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author | Max Horn | 2002-10-22 00:58:48 +0000 |
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committer | Max Horn | 2002-10-22 00:58:48 +0000 |
commit | d3a954861db10097b4d942e83e4bf2ac201ad571 (patch) | |
tree | 56f34797f88689100dd0807e820873287c05005e /backends/sdl/sdl_gl.cpp | |
parent | 1c999792f947bf983b4d08622026eb620f5b892c (diff) | |
download | scummvm-rg350-d3a954861db10097b4d942e83e4bf2ac201ad571.tar.gz scummvm-rg350-d3a954861db10097b4d942e83e4bf2ac201ad571.tar.bz2 scummvm-rg350-d3a954861db10097b4d942e83e4bf2ac201ad571.zip |
patch #626629: add overlay support to SDL_g+OpenGL backend (still buggy!)
svn-id: r5226
Diffstat (limited to 'backends/sdl/sdl_gl.cpp')
-rw-r--r-- | backends/sdl/sdl_gl.cpp | 412 |
1 files changed, 357 insertions, 55 deletions
diff --git a/backends/sdl/sdl_gl.cpp b/backends/sdl/sdl_gl.cpp index 2f21850e37..ba1e785008 100644 --- a/backends/sdl/sdl_gl.cpp +++ b/backends/sdl/sdl_gl.cpp @@ -22,22 +22,20 @@ #include "sdl-common.h" #include "common/scaler.h" +#include "common/util.h" #include "common/engine.h" // Only #included for error() and warning() #ifdef WIN32 int glColorTable(int, int, int, int, int, void *) { return 0; } int glGetColorTable(int, int, int, void *) { return 0; } -/* Use OpenGL 1.1 */ -bool OGL_1_1 = true; -#else -bool OGL_1_1 = false; #endif #include "fb2opengl.h" - -class OSystem_SDL_GL : public OSystem_SDL_Common { +class OSystem_SDL_Normal : public OSystem_SDL_Common { public: + OSystem_SDL_Normal() : sdl_tmpscreen(0), sdl_hwscreen(0), _overlay_visible(false) {} + // Set colors of the palette void set_palette(const byte *colors, uint start, uint num); @@ -56,23 +54,38 @@ public: protected: FB2GL fb2gl; + typedef void ScalerProc(uint8 *srcPtr, uint32 srcPitch, uint8 *deltaPtr, + uint8 *dstPtr, uint32 dstPitch, int width, int height); + + SDL_Surface *sdl_tmpscreen; // temporary screen (for scalers/overlay) + SDL_Surface *sdl_hwscreen; // hardware screen + bool _overlay_visible; - void load_gfx_mode(); - void unload_gfx_mode(); + ScalerProc *_scaler_proc; + + virtual void draw_mouse(); + virtual void undraw_mouse(); + + virtual void load_gfx_mode(); + virtual void unload_gfx_mode(); void hotswap_gfx_mode(); + + int TMP_SCREEN_WIDTH; }; OSystem_SDL_Common *OSystem_SDL_Common::create() { - return new OSystem_SDL_GL(); + return new OSystem_SDL_Normal(); } -void OSystem_SDL_GL::set_palette(const byte *colors, uint start, uint num) { +void OSystem_SDL_Normal::set_palette(const byte *colors, uint start, uint num) { const byte *b = colors; uint i; - - for(i=0;i!=num;i++) { - fb2gl.palette(i+start,b[0],b[1],b[2]); - b += 4; + SDL_Color *base = _currentPalette + start; + for(i = 0; i < num; i++) { + base[i].r = b[0]; + base[i].g = b[1]; + base[i].b = b[2]; + b += 4; } if (start < _paletteDirtyStart) @@ -82,74 +95,252 @@ void OSystem_SDL_GL::set_palette(const byte *colors, uint start, uint num) { _paletteDirtyEnd = start + num; } -void OSystem_SDL_GL::load_gfx_mode() { - int gl_flags = FB2GL_320 | FB2GL_PITCH; +void OSystem_SDL_Normal::draw_mouse() { + if (!_overlay_visible) { + OSystem_SDL_Common::draw_mouse(); + } + + if (_mouseDrawn || !