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author | Willem Jan Palenstijn | 2011-08-22 08:53:42 +0200 |
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committer | Willem Jan Palenstijn | 2011-08-22 08:57:06 +0200 |
commit | 4f748884bc48cea7d92b7c28b53744a9a92c2f0c (patch) | |
tree | f5b942cc6a4ea5bda64f125b0aa7ab76d7b058d5 /backends/platform/bada/graphics.cpp | |
parent | ae19be062824c7e17632d2c4da7ba5c2f4624095 (diff) | |
parent | c39b7491e6a23450ae0dc41ca6f3c3b06ed91c2e (diff) | |
download | scummvm-rg350-4f748884bc48cea7d92b7c28b53744a9a92c2f0c.tar.gz scummvm-rg350-4f748884bc48cea7d92b7c28b53744a9a92c2f0c.tar.bz2 scummvm-rg350-4f748884bc48cea7d92b7c28b53744a9a92c2f0c.zip |
Merge pull request #67 from chrisws/initial-bada-port-master
This is the initial implementation of the BADA port.
Diffstat (limited to 'backends/platform/bada/graphics.cpp')
-rwxr-xr-x | backends/platform/bada/graphics.cpp | 315 |
1 files changed, 315 insertions, 0 deletions
diff --git a/backends/platform/bada/graphics.cpp b/backends/platform/bada/graphics.cpp new file mode 100755 index 0000000000..81176b13d3 --- /dev/null +++ b/backends/platform/bada/graphics.cpp @@ -0,0 +1,315 @@ +/* ScummVM - Graphic Adventure Engine
+ *
+ * ScummVM is the legal property of its developers, whose names
+ * are too numerous to list here. Please refer to the COPYRIGHT
+ * file distributed with this source distribution.
+ *
+ * This program is free software; you can redistribute it and/or
+ * modify it under the terms of the GNU General Public License
+ * as published by the Free Software Foundation; either version 2
+ * of the License, or (at your option) any later version.
+ *
+ * This program is distributed in the hope that it will be useful,
+ * but WITHOUT ANY WARRANTY; without even the implied warranty of
+ * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+ * GNU General Public License for more details.
+ *
+ * You should have received a copy of the GNU General Public License
+ * along with this program; if not, write to the Free Software
+ * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
+ *
+ */
+
+#include "graphics/fontman.h"
+
+#include "backends/platform/bada/form.h"
+#include "backends/platform/bada/system.h"
+#include "backends/platform/bada/graphics.h"
+
+//
+// BadaGraphicsManager
+//
+BadaGraphicsManager::BadaGraphicsManager(BadaAppForm *appForm) :
+ _appForm(appForm),
+ _eglDisplay(EGL_DEFAULT_DISPLAY),
+ _eglSurface(EGL_NO_SURFACE),
+ _eglConfig(0),
+ _eglContext(EGL_NO_CONTEXT),
+ _initState(true) {
+ assert(appForm != NULL);
+ _videoMode.fullscreen = true;
+ _videoMode.antialiasing = true;
+}
+
+const Graphics::Font *BadaGraphicsManager::getFontOSD() {
+ return FontMan.getFontByUsage(Graphics::FontManager::kBigGUIFont);
+}
+
+bool BadaGraphicsManager::moveMouse(int16 &x, int16 &y) {
+ int16 currentX = _cursorState.x;
+ int16 currentY = _cursorState.y;
+
+ // save the current hardware coordinates
+ _cursorState.x = x;
+ _cursorState.y = y;
+
+ // return x/y as game coordinates
+ adjustMousePosition(x, y);
+
+ // convert current x/y to game coordinates
+ adjustMousePosition(currentX, currentY);
+
+ // return whether game coordinates have changed
+ return (currentX != x || currentY != y);
+}
+
+Common::List<Graphics::PixelFormat> BadaGraphicsManager::getSupportedFormats() const {
+ logEntered();
+
