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-rw-r--r--backends/events/sdl/sdl-events.cpp11
-rw-r--r--backends/graphics/opengl/debug.cpp65
-rw-r--r--backends/graphics/opengl/debug.h39
-rw-r--r--backends/graphics/opengl/extensions.cpp48
-rw-r--r--backends/graphics/opengl/extensions.h (renamed from backends/graphics/opengl/glerrorcheck.h)26
-rw-r--r--backends/graphics/opengl/gltexture.cpp225
-rw-r--r--backends/graphics/opengl/gltexture.h131
-rw-r--r--backends/graphics/opengl/opengl-graphics.cpp1830
-rw-r--r--backends/graphics/opengl/opengl-graphics.h492
-rw-r--r--backends/graphics/opengl/opengl-sys.h (renamed from backends/graphics/opengl/glerrorcheck.cpp)50
-rw-r--r--backends/graphics/opengl/texture.cpp371
-rw-r--r--backends/graphics/opengl/texture.h175
-rw-r--r--backends/graphics/openglsdl/openglsdl-graphics.cpp886
-rw-r--r--backends/graphics/openglsdl/openglsdl-graphics.h131
-rw-r--r--backends/module.mk22
-rw-r--r--backends/platform/sdl/sdl.cpp21
-rw-r--r--backends/platform/sdl/sdl.h2
-rw-r--r--backends/platform/tizen/graphics.cpp106
-rw-r--r--backends/platform/tizen/graphics.h21
-rw-r--r--backends/platform/tizen/system.cpp2
-rw-r--r--base/main.cpp13
-rw-r--r--engines/engine.cpp2
-rw-r--r--gui/gui-manager.cpp13
23 files changed, 2387 insertions, 2295 deletions
diff --git a/backends/events/sdl/sdl-events.cpp b/backends/events/sdl/sdl-events.cpp
index e2ef7f6bf6..e84a8f8c01 100644
--- a/backends/events/sdl/sdl-events.cpp
+++ b/backends/events/sdl/sdl-events.cpp
@@ -391,8 +391,17 @@ bool SdlEventSource::dispatchSDLEvent(SDL_Event &ev, Common::Event &event) {
return false;
case SDL_VIDEORESIZE:
- if (_graphicsManager)
+ if (_graphicsManager) {
_graphicsManager->notifyResize(ev.resize.w, ev.resize.h);
+
+ // If the screen changed, send an Common::EVENT_SCREEN_CHANGED
+ int screenID = ((OSystem_SDL *)g_system)->getGraphicsManager()->getScreenChangeID();
+ if (screenID != _lastScreenID) {
+ _lastScreenID = screenID;
+ event.type = Common::EVENT_SCREEN_CHANGED;
+ return true;
+ }
+ }
return false;
case SDL_QUIT:
diff --git a/backends/graphics/opengl/debug.cpp b/backends/graphics/opengl/debug.cpp
new file mode 100644
index 0000000000..69006bb975
--- /dev/null
+++ b/backends/graphics/opengl/debug.cpp
@@ -0,0 +1,65 @@
+/* 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 "backends/graphics/opengl/debug.h"
+#include "backends/graphics/opengl/opengl-sys.h"
+
+#include "common/str.h"
+#include "common/textconsole.h"
+
+#ifdef OPENGL_DEBUG
+
+namespace OpenGL {
+
+namespace {
+Common::String getGLErrStr(GLenum error) {
+ switch (error) {
+ case GL_INVALID_ENUM:
+ return "GL_INVALID_ENUM";
+ case GL_INVALID_VALUE:
+ return "GL_INVALID_VALUE";
+ case GL_INVALID_OPERATION:
+ return "GL_INVALID_OPERATION";
+ case GL_STACK_OVERFLOW:
+ return "GL_STACK_OVERFLOW";
+ case GL_STACK_UNDERFLOW:
+ return "GL_STACK_UNDERFLOW";
+ case GL_OUT_OF_MEMORY:
+ return "GL_OUT_OF_MEMORY";
+ }
+
+ return Common::String::format("(Unknown GL error code 0x%X)", error);
+}
+} // End of anonymous namespace
+
+void checkGLError(const char *expr, const char *file, int line) {
+ GLenum error = glGetError();
+
+ if (error != GL_NO_ERROR) {
+ // We cannot use error here because we do not know whether we have a
+ // working screen or not.
