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authorMax Horn2010-11-28 14:56:31 +0000
committerMax Horn2010-11-28 14:56:31 +0000
commit7760077cf530c35c969f9286145d9a36d0440d70 (patch)
tree34c67abbacefa26792ca77fc9f5360c77a34663d /backends/graphics/opengl
parent284b49aabc54590e1444f06561a815c2a3c5de7e (diff)
parent74a53df11b51fa4956745c086b2e6351b8383568 (diff)
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Merging the gsoc2010-opengl branch
svn-id: r54518
Diffstat (limited to 'backends/graphics/opengl')
-rw-r--r--backends/graphics/opengl/glerrorcheck.cpp69
-rw-r--r--backends/graphics/opengl/glerrorcheck.h38
-rw-r--r--backends/graphics/opengl/gltexture.cpp189
-rw-r--r--backends/graphics/opengl/gltexture.h115
-rw-r--r--backends/graphics/opengl/opengl-graphics.cpp1304
-rw-r--r--backends/graphics/opengl/opengl-graphics.h293
6 files changed, 2008 insertions, 0 deletions
diff --git a/backends/graphics/opengl/glerrorcheck.cpp b/backends/graphics/opengl/glerrorcheck.cpp
new file mode 100644
index 0000000000..ee177f0ac5
--- /dev/null
+++ b/backends/graphics/opengl/glerrorcheck.cpp
@@ -0,0 +1,69 @@
+/* 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.
+ *
+ * $URL$
+ * $Id$
+ *
+ */
+
+#if defined(DEBUG) && defined(USE_OPENGL)
+
+#include "backends/graphics/opengl/glerrorcheck.h"
+#include "common/debug.h"
+
+#ifdef WIN32
+#if defined(ARRAYSIZE) && !defined(_WINDOWS_)
+#undef ARRAYSIZE
+#endif
+#define WIN32_LEAN_AND_MEAN
+#include <windows.h>
+#undef ARRAYSIZE
+#endif
+
+#ifdef MACOSX
+#include <gl.h>
+#elif defined(USE_GLES)
+#include <GLES/gl.h>
+#else
+#include <GL/gl.h>
+#endif
+
+static const char *getGlErrStr(GLenum error) {
+ switch (error) {
+ case GL_NO_ERROR: return "GL_NO_ERROR";
+ case GL_INVALID_ENUM: return "GL_INVALID_ENUM";
+ case GL_INVALID_OPERATION: return "GL_INVALID_OPERATION";
+ case GL_STACK_OVERFLOW: return "GL_STACK_OVERFLOW";
+ case GL_STACK_UNDERFLOW: return "GL_STACK_UNDERFLOW";
+ case GL_OUT_OF_MEMORY: return "GL_OUT_OF_MEMORY";
+ }
+
+ static char buf[40];
+ snprintf(buf, sizeof(buf), "(Unknown GL error code 0x%x)", error);
+ return buf;
+}
+
+void checkGlError(const char *file, int line) {
+ GLenum error = glGetError();
+ if (error != GL_NO_ERROR)
+ warning("%s:%d: GL error: %s", file, line, getGlErrStr(error));
+}
+
+#endif
diff --git a/backends/graphics/opengl/glerrorcheck.h b/backends/graphics/opengl/glerrorcheck.h
new file mode 100644
index 0000000000..a94699ce1d
--- /dev/null
+++ b/backends/graphics/opengl/glerrorcheck.h
@@ -0,0 +1,38 @@
+/* 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.
+ *
+ * $URL$
+ * $Id$
+ *
+ */
+
+#if !defined(DEBUG)
+
+// If not in debug, do nothing
+#define CHECK_GL_ERROR() do {} while (false)
+
+#else
+
+// If in debug, check for an error after a GL call
+#define CHECK_GL_ERROR() checkGlError(__FILE__, __LINE__)
+
+void checkGlError(const char *file, int line);
+
+#endif
diff --git a/backends/graphics/opengl/gltexture.cpp b/backends/graphics/opengl/gltexture.cpp
new file mode 100644
index 0000000000..e43cbe2266
--- /dev/null
+++ b/backends/graphics/opengl/gltexture.cpp
@@ -0,0 +1,189 @@
+/* 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.
+ *
+ * $URL$
+ * $Id$
+ *
+ */
+
+#if defined(USE_OPENGL)
+
+#include "backends/graphics/opengl/gltexture.h"
+#include "backends/graphics/opengl/glerrorcheck.h"
+
+#include "common/rect.h"
+#include "common/array.h"
+#include "common/util.h"
+#include "common/tokenizer.h"
+
+// Supported GL extensions
+static bool npot_supported = false;
+
+/*static inline GLint xdiv(int numerator, int denominator) {
+ assert(numerator < (1 << 16));
+ return (numerator << 16) / denominator;
+}*/
+
+static GLuint nextHigher2(GLuint v) {
+ if (v == 0)
+ return 1;
+ v--;
+ v |= v >> 1;
+ v |= v >> 2;
+ v |= v >> 4;
+ v |= v >> 8;
+ v |= v >> 16;
+ return ++v;
+}
+
+void GLTexture::initGLExtensions() {
+ static bool inited = false;
+
+ // Return if extensions were already checked
+ if (inited)
+ return;
+
+ // Get a string with all extensions
+ const char* ext_string =
+ reinterpret_cast<const char*>(glGetString(GL_EXTENSIONS));
+ CHECK_GL_ERROR();
+ Common::StringTokenizer tokenizer(ext_string, " ");
+ // Iterate all string tokens
+ while (!tokenizer.empty()) {
+ Common::String token = tokenizer.nextToken();
+ if (token == "GL_ARB_texture_non_power_of_two")
+ npot_supported = true;
+ }
+
+ inited = true;
+}
+
+GLTexture::GLTexture(byte bpp, GLenum internalFormat, GLenum format, GLenum type)
+ :
+ _bytesPerPixel(bpp),
+ _internalFormat(internalFormat),
+ _glFormat(format),
+ _glType(type),
+ _textureWidth(0),
+ _textureHeight(0),
+ _realWidth(0),
+ _realHeight(0),
+ _refresh(false),
+ _filter(GL_NEAREST) {
+
+ // Generate the texture ID
+ glGenTextures(1, &_textureName); CHECK_GL_ERROR();
+}
+
+GLTexture::~GLTexture() {
+ // Delete the texture
+ glDeleteTextures(1, &_textureName); CHECK_GL_ERROR();
+}
+
+void GLTexture::refresh() {
+ // Delete previous texture
+ glDeleteTextures(1, &_textureName); CHECK_GL_ERROR();
+
+ // Generate the texture ID
+ glGenTextures(1, &_textureName); CHECK_GL_ERROR();
+ _refresh = true;
+}
+
+void GLTexture::allocBuffer(GLuint w, GLuint h) {
+ _realWidth = w;
+ _realHeight = h;
+
+ if (w <= _textureWidth && h <= _textureHeight && !_refresh)
+ // Already allocated a sufficiently large buffer
+ return;
+
+ if (npot_supported) {
+ _textureWidth = w;
+ _textureHeight = h;
+ } else {
+ _textureWidth = nextHigher2(w);
+ _textureHeight = nextHigher2(h);
+ }
+
+ // Select this OpenGL texture
+ glBindTexture(GL_TEXTURE_2D, _textureName); CHECK_GL_ERROR();
+
+ // Set the texture parameters
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, _filter); CHECK_GL_ERROR();
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, _filter); CHECK_GL_ERROR();
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); CHECK_GL_ERROR();
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); CHECK_GL_ERROR();
+
+ // Allocate room for the texture
+ glTexImage2D(GL_TEXTURE_2D, 0, _internalFormat,
+ _textureWidth, _textureHeight, 0, _glFormat, _glType, NULL); CHECK_GL_ERROR();
+
+ _refresh = false;
+}
+
+void GLTexture::updateBuffer(const void *buf, int pitch, GLuint x, GLuint y, GLuint w, GLuint h) {
+ // Select this OpenGL texture
+ glBindTexture(GL_TEXTURE_2D, _textureName); CHECK_GL_ERROR();
+
+ // Check if the buffer has its data contiguously
+ if (static_cast<int>(w) * _bytesPerPixel == pitch && w == _textureWidth) {
+ glTexSubImage2D(GL_TEXTURE_2D, 0, x, y, w, h,
+ _glFormat, _glType, buf); CHECK_GL_ERROR();
+ } else {
+ // Update the texture row by row
+ const byte *src = static_cast<const byte *>(buf);
+ do {
+ glTexSubImage2D(GL_TEXTURE_2D, 0, x, y,
+ w, 1, _glFormat, _glType, src); CHECK_GL_ERROR();
+ ++y;
+ src += pitch;
+ } while (--h);
+ }
+}
+
+void GLTexture::drawTexture(GLshort x, GLshort y, GLshort w, GLshort h) {
+ // Select this OpenGL texture
+ glBindTexture(GL_TEXTURE_2D, _textureName); CHECK_GL_ERROR();
+
+ // Calculate the texture rect that will be drawn
+ const GLfloat texWidth = (GLfloat)_realWidth / _textureWidth;//xdiv(_surface.w, _textureWidth);
+ const GLfloat texHeight = (GLfloat)_realHeight / _textureHeight;//xdiv(_surface.h, _textureHeight);
+ const GLfloat texcoords[] = {
+ 0, 0,
+ texWidth, 0,
+ 0, texHeight,
+ texWidth, texHeight,
+ };
+ glTexCoordPointer(2, GL_FLOAT, 0, texcoords); CHECK_GL_ERROR();
+
+ // Calculate the screen rect where the texture will be drawn
+ const GLshort vertices[] = {
+ x, y,
+ x + w, y,
+ x, y + h,
+ x + w, y + h,
+ };
+ glVertexPointer(2, GL_SHORT, 0, vertices); CHECK_GL_ERROR();
+
+ // Draw the texture to the screen buffer
+ glDrawArrays(GL_TRIANGLE_STRIP, 0, 4); CHECK_GL_ERROR();
+}
+
+#endif
diff --git a/backends/graphics/opengl/gltexture.h b/backends/graphics/opengl/gltexture.h
new file mode 100644
index 0000000000..9864f6816c
--- /dev/null
+++ b/backends/graphics/opengl/gltexture.h
@@ -0,0 +1,115 @@
+/* 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.