_mouseVisible) + return; + + int x = _mouse_cur_state.x - _mouseHotspotX; + int y = _mouse_cur_state.y - _mouseHotspotY; + int w = _mouse_cur_state.w; + int h = _mouse_cur_state.h; + byte color; + byte *src = _mouseData; // Image representing the mouse + uint16 *bak = (uint16*)_mouseBackup; // Surface used to backup the area obscured by the mouse + uint16 *dst; // Surface we are drawing into + + // clip the mouse rect, and addjust the src pointer accordingly + if (x < 0) { + w += x; + src -= x; + x = 0; + } + if (y < 0) { + h += y; + src -= y * _mouse_cur_state.w; + y = 0; + } + + // Quick check to see if anything has to be drawn at all + if (w <= 0 || h <= 0) + return; + + if (w > _screenWidth - x) + w = _screenWidth - x; + if (h > _screenHeight - y) + h = _screenHeight - y; + + // Store the bounding box so that undraw mouse can restore the area the + // mouse currently covers to its original content. + _mouse_old_state.x = x; + _mouse_old_state.y = y; + _mouse_old_state.w = w; + _mouse_old_state.h = h; + + // Draw the mouse cursor; backup the covered area in "bak" + + if (SDL_LockSurface(sdl_tmpscreen) == -1) + error("SDL_LockSurface failed: %s.\n", SDL_GetError()); + + dst = (uint16 *)sdl_tmpscreen->pixels + (y+1) * TMP_SCREEN_WIDTH + (x+1); + while (h > 0) { + int width = w; + while (width > 0) { + *bak++ = *dst; + color = *src++; + if (color != 0xFF) // 0xFF = transparent, don't draw + *dst = RGB_TO_16(_currentPalette[color].r, _currentPalette[color].g, _currentPalette[color].b); + dst++; + width--; + } + src += _mouse_cur_state.w - w; + bak += MAX_MOUSE_W - w; + dst += TMP_SCREEN_WIDTH - w; + h--; + } + + SDL_UnlockSurface(sdl_tmpscreen); + + // Mark as dirty + add_dirty_rect(x, y, w, h); + + // Finally, set the flag to indicate the mouse has been drawn + _mouseDrawn = true; +} + +void OSystem_SDL_Normal::undraw_mouse() { + if (!_overlay_visible) { + OSystem_SDL_Common::undraw_mouse(); + } + + if (!_mouseDrawn) + return; + _mouseDrawn = false; + + if (SDL_LockSurface(sdl_tmpscreen) == -1) + error("SDL_LockSurface failed: %s.\n", SDL_GetError()); + + uint16 *dst, *bak = (uint16 *)_mouseBackup; + const int old_mouse_x = _mouse_old_state.x; + const int old_mouse_y = _mouse_old_state.y; + const int old_mouse_w = _mouse_old_state.w; + const int old_mouse_h = _mouse_old_state.h; + int x, y; + + // No need to do clipping here, since draw_mouse() did that already + + dst = (uint16 *)sdl_tmpscreen->pixels + (old_mouse_y+1) * TMP_SCREEN_WIDTH + (old_mouse_x+1); + for (y = 0; y < old_mouse_h; ++y, bak += MAX_MOUSE_W, dst += TMP_SCREEN_WIDTH) { + for (x = 0; x < old_mouse_w; ++x) { + dst[x] = bak[x]; + } + } + + add_dirty_rect(old_mouse_x, old_mouse_y, old_mouse_w, old_mouse_h); + + SDL_UnlockSurface(sdl_tmpscreen); +} + +void OSystem_SDL_Normal::load_gfx_mode() { _forceFull = true; + _mode_flags = DF_WANT_RECT_OPTIM | DF_UPDATE_EXPAND_1_PIXEL; _scaleFactor = 2; - _mode_flags = 0; + + sdl_tmpscreen = NULL; + TMP_SCREEN_WIDTH = (_screenWidth + 3); + // + // Create the surface that contains the 8 bit game data + // _screen = SDL_CreateRGBSurface(SDL_SWSURFACE, _screenWidth, _screenHeight, 8, 0, 0, 0, 0); if (_screen == NULL) - error("_screen failed failed"); + error("_screen failed"); - _mode_flags = DF_WANT_RECT_OPTIM; - if (_full_screen) gl_flags |= (FB2GL_FS); - - if (OGL_1_1) { // OpenGL 1.1 - gl_flags |= (FB2GL_RGBA | FB2GL_EXPAND); - fb2gl.init(640,480,0,70,gl_flags ); - } - else { // OpenGL 1.2 - if (!fb2gl.init(640,480,0,70,gl_flags)) { // Try to use 8bpp textures - gl_flags |= (FB2GL_RGBA | FB2GL_EXPAND); // using RGBA textures - fb2gl.init(640,480,0,70,gl_flags); - } - } + // + // Create the surface that contains the scaled graphics in 16 bit mode + // + + int gl_flags = FB2GL_320 | FB2GL_PITCH | FB2GL_RGBA | FB2GL_EXPAND; + if (_full_screen) gl_flags |= (FB2GL_FS); + fb2gl.init(640,480,0,70,gl_flags); // 640x480 screen resolution SDL_SetGamma(1.25,1.25,1.25); + + + // + // Create the surface used for the graphics in 16 bit before scaling, and also the overlay + // + + // Need some extra bytes around when using 2xSaI + uint16 *tmp_screen = (uint16*)calloc(TMP_SCREEN_WIDTH*(_screenHeight+3),sizeof(uint16)); + sdl_tmpscreen = SDL_CreateRGBSurfaceFrom(tmp_screen, + TMP_SCREEN_WIDTH, _screenHeight + 3, 16, TMP_SCREEN_WIDTH*2, + fb2gl.screen->format->Rmask, + fb2gl.screen->format->Gmask, + fb2gl.screen->format->Bmask, + fb2gl.screen->format->Amask); + + + if (sdl_tmpscreen == NULL) + error("sdl_tmpscreen failed"); + + // keyboard cursor control, some other better place for it? + km.x_max = _screenWidth * _scaleFactor - 1; + km.y_max = _screenHeight * _scaleFactor - 1; + km.delay_time = 25; + km.last_time = 0; + } -void OSystem_SDL_GL::unload_gfx_mode() { +void OSystem_SDL_Normal::unload_gfx_mode() { if (_screen) { SDL_FreeSurface(_screen); _screen = NULL; } -} -void OSystem_SDL_GL::update_screen() { + if (sdl_hwscreen) { + SDL_FreeSurface(sdl_hwscreen); + sdl_hwscreen = NULL; + } + + if (sdl_tmpscreen) { + free((uint16*)sdl_tmpscreen->pixels); + SDL_FreeSurface(sdl_tmpscreen); + sdl_tmpscreen = NULL; + } +} - /* First make sure the mouse is drawn, if it should be drawn. */ - draw_mouse(); +void OSystem_SDL_Normal::update_screen() { - /* If the shake position changed, fill the dirty area with blackness */ + // If the shake position changed, fill the dirty area with blackness if (_currentShakePos != _newShakePos) { +// SDL_Rect blackrect = {0, 0, _screenWidth*_scaleFactor, _newShakePos*_scaleFactor}; +// SDL_FillRect(sdl_hwscreen, &blackrect, 0); _currentShakePos = _newShakePos; + _forceFull = true; } - /* Palette update in case we are in "real" 8 bit color mode. - * Must take place after the screen data was updated, since with - * "real" 8bit mode, palatte changes may be visible immediatly, - * and we want to avoid any ugly effects. - */ + // Make sure the mouse is drawn, if it should be drawn. + draw_mouse(); + + // Check whether the palette was changed in the meantime and update the + // screen surface accordingly. if (_paletteDirtyEnd != 0) { - fb2gl.setPalette(_paletteDirtyStart, - _paletteDirtyEnd - _paletteDirtyStart); + SDL_SetColors(_screen, _currentPalette + _paletteDirtyStart, + _paletteDirtyStart, + _paletteDirtyEnd - _paletteDirtyStart); _paletteDirtyEnd = 0; + + _forceFull = true; } - // FIXME - this seems to be tied to 320x200 - what about Zak256 which needs 320x240 ? - fb2gl.update(_screen->pixels,320,200,320,0,_currentShakePos); + // Force a full redraw if requested + if (_forceFull) { + _num_dirty_rects = 1; + + _dirty_rect_list[0].x = 0; + _dirty_rect_list[0].y = 0; + _dirty_rect_list[0].w = _screenWidth; + _dirty_rect_list[0].h = _screenHeight; + } + + // Only draw anything if necessary + if (_num_dirty_rects > 0) { + + SDL_Rect *r; + SDL_Rect *last_rect = _dirty_rect_list + _num_dirty_rects; + + // Convert appropriate parts of the 8bpp image into 16bpp + if (!_overlay_visible) { + SDL_Rect dst; + for(r = _dirty_rect_list; r != last_rect; ++r) { + dst = *r; + dst.x++; // Shift rect by one since 2xSai needs to acces the data around + dst.y++; // any pixel to scale it, and we want to avoid mem access crashes. + if (SDL_BlitSurface(_screen, r, sdl_tmpscreen, &dst) != 0) + error("SDL_BlitSurface failed: %s", SDL_GetError()); + } + } + + fb2gl.update_scummvm_screen((void *)sdl_tmpscreen,TMP_SCREEN_WIDTH,_screenHeight,TMP_SCREEN_WIDTH,0,_currentShakePos); + + } + _num_dirty_rects = 0; + _forceFull = false; } -void OSystem_SDL_GL::hotswap_gfx_mode() { - /* hmm, need to allocate a 320x200 bitmap - * which will contain the "backup" of the screen during the change. - * then draw that to the new screen right after