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author | Sven Hesse | 2011-08-22 09:45:53 +0200 |
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committer | Sven Hesse | 2011-08-22 09:45:53 +0200 |
commit | b406ba58847780d346093d881eb544a3c7b81506 (patch) | |
tree | 95e031b354a9a040e77283ef497fdc422ffbcdb1 /backends/platform/bada/graphics.cpp | |
parent | 911de33e8946de479149e9dc7e16385298815b46 (diff) | |
download | scummvm-rg350-b406ba58847780d346093d881eb544a3c7b81506.tar.gz scummvm-rg350-b406ba58847780d346093d881eb544a3c7b81506.tar.bz2 scummvm-rg350-b406ba58847780d346093d881eb544a3c7b81506.zip |
BADA: Strip off windows-style line endings
Diffstat (limited to 'backends/platform/bada/graphics.cpp')
-rw-r--r-- | backends/platform/bada/graphics.cpp | 630 |
1 files changed, 315 insertions, 315 deletions
diff --git a/backends/platform/bada/graphics.cpp b/backends/platform/bada/graphics.cpp index 81176b13d3..7c4fc03ac1 100644 --- a/backends/platform/bada/graphics.cpp +++ b/backends/platform/bada/graphics.cpp @@ -1,315 +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();
-
-}
+/* 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(); + +} |