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authorrsn88872018-01-09 12:05:15 -0600
committerrsn88872018-01-17 18:52:48 -0600
commit6f2a8bdbca43b003a66e405f9f5ab8e3a46bd893 (patch)
treecaf2adc4da301b63d5144c4060eb6a888ea257d9 /backends/graphics
parentedef1d5076011fca2e0aff36923321ab11f584bc (diff)
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PSP2: remove code duplication in psp2 graphicsmanager
Diffstat (limited to 'backends/graphics')
-rw-r--r--backends/graphics/psp2sdl/psp2sdl-graphics.cpp225
-rw-r--r--backends/graphics/psp2sdl/psp2sdl-graphics.h3
-rw-r--r--backends/graphics/surfacesdl/surfacesdl-graphics.h4
3 files changed, 4 insertions, 228 deletions
diff --git a/backends/graphics/psp2sdl/psp2sdl-graphics.cpp b/backends/graphics/psp2sdl/psp2sdl-graphics.cpp
index 4be48b55e0..28e1e71332 100644
--- a/backends/graphics/psp2sdl/psp2sdl-graphics.cpp
+++ b/backends/graphics/psp2sdl/psp2sdl-graphics.cpp
@@ -214,229 +214,6 @@ void PSP2SdlGraphicsManager::updateShader() {
}
}
-void PSP2SdlGraphicsManager::internUpdateScreen() {
- SDL_Surface *srcSurf, *origSurf;
- int height, width;
- ScalerProc *scalerProc;
- int scale1;
-
- // definitions not available for non-DEBUG here. (needed this to compile in SYMBIAN32 & linux?)
-#if defined(DEBUG)
- assert(_hwScreen != NULL);
- assert(_hwScreen->map->sw_data != NULL);
-#endif
-
- // If the shake position changed, fill the dirty area with blackness
- if (_currentShakePos != _newShakePos ||
- (_cursorNeedsRedraw && _mouseBackup.y <= _currentShakePos)) {
- SDL_Rect blackrect = {0, 0, (Uint16)(_videoMode.screenWidth * _videoMode.scaleFactor), (Uint16)(_newShakePos * _videoMode.scaleFactor)};
-
- if (_videoMode.aspectRatioCorrection && !_overlayVisible)
- blackrect.h = real2Aspect(blackrect.h - 1) + 1;
-
- SDL_FillRect(_hwScreen, &blackrect, 0);
-
- _currentShakePos = _newShakePos;
-
- _forceRedraw = true;
- }
-
- // Check whether the palette was changed in the meantime and update the
- // screen surface accordingly.
- if (_screen && _paletteDirtyEnd != 0) {
- SDL_SetColors(_screen, _currentPalette + _paletteDirtyStart,
- _paletteDirtyStart,
- _paletteDirtyEnd - _paletteDirtyStart);
-
- _paletteDirtyEnd = 0;
-
- _forceRedraw = true;
- }
-
- if (!_overlayVisible) {
- origSurf = _screen;
- srcSurf = _tmpscreen;
- width = _videoMode.screenWidth;
- height = _videoMode.screenHeight;
- scalerProc = _scalerProc;
- scale1 = _videoMode.scaleFactor;
- } else {
- origSurf = _overlayscreen;
- srcSurf = _tmpscreen2;
- width = _videoMode.overlayWidth;
- height = _videoMode.overlayHeight;
- scalerProc = Normal1x;
-
- scale1 = 1;
- }
-
- // Add the area covered by the mouse cursor to the list of dirty rects if
- // we have to redraw the mouse.
- if (_cursorNeedsRedraw)
- undrawMouse();
-
-#ifdef USE_OSD
- updateOSD();
-#endif
-
- // Force a full redraw if requested
- if (_forceRedraw) {
- _numDirtyRects = 1;
- _dirtyRectList[0].x = 0;
- _dirtyRectList[0].y = 0;
- _dirtyRectList[0].w = width;
- _dirtyRectList[0].h = height;
- }
-
- // Only draw anything if necessary
- if (_numDirtyRects > 0 || _cursorNeedsRedraw) {
- SDL_Rect *r;
- SDL_Rect dst;
- uint32 srcPitch, dstPitch;
- SDL_Rect *lastRect = _dirtyRectList + _numDirtyRects;
-
- for (r = _dirtyRectList; r != lastRect; ++r) {
- dst = *r;
- dst.x++; // Shift rect by one since 2xSai needs to access the data around
- dst.y++; // any pixel to scale it, and we want to avoid mem access crashes.