+ *
+ * $URL$
+ * $Id$
+ *
+ */
+
+#ifdef WIN32
+#if defined(ARRAYSIZE) && !defined(_WINDOWS_)
+#undef ARRAYSIZE
+#endif
+#define WIN32_LEAN_AND_MEAN
+#include <windows.h>
+#undef ARRAYSIZE
+#endif
+
+#if defined(USE_GLES)
+#include <GLES/gl.h>
+#include <GLES/glext.h>
+#elif defined(MACOSX)
+#include <gl.h>
+#include <glext.h>
+#else
+#include <GL/gl.h>
+#include <GL/glext.h>
+#endif
+
+#include "graphics/surface.h"
+
+#include "common/rect.h"
+#include "common/array.h"
+
+/**
+ * OpenGL texture manager class
+ */
+class GLTexture {
+public:
+ /**
+ * Initialize OpenGL Extensions
+ */
+ static void initGLExtensions();
+
+ GLTexture(byte bpp, GLenum internalFormat, GLenum format, GLenum type);
+ virtual ~GLTexture();
+
+ /**
+ * Refresh the texture after a context change. The
+ * process will be completed on next allocBuffer call.
+ */
+ virtual void refresh();
+
+ /**
+ * Allocates memory needed for the given size.
+ */
+ virtual void allocBuffer(GLuint width, GLuint height);
+
+ /**
+ * Updates the texture pixels.
+ */
+ virtual void updateBuffer(const void *buf, int pitch, GLuint x, GLuint y,
+ GLuint w, GLuint h);
+
+ /**
+ * Draws the texture to the screen buffer.
+ */
+ virtual void drawTexture(GLshort x, GLshort y, GLshort w, GLshort h);
+
+ /**
+ * Get the texture width.
+ */
+ GLuint getWidth() const { return _realWidth; }
+
+ /**
+ * Get the texture height.
+ */
+ GLuint getHeight() const { return _realHeight; }
+
+ /**
+ * Set the texture filter.
+ * @filter the filter type, GL_NEAREST or GL_LINEAR
+ */
+ void setFilter(GLint filter) { _filter = filter; }
+
+protected:
+ const byte _bytesPerPixel;
+ const GLenum _internalFormat;
+ const GLenum _glFormat;
+ const GLenum _glType;
+
+ GLuint _realWidth;
+ GLuint _realHeight;
+ GLuint _textureName;
+ GLuint _textureWidth;
+ GLuint _textureHeight;
+ GLint _filter;
+ bool _refresh;
+};
diff --git a/backends/graphics/opengl/opengl-graphics.cpp b/backends/graphics/opengl/opengl-graphics.cpp
new file mode 100644
index 0000000000..8682c54921
--- /dev/null
+++ b/backends/graphics/opengl/opengl-graphics.cpp
@@ -0,0 +1,1304 @@
+/* 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.
+ *
+ * $URL$
+ * $Id$
+ *
+ */
+
+#if defined(USE_OPENGL)
+
+#include "backends/graphics/opengl/opengl-graphics.h"
+#include "backends/graphics/opengl/glerrorcheck.h"
+#include "common/config-manager.h"
+#include "common/file.h"
+#include "common/mutex.h"
+#include "common/translation.h"
+#include "graphics/font.h"
+#include "graphics/fontman.h"
+
+OpenGLGraphicsManager::OpenGLGraphicsManager()
+ :
+#ifdef USE_OSD
+ _osdTexture(0), _osdAlpha(0), _osdFadeStartTime(0),
+#endif
+ _gameTexture(0), _overlayTexture(0), _cursorTexture(0),
+ _screenChangeCount(1 << (sizeof(int) * 8 - 2)), _screenNeedsRedraw(false),
+ _shakePos(0),
+ _overlayVisible(false), _overlayNeedsRedraw(false),
+ _transactionMode(kTransactionNone),
+ _cursorNeedsRedraw(false), _cursorPaletteDisabled(true),
+ _cursorVisible(false), _cursorKeyColor(0),
+ _cursorTargetScale(1),
+ _formatBGR(false),
+ _displayX(0), _displayY(0), _displayWidth(0), _displayHeight(0),
+ _aspectRatioCorrection(false) {
+
+ memset(&_oldVideoMode, 0, sizeof(_oldVideoMode));
+ memset(&_videoMode, 0, sizeof(_videoMode));
+ memset(&_transactionDetails, 0, sizeof(_transactionDetails));
+
+ _videoMode.mode = OpenGL::GFX_NORMAL;
+ _videoMode.scaleFactor = 2;
+ _videoMode.fullscreen = ConfMan.getBool("fullscreen");
+ _videoMode.antialiasing = false;
+
+ _gamePalette = (byte *)calloc(sizeof(byte) * 4, 256);
+ _cursorPalette = (byte *)calloc(sizeof(byte) * 4, 256);
+}
+
+OpenGLGraphicsManager::~OpenGLGraphicsManager() {
+ // Unregister the event observer
+ if (g_system->getEventManager()->getEventDispatcher() != NULL)
+ g_system->getEventManager()->getEventDispatcher()->unregisterObserver(this);
+
+ free(_gamePalette);
+ free(_cursorPalette);
+
+ if (_gameTexture != NULL)
+ delete _gameTexture;
+ if (_overlayTexture != NULL)
+ delete _overlayTexture;
+ if (_cursorTexture != NULL)
+ delete _cursorTexture;
+}
+
+void OpenGLGraphicsManager::initEventObserver() {
+ // Register the graphics manager as a event observer
+ g_system->getEventManager()->getEventDispatcher()->registerObserver(this, 10, false);
+}
+
+//
+// Feature
+//
+
+bool OpenGLGraphicsManager::hasFeature(OSystem::Feature f) {
+ return
+ (f == OSystem::kFeatureAspectRatioCorrection) ||
+ (f == OSystem::kFeatureCursorHasPalette);
+}
+
+void OpenGLGraphicsManager::setFeatureState(OSystem::Feature f, bool enable) {
+ switch (f) {
+ case OSystem::kFeatureAspectRatioCorrection:
+ _videoMode.mode = OpenGL::GFX_4_3;
+ _aspectRatioCorrection = enable;
+ break;
+ default:
+ break;
+ }
+}
+
+bool OpenGLGraphicsManager::getFeatureState(OSystem::Feature f) {
+ return false;
+}
+
+//
+// Screen format and modes
+//
+
+static const OSystem::GraphicsMode s_supportedGraphicsModes[] = {
+ {"gl1", _s("OpenGL Normal"), OpenGL::GFX_NORMAL},
+ {"gl2", _s("OpenGL Conserve"), OpenGL::GFX_CONSERVE},
+ {"gl3", _s("OpenGL 4/3"), OpenGL::GFX_4_3},
+ {"gl4", _s("OpenGL Original"), OpenGL::GFX_ORIGINAL},
+ {0, 0, 0}
+};
+
+const OSystem::GraphicsMode *OpenGLGraphicsManager::supportedGraphicsModes() {
+ return s_supportedGraphicsModes;
+}
+
+const OSystem::GraphicsMode *OpenGLGraphicsManager::getSupportedGraphicsModes() const {
+ return s_supportedGraphicsModes;
+}
+
+int OpenGLGraphicsManager::getDefaultGraphicsMode() const {
+ return OpenGL::GFX_NORMAL;
+}
+
+bool OpenGLGraphicsManager::setGraphicsMode(int mode) {
+ assert(_transactionMode == kTransactionActive);
+
+ if (_oldVideoMode.setup && _oldVideoMode.mode == mode)
+ return true;
+
+ switch (mode) {
+ case OpenGL::GFX_NORMAL:
+ case OpenGL::GFX_CONSERVE:
+ case OpenGL::GFX_4_3:
+ case OpenGL::GFX_ORIGINAL:
+ break;
+ default:
+ warning("unknown gfx mode %d", mode);
+ return false;
+ }
+
+ _videoMode.mode = mode;
+ _transactionDetails.needRefresh = true;
+
+ return true;
+}
+
+int OpenGLGraphicsManager::getGraphicsMode() const {
+ assert (_transactionMode == kTransactionNone);
+ return _videoMode.mode;
+}
+
+void OpenGLGraphicsManager::resetGraphicsScale() {
+ setScale(1);
+}
+
+#ifdef USE_RGB_COLOR
+
+Graphics::PixelFormat OpenGLGraphicsManager::getScreenFormat() const {
+ return _screenFormat;
+}
+
+#endif
+
+void OpenGLGraphicsManager::initSize(uint width, uint height, const Graphics::PixelFormat *format) {
+ assert(_transactionMode == kTransactionActive);
+
+#ifdef USE_RGB_COLOR
+ Graphics::PixelFormat newFormat;
+ if (!format)
+ newFormat = Graphics::PixelFormat::createFormatCLUT8();
+ else
+ newFormat = *format;
+
+ assert(newFormat.bytesPerPixel > 0);
+
+ // Avoid redundant format changes
+ if (newFormat != _videoMode.format) {
+ _videoMode.format = newFormat;
+ _transactionDetails.formatChanged = true;
+ _screenFormat = newFormat;
+ }
+#endif
+
+ // Avoid redundant res changes
+ if ((int)width == _videoMode.screenWidth && (int)height == _videoMode.screenHeight)
+ return;
+
+ _videoMode.screenWidth = width;
+ _videoMode.screenHeight = height;
+
+ _transactionDetails.sizeChanged = true;
+}
+
+int OpenGLGraphicsManager::getScreenChangeID() const {
+ return _screenChangeCount;
+}
+
+//
+// GFX
+//
+
+void OpenGLGraphicsManager::beginGFXTransaction() {
+ assert(_transactionMode == kTransactionNone);
