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author | dhewg | 2011-03-13 22:31:28 +0100 |
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committer | dhewg | 2011-03-13 23:30:16 +0100 |
commit | 79d991081dbeaddd0294c6bbf01675d1ec1fbb72 (patch) | |
tree | e7c712df278ba9b984f460842fb0f9d0234e83ba /backends/platform/android/gfx.cpp | |
parent | 4267011e3a42b3f633f86e3df6af12c456aa0f60 (diff) | |
download | scummvm-rg350-79d991081dbeaddd0294c6bbf01675d1ec1fbb72.tar.gz scummvm-rg350-79d991081dbeaddd0294c6bbf01675d1ec1fbb72.tar.bz2 scummvm-rg350-79d991081dbeaddd0294c6bbf01675d1ec1fbb72.zip |
ANDROID: Add support for video feature flags
kFeatureFullscreenMode and kFeatureAspectRatioCorrection are supported
now. The former prevents scaling to the full display - it scales one
axis and keeps the game AR.
Diffstat (limited to 'backends/platform/android/gfx.cpp')
-rw-r--r-- | backends/platform/android/gfx.cpp | 87 |
1 files changed, 72 insertions, 15 deletions
diff --git a/backends/platform/android/gfx.cpp b/backends/platform/android/gfx.cpp index 2543ac7a3e..20534331bc 100644 --- a/backends/platform/android/gfx.cpp +++ b/backends/platform/android/gfx.cpp @@ -267,7 +267,7 @@ void OSystem_Android::initSize(uint width, uint height, _game_texture->fillBuffer(0); #endif - _game_texture->setDrawRect(0, 0, _egl_surface_width, _egl_surface_height); + updateScreenRect(); // Don't know mouse size yet - it gets reallocated in // setMouseCursor. We need the palette allocated before @@ -275,10 +275,54 @@ void OSystem_Android::initSize(uint width, uint height, // size (it's small). _mouse_texture_palette->allocBuffer(20, 20); + clearScreen(true); +} + +void OSystem_Android::clearScreen(bool swapBuffers) { // clear screen GLCALL(glClearColorx(0, 0, 0, 1 << 16)); GLCALL(glClear(GL_COLOR_BUFFER_BIT)); - JNI::swapBuffers(); + + if (swapBuffers) + JNI::swapBuffers(); +} + +void OSystem_Android::updateScreenRect() { + uint16 w = _game_texture->width(); + uint16 h = _game_texture->height(); + + Common::Rect rect(0, 0, _egl_surface_width, _egl_surface_height); + + if (!_fullscreen) { + if (_ar_correction && w == 320 && h == 200) + h = 240; + + float dpi[2]; + JNI::getDPI(dpi); + + float screen_ar; + if (dpi[0] != 0.0 && dpi[1] != 0.0) { + // horizontal orientation + screen_ar = (dpi[1] * _egl_surface_width) / + (dpi[0] * _egl_surface_height); + } else { + screen_ar = float(_egl_surface_width) / float(_egl_surface_height); + } + + float game_ar = float(w) / float(h); + + if (screen_ar > game_ar) { + rect.setWidth(round(_egl_surface_height * game_ar)); + rect.moveTo((_egl_surface_width - rect.width()) / 2, 0); + } else { + rect.setHeight(round(_egl_surface_width / game_ar)); + rect.moveTo((_egl_surface_height - rect.height()) / 2, 0); + } + } + + glScissor(rect.left, rect.top, rect.width(), rect.height()); + + _game_texture->setDrawRect(rect); } int OSystem_Android::getScreenChangeID() const { @@ -353,6 +397,10 @@ void OSystem_Android::updateScreen() { _force_redraw = false; + // clear pointer leftovers in dead areas + if (_show_overlay && !_fullscreen) + clearScreen(false); + GLCALL(glPushMatrix()); if (_shake_offset != 0 || @@ -361,8 +409,7 @@ void OSystem_Android::updateScreen() { _game_texture->height()).contains(_focus_rect))) { // These are the only cases where _game_texture doesn't // cover the entire screen. - GLCALL(glClearColorx(0, 0, 0, 1 << 16)); - GLCALL(glClear(GL_COLOR_BUFFER_BIT)); + clearScreen(false); // Move everything up by _shake_offset (game) pixels GLCALL(glTranslatex(0, -_shake_offset << 16, 0)); @@ -397,28 +444,32 @@ void OSystem_Android::updateScreen() { if (_show_mouse) { GLCALL(glPushMatrix()); - // Scale up ScummVM -> OpenGL (pixel) coordinates - int texwidth, texheight; + Common::Point mouse = getEventManager()->getMousePos(); + // Scale up ScummVM -> OpenGL (pixel) coordinates if (_show_overlay) { - texwidth = getOverlayWidth(); - texheight = getOverlayHeight(); + GLCALL(glScalex(xdiv(_egl_surface_width, + _overlay_texture->width()), + xdiv(_egl_surface_height, + _overlay_texture->height()), + 1 << 16)); } else { - texwidth = getWidth(); - texheight = getHeight(); + const Common::Rect &r = _game_texture->getDrawRect(); + + GLCALL(glTranslatex(r.left << 16, + r.top << 16, + 0)); + GLCALL(glScalex(xdiv(r.width(), _game_texture->width()), + xdiv(r.height(), _game_texture->height()), + 1 << 16)); } - GLCALL(glScalex(xdiv(_egl_surface_width, texwidth), - xdiv(_egl_surface_height, texheight), - 1 << 16)); - GLCALL(glTranslatex((-_mouse_hotspot.x * cs) << 16, (-_mouse_hotspot.y * cs) << 16, 0)); // Note the extra half texel to position the mouse in // the middle of the x,y square: - const Common::Point& mouse = getEventManager()->getMousePos(); GLCALL(glTranslatex((mouse.x << 16) | 1 << 15, (mouse.y << 16) | 1 << 15, 0)); @@ -494,6 +545,8 @@ void OSystem_Android::showOverlay() { _show_overlay = true; _force_redraw = true; + + GLCALL(glDisable(GL_SCISSOR_TEST)); } void OSystem_Android::hideOverlay() { @@ -501,6 +554,10 @@ void OSystem_Android::hideOverlay() { _show_overlay = false; _force_redraw = true; + + clearScreen(false); + + GLCALL(glEnable(GL_SCISSOR_TEST)); } void OSystem_Android::clearOverlay() { |