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authorMatthew Hoops2012-08-26 15:49:45 -0400
committerMatthew Hoops2012-08-26 16:12:25 -0400
commitbb1e60e8b2f3bba06ae3b089097f94ea82a70c8a (patch)
treea434233367725fbb6dc7072776c312f52254d57f /backends/graphics/openpandora/op-graphics.cpp
parent7a49b3669a0e18210a2f5409cb35da735f549b11 (diff)
parent857b92f8ffececa9c1f990d21a6a8d1630199a62 (diff)
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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.cpp43
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