+
+ _transactionMode = kTransactionActive;
+ _transactionDetails.sizeChanged = false;
+ _transactionDetails.needRefresh = false;
+ _transactionDetails.needUpdatescreen = false;
+ _transactionDetails.filterChanged = false;
+#ifdef USE_RGB_COLOR
+ _transactionDetails.formatChanged = false;
+#endif
+
+ _oldVideoMode = _videoMode;
+}
+
+OSystem::TransactionError OpenGLGraphicsManager::endGFXTransaction() {
+ int errors = OSystem::kTransactionSuccess;
+
+ assert(_transactionMode != kTransactionNone);
+
+ if (_transactionMode == kTransactionRollback) {
+ if (_videoMode.fullscreen != _oldVideoMode.fullscreen) {
+ errors |= OSystem::kTransactionFullscreenFailed;
+
+ _videoMode.fullscreen = _oldVideoMode.fullscreen;
+ } else if (_videoMode.mode != _oldVideoMode.mode) {
+ errors |= OSystem::kTransactionModeSwitchFailed;
+
+ _videoMode.mode = _oldVideoMode.mode;
+ _videoMode.scaleFactor = _oldVideoMode.scaleFactor;
+#ifdef USE_RGB_COLOR
+ } else if (_videoMode.format != _oldVideoMode.format) {
+ errors |= OSystem::kTransactionFormatNotSupported;
+
+ _videoMode.format = _oldVideoMode.format;
+ _screenFormat = _videoMode.format;
+#endif
+ } else if (_videoMode.screenWidth != _oldVideoMode.screenWidth || _videoMode.screenHeight != _oldVideoMode.screenHeight) {
+ errors |= OSystem::kTransactionSizeChangeFailed;
+
+ _videoMode.screenWidth = _oldVideoMode.screenWidth;
+ _videoMode.screenHeight = _oldVideoMode.screenHeight;
+ _videoMode.overlayWidth = _oldVideoMode.overlayWidth;
+ _videoMode.overlayHeight = _oldVideoMode.overlayHeight;
+ }
+
+ if (_videoMode.fullscreen == _oldVideoMode.fullscreen &&
+ _videoMode.mode == _oldVideoMode.mode &&
+ _videoMode.screenWidth == _oldVideoMode.screenWidth &&
+ _videoMode.screenHeight == _oldVideoMode.screenHeight) {
+
+ _oldVideoMode.setup = false;
+ }
+ }
+
+ if (_transactionDetails.sizeChanged || _transactionDetails.needRefresh) {
+ unloadGFXMode();
+ if (!loadGFXMode()) {
+ if (_oldVideoMode.setup) {
+ _transactionMode = kTransactionRollback;
+ errors |= endGFXTransaction();
+ }
+ } else {
+ clearOverlay();
+
+ _videoMode.setup = true;
+ _screenChangeCount++;
+ }
+#ifdef USE_RGB_COLOR
+ } else if (_transactionDetails.filterChanged || _transactionDetails.formatChanged) {
+#else
+ } else if (_transactionDetails.filterChanged) {
+#endif
+ loadTextures();
+ internUpdateScreen();
+ } else if (_transactionDetails.needUpdatescreen) {
+ internUpdateScreen();
+ }
+
+ _transactionMode = kTransactionNone;
+ return (OSystem::TransactionError)errors;
+}
+
+//
+// Screen
+//
+
+int16 OpenGLGraphicsManager::getHeight() {
+ return _videoMode.screenHeight;
+}
+
+int16 OpenGLGraphicsManager::getWidth() {
+ return _videoMode.screenWidth;
+}
+
+void OpenGLGraphicsManager::setPalette(const byte *colors, uint start, uint num) {
+ assert(colors);
+
+#ifdef USE_RGB_COLOR
+ assert(_screenFormat.bytesPerPixel == 1);
+#endif
+
+ // Save the screen palette
+ memcpy(_gamePalette + start * 4, colors, num * 4);
+
+ _screenNeedsRedraw = true;
+
+ if (_cursorPaletteDisabled)
+ _cursorNeedsRedraw = true;
+}
+
+void OpenGLGraphicsManager::grabPalette(byte *colors, uint start, uint num) {
+ assert(colors);
+
+#ifdef USE_RGB_COLOR
+ assert(_screenFormat.bytesPerPixel == 1);
+#endif
+
+ // Copies current palette to buffer
+ memcpy(colors, _gamePalette + start * 4, num * 4);
+}
+
+void OpenGLGraphicsManager::copyRectToScreen(const byte *buf, int pitch, int x, int y, int w, int h) {
+ assert(x >= 0 && x < _screenData.w);
+ assert(y >= 0 && y < _screenData.h);
+ assert(h > 0 && y + h <= _screenData.h);
+ assert(w > 0 && x + w <= _screenData.w);
+
+ // Copy buffer data to game screen internal buffer
+ const byte *src = buf;
+ byte *dst = (byte *)_screenData.pixels + y * _screenData.pitch;
+ for (int i = 0; i < h; i++) {
+ memcpy(dst + x * _screenData.bytesPerPixel, src, w * _screenData.bytesPerPixel);
+ src += pitch;
+ dst += _screenData.pitch;
+ }
+
+ // Extend dirty area if not full screen redraw is flagged
+ if (!_screenNeedsRedraw) {
+ const Common::Rect dirtyRect(x, y, x + w, y + h);
+ _screenDirtyRect.extend(dirtyRect);
+ }
+}
+
+Graphics::Surface *OpenGLGraphicsManager::lockScreen() {
+ return &_screenData;
+}
+
+void OpenGLGraphicsManager::unlockScreen() {
+ _screenNeedsRedraw = true;
+}
+
+void OpenGLGraphicsManager::fillScreen(uint32 col) {
+ if (_gameTexture == NULL)
+ return;
+
+ if (_screenFormat.bytesPerPixel == 1) {
+ memset(_screenData.pixels, col, _screenData.h * _screenData.pitch);
+ } else if (_screenFormat.bytesPerPixel == 2) {
+ uint16 *pixels = (uint16 *)_screenData.pixels;
+ uint16 col16 = (uint16)col;
+ for (int i = 0; i < _screenData.w * _screenData.h; i++) {
+ pixels[i] = col16;
+ }
+ } else if (_screenFormat.bytesPerPixel == 3) {
+ uint8 *pixels = (uint8 *)_screenData.pixels;
+ byte r = (col >> 16) & 0xFF;
+ byte g = (col >> 8) & 0xFF;
+ byte b = col & 0xFF;
+ for (int i = 0; i < _screenData.w * _screenData.h; i++) {
+ pixels[0] = r;
+ pixels[1] = g;
+ pixels[2] = b;
+ pixels += 3;
+ }
+ } else if (_screenFormat.bytesPerPixel == 4) {
+ uint32 *pixels = (uint32 *)_screenData.pixels;
+ for (int i = 0; i < _screenData.w * _screenData.h; i++) {
+ pixels[i] = col;
+ }
+ }
+
+ _screenNeedsRedraw = true;
+}
+
+void OpenGLGraphicsManager::updateScreen() {
+ assert (_transactionMode == kTransactionNone);
+ internUpdateScreen();
+}
+
+void OpenGLGraphicsManager::setShakePos(int shakeOffset) {
+ assert (_transactionMode == kTransactionNone);
+ _shakePos = shakeOffset;
+}
+
+void OpenGLGraphicsManager::setFocusRectangle(const Common::Rect& rect) {
+
+}
+
+void OpenGLGraphicsManager::clearFocusRectangle() {
+
+}
+
+//
+// Overlay
+//
+
+void OpenGLGraphicsManager::showOverlay() {
+ assert (_transactionMode == kTransactionNone);
+
+ if (_overlayVisible)
+ return;
+
+ _overlayVisible = true;
+
+ clearOverlay();
+}
+
+void OpenGLGraphicsManager::hideOverlay() {
+ assert (_transactionMode == kTransactionNone);
+
+ if (!_overlayVisible)
+ return;
+
+ _overlayVisible = false;
+
+ clearOverlay();
+}
+
+Graphics::PixelFormat OpenGLGraphicsManager::getOverlayFormat() const {
+ return _overlayFormat;
+}
+
+void OpenGLGraphicsManager::clearOverlay() {
+ // Set all pixels to 0
+ memset(_overlayData.pixels, 0, _overlayData.h * _overlayData.pitch);
+ _overlayNeedsRedraw = true;
+}
+
+void OpenGLGraphicsManager::grabOverlay(OverlayColor *buf, int pitch) {
+ assert(_overlayData.bytesPerPixel == sizeof(buf[0]));
+ const byte *src = (byte *)_overlayData.pixels;
+ for (int i = 0; i < _overlayData.h; i++) {
+ // Copy overlay data to buffer
+ memcpy(buf, src, _overlayData.pitch);
+ buf += pitch;
+ src += _overlayData.pitch;
+ }
+}
+
+void OpenGLGraphicsManager::copyRectToOverlay(const OverlayColor *buf, int pitch, int x, int y, int w, int h) {
+ assert (_transactionMode == kTransactionNone);
+
+ if (_overlayTexture == NULL)
+ return;
+
+ // Clip the coordinates
+ if (x < 0) {
+ w += x;
+ buf -= x;
+ x = 0;
+ }
+
+ if (y < 0) {
+ h += y; buf -= y * pitch;
+ y = 0;
+ }
+
+ if (w > _overlayData.w - x)
+ w = _overlayData.w - x;
+
+ if (h > _overlayData.h - y)
+ h = _overlayData.h - y;
+
+ if (w <= 0 || h <= 0)
+ return;
+
+ if (_overlayFormat.aBits() == 1) {
+ // Copy buffer with the alpha bit on for all pixels for correct
+ // overlay drawing.