+ warning("GL ERROR: %s on %s (%s:%d)", getGLErrStr(error).c_str(), expr, file, line);
+ }
+}
+} // End of namespace OpenGL
+
+#endif
diff --git a/backends/graphics/opengl/debug.h b/backends/graphics/opengl/debug.h
new file mode 100644
index 0000000000..ff6b678870
--- /dev/null
+++ b/backends/graphics/opengl/debug.h
@@ -0,0 +1,39 @@
+/* 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.
+ *
+ */
+
+#ifndef BACKENDS_GRAPHICS_OPENGL_DEBUG_H
+#define BACKENDS_GRAPHICS_OPENGL_DEBUG_H
+
+#define OPENGL_DEBUG
+
+#ifdef OPENGL_DEBUG
+
+namespace OpenGL {
+void checkGLError(const char *expr, const char *file, int line);
+} // End of namespace OpenGL
+
+#define GLCALL(x) do { (x); OpenGL::checkGLError(#x, __FILE__, __LINE__); } while (false)
+#else
+#define GLCALL(x) do { (x); } while (false)
+#endif
+
+#endif
diff --git a/backends/graphics/opengl/extensions.cpp b/backends/graphics/opengl/extensions.cpp
new file mode 100644
index 0000000000..4482ef82b5
--- /dev/null
+++ b/backends/graphics/opengl/extensions.cpp
@@ -0,0 +1,48 @@
+/* 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 "backends/graphics/opengl/extensions.h"
+#include "backends/graphics/opengl/opengl-sys.h"
+
+#include "common/tokenizer.h"
+
+namespace OpenGL {
+
+bool g_extNPOTSupported = false;
+
+void initializeGLExtensions() {
+ const char *extString = (const char *)glGetString(GL_EXTENSIONS);
+
+ // Initialize default state.
+ g_extNPOTSupported = false;
+
+ Common::StringTokenizer tokenizer(extString, " ");
+ while (!tokenizer.empty()) {
+ Common::String token = tokenizer.nextToken();
+
+ if (token == "GL_ARB_texture_non_power_of_two") {
+ g_extNPOTSupported = true;
+ }
+ }
+}
+
+} // End of namespace OpenGL
diff --git a/backends/graphics/opengl/glerrorcheck.h b/backends/graphics/opengl/extensions.h
index 2d5491bdfd..87452429e2 100644
--- a/backends/graphics/opengl/glerrorcheck.h
+++ b/backends/graphics/opengl/extensions.h
@@ -8,28 +8,34 @@
* 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
+ * 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.
*
*/
-#if !defined(DEBUG)
+#ifndef BACKENDS_GRAPHICS_OPENGL_EXTENSIONS_H
+#define BACKENDS_GRAPHICS_OPENGL_EXTENSIONS_H
-// If not in debug, do nothing
-#define CHECK_GL_ERROR() do {} while (false)
+namespace OpenGL {
-#else
+/**
+ * Checks for availability of extensions we want to use and initializes them
+ * when available.
+ */
+void initializeGLExtensions();
-// If in debug, check for an error after a GL call
-#define CHECK_GL_ERROR() checkGlError(__FILE__, __LINE__)
+/**
+ * Whether non power of two textures are supported
+ */
+extern bool g_extNPOTSupported;
-void checkGlError(const char *file, int line);
+} // End of namespace OpenGL
#endif
diff --git a/backends/graphics/opengl/gltexture.cpp b/backends/graphics/opengl/gltexture.cpp
deleted file mode 100644
index ca674563df..0000000000
--- a/backends/graphics/opengl/gltexture.cpp
+++ /dev/null
@@ -1,225 +0,0 @@
-/* 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 "common/scummsys.h"
-
-#if defined(USE_OPENGL)
-
-#include "backends/graphics/opengl/gltexture.h"
-#include "backends/graphics/opengl/glerrorcheck.h"
-
-#include "common/rect.h"
-#include "common/array.h"
-#include "common/util.h"
-#include "common/tokenizer.h"
-
-// Supported GL extensions
-static bool npot_supported = false;
-static bool glext_inited = false;
-
-/*static inline GLint xdiv(int numerator, int denominator) {
- assert(numerator < (1 << 16));
- return (numerator << 16) / denominator;
-}*/
-
