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author | Matthew Hoops | 2012-08-26 15:49:45 -0400 |
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committer | Matthew Hoops | 2012-08-26 16:12:25 -0400 |
commit | bb1e60e8b2f3bba06ae3b089097f94ea82a70c8a (patch) | |
tree | a434233367725fbb6dc7072776c312f52254d57f /backends/graphics/openpandora/op-graphics.cpp | |
parent | 7a49b3669a0e18210a2f5409cb35da735f549b11 (diff) | |
parent | 857b92f8ffececa9c1f990d21a6a8d1630199a62 (diff) | |
download | scummvm-rg350-bb1e60e8b2f3bba06ae3b089097f94ea82a70c8a.tar.gz scummvm-rg350-bb1e60e8b2f3bba06ae3b089097f94ea82a70c8a.tar.bz2 scummvm-rg350-bb1e60e8b2f3bba06ae3b089097f94ea82a70c8a.zip |
Merge remote branch 'upstream/master' into pegasus
Conflicts:
AUTHORS
devtools/credits.pl
gui/credits.h
Diffstat (limited to 'backends/graphics/openpandora/op-graphics.cpp')
-rw-r--r-- | backends/graphics/openpandora/op-graphics.cpp | 43 |
1 files changed, 37 insertions, 6 deletions
diff --git a/backends/graphics/openpandora/op-graphics.cpp b/backends/graphics/openpandora/op-graphics.cpp index 5f0301a0c8..f371081fde 100644 --- a/backends/graphics/openpandora/op-graphics.cpp +++ b/backends/graphics/openpandora/op-graphics.cpp @@ -26,28 +26,59 @@ #include "backends/graphics/openpandora/op-graphics.h" #include "backends/events/openpandora/op-events.h" -//#include "backends/platform/openpandora/op-sdl.h" #include "graphics/scaler/aspect.h" #include "common/mutex.h" #include "common/textconsole.h" +static SDL_Cursor *hiddenCursor; + OPGraphicsManager::OPGraphicsManager(SdlEventSource *sdlEventSource) : SurfaceSdlGraphicsManager(sdlEventSource) { } bool OPGraphicsManager::loadGFXMode() { - /* FIXME: For now we just cheat and set the overlay to 640*480 not 800*480 and let SDL - deal with the boarders (it saves cleaning up the overlay when the game screen is - smaller than the overlay ;) + + uint8_t hiddenCursorData = 0; + hiddenCursor = SDL_CreateCursor(&hiddenCursorData, &hiddenCursorData, 8, 1, 0, 0); + + /* On the OpenPandora we need to work around an SDL assumption that + returns relative mouse coordinates when you get to the screen + edges using the touchscreen. The workaround is to set a blank + SDL cursor and not disable it (Hackish I know). + + The root issues likes in the Windows Manager GRAB code in SDL. + That is why the issue is not seen on framebuffer devices like the + GP2X (there is no X window manager ;)). */ - _videoMode.overlayWidth = 640; - _videoMode.overlayHeight = 480; + SDL_ShowCursor(SDL_ENABLE); + SDL_SetCursor(hiddenCursor); + _videoMode.fullscreen = true; + _videoMode.overlayWidth = _videoMode.screenWidth * _videoMode.scaleFactor; + _videoMode.overlayHeight = _videoMode.screenHeight * _videoMode.scaleFactor; + if (_videoMode.screenHeight != 200 && _videoMode.screenHeight != 400) _videoMode.aspectRatioCorrection = false; + if (_videoMode.aspectRatioCorrection) + _videoMode.overlayHeight = real2Aspect(_videoMode.overlayHeight); + + _videoMode.hardwareWidth = _videoMode.screenWidth * _videoMode.scaleFactor; + _videoMode.hardwareHeight = effectiveScreenHeight(); + return SurfaceSdlGraphicsManager::loadGFXMode(); } +void OPGraphicsManager::unloadGFXMode() { + + uint8_t hiddenCursorData = 0; + hiddenCursor = SDL_CreateCursor(&hiddenCursorData, &hiddenCursorData, 8, 1, 0, 0); + + // Free the hidden SDL cursor created in loadGFXMode + SDL_FreeCursor(hiddenCursor); + + SurfaceSdlGraphicsManager::unloadGFXMode(); +} + #endif |