+ const uint16 *src = (const uint16 *)buf;
+ uint16 *dst = (uint16 *)_overlayData.pixels + y * _overlayData.w + x;
+ for (int i = 0; i < h; i++) {
+ for (int e = 0; e < w; e++)
+ dst[e] = src[e] | 0x1;
+ src += pitch;
+ dst += _overlayData.w;
+ }
+ } else {
+ // Copy buffer data to internal overlay surface
+ const byte *src = (const byte *)buf;
+ byte *dst = (byte *)_overlayData.pixels + y * _overlayData.pitch;
+ for (int i = 0; i < h; i++) {
+ memcpy(dst + x * _overlayData.bytesPerPixel, src, w * _overlayData.bytesPerPixel);
+ src += pitch * sizeof(buf[0]);
+ dst += _overlayData.pitch;
+ }
+ }
+
+ // Extend dirty area if not full screen redraw is flagged
+ if (!_overlayNeedsRedraw) {
+ const Common::Rect dirtyRect(x, y, x + w, y + h);
+ _overlayDirtyRect.extend(dirtyRect);
+ }
+}
+
+int16 OpenGLGraphicsManager::getOverlayHeight() {
+ return _videoMode.overlayHeight;
+}
+
+int16 OpenGLGraphicsManager::getOverlayWidth() {
+ return _videoMode.overlayWidth;
+}
+
+//
+// Cursor
+//
+
+bool OpenGLGraphicsManager::showMouse(bool visible) {
+ if (_cursorVisible == visible)
+ return visible;
+
+ bool last = _cursorVisible;
+ _cursorVisible = visible;
+
+ return last;
+}
+
+void OpenGLGraphicsManager::setMousePos(int x, int y) {
+ _cursorState.x = x;
+ _cursorState.y = y;
+}
+
+void OpenGLGraphicsManager::warpMouse(int x, int y) {
+ setMousePos(x, y);
+}
+
+void OpenGLGraphicsManager::setMouseCursor(const byte *buf, uint w, uint h, int hotspotX, int hotspotY, uint32 keycolor, int cursorTargetScale, const Graphics::PixelFormat *format) {
+#ifdef USE_RGB_COLOR
+ if (format)
+ _cursorFormat = *format;
+ else
+ _cursorFormat = Graphics::PixelFormat::createFormatCLUT8();
+#else
+ assert(keycolor <= 255);
+ _cursorFormat = Graphics::PixelFormat::createFormatCLUT8();
+#endif
+
+ // Allocate space for cursor data
+ if (_cursorData.w != w || _cursorData.h != h)
+ _cursorData.create(w, h, _cursorFormat.bytesPerPixel);
+
+ // Save cursor data
+ memcpy(_cursorData.pixels, buf, h * _cursorData.pitch);
+
+ // Set cursor info
+ _cursorState.w = w;
+ _cursorState.h = h;
+ _cursorState.hotX = hotspotX;
+ _cursorState.hotY = hotspotY;
+ _cursorKeyColor = keycolor;
+ _cursorTargetScale = cursorTargetScale;
+ _cursorNeedsRedraw = true;
+
+ refreshCursorScale();
+}
+
+void OpenGLGraphicsManager::setCursorPalette(const byte *colors, uint start, uint num) {
+ assert(colors);
+
+ // Save the cursor palette
+ memcpy(_cursorPalette + start * 4, colors, num * 4);
+
+ _cursorPaletteDisabled = false;
+ _cursorNeedsRedraw = true;
+}
+
+void OpenGLGraphicsManager::disableCursorPalette(bool disable) {
+ _cursorPaletteDisabled = disable;
+ _cursorNeedsRedraw = true;
+}
+
+//
+// Misc
+//
+
+void OpenGLGraphicsManager::displayMessageOnOSD(const char *msg) {
+ assert (_transactionMode == kTransactionNone);
+ assert(msg);
+
+ // The font we are going to use:
+ const Graphics::Font *font = FontMan.getFontByUsage(Graphics::FontManager::kOSDFont);
+
+ if (_osdSurface.w != _osdTexture->getWidth() || _osdSurface.h != _osdTexture->getHeight())
+ _osdSurface.create(_osdTexture->getWidth(), _osdTexture->getHeight(), 2);
+ else
+ // Clear everything
+ memset(_osdSurface.pixels, 0, _osdSurface.h * _osdSurface.pitch);
+
+ // Split the message into separate lines.