-static GLuint nextHigher2(GLuint v) {
- if (v == 0)
- return 1;
- v--;
- v |= v >> 1;
- v |= v >> 2;
- v |= v >> 4;
- v |= v >> 8;
- v |= v >> 16;
- return ++v;
-}
-
-void GLTexture::initGLExtensions() {
-
- // Return if extensions were already checked
- if (glext_inited)
- return;
-
- // Get a string with all extensions
- const char *ext_string = (const char *)glGetString(GL_EXTENSIONS);
- CHECK_GL_ERROR();
- Common::StringTokenizer tokenizer(ext_string, " ");
- // Iterate all string tokens
- while (!tokenizer.empty()) {
- Common::String token = tokenizer.nextToken();
- if (token == "GL_ARB_texture_non_power_of_two")
- npot_supported = true;
- }
-
- glext_inited = true;
-}
-
-GLTexture::GLTexture(byte bpp, GLenum internalFormat, GLenum format, GLenum type)
- :
- _bytesPerPixel(bpp),
- _internalFormat(internalFormat),
- _glFormat(format),
- _glType(type),
- _textureWidth(0),
- _textureHeight(0),
- _realWidth(0),
- _realHeight(0),
- _refresh(false),
- _filter(GL_NEAREST) {
-
- // Generate the texture ID
- glGenTextures(1, &_textureName); CHECK_GL_ERROR();
-}
-
-GLTexture::~GLTexture() {
- // Delete the texture
- glDeleteTextures(1, &_textureName); CHECK_GL_ERROR();
-}
-
-void GLTexture::refresh() {
- // Delete previous texture
- glDeleteTextures(1, &_textureName); CHECK_GL_ERROR();
-
- // Generate the texture ID
- glGenTextures(1, &_textureName); CHECK_GL_ERROR();
- _refresh = true;
-}
-
-void GLTexture::allocBuffer(GLuint w, GLuint h) {
- _realWidth = w;
- _realHeight = h;
-
- if (!_refresh) {
- if (npot_supported && _filter == GL_LINEAR) {
- // Check if we already allocated a correctly-sized buffer
- // This is so we don't need to duplicate the last row/column
- if (w == _textureWidth && h == _textureHeight)
- return;
- } else {
- // Check if we already have a large enough buffer
- if (w <= _textureWidth && h <= _textureHeight)
- return;
- }
- }
-
- if (npot_supported) {
- _textureWidth = w;
- _textureHeight = h;
- } else {
- _textureWidth = nextHigher2(w);
- _textureHeight = nextHigher2(h);
- }
-
- // Select this OpenGL texture
- glBindTexture(GL_TEXTURE_2D, _textureName); CHECK_GL_ERROR();
-
- // Set the texture parameters
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, _filter); CHECK_GL_ERROR();
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, _filter); CHECK_GL_ERROR();
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); CHECK_GL_ERROR();
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); CHECK_GL_ERROR();
-
- // Allocate room for the texture
- glTexImage2D(GL_TEXTURE_2D, 0, _internalFormat,
- _textureWidth, _textureHeight, 0, _glFormat, _glType, NULL); CHECK_GL_ERROR();
-
- _refresh = false;
-}
-
-void GLTexture::updateBuffer(const void *buf, int pitch, GLuint x, GLuint y, GLuint w, GLuint h) {
- // Skip empty updates.
- if (w * h == 0)
- return;
-
- // Select this OpenGL texture
- glBindTexture(GL_TEXTURE_2D, _textureName); CHECK_GL_ERROR();
-
- // Check if the buffer has its data contiguously
- if ((int)w * _bytesPerPixel == pitch) {
- glTexSubImage2D(GL_TEXTURE_2D, 0, x, y, w, h,
- _glFormat, _glType, buf); CHECK_GL_ERROR();
- } else {
- // Update the texture row by row
- const byte *src = (const byte *)buf;
- GLuint curY = y;
- GLuint height = h;
- do {
- glTexSubImage2D(GL_TEXTURE_2D, 0, x, curY,
- w, 1, _glFormat, _glType, src); CHECK_GL_ERROR();
- curY++;
- src += pitch;
- } while (--height);
- }
-
- // If we're in linear filter mode, repeat the last row/column if the real dimensions
- // doesn't match the texture dimensions.