+ Common::List<Graphics::PixelFormat> res;
+ res.push_back(Graphics::PixelFormat(2, 4, 4, 4, 4, 12, 8, 4, 0));
+ res.push_back(Graphics::PixelFormat(2, 5, 6, 5, 0, 11, 5, 0, 0));
+ res.push_back(Graphics::PixelFormat(2, 5, 5, 5, 1, 11, 6, 1, 0));
+ res.push_back(Graphics::PixelFormat::createFormatCLUT8());
+ return res;
+}
+
+bool BadaGraphicsManager::hasFeature(OSystem::Feature f) {
+ bool result = (f == OSystem::kFeatureFullscreenMode ||
+ f == OSystem::kFeatureVirtualKeyboard ||
+ OpenGLGraphicsManager::hasFeature(f));
+ return result;
+}
+
+void BadaGraphicsManager::setFeatureState(OSystem::Feature f, bool enable) {
+ OpenGLGraphicsManager::setFeatureState(f, enable);
+}
+
+void BadaGraphicsManager::setReady() {
+ _initState = false;
+}
+
+void BadaGraphicsManager::updateScreen() {
+ if (_transactionMode == kTransactionNone) {
+ internUpdateScreen();
+ }
+}
+
+bool BadaGraphicsManager::loadEgl() {
+ logEntered();
+
+ EGLint numConfigs = 1;
+ EGLint eglConfigList[] = {
+ EGL_RED_SIZE, 5,
+ EGL_GREEN_SIZE, 6,
+ EGL_BLUE_SIZE, 5,
+ EGL_ALPHA_SIZE, 0,
+ EGL_DEPTH_SIZE, 8,
+ EGL_SURFACE_TYPE, EGL_WINDOW_BIT,
+ EGL_RENDERABLE_TYPE, EGL_OPENGL_ES_BIT,
+ EGL_NONE
+ };
+
+ EGLint eglContextList[] = {
+ EGL_CONTEXT_CLIENT_VERSION, 1,
+ EGL_NONE
+ };
+
+ eglBindAPI(EGL_OPENGL_ES_API);
+
+ if (_eglDisplay) {
+ unloadGFXMode();
+ }
+
+ _eglDisplay = eglGetDisplay((EGLNativeDisplayType) EGL_DEFAULT_DISPLAY);
+ if (EGL_NO_DISPLAY == _eglDisplay) {
+ systemError("eglGetDisplay() failed");
+ return false;
+ }
+
+ if (EGL_FALSE == eglInitialize(_eglDisplay, NULL, NULL) ||
+ EGL_SUCCESS != eglGetError()) {
+ systemError("eglInitialize() failed");
+ return false;
+ }
+
+ if (EGL_FALSE == eglChooseConfig(_eglDisplay, eglConfigList,
+ &_eglConfig, 1, &numConfigs) ||
+ EGL_SUCCESS != eglGetError()) {
+ systemError("eglChooseConfig() failed");
+ return false;
+ }
+
+ if (!numConfigs) {
+ systemError("eglChooseConfig() failed. Matching config does not exist \n");
+ return false;
+ }
+
+ _eglSurface = eglCreateWindowSurface(_eglDisplay, _eglConfig,
+ (EGLNativeWindowType)_appForm, NULL);
+ if (EGL_NO_SURFACE == _eglSurface || EGL_SUCCESS != eglGetError()) {
+ systemError("eglCreateWindowSurface() failed. EGL_NO_SURFACE");
+ return false;
+ }
+
+ _eglContext = eglCreateContext(_eglDisplay, _eglConfig,
+ EGL_NO_CONTEXT, eglContextList);
+ if (EGL_NO_CONTEXT == _eglContext ||
+ EGL_SUCCESS != eglGetError()) {
+ systemError("eglCreateContext() failed");
+ return false;
+ }
+
+ if (false == eglMakeCurrent(_eglDisplay, _eglSurface, _eglSurface, _eglContext) ||
+ EGL_SUCCESS != eglGetError()) {
+ systemError("eglMakeCurrent() failed");
+ return false;
+ }
+
+ logLeaving();
+ return true;
+}
+
+bool BadaGraphicsManager::loadGFXMode() {
+ logEntered();
+
+ if (!loadEgl()) {
+ unloadGFXMode();
+ return false;
+ }
+
+ int x, y, width, height;
+ _appForm->GetBounds(x, y, width, height);
+ _videoMode.overlayWidth = _videoMode.hardwareWidth = width;
+ _videoMode.overlayHeight = _videoMode.hardwareHeight = height;
+ _videoMode.scaleFactor = 3; // for proportional sized cursor in the launcher
+
+ AppLog("screen size: %dx%d", _videoMode.hardwareWidth, _videoMode.hardwareHeight);
+ return OpenGLGraphicsManager::loadGFXMode();
+}
+
+void BadaGraphicsManager::loadTextures() {
+ logEntered();
+
+ OpenGLGraphicsManager::loadTextures();
+