+ Common::Array<Common::String> lines;
+ const char *ptr;
+ for (ptr = msg; *ptr; ++ptr) {
+ if (*ptr == '\n') {
+ lines.push_back(Common::String(msg, ptr - msg));
+ msg = ptr + 1;
+ }
+ }
+ lines.push_back(Common::String(msg, ptr - msg));
+
+ // 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;
+ for (uint i = 0; i < lines.size(); i++) {
+ width = MAX(width, font->getStringWidth(lines[i]) + 14);
+ }
+
+ // Clip the rect
+ if (width > _osdSurface.w)
+ width = _osdSurface.w;
+ if (height > _osdSurface.h)
+ height = _osdSurface.h;
+
+ int dstX = (_osdSurface.w - width) / 2;
+ int dstY = (_osdSurface.h - height) / 2;
+
+ // Draw a dark gray rect
+ uint16 color = 0x294B;
+ uint16 *dst = (uint16 *)_osdSurface.pixels + dstY * _osdSurface.w + dstX;
+ for (int i = 0; i < height; i++) {
+ for (int j = 0; j < width; j++)
+ dst[j] = color;
+ dst += _osdSurface.w;
+ }
+
+ // Render the message, centered, and in white
+ for (uint i = 0; i < lines.size(); i++) {
+ font->drawString(&_osdSurface, lines[i],
+ dstX, dstY + i * lineHeight + vOffset + lineSpacing, width,
+ 0xFFFF, Graphics::kTextAlignCenter);
+ }
+
+ // Update the texture
+ _osdTexture->updateBuffer(_osdSurface.pixels, _osdSurface.pitch, 0, 0,
+ _osdSurface.w, _osdSurface.h);
+
+ // Init the OSD display parameters, and the fade out
+ _osdAlpha = kOSDInitialAlpha;
+ _osdFadeStartTime = g_system->getMillis() + kOSDFadeOutDelay;
+}
+
+//
+// Intern
+//
+
+void OpenGLGraphicsManager::refreshGameScreen() {
+ if (_screenNeedsRedraw)
+ _screenDirtyRect = Common::Rect(0, 0, _screenData.w, _screenData.h);
+
+ int x = _screenDirtyRect.left;
+ int y = _screenDirtyRect.top;
+ int w = _screenDirtyRect.width();
+ int h = _screenDirtyRect.height();
+
+ if (_screenData.bytesPerPixel == 1) {
+ // Create a temporary RGB888 surface
+ byte *surface = new byte[w * h * 3];
+
+ // Convert the paletted buffer to RGB888
+ const byte *src = (byte *)_screenData.pixels + y * _screenData.pitch;
+ src += x * _screenData.bytesPerPixel;
+ byte *dst = surface;
+ for (int i = 0; i < h; i++) {
+ for (int j = 0; j < w; j++) {
+ dst[0] = _gamePalette[src[j] * 4];
+ dst[1] = _gamePalette[src[j] * 4 + 1];
+ dst[2] = _gamePalette[src[j] * 4 + 2];
+ dst += 3;
+ }
+ src += _screenData.pitch;
+ }
+
+ // Update the texture
+ _gameTexture->updateBuffer(surface, w * 3, x, y, w, h);
+
+ // Free the temp surface
+ delete[] surface;
+ } else {
+ // Update the texture
+ _gameTexture->updateBuffer((byte *)_screenData.pixels + y * _screenData.pitch +
+ x * _screenData.bytesPerPixel, _screenData.pitch, x, y, w, h);
+ }
+
+ _screenNeedsRedraw = false;
+ _screenDirtyRect = Common::Rect();
+}
+
+void OpenGLGraphicsManager::refreshOverlay() {
+ if (_overlayNeedsRedraw)
+ _overlayDirtyRect = Common::Rect(0, 0, _overlayData.w, _overlayData.h);
+
+ int x = _overlayDirtyRect.left;
+ int y = _overlayDirtyRect.top;
+ int w = _overlayDirtyRect.width();
+ int h = _overlayDirtyRect.height();
+
+ if (_overlayData.bytesPerPixel == 1) {
+ // Create a temporary RGB888 surface
+ byte *surface = new byte[w * h * 3];
+
+ // Convert the paletted buffer to RGB888
+ const byte *src = (byte *)_overlayData.pixels + y * _overlayData.pitch;
+ src += x * _overlayData.bytesPerPixel;
+ byte *dst = surface;
+ for (int i = 0; i < h; i++) {
+ for (int j = 0; j < w; j++) {
+ dst[0] = _gamePalette[src[j] * 4];
+ dst[1] = _gamePalette[src[j] * 4 + 1];
+ dst[2] = _gamePalette[src[j] * 4 + 2];
+ dst += 3;
+ }
+ src += _screenData.pitch;
+ }
+
+ // Update the texture
+ _overlayTexture->updateBuffer(surface, w * 3, x, y, w, h);
+
+ // Free the temp surface
+ delete[] surface;
+ } else {
+ // Update the texture
+ _overlayTexture->updateBuffer((byte *)_overlayData.pixels + y * _overlayData.pitch +
+ x * _overlayData.bytesPerPixel, _overlayData.pitch, x, y, w, h);
+ }
+
+ _overlayNeedsRedraw = false;
+ _overlayDirtyRect = Common::Rect();
+}
+
+void OpenGLGraphicsManager::refreshCursor() {
+ _cursorNeedsRedraw = false;
+
+ if (_cursorFormat.bytesPerPixel == 1) {
+ // Create a temporary RGBA8888 surface
+ byte *surface = new byte[_cursorState.w * _cursorState.h * 4];
+ memset(surface, 0, _cursorState.w * _cursorState.h * 4);
+
+ // Select palette
+ byte *palette;
+ if (_cursorPaletteDisabled)
+ palette = _gamePalette;
+ else
+ palette = _cursorPalette;
+
+ // Convert the paletted cursor to RGBA8888
+ const byte *src = (byte *)_cursorData.pixels;
+ byte *dst = surface;
+ for (int i = 0; i < _cursorState.w * _cursorState.h; i++) {
+ // Check for keycolor
+ if (src[i] != _cursorKeyColor) {
+ dst[0] = palette[src[i] * 4];
+ dst[1] = palette[src[i] * 4 + 1];
+ dst[2] = palette[src[i] * 4 + 2];
+ dst[3] = 255;
+ }
+ dst += 4;
+ }
+
+ // Allocate a texture big enough for cursor
+ _cursorTexture->allocBuffer(_cursorState.w, _cursorState.h);
+
+ // Update the texture with new cursor
+ _cursorTexture->updateBuffer(surface, _cursorState.w * 4, 0, 0, _cursorState.w, _cursorState.h);
+
+ // Free the temp surface
+ delete[] surface;
+ }
+}
+
+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
+ uint screenScaleFactor = MIN(_videoMode.hardwareWidth * 10000 / _videoMode.screenWidth,
+ _videoMode.hardwareHeight * 10000 / _videoMode.screenHeight);
+
+ // Do not scale cursor if original size is used
+ if (_videoMode.mode == OpenGL::GFX_ORIGINAL)
+ screenScaleFactor = _videoMode.scaleFactor * 10000;
+
+ if ((uint)_cursorTargetScale * 10000 >= screenScaleFactor && (uint)_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;
+ _cursorState.rH = _cursorState.h;
+ _cursorState.rHotX = _cursorState.hotX;
+ _cursorState.rHotY = _cursorState.hotY;
+ } else {
+ // Otherwise, scale the cursor for the overlay
+ 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 / 10000);
+ _cursorState.vH = (int16)(_cursorState.h * screenScaleFactor / 10000);
+ _cursorState.vHotX = (int16)(_cursorState.hotX * screenScaleFactor / 10000);
+ _cursorState.vHotY = (int16)(_cursorState.hotY * screenScaleFactor / 10000);
+}
+
+void OpenGLGraphicsManager::calculateDisplaySize(int &width, int &height) {
+ if (_videoMode.mode == OpenGL::GFX_ORIGINAL) {
+ width = _videoMode.overlayWidth;
+ height = _videoMode.overlayHeight;
+ } else {
+ width = _videoMode.hardwareWidth;
+ height = _videoMode.hardwareHeight;
+
+ uint aspectRatio = (_videoMode.hardwareWidth * 10000 + 5000) / _videoMode.hardwareHeight;
+ uint desiredAspectRatio = getAspectRatio();
+
+ // Adjust one screen dimension for mantaining the aspect ratio
+ if (aspectRatio < desiredAspectRatio)
+ height = (width * 10000 + 5000) / desiredAspectRatio;
+ else if (aspectRatio > desiredAspectRatio)
+ width = (height * desiredAspectRatio + 5000) / 10000;
+ }
+}
+
+void OpenGLGraphicsManager::refreshDisplaySize() {
+ calculateDisplaySize(_displayWidth, _displayHeight);
+
+ // Adjust x and y for centering the screen
+ _displayX = (_videoMode.hardwareWidth - _displayWidth) / 2;
+ _displayY = (_videoMode.hardwareHeight - _displayHeight) / 2;
+}
+
+void OpenGLGraphicsManager::getGLPixelFormat(Graphics::PixelFormat pixelFormat, byte &bpp, GLenum &intFormat, GLenum &glFormat, GLenum &gltype) {
+ if (pixelFormat == Graphics::PixelFormat(4, 8, 8, 8, 8, 24, 16, 8, 0)) { // RGBA8888
+ bpp = 4;
+ intFormat = GL_RGBA;
+ glFormat = GL_RGBA;
+ gltype = GL_UNSIGNED_BYTE;
+ } else if (pixelFormat == Graphics::PixelFormat(3, 8, 8, 8, 0, 16, 8, 0, 0)) { // RGB888
+ bpp = 3;
+ intFormat = GL_RGB;
+ glFormat = GL_RGB;
+ gltype = GL_UNSIGNED_BYTE;
+ } else if (pixelFormat == Graphics::PixelFormat(2, 5, 6, 5, 0, 11, 5, 0, 0)) { // RGB565
+ bpp = 2;
+ intFormat = GL_RGB;
+ glFormat = GL_RGB;
+ gltype = GL_UNSIGNED_SHORT_5_6_5;
+ } else if (pixelFormat == Graphics::PixelFormat(2, 5, 5, 5, 1, 11, 6, 1, 0)) { // RGB5551
+ bpp = 2;
+ intFormat = GL_RGBA;
+ glFormat = GL_RGBA;
+ gltype = GL_UNSIGNED_SHORT_5_5_5_1;
+ } else if (pixelFormat == Graphics::PixelFormat(2, 4, 4, 4, 4, 12, 8, 4, 0)) { // RGBA4444
+ bpp = 2;
+ intFormat = GL_RGBA;
+ glFormat = GL_RGBA;
+ gltype = GL_UNSIGNED_SHORT_4_4_4_4;
+ } else if (pixelFormat.bytesPerPixel == 1) { // CLUT8
+ // If uses a palette, create texture as RGB888. The pixel data will be converted
+ // later.