- if (_filter == GL_LINEAR) {
- if (_realWidth != _textureWidth && x + w == _realWidth) {
- const byte *src = (const byte *)buf + (w - 1) * _bytesPerPixel;
- GLuint curY = y;
- GLuint height = h;
-
- do {
- glTexSubImage2D(GL_TEXTURE_2D, 0, x + w,
- curY, 1, 1, _glFormat, _glType, src); CHECK_GL_ERROR();
-
- curY++;
- src += pitch;
- } while (--height);
- }
-
- if (_realHeight != _textureHeight && y + h == _realHeight) {
- glTexSubImage2D(GL_TEXTURE_2D, 0, x, y + h,
- w, 1, _glFormat, _glType, (const byte *)buf + pitch * (h - 1)); CHECK_GL_ERROR();
- }
- }
-}
-
-void GLTexture::drawTexture(GLshort x, GLshort y, GLshort w, GLshort h) {
- // Select this OpenGL texture
- glBindTexture(GL_TEXTURE_2D, _textureName); CHECK_GL_ERROR();
-
- // Calculate the texture rect that will be drawn
- const GLfloat texWidth = (GLfloat)_realWidth / _textureWidth;//xdiv(_surface.w, _textureWidth);
- const GLfloat texHeight = (GLfloat)_realHeight / _textureHeight;//xdiv(_surface.h, _textureHeight);
- const GLfloat texcoords[] = {
- 0, 0,
- texWidth, 0,
- 0, texHeight,
- texWidth, texHeight,
- };
- glTexCoordPointer(2, GL_FLOAT, 0, texcoords); CHECK_GL_ERROR();
-
- // Calculate the screen rect where the texture will be drawn
- const GLshort vertices[] = {
- x, y,
- (GLshort)(x + w), y,
- x, (GLshort)(y + h),
- (GLshort)(x + w), (GLshort)(y + h),
- };
- glVertexPointer(2, GL_SHORT, 0, vertices); CHECK_GL_ERROR();
-
- // Draw the texture to the screen buffer
- glDrawArrays(GL_TRIANGLE_STRIP, 0, 4); CHECK_GL_ERROR();
-}
-
-#endif
diff --git a/backends/graphics/opengl/gltexture.h b/backends/graphics/opengl/gltexture.h
deleted file mode 100644
index 6ef80923ae..0000000000
--- a/backends/graphics/opengl/gltexture.h
+++ /dev/null
@@ -1,131 +0,0 @@
-/* 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.
- *
- */
-
-#ifndef BACKENDS_GRAPHICS_OPENGL_GLTEXTURE_H
-#define BACKENDS_GRAPHICS_OPENGL_GLTEXTURE_H
-
-#include "common/scummsys.h"
-
-#ifdef WIN32
-#if defined(ARRAYSIZE) && !defined(_WINDOWS_)
-#undef ARRAYSIZE
-#endif
-#define WIN32_LEAN_AND_MEAN
-#include <windows.h>
-#undef ARRAYSIZE
-#endif
-
-// HACK: At this point in Windows platforms, common/util.h has been included
-// via common/rect.h (from backends/graphics/sdl/sdl-graphics.h), via
-// backends/graphics/openglsdl/openglsdl-graphics.h. Thus, we end up with
-// COMMON_UTIL_H defined, and ARRAYSIZE undefined (bad!). Therefore,
-// ARRAYSIZE is undefined in openglsdl-graphics.cpp. This is a temporary
-// hackish solution fo fix compilation under Windows.
-#if !defined(ARRAYSIZE) && defined(COMMON_UTIL_H)
-#define ARRAYSIZE(x) ((int)(sizeof(x) / sizeof(x[0])))
-#endif
-
-#if defined(TIZEN)
-#include <FGraphicsOpengl.h>
-using namespace Tizen::Graphics::Opengl;
-#elif defined(USE_GLES)
-#include <GLES/gl.h>
-#elif defined(SDL_BACKEND)
-#include <SDL_opengl.h>
-#else
-#include <GL/gl.h>
-#endif
-
-#include "graphics/surface.h"
-
-/**
- * OpenGL texture manager class
- */
-class GLTexture {
-public:
- /**
- * Initialize OpenGL Extensions
- */
- static void initGLExtensions();
-
- GLTexture(byte bpp, GLenum internalFormat, GLenum format, GLenum type);
- ~GLTexture();
-
- /**
- * Refresh the texture after a context change. The
- * process will be completed on next allocBuffer call.
- */
- void refresh();
-
- /**
- * Allocates memory needed for the given size.
- */
- void allocBuffer(GLuint width, GLuint height);
-
- /**
- * Updates the texture pixels.
- */
- void updateBuffer(const void *buf, int pitch, GLuint x, GLuint y,
- GLuint w, GLuint h);
-
- /**
- * Draws the texture to the screen buffer.
- */
- void drawTexture(GLshort x, GLshort y, GLshort w, GLshort h);
-
- /**
- * Get the texture width.
- */
- GLuint getWidth() const { return _realWidth; }
-
- /**
- * Get the texture height.
- */
- GLuint getHeight() const { return _realHeight; }
-
- /**
- * Get the bytes per pixel.
- */
- uint getBytesPerPixel() const { return _bytesPerPixel; }
-
- /**
- * Set the texture filter.
