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authorMax Horn2002-10-22 00:58:48 +0000
committerMax Horn2002-10-22 00:58:48 +0000
commitd3a954861db10097b4d942e83e4bf2ac201ad571 (patch)
tree56f34797f88689100dd0807e820873287c05005e /backends
parent1c999792f947bf983b4d08622026eb620f5b892c (diff)
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patch #626629: add overlay support to SDL_g+OpenGL backend (still buggy!)
svn-id: r5226
Diffstat (limited to 'backends')
-rw-r--r--backends/sdl/fb2opengl.h51
-rw-r--r--backends/sdl/sdl_gl.cpp412
2 files changed, 407 insertions, 56 deletions
diff --git a/backends/sdl/fb2opengl.h b/backends/sdl/fb2opengl.h
index 39ab98ddc5..285b12d6ef 100644
--- a/backends/sdl/fb2opengl.h
+++ b/backends/sdl/fb2opengl.h
@@ -58,7 +58,6 @@ class FB2GL {
char flags;
void maketex();
void makedlist(int xf, int yf);
- void display();
public:
SDL_Surface *screen;
@@ -70,6 +69,8 @@ class FB2GL {
void update(void *fb, int width, int height, int pitch, int xskip, int yskip);
void palette(int index, int r, int g, int b);
void setPalette(int first, int ncolors);
+ void update_scummvm_screen(void *fb, int width, int height, int pitch, int x, int y);
+ void display();
};
void FB2GL::maketex()
@@ -207,6 +208,11 @@ int FB2GL::init(int width, int height, int xfix, int yfix, char _flags)
maketex();
makedlist(xfix, yfix);
+/* glEnable(GL_ALPHA_TEST);
+ glEnable(GL_BLEND);
+ glAlphaFunc(GL_GREATER,0);
+ glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA);*/
+
return 1;
}
@@ -236,11 +242,13 @@ void FB2GL::update(void *fb, int w, int h, int pitch, int xskip, int yskip) {
ogl_fb1[y][x][0] = ogl_ctable[*(fb1+x)][0];
ogl_fb1[y][x][1] = ogl_ctable[*(fb1+x)][1];
ogl_fb1[y][x][2] = ogl_ctable[*(fb1+x)][2];
+ ogl_fb1[y][x][3] = 255;
}
else {
ogl_fb2[y][x-256][0] = ogl_ctable[*(fb1+x)][0];
ogl_fb2[y][x-256][1] = ogl_ctable[*(fb1+x)][1];
ogl_fb2[y][x-256][2] = ogl_ctable[*(fb1+x)][2];
+ ogl_fb2[y][x-256][3] = 255;
}
}
fb1 += scr_pitch;
@@ -309,6 +317,47 @@ void FB2GL::update(void *fb, int w, int h, int pitch, int xskip, int yskip) {
}
+void FB2GL::update_scummvm_screen(void *fb, int w, int h, int pitch, int xpos, int ypos) {
+ uint16 *fb1 = (uint16 *)(((SDL_Surface *)fb)->pixels);
+ int x, y;
+ unsigned char r, g, b, a;
+
+ for (y=0; y<h; y++) {
+ for (x=0; x<w; x++) {
+
+ SDL_GetRGBA(fb1[x],((SDL_Surface *)fb)->format,&r,&g,&b,&a);
+
+ if (x<256) {
+ ogl_fb1[y][x][0] = r;
+ ogl_fb1[y][x][1] = g;
+ ogl_fb1[y][x][2] = b;
+ ogl_fb1[y][x][3] = a; // Alpha
+ }
+ else {
+ ogl_fb2[y][x-256][0] = r;
+ ogl_fb2[y][x-256][1] = g;
+ ogl_fb2[y][x-256][2] = b;
+ ogl_fb2[y][x-256][3] = a; // Alpha
+ }
+ }
+ fb1 += pitch;
+ }
+
+ // Update 256x256 texture
+ glBindTexture(GL_TEXTURE_2D,texture);
+ glFlush();
+ glTexSubImage2D(GL_TEXTURE_2D,0,xpos,ypos,256-xpos,256-ypos,GL_RGBA,
+ GL_UNSIGNED_BYTE,ogl_fb1);
+
+ // Update 64x256 texture
+ glBindTexture(GL_TEXTURE_2D,textureb);
+ glFlush();
+ glTexSubImage2D(GL_TEXTURE_2D,0,xpos,ypos,64-xpos,256-ypos,GL_RGBA,
+ GL_UNSIGNED_BYTE,ogl_fb2);
+
+ display();
+}
+
void FB2GL::palette(int i, int r, int g, int b) {
if (flags & FB2GL_EXPAND) {
ogl_temp_ctable[i][0]=r;
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);
+}
+
+