+ bpp = 3;
+ intFormat = GL_RGB;
+ glFormat = GL_RGB;
+ gltype = GL_UNSIGNED_BYTE;
+#ifndef USE_GLES
+ } else if (pixelFormat == Graphics::PixelFormat(4, 8, 8, 8, 8, 16, 8, 0, 24)) { // ARGB8888
+ bpp = 4;
+ intFormat = GL_RGBA;
+ glFormat = GL_BGRA;
+ gltype = GL_UNSIGNED_INT_8_8_8_8_REV;
+ } else if (pixelFormat == Graphics::PixelFormat(2, 4, 4, 4, 4, 8, 4, 0, 12)) { // ARGB4444
+ bpp = 2;
+ intFormat = GL_RGBA;
+ glFormat = GL_BGRA;
+ gltype = GL_UNSIGNED_SHORT_4_4_4_4_REV;
+ } else if (pixelFormat == Graphics::PixelFormat(4, 8, 8, 8, 8, 0, 8, 16, 24)) { // ABGR8888
+ bpp = 4;
+ intFormat = GL_RGBA;
+ glFormat = GL_RGBA;
+ gltype = GL_UNSIGNED_INT_8_8_8_8_REV;
+ } else if (pixelFormat == Graphics::PixelFormat(4, 8, 8, 8, 8, 8, 16, 24, 0)) { // BGRA8888
+ bpp = 4;
+ intFormat = GL_RGBA;
+ glFormat = GL_BGRA;
+ gltype = GL_UNSIGNED_BYTE;
+ } else if (pixelFormat == Graphics::PixelFormat(3, 8, 8, 8, 0, 0, 8, 16, 0)) { // BGR888
+ bpp = 3;
+ intFormat = GL_RGB;
+ glFormat = GL_BGR;
+ gltype = GL_UNSIGNED_BYTE;
+ } else if (pixelFormat == Graphics::PixelFormat(2, 5, 6, 5, 0, 0, 5, 11, 0)) { // BGR565
+ bpp = 2;
+ intFormat = GL_RGB;
+ glFormat = GL_BGR;
+ gltype = GL_UNSIGNED_SHORT_5_6_5;
+ } else if (pixelFormat == Graphics::PixelFormat(2, 5, 5, 5, 1, 1, 6, 11, 0)) { // BGRA5551
+ bpp = 2;
+ intFormat = GL_RGBA;
+ glFormat = GL_BGRA;
+ gltype = GL_UNSIGNED_SHORT_5_5_5_1;
+ } else if (pixelFormat == Graphics::PixelFormat(2, 4, 4, 4, 4, 0, 4, 8, 12)) { // ABGR4444
+ bpp = 2;
+ intFormat = GL_RGBA;
+ glFormat = GL_RGBA;
+ gltype = GL_UNSIGNED_SHORT_4_4_4_4_REV;
+ } else if (pixelFormat == Graphics::PixelFormat(2, 4, 4, 4, 4, 4, 8, 12, 0)) { // BGRA4444
+ bpp = 2;
+ intFormat = GL_RGBA;
+ glFormat = GL_BGRA;
+ gltype = GL_UNSIGNED_SHORT_4_4_4_4;
+#endif
+ } else {
+ error("OpenGLGraphicsManager: Pixel format not supported");
+ }
+}
+
+void OpenGLGraphicsManager::internUpdateScreen() {
+ // Clear the screen buffer
+ glClear(GL_COLOR_BUFFER_BIT); CHECK_GL_ERROR();
+
+ if (_screenNeedsRedraw || !_screenDirtyRect.isEmpty())
+ // Refresh texture if dirty
+ refreshGameScreen();
+
+ int scaleFactor = _videoMode.hardwareHeight / _videoMode.screenHeight;
+
+ glPushMatrix();
+
+ // Adjust game screen shake position
+ glTranslatef(0, _shakePos * scaleFactor, 0); CHECK_GL_ERROR();
+
+ // Draw the game screen
+ _gameTexture->drawTexture(_displayX, _displayY, _displayWidth, _displayHeight);
+
+ glPopMatrix();
+
+ if (_overlayVisible) {
+ if (_overlayNeedsRedraw || !_overlayDirtyRect.isEmpty())
+ // Refresh texture if dirty
+ refreshOverlay();
+
+ // Draw the overlay
+ _overlayTexture->drawTexture(_displayX, _displayY, _displayWidth, _displayHeight);
+ }
+
+ if (_cursorVisible) {
+ if (_cursorNeedsRedraw)
+ // Refresh texture if dirty
+ refreshCursor();
+
+ glPushMatrix();
+
+ // Adjust mouse shake position, unless the overlay is visible
+ glTranslatef(0, _overlayVisible ? 0 : _shakePos * scaleFactor, 0); CHECK_GL_ERROR();
+
+ // Draw the cursor
+ if (_overlayVisible)
+ _cursorTexture->drawTexture(_cursorState.x - _cursorState.rHotX,
+ _cursorState.y - _cursorState.rHotY, _cursorState.rW, _cursorState.rH);
+ else
+ _cursorTexture->drawTexture(_cursorState.x - _cursorState.vHotX,
+ _cursorState.y - _cursorState.vHotY, _cursorState.vW, _cursorState.vH);
+
+ glPopMatrix();
+ }
+
+#ifdef USE_OSD
+ if (_osdAlpha > 0) {
+ // Update alpha value
+ const int diff = g_system->getMillis() - _osdFadeStartTime;
+ if (diff > 0) {
+ if (diff >= kOSDFadeOutDuration) {
+ // Back to full transparency
+ _osdAlpha = 0;
+ } else {
+ // Do a fade out
+ _osdAlpha = kOSDInitialAlpha - diff * kOSDInitialAlpha / kOSDFadeOutDuration;
+ }
+ }
+ // Set the osd transparency
+ glColor4f(1.0f, 1.0f, 1.0f, _osdAlpha / 100.0f); CHECK_GL_ERROR();
+
+ // Draw the osd texture
+ _osdTexture->drawTexture(0, 0, _videoMode.hardwareWidth, _videoMode.hardwareHeight);
+
+ // Reset color
+ glColor4f(1.0f, 1.0f, 1.0f, 1.0f); CHECK_GL_ERROR();
+ }
+#endif
+}
+
+void OpenGLGraphicsManager::initGL() {
+ // Check available GL Extensions
+ GLTexture::initGLExtensions();
+
+ // Disable 3D properties
+ glDisable(GL_CULL_FACE); CHECK_GL_ERROR();
+ glDisable(GL_DEPTH_TEST); CHECK_GL_ERROR();
+ glDisable(GL_LIGHTING); CHECK_GL_ERROR();
+ glDisable(GL_FOG); CHECK_GL_ERROR();
+ glDisable(GL_DITHER); CHECK_GL_ERROR();
+ glShadeModel(GL_FLAT); CHECK_GL_ERROR();
+ glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_FASTEST); CHECK_GL_ERROR();
+
+ // Setup alpha blend (For overlay and cursor)
+ glEnable(GL_BLEND); CHECK_GL_ERROR();
+ glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); CHECK_GL_ERROR();
+
+ // Enable rendering with vertex and coord arrays
+ glEnableClientState(GL_VERTEX_ARRAY); CHECK_GL_ERROR();
+ glEnableClientState(GL_TEXTURE_COORD_ARRAY); CHECK_GL_ERROR();
+
+ glEnable(GL_TEXTURE_2D); CHECK_GL_ERROR();
+
+ // Setup the GL viewport
+ glViewport(0, 0, _videoMode.hardwareWidth, _videoMode.hardwareHeight); CHECK_GL_ERROR();
+
+ // Setup coordinates system
+ glMatrixMode(GL_PROJECTION); CHECK_GL_ERROR();
+ glLoadIdentity(); CHECK_GL_ERROR();
+#ifdef USE_GLES
+ glOrthox(0, _videoMode.hardwareWidth, _videoMode.hardwareHeight, 0, -1, 1); CHECK_GL_ERROR();
+#else
+ glOrtho(0, _videoMode.hardwareWidth, _videoMode.hardwareHeight, 0, -1, 1); CHECK_GL_ERROR();
+#endif
+ glMatrixMode(GL_MODELVIEW); CHECK_GL_ERROR();
+ glLoadIdentity(); CHECK_GL_ERROR();
+}
+
+void OpenGLGraphicsManager::loadTextures() {
+#ifdef USE_RGB_COLOR
+ if (_transactionDetails.formatChanged && _gameTexture)
+ delete _gameTexture;
+#endif
+
+ if (!_gameTexture) {
+ byte bpp;
+ GLenum intformat;
+ GLenum format;
+ GLenum type;
+#ifdef USE_RGB_COLOR
+ getGLPixelFormat(_screenFormat, bpp, intformat, format, type);
+#else
+ getGLPixelFormat(Graphics::PixelFormat::createFormatCLUT8(), bpp, intformat, format, type);
+#endif
+ _gameTexture = new GLTexture(bpp, intformat, format, type);
+ } else
+ _gameTexture->refresh();
+
+ _overlayFormat = Graphics::PixelFormat(2, 5, 5, 5, 1, 11, 6, 1, 0);
+
+ if (!_overlayTexture) {
+ byte bpp;
+ GLenum intformat;
+ GLenum format;
+ GLenum type;
+ getGLPixelFormat(_overlayFormat, bpp, intformat, format, type);
+ _overlayTexture = new GLTexture(bpp, intformat, format, type);
+ } else
+ _overlayTexture->refresh();
+
+ if (!_cursorTexture)
+ _cursorTexture = new GLTexture(4, GL_RGBA, GL_RGBA, GL_UNSIGNED_BYTE);