-
- if (SDL_BlitSurface(origSurf, r, srcSurf, &dst) != 0)
- error("SDL_BlitSurface failed: %s", SDL_GetError());
- }
-
- SDL_LockSurface(srcSurf);
- srcPitch = srcSurf->pitch;
- dstPitch = _hwScreen->pitch;
-
- for (r = _dirtyRectList; r != lastRect; ++r) {
- register int dst_y = r->y + _currentShakePos;
- register int dst_h = 0;
-#ifdef USE_SCALERS
- register int orig_dst_y = 0;
-#endif
- register int rx1 = r->x * scale1;
-
- if (dst_y < height) {
- dst_h = r->h;
- if (dst_h > height - dst_y)
- dst_h = height - dst_y;
-
-#ifdef USE_SCALERS
- orig_dst_y = dst_y;
-#endif
- dst_y = dst_y * scale1;
-
- if (_videoMode.aspectRatioCorrection && !_overlayVisible)
- dst_y = real2Aspect(dst_y);
-
- assert(scalerProc != NULL);
- scalerProc((byte *)srcSurf->pixels + (r->x * 2 + 2) + (r->y + 1) * srcPitch, srcPitch,
- (byte *)_hwScreen->pixels + rx1 * 2 + dst_y * dstPitch, dstPitch, r->w, dst_h);
- }
-
- r->x = rx1;
- r->y = dst_y;
- r->w = r->w * scale1;
- r->h = dst_h * scale1;
-
-#ifdef USE_SCALERS
- if (_videoMode.aspectRatioCorrection && orig_dst_y < height && !_overlayVisible)
- r->h = stretch200To240((uint8 *) _hwScreen->pixels, dstPitch, r->w, r->h, r->x, r->y, orig_dst_y * scale1);
-#endif
- }
- SDL_UnlockSurface(srcSurf);
- // Readjust the dirty rect list in case we are doing a full update.
- // This is necessary if shaking is active.
- if (_forceRedraw) {
- _dirtyRectList[0].y = 0;
- _dirtyRectList[0].h = _videoMode.hardwareHeight;
- }
-
- drawMouse();
-
-#ifdef USE_OSD
- drawOSD();
-#endif
-
-#ifdef USE_SDL_DEBUG_FOCUSRECT
- // We draw the focus rectangle on top of everything, to assure it's easily visible.
- // Of course when the overlay is visible we do not show it, since it is only for game
- // specific focus.
- if (_enableFocusRect && !_overlayVisible) {
- int y = _focusRect.top + _currentShakePos;
- int h = 0;
- int x = _focusRect.left * scale1;
- int w = _focusRect.width() * scale1;
-
- if (y < height) {
- h = _focusRect.height();
- if (h > height - y)
- h = height - y;
-
- y *= scale1;
-
- if (_videoMode.aspectRatioCorrection && !_overlayVisible)
- y = real2Aspect(y);
-
- if (h > 0 && w > 0) {
- // Use white as color for now.
