidth = (int)(_aspectHeight * desiredAspectRatio + 0.5f);
+ _aspectWidth = _aspectHeight * desiredAspectRatio / 10000;
// Adjust x and y for centering the screen
_aspectX = (_videoMode.hardwareWidth - _aspectWidth) / 2;
@@ -1202,18 +1202,18 @@ Common::String OpenGLGraphicsManager::getAspectRatioName() {
return "";
}
-float OpenGLGraphicsManager::getAspectRatio() {
+uint OpenGLGraphicsManager::getAspectRatio() {
switch (_videoMode.aspectRatioCorrection) {
case kAspectRatioConserve:
- return (float)_videoMode.screenWidth / _videoMode.screenHeight;
+ return _videoMode.screenWidth * 10000 / _videoMode.screenHeight;
case kAspectRatio4_3:
- return 4.0f / 3.0f;
+ return 13333;
case kAspectRatio16_9:
- return 16.0f / 9.0f;
+ return 17777;
case kAspectRatio16_10:
- return 16.0f / 10.0f;
+ return 16000;
default:
- return (float)_videoMode.hardwareWidth / _videoMode.hardwareHeight;
+ return _videoMode.hardwareWidth * 10000 / _videoMode.hardwareHeight;
}
}
diff --git a/backends/graphics/opengl/opengl-graphics.h b/backends/graphics/opengl/opengl-graphics.h
index 52262fe31f..02930a4756 100644
--- a/backends/graphics/opengl/opengl-graphics.h
+++ b/backends/graphics/opengl/opengl-graphics.h
@@ -195,7 +195,11 @@ protected:
virtual void refreshAspectRatio();
virtual Common::String getAspectRatioName();
- virtual float getAspectRatio();
+
+ /**
+ * Returns the current target aspect ratio x 10000
+ */
+ virtual uint getAspectRatio();
bool _formatBGR;
diff --git a/backends/graphics/openglsdl/openglsdl-graphics.cpp b/backends/graphics/openglsdl/openglsdl-graphics.cpp
index 1ac892b5b1..5b71df68af 100644
--- a/backends/graphics/openglsdl/openglsdl-graphics.cpp
+++ b/backends/graphics/openglsdl/openglsdl-graphics.cpp
@@ -199,20 +199,21 @@ bool OpenGLSdlGraphicsManager::loadGFXMode() {
_videoMode.hardwareWidth = _videoMode.overlayWidth;
_videoMode.hardwareHeight = _videoMode.overlayHeight;
- float screenAspectRatio = (float)_videoMode.screenWidth / _videoMode.screenHeight;
- float desiredAspectRatio = getAspectRatio();
+ int screenAspectRatio = _videoMode.screenWidth * 10000 / _videoMode.screenHeight;
+ int desiredAspectRatio = getAspectRatio();
// Do not downscale dimensions, only enlarge them if needed
if (screenAspectRatio > desiredAspectRatio)
- _videoMode.hardwareHeight = (int)(_videoMode.overlayWidth / desiredAspectRatio + 0.5f);
+ _videoMode.hardwareHeight = _videoMode.overlayWidth * 10000 / desiredAspectRatio;
else if (screenAspectRatio < desiredAspectRatio)
- _videoMode.hardwareWidth = (int)(_videoMode.overlayHeight * desiredAspectRatio + 0.5f);
+ _videoMode.hardwareWidth = _videoMode.overlayHeight * desiredAspectRatio / 10000;
// Only adjust the overlay height if it is bigger than original one. If
// the width is modified it can break the overlay.
if (_videoMode.hardwareHeight > _videoMode.overlayHeight)
_videoMode.overlayHeight = _videoMode.hardwareHeight;
}
+
_screenResized = false;
@@ -232,30 +233,40 @@ bool OpenGLSdlGraphicsManager::loadGFXMode() {
int bestModeIndex = 0;
uint bestMetric = (uint)-1;
+ // Best Aspect Ratio mode
+ const SDL_Rect *bestARMode = NULL;
+ int bestARModeIndex = 0;
+ uint bestARMetric = (uint)-1;
+
+ int targetAspectRatio = _videoMode.overlayWidth * 10000 / _videoMode.overlayHeight;
+
// Iterate over all available fullscreen modes
for (int i = 0; const SDL_Rect *mode = availableModes[i]; i++) {
- // Prefer the native resolution over other modes
- if(mode->w == _desktopWidth && mode->h == _desktopHeight) {
- bestMode = mode;
- bestModeIndex = i;
- break;
- }
-
- if (mode->w < _videoMode.hardwareWidth)
+ if (mode->w < _videoMode.overlayWidth)
continue;
- if (mode->h < _videoMode.hardwareHeight)
+ if (mode->h < _videoMode.overlayHeight)
continue;
- uint metric = mode->w * mode->h - _videoMode.hardwareWidth * _videoMode.hardwareHeight;
- if (metric > bestMetric)
- continue;
-
- bestMode = mode;
- bestMetric = metric;
- bestModeIndex = i;
+ uint metric = mode->w * mode->h - _videoMode.overlayWidth * _videoMode.overlayHeight;
+ if (metric < bestMetric) {
+ bestMode = mode;
+ bestMetric = metric;
+ bestModeIndex = i;
+ }
+ if (mode->w * 10000 / mode->h == targetAspectRatio) {
+ bestARMode = mode;
+ bestARModeIndex = i;
+ bestARMetric = metric;
+ }
}
- if (bestMode) {
+ if (bestARMode) {
+ // Prefer modes that conserves the aspect ratio
+ _videoMode.hardwareWidth = bestARMode->w;
+ _videoMode.hardwareHeight = bestARMode->h;
+
+ _videoMode.activeFullscreenMode = bestARModeIndex;
+ } else if (bestMode) {
// If there is a suiting mode, use it
_videoMode.hardwareWidth = bestMode->w;
_videoMode.hardwareHeight = bestMode->h;
@@ -333,7 +344,8 @@ bool OpenGLSdlGraphicsManager::handleScalerHotkeys(Common::KeyCode key) {
char buffer[128];
sprintf(buffer, "Current aspect ratio mode: %s\n%d x %d -> %d x %d",
getAspectRatioName().c_str(),
- _videoMode.screenWidth, _videoMode.screenHeight,
+ _videoMode.screenWidth * _videoMode.scaleFactor,
+ _videoMode.screenHeight * _videoMode.scaleFactor,
_hwscreen->w, _hwscreen->h
);
displayMessageOnOSD(buffer);