+ else
+ _cursorTexture->refresh();
+
+ GLint filter = _videoMode.antialiasing ? GL_LINEAR : GL_NEAREST;
+ _gameTexture->setFilter(filter);
+ _overlayTexture->setFilter(filter);
+ _cursorTexture->setFilter(filter);
+
+ // Allocate texture memory and finish refreshing
+ _gameTexture->allocBuffer(_videoMode.screenWidth, _videoMode.screenHeight);
+ _overlayTexture->allocBuffer(_videoMode.overlayWidth, _videoMode.overlayHeight);
+ _cursorTexture->allocBuffer(_cursorState.w, _cursorState.h);
+
+ if (_transactionDetails.formatChanged ||
+ _oldVideoMode.screenWidth != _videoMode.screenWidth ||
+ _oldVideoMode.screenHeight != _videoMode.screenHeight)
+ _screenData.create(_videoMode.screenWidth, _videoMode.screenHeight,
+ _screenFormat.bytesPerPixel);
+
+ if (_oldVideoMode.overlayWidth != _videoMode.overlayWidth ||
+ _oldVideoMode.overlayHeight != _videoMode.overlayHeight)
+ _overlayData.create(_videoMode.overlayWidth, _videoMode.overlayHeight,
+ _overlayFormat.bytesPerPixel);
+
+ _screenNeedsRedraw = true;
+ _overlayNeedsRedraw = true;
+ _cursorNeedsRedraw = true;
+
+#ifdef USE_OSD
+ if (!_osdTexture)
+ _osdTexture = new GLTexture(2, GL_RGBA, GL_RGBA, GL_UNSIGNED_SHORT_5_5_5_1);
+ else
+ _osdTexture->refresh();
+
+ _osdTexture->allocBuffer(_videoMode.overlayWidth, _videoMode.overlayHeight);
+#endif
+}
+
+bool OpenGLGraphicsManager::loadGFXMode() {
+ // Initialize OpenGL settings
+ initGL();
+
+ loadTextures();
+
+ refreshCursorScale();
+
+ refreshDisplaySize();
+
+ internUpdateScreen();
+
+ return true;
+}
+
+void OpenGLGraphicsManager::unloadGFXMode() {
+
+}
+
+void OpenGLGraphicsManager::setScale(int newScale) {
+ if (newScale == _videoMode.scaleFactor)
+ return;
+
+ _videoMode.scaleFactor = newScale;
+ _transactionDetails.sizeChanged = true;
+}
+
+uint OpenGLGraphicsManager::getAspectRatio() {
+ if (_videoMode.mode == OpenGL::GFX_NORMAL)
+ return _videoMode.hardwareWidth * 10000 / _videoMode.hardwareHeight;
+ else if (_videoMode.mode == OpenGL::GFX_4_3)
+ return 13333;
+ else
+ return _videoMode.screenWidth * 10000 / _videoMode.screenHeight;
+}
+
+void OpenGLGraphicsManager::adjustMouseEvent(const Common::Event &event) {
+ if (!event.synthetic) {
+ Common::Event newEvent(event);
+ newEvent.synthetic = true;
+
+ if (_videoMode.mode == OpenGL::GFX_NORMAL) {
+ if (_videoMode.hardwareWidth != _videoMode.overlayWidth)
+ newEvent.mouse.x = newEvent.mouse.x * _videoMode.overlayWidth / _videoMode.hardwareWidth;
+ if (_videoMode.hardwareHeight != _videoMode.overlayHeight)
+ newEvent.mouse.y = newEvent.mouse.y * _videoMode.overlayHeight / _videoMode.hardwareHeight;
+
+ if (!_overlayVisible) {
+ newEvent.mouse.x /= _videoMode.scaleFactor;
+ newEvent.mouse.y /= _videoMode.scaleFactor;
+ }
+
+ } else {
+ newEvent.mouse.x -= _displayX;
+ newEvent.mouse.y -= _displayY;
+
+ if (_overlayVisible) {
+ if (_displayWidth != _videoMode.overlayWidth)
+ newEvent.mouse.x = newEvent.mouse.x * _videoMode.overlayWidth / _displayWidth;
+ if (_displayHeight != _videoMode.overlayHeight)
+ newEvent.mouse.y = newEvent.mouse.y * _videoMode.overlayHeight / _displayHeight;
+ } else {
+ if (_displayWidth != _videoMode.screenWidth)
+ newEvent.mouse.x = newEvent.mouse.x * _videoMode.screenWidth / _displayWidth;
+ if (_displayHeight != _videoMode.screenHeight)
+ newEvent.mouse.y = newEvent.mouse.y * _videoMode.screenHeight / _displayHeight;
+ }
+ }
+
+ g_system->getEventManager()->pushEvent(newEvent);
+ }
+}
+
+bool OpenGLGraphicsManager::notifyEvent(const Common::Event &event) {
+ switch (event.type) {
+ case Common::EVENT_MOUSEMOVE:
+ if (!event.synthetic)
+ setMousePos(event.mouse.x, event.mouse.y);
+ case Common::EVENT_LBUTTONDOWN:
+ case Common::EVENT_RBUTTONDOWN:
+ case Common::EVENT_WHEELUP:
+ case Common::EVENT_WHEELDOWN:
+ case Common::EVENT_MBUTTONDOWN:
+ case Common::EVENT_LBUTTONUP:
+ case Common::EVENT_RBUTTONUP:
+ case Common::EVENT_MBUTTONUP:
+ adjustMouseEvent(event);
+ return !event.synthetic;
+
+ default:
+ break;
+ }
+
+ return false;
+}
+
+bool OpenGLGraphicsManager::saveScreenshot(const char *filename) {
+ int width = _videoMode.hardwareWidth;
+ int height = _videoMode.hardwareHeight;
+
+ // Allocate memory for screenshot
+ uint8 *pixels = new uint8[width * height * 3];
+
+ // Get pixel data from OpenGL buffer
+#ifdef USE_GLES
+ glReadPixels(0, 0, width, height, GL_RGB, GL_UNSIGNED_BYTE, pixels); CHECK_GL_ERROR();
+#else
+ if (_formatBGR) {
+ glReadPixels(0, 0, width, height, GL_BGR, GL_UNSIGNED_BYTE, pixels); CHECK_GL_ERROR();
+ } else {
+ glReadPixels(0, 0, width, height, GL_RGB, GL_UNSIGNED_BYTE, pixels); CHECK_GL_ERROR();
+ }
+#endif
+
+ // Open file
+ Common::DumpFile out;
+ out.open(filename);
+
+ // Write BMP header
+ out.writeByte('B');
+ out.writeByte('M');
+ out.writeUint32LE(height * width * 3 + 52);
+ out.writeUint32LE(0);
+ out.writeUint32LE(52);
+ out.writeUint32LE(40);
+ out.writeUint32LE(width);
+ out.writeUint32LE(height);
+ out.writeUint16LE(1);
+ out.writeUint16LE(24);
+ out.writeUint32LE(0);
+ out.writeUint32LE(0);
+ out.writeUint32LE(0);
+ out.writeUint32LE(0);
+ out.writeUint32LE(0);
+ out.writeUint32LE(0);
+
+ // Write pixel data to BMP
+ out.write(pixels, width * height * 3);
+
+ // Free allocated memory
+ delete[] pixels;
+
+ return true;
+}
+
+const char *OpenGLGraphicsManager::getCurrentModeName() {
+ const char *modeName = 0;
+ const OSystem::GraphicsMode *g = getSupportedGraphicsModes();
+ while (g->name) {
+ if (g->id == _videoMode.mode) {
+ modeName = g->description;
+ break;
+ }
+ g++;
+ }
+ return modeName;
+}
+
+void OpenGLGraphicsManager::switchDisplayMode(int mode) {
+ if (_oldVideoMode.setup && _oldVideoMode.mode == mode)
+ return;
+
+ if (_transactionMode == kTransactionActive) {
+ if (mode == -1) // If -1, switch to next mode
+ _videoMode.mode = (_videoMode.mode + 1) % 4;
+ else if (mode == -2) // If -2, switch to previous mode
+ _videoMode.mode = (_videoMode.mode + 3) % 4;
+ else
+ _videoMode.mode = mode;
+
+ _transactionDetails.needRefresh = true;
+ _aspectRatioCorrection = false;
+ }
+}
+
+#endif
diff --git a/backends/graphics/opengl/opengl-graphics.h b/backends/graphics/opengl/opengl-graphics.h
new file mode 100644
index 0000000000..9b3340aef2
--- /dev/null
+++ b/backends/graphics/opengl/opengl-graphics.h
@@ -0,0 +1,293 @@
+/* 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.