- Uint32 rectColor = SDL_MapRGB(_hwScreen->format, 0xFF, 0xFF, 0xFF);
-
- // First draw the top and bottom lines
- // then draw the left and right lines
- if (_hwScreen->format->BytesPerPixel == 2) {
- uint16 *top = (uint16 *)((byte *)_hwScreen->pixels + y * _hwScreen->pitch + x * 2);
- uint16 *bottom = (uint16 *)((byte *)_hwScreen->pixels + (y + h) * _hwScreen->pitch + x * 2);
- byte *left = ((byte *)_hwScreen->pixels + y * _hwScreen->pitch + x * 2);
- byte *right = ((byte *)_hwScreen->pixels + y * _hwScreen->pitch + (x + w - 1) * 2);
-
- while (w--) {
- *top++ = rectColor;
- *bottom++ = rectColor;
- }
-
- while (h--) {
- *(uint16 *)left = rectColor;
- *(uint16 *)right = rectColor;
-
- left += _hwScreen->pitch;
- right += _hwScreen->pitch;
- }
- } else if (_hwScreen->format->BytesPerPixel == 4) {
- uint32 *top = (uint32 *)((byte *)_hwScreen->pixels + y * _hwScreen->pitch + x * 4);
- uint32 *bottom = (uint32 *)((byte *)_hwScreen->pixels + (y + h) * _hwScreen->pitch + x * 4);
- byte *left = ((byte *)_hwScreen->pixels + y * _hwScreen->pitch + x * 4);
- byte *right = ((byte *)_hwScreen->pixels + y * _hwScreen->pitch + (x + w - 1) * 4);
-
- while (w--) {
- *top++ = rectColor;
- *bottom++ = rectColor;
- }
-
- while (h--) {
- *(uint32 *)left = rectColor;
- *(uint32 *)right = rectColor;
-
- left += _hwScreen->pitch;
- right += _hwScreen->pitch;
- }
- }
- }
- }
- }
-#endif
-
- // Finally, blit all our changes to the screen
- if (!_displayDisabled) {
- PSP2_UpdateRects(_hwScreen, _numDirtyRects, _dirtyRectList);
- }
- }
-
- _numDirtyRects = 0;
- _forceRedraw = false;
- _cursorNeedsRedraw = false;
-}
-
void PSP2SdlGraphicsManager::setAspectRatioCorrection(bool enable) {
Common::StackLock lock(_graphicsMutex);
@@ -473,7 +250,7 @@ SDL_Surface *PSP2SdlGraphicsManager::SDL_SetVideoMode(int width, int height, int
return screen;
}
-void PSP2SdlGraphicsManager::PSP2_UpdateRects(SDL_Surface *screen, int numrects, SDL_Rect *rects) {
+void PSP2SdlGraphicsManager::SDL_UpdateRects(SDL_Surface *screen, int numrects, SDL_Rect *rects) {
int x, y, w, h;
float sx, sy;
float ratio = (float)screen->w / (float)screen->h;
diff --git a/backends/graphics/psp2sdl/psp2sdl-graphics.h b/backends/graphics/psp2sdl/psp2sdl-graphics.h
index 0cabeb094d..3264323d1e 100644
--- a/backends/graphics/psp2sdl/psp2sdl-graphics.h
+++ b/backends/graphics/psp2sdl/psp2sdl-graphics.h
@@ -39,11 +39,10 @@ protected:
virtual void unloadGFXMode() override;
virtual bool hotswapGFXMode() override;
- virtual void internUpdateScreen() override;
virtual void updateShader() override;
virtual void setAspectRatioCorrection(bool enable) override;
virtual SDL_Surface *SDL_SetVideoMode(int width, int height, int bpp, Uint32 flags) override;
- void PSP2_UpdateRects(SDL_Surface *screen, int numrects, SDL_Rect *rects);
+ virtual void SDL_UpdateRects(SDL_Surface *screen, int numrects, SDL_Rect *rects) override;
void PSP2_UpdateFiltering();
bool _hardwareAspectRatioCorrection;
diff --git a/backends/graphics/surfacesdl/surfacesdl-graphics.h b/backends/graphics/surfacesdl/surfacesdl-graphics.h
index 60f5d29f55..c6c2f35fae 100644
--- a/backends/graphics/surfacesdl/surfacesdl-graphics.h
+++ b/backends/graphics/surfacesdl/surfacesdl-graphics.h
@@ -187,8 +187,8 @@ protected:
void deinitializeRenderer();
void recreateScreenTexture();
- virtual SDL_Surface *SDL_SetVideoMode(int width, int height, int bpp, Uint32 flags);
- void SDL_UpdateRects(SDL_Surface *screen, int numrects, SDL_Rect *rects);
+ virtual SDL_Surface *SDL_SetVideoMode(int width, int height, int bpp, Uint32 flags) override;
+ virtual void SDL_UpdateRects(SDL_Surface *screen, int numrects, SDL_Rect *rects) override;
#endif
/** Unseen game screen */