+ // prevent image skew in some games, see:
+ // http://www.opengl.org/resources/features/KilgardTechniques/oglpitfall
+ // note: this did not solve the pixel border problem in refreshGameScreen()
+ glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
+}
+
+void BadaGraphicsManager::internUpdateScreen() {
+ if (!_initState) {
+ OpenGLGraphicsManager::internUpdateScreen();
+ eglSwapBuffers(_eglDisplay, _eglSurface);
+ } else {
+ showSplash();
+ }
+}
+
+void BadaGraphicsManager::unloadGFXMode() {
+ logEntered();
+
+ if (EGL_NO_DISPLAY != _eglDisplay) {
+ eglMakeCurrent(_eglDisplay, NULL, NULL, NULL);
+
+ if (_eglContext != EGL_NO_CONTEXT) {
+ eglDestroyContext(_eglDisplay, _eglContext);
+ _eglContext = EGL_NO_CONTEXT;
+ }
+
+ if (_eglSurface != EGL_NO_SURFACE) {
+ eglDestroySurface(_eglDisplay, _eglSurface);
+ _eglSurface = EGL_NO_SURFACE;
+ }
+
+ eglTerminate(_eglDisplay);
+ _eglDisplay = EGL_NO_DISPLAY;
+ }
+
+ _eglConfig = NULL;
+
+ OpenGLGraphicsManager::unloadGFXMode();
+ logLeaving();
+}
+
+void BadaGraphicsManager::refreshGameScreen() {
+ if (_screenNeedsRedraw)
+ _screenDirtyRect = Common::Rect(0, 0, _screenData.w, _screenData.h);
+
+ int x = _screenDirtyRect.left;
+ int y = _screenDirtyRect.top;
+ int w = _screenDirtyRect.width();
+ int h = _screenDirtyRect.height();
+
+ if (_screenData.format.bytesPerPixel == 1) {
+ // Create a temporary RGB888 surface
+ int sw = w;
+ int sh = h;
+
+ if (_videoMode.screenWidth == w && _videoMode.screenHeight == h) {
+ // The extra border prevents random pixels from appearing in the right and bottom
+ // screen column/row. Not sure whether this should be applied to opengl-graphics.cpp
+ sw = w + 1;
+ sh = h + 1;
+ }
+
+ byte *surface = new byte[sw * sh * 3];
+
+ // Convert the paletted buffer to RGB888
+ const byte *src = (byte *)_screenData.pixels + y * _screenData.pitch;
+ src += x * _screenData.format.bytesPerPixel;
+ byte *dst = surface;
+ for (int i = 0; i < h; i++) {
+ for (int j = 0; j < w; j++) {
+ dst[0] = _gamePalette[src[j] * 3];
+ dst[1] = _gamePalette[src[j] * 3 + 1];
+ dst[2] = _gamePalette[src[j] * 3 + 2];
+ dst += 3;
+ }
+ src += _screenData.pitch;
+ }
+
+ // Update the texture
+ _gameTexture->updateBuffer(surface, w * 3, x, y, sw, sh);
+
+ // Free the temp surface
+ delete[] surface;
+ } else {
+ // Update the texture
+ _gameTexture->updateBuffer((byte *)_screenData.pixels + y * _screenData.pitch +
+ x * _screenData.format.bytesPerPixel, _screenData.pitch, x, y, w, h);
+ }
+
+ _screenNeedsRedraw = false;
+ _screenDirtyRect = Common::Rect();
+}
+
+// display a simple splash screen until launcher is ready
+void BadaGraphicsManager::showSplash() {
+ Canvas canvas;
+ canvas.Construct();
+ canvas.SetBackgroundColor(Color::COLOR_BLACK);
+ canvas.Clear();
+
+ int x = _videoMode.hardwareWidth / 3;
+ int y = _videoMode.hardwareHeight / 3;
+
+ Font *pFont = new Font();
+ pFont->Construct(FONT_STYLE_ITALIC | FONT_STYLE_BOLD, 55);
+ canvas.SetFont(*pFont);
+ canvas.SetForegroundColor(Color::COLOR_GREEN);
+ canvas.DrawText(Point(x, y), L"ScummVM");
+ delete pFont;
+
+ pFont = new Font();
+ pFont->Construct(FONT_STYLE_ITALIC | FONT_STYLE_BOLD, 35);
+ canvas.SetFont(*pFont);
+ canvas.SetForegroundColor(Color::COLOR_WHITE);
+ canvas.DrawText(Point(x + 70, y + 50), L"Loading ...");
+ delete pFont;
+
+ canvas.Show();
+
+}
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