it's setup. +void OSystem_SDL_Normal::hotswap_gfx_mode() { + /* We allocate a screen sized bitmap which contains a "backup" + * of the screen data during the change. Then we draw that to + * the new screen right after it's setup. */ byte *bak_mem = (byte*)malloc(_screenWidth*_screenHeight); @@ -159,24 +350,135 @@ void OSystem_SDL_GL::hotswap_gfx_mode() { unload_gfx_mode(); load_gfx_mode(); - fb2gl.setPalette(0,256); - // FIXME - this seems to be tied to 320x200 - what about Zak256 which needs 320x240 ? - fb2gl.update(_screen->pixels,320,200,320,0,_currentShakePos); + // reset palette + SDL_SetColors(_screen, _currentPalette, 0, 256); - /* blit image */ + // blit image copy_rect(bak_mem, _screenWidth, 0, 0, _screenWidth, _screenHeight); free(bak_mem); update_screen(); } -uint32 OSystem_SDL_GL::property(int param, Property *value) { +uint32 OSystem_SDL_Normal::property(int param, Property *value) { if (param == PROP_TOGGLE_FULLSCREEN) { +// assert(sdl_hwscreen != 0); _full_screen ^= true; + +// if (!SDL_WM_ToggleFullScreen(sdl_hwscreen)) { + // if ToggleFullScreen fails, achieve the same effect with hotswap gfx mode +// hotswap_gfx_mode(); + +// } SDL_WM_ToggleFullScreen(fb2gl.screen); return 1; + } else if (param == PROP_OVERLAY_IS_565) { + assert(sdl_tmpscreen != 0); + return (sdl_tmpscreen->format->Rmask != 0x7C00); } return OSystem_SDL_Common::property(param, value); } + + +void OSystem_SDL_Normal::show_overlay() +{ + // hide the mouse + undraw_mouse(); + + _overlay_visible = true; + clear_overlay(); +} + +void OSystem_SDL_Normal::hide_overlay() +{ + // hide the mouse + undraw_mouse(); + + _overlay_visible = false; + _forceFull = true; +} + +void OSystem_SDL_Normal::clear_overlay() +{ + if (!_overlay_visible) + return; + + // hide the mouse + undraw_mouse(); + + // Clear the overlay by making the game screen "look through" everywhere. + SDL_Rect src, dst; + src.x = src.y = 0; + dst.x = dst.y = 1; + src.w = dst.w = _screenWidth; + src.h = dst.h = _screenHeight; + if (SDL_BlitSurface(_screen, &src, sdl_tmpscreen, &dst) != 0) + error("SDL_BlitSurface failed: %s", SDL_GetError()); + + _forceFull = true; +} + +void OSystem_SDL_Normal::grab_overlay(int16 *buf, int pitch) +{ + if (!_overlay_visible) + return; + + if (sdl_tmpscreen == NULL) + return; + + // hide the mouse + undraw_mouse(); + + if (SDL_LockSurface(sdl_tmpscreen) == -1) + error("SDL_LockSurface failed: %s.\n", SDL_GetError()); + + int16 *src = (int16 *)sdl_tmpscreen->pixels + TMP_SCREEN_WIDTH + 1; + int h = _screenHeight; + do { + memcpy(buf, src, _screenWidth*2); + src += TMP_SCREEN_WIDTH; + buf += pitch; + } while (--h); + + SDL_UnlockSurface(sdl_tmpscreen); +} + +void OSystem_SDL_Normal::copy_rect_overlay(const int16 *buf, int pitch, int x, int y, int w, int h) +{ + if (!_overlay_visible) + return; + + if (sdl_tmpscreen == NULL) + return; + + // Clip the coordinates + if (x < 0) { w+=x; buf-=x; x = 0; } + if (y < 0) { h+=y; buf-=y*pitch; y = 0; } + if (w > _screenWidth-x) { w = _screenWidth - x; } + if (h > _screenHeight-y) { h = _screenHeight - y; } + if (w <= 0 || h <= 0) + return; + + // Mark the modified region as dirty + cksum_valid = false; + add_dirty_rect(x, y, w, h); + + /* FIXME: undraw mouse only if the draw rect intersects with the mouse rect */ + undraw_mouse(); + + if (SDL_LockSurface(sdl_tmpscreen) == -1) + error("SDL_LockSurface failed: %s.\n", SDL_GetError()); + + int16 *dst = (int16 *)sdl_tmpscreen->pixels + (y+1) * TMP_SCREEN_WIDTH + (x+1); + do { + memcpy(dst, buf, w*2); + dst += TMP_SCREEN_WIDTH; + buf += pitch; + } while (--h); + + SDL_UnlockSurface(sdl_tmpscreen); +} + + |