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author | Colin Snover | 2017-08-27 22:21:05 -0500 |
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committer | Colin Snover | 2017-10-07 12:30:29 -0500 |
commit | ebe6c40a6abb2789349c2b6471eef24ac270ab94 (patch) | |
tree | a54844f3eadc19e0cb168879466da165843d7c9f /backends/graphics | |
parent | 83436e685fe5c0fd05fa49c8e85386a1115dee58 (diff) | |
download | scummvm-rg350-ebe6c40a6abb2789349c2b6471eef24ac270ab94.tar.gz scummvm-rg350-ebe6c40a6abb2789349c2b6471eef24ac270ab94.tar.bz2 scummvm-rg350-ebe6c40a6abb2789349c2b6471eef24ac270ab94.zip |
SDL: Do not reset window size when engines update rendering surface
This change allows:
* Engines to update their target rendering surface/size and pixel
format with the backend multiple times during gameplay;
* Users to resize the ScummVM window without having it reset
size/position every time an engine updates its target surface
format;
* Conversions/scaling to continue to run efficiently in hardware,
instead of requiring engines to pick their maximum possible
output format once and upscale inefficiently in software;
* The window to reset size once when an engine calls to set its
initial output size, and to reset again once ScummVM returns to
the launcher.
This is relevant for at least SCI32 and DreamWeb engines, which
perform graphics mode switches during games.
Diffstat (limited to 'backends/graphics')
-rw-r--r-- | backends/graphics/openglsdl/openglsdl-graphics.cpp | 12 | ||||
-rw-r--r-- | backends/graphics/sdl/sdl-graphics.cpp | 30 | ||||
-rw-r--r-- | backends/graphics/sdl/sdl-graphics.h | 11 | ||||
-rw-r--r-- | backends/graphics/surfacesdl/surfacesdl-graphics.cpp | 9 |
4 files changed, 48 insertions, 14 deletions
diff --git a/backends/graphics/openglsdl/openglsdl-graphics.cpp b/backends/graphics/openglsdl/openglsdl-graphics.cpp index f664314862..efc10a0d2c 100644 --- a/backends/graphics/openglsdl/openglsdl-graphics.cpp +++ b/backends/graphics/openglsdl/openglsdl-graphics.cpp @@ -509,16 +509,8 @@ bool OpenGLSdlGraphicsManager::setupMode(uint width, uint height) { SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, _glContextMajor); SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, _glContextMinor); - if (!_window->createOrUpdateWindow(width, height, flags)) { - // We treat fullscreen requests as a "hint" for now. This means in - // case it is not available we simply ignore it. - if (_wantsFullScreen) { - _window->createOrUpdateWindow(width, height, SDL_WINDOW_OPENGL | SDL_WINDOW_RESIZABLE); - } - - if (!_window->getSDLWindow()) { - return false; - } + if (!createOrUpdateWindow(width, height, flags)) { + return false; } _glContext = SDL_GL_CreateContext(_window->getSDLWindow()); diff --git a/backends/graphics/sdl/sdl-graphics.cpp b/backends/graphics/sdl/sdl-graphics.cpp index a13ca45477..aa6087beae 100644 --- a/backends/graphics/sdl/sdl-graphics.cpp +++ b/backends/graphics/sdl/sdl-graphics.cpp @@ -21,13 +21,16 @@ */ #include "backends/graphics/sdl/sdl-graphics.h" - #include "backends/platform/sdl/sdl-sys.h" #include "backends/events/sdl/sdl-events.h" #include "common/textconsole.h" SdlGraphicsManager::SdlGraphicsManager(SdlEventSource *source, SdlWindow *window) - : _eventSource(source), _window(window) { + : _eventSource(source), _window(window) +#if SDL_VERSION_ATLEAST(2, 0, 0) + , _allowWindowSizeReset(false), _lastFlags(0) +#endif + { } SdlGraphicsManager::~SdlGraphicsManager() { @@ -73,3 +76,26 @@ bool SdlGraphicsManager::setState(const State &state) { } } +#if SDL_VERSION_ATLEAST(2, 0, 0) +bool SdlGraphicsManager::createOrUpdateWindow(const int width, const int height, const Uint32 flags) { + if (!_window) { + return false; + } + + // We only update the actual window when flags change (which usually means + // fullscreen mode is entered/exited) or when updates are forced so that we + // do not reset the window size whenever a game makes a call to change the + // size or pixel format of the internal game surface (since a user may have + // resized the game window) + if (!_window->getSDLWindow() || _lastFlags != flags || _allowWindowSizeReset) { + if (!_window->createOrUpdateWindow(width, height, flags)) { + return false; + } + + _lastFlags = flags; + _allowWindowSizeReset = false; + } + + return true; +} +#endif diff --git a/backends/graphics/sdl/sdl-graphics.h b/backends/graphics/sdl/sdl-graphics.h index 7f8790a9b4..937beef9b4 100644 --- a/backends/graphics/sdl/sdl-graphics.h +++ b/backends/graphics/sdl/sdl-graphics.h @@ -123,6 +123,17 @@ public: SdlWindow *getWindow() const { return _window; } protected: +#if SDL_VERSION_ATLEAST(2, 0, 0) +public: + void unlockWindowSize() { _allowWindowSizeReset = true; } + +protected: + Uint32 _lastFlags; + bool _allowWindowSizeReset; + + bool createOrUpdateWindow(const int width, const int height, const Uint32 flags); +#endif + SdlEventSource *_eventSource; SdlWindow *_window; }; diff --git a/backends/graphics/surfacesdl/surfacesdl-graphics.cpp b/backends/graphics/surfacesdl/surfacesdl-graphics.cpp index 983b71ab28..cd7e11b32d 100644 --- a/backends/graphics/surfacesdl/surfacesdl-graphics.cpp +++ b/backends/graphics/surfacesdl/surfacesdl-graphics.cpp @@ -784,9 +784,14 @@ void SurfaceSdlGraphicsManager::initSize(uint w, uint h, const Graphics::PixelFo } #endif - // Avoid redundant res changes +#if !SDL_VERSION_ATLEAST(2, 0, 0) + // Avoid redundant res changes, only in SDL1. In SDL2, redundancies may not + // actually be redundant if ScummVM is switching between game engines and + // the screen dimensions are being reinitialized, since window resizing is + // supposed to reset when this happens if ((int)w == _videoMode.screenWidth && (int)h == _videoMode.screenHeight) return; +#endif _videoMode.screenWidth = w; _videoMode.screenHeight = h; @@ -2797,7 +2802,7 @@ SDL_Surface *SurfaceSdlGraphicsManager::SDL_SetVideoMode(int width, int height, createWindowFlags |= SDL_WINDOW_FULLSCREEN_DESKTOP; } - if (!_window->createOrUpdateWindow(width, height, createWindowFlags)) { + if (!createOrUpdateWindow(width, height, createWindowFlags)) { return nullptr; } |