+ *
+ * $URL$
+ * $Id$
+ *
+ */
+
+#ifndef BACKENDS_GRAPHICS_OPENGL_H
+#define BACKENDS_GRAPHICS_OPENGL_H
+
+#include "backends/graphics/opengl/gltexture.h"
+#include "backends/graphics/graphics.h"
+#include "common/events.h"
+
+// Uncomment this to enable the 'on screen display' code.
+#define USE_OSD 1
+
+namespace OpenGL {
+// The OpenGL GFX modes. They have to be inside the OpenGL namespace so they
+// do not clash with the SDL GFX modes.
+enum {
+ GFX_NORMAL = 0,
+ GFX_CONSERVE = 1,
+ GFX_4_3 = 2,
+ GFX_ORIGINAL = 3
+};
+
+}
+
+/**
+ * Open GL graphics manager. This is an abstract class, it does not do the
+ * window and OpenGL context initialization.
+ * Derived classes should at least override internUpdateScreen for doing
+ * the buffers swap, and implement loadGFXMode for handling the window/context if
+ * needed. If USE_RGB_COLOR is enabled, getSupportedFormats must be implemented.
+ */
+class OpenGLGraphicsManager : public GraphicsManager, public Common::EventObserver {
+public:
+ OpenGLGraphicsManager();
+ virtual ~OpenGLGraphicsManager();
+
+ virtual void initEventObserver();
+
+ virtual bool hasFeature(OSystem::Feature f);
+ virtual void setFeatureState(OSystem::Feature f, bool enable);
+ virtual bool getFeatureState(OSystem::Feature f);
+
+ static const OSystem::GraphicsMode *supportedGraphicsModes();
+ virtual const OSystem::GraphicsMode *getSupportedGraphicsModes() const;
+ virtual int getDefaultGraphicsMode() const;
+ virtual bool setGraphicsMode(int mode);
+ virtual int getGraphicsMode() const;
+ virtual void resetGraphicsScale();
+#ifdef USE_RGB_COLOR
+ virtual Graphics::PixelFormat getScreenFormat() const;
+ virtual Common::List<Graphics::PixelFormat> getSupportedFormats() const = 0;
+#endif
+ virtual void initSize(uint width, uint height, const Graphics::PixelFormat *format = NULL);
+ virtual int getScreenChangeID() const;
+
+ virtual void beginGFXTransaction();
+ virtual OSystem::TransactionError endGFXTransaction();
+
+ virtual int16 getHeight();
+ virtual int16 getWidth();
+ virtual void setPalette(const byte *colors, uint start, uint num);
+ virtual void grabPalette(byte *colors, uint start, uint num);
+ virtual void copyRectToScreen(const byte *buf, int pitch, int x, int y, int w, int h);
+ virtual Graphics::Surface *lockScreen();
+ virtual void unlockScreen();
+ virtual void fillScreen(uint32 col);
+ virtual void updateScreen();
+ virtual void setShakePos(int shakeOffset);
+ virtual void setFocusRectangle(const Common::Rect& rect);
+ virtual void clearFocusRectangle();
+
+ virtual void showOverlay();
+ virtual void hideOverlay();
+ virtual Graphics::PixelFormat getOverlayFormat() const;
+ virtual void clearOverlay();
+ virtual void grabOverlay(OverlayColor *buf, int pitch);
+ virtual void copyRectToOverlay(const OverlayColor *buf, int pitch, int x, int y, int w, int h);
+ virtual int16 getOverlayHeight();
+ virtual int16 getOverlayWidth();
+
+ virtual bool showMouse(bool visible);
+ virtual void warpMouse(int x, int y);
+ virtual void setMouseCursor(const byte *buf, uint w, uint h, int hotspotX, int hotspotY, uint32 keycolor, int cursorTargetScale = 1, const Graphics::PixelFormat *format = NULL);
+ virtual void setCursorPalette(const byte *colors, uint start, uint num);
+ virtual void disableCursorPalette(bool disable);
+
+ virtual void displayMessageOnOSD(const char *msg);
+
+ // Override from Common::EventObserver
+ bool notifyEvent(const Common::Event &event);
+
+protected:
+ /**
+ * Setup OpenGL settings
+ */
+ virtual void initGL();
+
+ /**
+ * Creates and refreshs OpenGL textures.
+ */
+ virtual void loadTextures();
+
+ //
+ // GFX and video
+ //
+ enum {
+ kTransactionNone = 0,
+ kTransactionActive = 1,
+ kTransactionRollback = 2
+ };
+
+ struct TransactionDetails {
+ bool sizeChanged;
+ bool needRefresh;
+ bool needUpdatescreen;
+ bool filterChanged;
+#ifdef USE_RGB_COLOR
+ bool formatChanged;
+#endif
+ };
+ TransactionDetails _transactionDetails;
+ int _transactionMode;
+
+ struct VideoState {
+ bool setup;
+
+ bool fullscreen;
+ int activeFullscreenMode;
+
+ int mode;
+ int scaleFactor;
+ bool antialiasing;
+
+ int screenWidth, screenHeight;
+ int overlayWidth, overlayHeight;
+ int hardwareWidth, hardwareHeight;
+#ifdef USE_RGB_COLOR
+ Graphics::PixelFormat format;
+#endif
+ };
+ VideoState _videoMode, _oldVideoMode;
+
+ /**
+ * Sets the OpenGL texture format for the given pixel format. If format is not support will raise an error.
+ */
+ virtual void getGLPixelFormat(Graphics::PixelFormat pixelFormat, byte &bpp, GLenum &intFormat, GLenum &glFormat, GLenum &type);
+
+ virtual void internUpdateScreen();
+ virtual bool loadGFXMode();
+ virtual void unloadGFXMode();
+
+ virtual void setScale(int newScale);
+
+ // Drawing coordinates for the current display mode and scale
+ int _displayX;
+ int _displayY;
+ int _displayWidth;
+ int _displayHeight;
+
+ /**
+ * Sets the dispaly mode.
+ * @mode the dispaly mode, if -1 it will switch to next mode. If -2 to previous mode.
+ */
+ virtual void switchDisplayMode(int mode);
+
+ virtual const char *getCurrentModeName();
+
+ virtual void calculateDisplaySize(int &width, int &height);
+ virtual void refreshDisplaySize();
+
+ bool _aspectRatioCorrection;
+
+ /**
+ * Returns the current target aspect ratio x 10000
+ */
+ virtual uint getAspectRatio();
+
+ bool _formatBGR;
+
+ //
+ // Game screen
+ //
+ GLTexture* _gameTexture;
+ Graphics::Surface _screenData;
+ int _screenChangeCount;
+ bool _screenNeedsRedraw;
+ Common::Rect _screenDirtyRect;
+
+#ifdef USE_RGB_COLOR
+ Graphics::PixelFormat _screenFormat;
+#endif
+ byte *_gamePalette;
+
+ virtual void refreshGameScreen();
+
+ // Shake mode
+ int _shakePos;
+
+ //
+ // Overlay
+ //
+ GLTexture* _overlayTexture;
+ Graphics::Surface _overlayData;
+ Graphics::PixelFormat _overlayFormat;
+ bool _overlayVisible;
+ bool _overlayNeedsRedraw;
+ Common::Rect _overlayDirtyRect;
+
+ virtual void refreshOverlay();
+
+ //
+ // Mouse
+ //
+ struct MousePos {
+ // The mouse position, using either virtual (game) or real
+ // (overlay) coordinates.
+ int16 x, y;
+
+ // The size and hotspot of the original cursor image.
+ int16 w, h;
+ int16 hotX, hotY;
+
+ // The size and hotspot of the scaled cursor, in real coordinates.
+ int16 rW, rH;
+ int16 rHotX, rHotY;
+
+ // The size and hotspot of the scaled cursor, in game coordinates.
+ int16 vW, vH;
+ int16 vHotX, vHotY;
+
+ MousePos() : x(0), y(0), w(0), h(0), hotX(0), hotY(0),
+ rW(0), rH(0), rHotX(0), rHotY(0), vW(0), vH(0),
+ vHotX(0), vHotY(0) {}
+ };
+
+ GLTexture* _cursorTexture;
+ Graphics::Surface _cursorData;
+ Graphics::PixelFormat _cursorFormat;
+ byte *_cursorPalette;
+ bool _cursorPaletteDisabled;
+ MousePos _cursorState;
+ bool _cursorVisible;
+ uint32 _cursorKeyColor;
+ int _cursorTargetScale;
+ bool _cursorNeedsRedraw;
+
+ virtual void refreshCursor();
+ virtual void refreshCursorScale();
+ virtual void adjustMouseEvent(const Common::Event &event);
+ virtual void setMousePos(int x, int y);
+
+ //
+ // Misc
+ //
+ virtual bool saveScreenshot(const char *filename);
+
+#ifdef USE_OSD
+ GLTexture *_osdTexture;
+ Graphics::Surface _osdSurface;
+ uint8 _osdAlpha;
+ uint32 _osdFadeStartTime;
+ enum {
+ kOSDFadeOutDelay = 2 * 1000,
+ kOSDFadeOutDuration = 500,
+ kOSDInitialAlpha = 80
+ };
+#endif
+};
+
+#endif