- * @filter the filter type, GL_NEAREST or GL_LINEAR
- */
- void setFilter(GLint filter) { _filter = filter; }
-
-private:
- const byte _bytesPerPixel;
- const GLenum _internalFormat;
- const GLenum _glFormat;
- const GLenum _glType;
-
- GLuint _realWidth;
- GLuint _realHeight;
- GLuint _textureName;
- GLuint _textureWidth;
- GLuint _textureHeight;
- GLint _filter;
- bool _refresh;
-};
-
-#endif
diff --git a/backends/graphics/opengl/opengl-graphics.cpp b/backends/graphics/opengl/opengl-graphics.cpp
index 84be83d524..00e8dc358e 100644
--- a/backends/graphics/opengl/opengl-graphics.cpp
+++ b/backends/graphics/opengl/opengl-graphics.cpp
@@ -8,102 +8,90 @@
* 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 "common/scummsys.h"
-
-#if defined(USE_OPENGL)
#include "backends/graphics/opengl/opengl-graphics.h"
-#include "backends/graphics/opengl/glerrorcheck.h"
-#include "common/config-manager.h"
-#include "common/file.h"
-#include "common/mutex.h"
+#include "backends/graphics/opengl/texture.h"
+#include "backends/graphics/opengl/debug.h"
+#include "backends/graphics/opengl/extensions.h"
+
#include "common/textconsole.h"
#include "common/translation.h"
+#include "common/algorithm.h"
+#include "common/file.h"
#ifdef USE_OSD
#include "common/tokenizer.h"
+#include "common/rect.h"
#endif
-#include "graphics/font.h"
+
+#include "graphics/conversion.h"
+#ifdef USE_OSD
#include "graphics/fontman.h"
+#include "graphics/font.h"
+#endif
+
+namespace OpenGL {
OpenGLGraphicsManager::OpenGLGraphicsManager()
- :
+ : _currentState(), _oldState(), _transactionMode(kTransactionNone), _screenChangeID(1 << (sizeof(int) * 8 - 2)),
+ _outputScreenWidth(0), _outputScreenHeight(0), _displayX(0), _displayY(0),
+ _displayWidth(0), _displayHeight(0), _defaultFormat(), _defaultFormatAlpha(),
+ _gameScreen(nullptr), _gameScreenShakeOffset(0), _overlay(nullptr),
+ _overlayVisible(false), _cursor(nullptr),
+ _cursorX(0), _cursorY(0), _cursorHotspotX(0), _cursorHotspotY(0), _cursorHotspotXScaled(0),
+ _cursorHotspotYScaled(0), _cursorWidthScaled(0), _cursorHeightScaled(0), _cursorKeyColor(0),
+ _cursorVisible(false), _cursorDontScale(false), _cursorPaletteEnabled(false)
#ifdef USE_OSD
- _osdTexture(0), _osdAlpha(0), _osdFadeStartTime(0), _requireOSDUpdate(false),
+ , _osdAlpha(0), _osdFadeStartTime(0), _osd(nullptr)
#endif
- _gameTexture(0), _overlayTexture(0), _cursorTexture(0),
- _screenChangeCount(1 << (sizeof(int) * 8 - 2)), _screenNeedsRedraw(false),
- _shakePos(0),
- _overlayVisible(false), _overlayNeedsRedraw(false),
- _transactionMode(kTransactionNone),
- _cursorNeedsRedraw(false), _cursorPaletteDisabled(true),
- _cursorVisible(false), _cursorKeyColor(0),
- _cursorDontScale(false),
- _formatBGR(false),
- _displayX(0), _displayY(0), _displayWidth(0), _displayHeight(0) {
-
- memset(&_oldVideoMode, 0, sizeof(_oldVideoMode));
- memset(&_videoMode, 0, sizeof(_videoMode));
- memset(&_transactionDetails, 0, sizeof(_transactionDetails));
-
- _videoMode.mode = OpenGL::GFX_NORMAL;
- _videoMode.scaleFactor = 2;
- _videoMode.fullscreen = ConfMan.getBool("fullscreen");
- _videoMode.antialiasing = false;
-
- _gamePalette = (byte *)calloc(sizeof(byte) * 3, 256);
- _cursorPalette = (byte *)calloc(sizeof(byte) * 3, 256);
+ {
+ memset(_gamePalette, 0, sizeof(_gamePalette));
}
OpenGLGraphicsManager::~OpenGLGraphicsManager() {
- free(_gamePalette);
- free(_cursorPalette);
-
- _screenData.free();
- _overlayData.free();
- _cursorData.free();
- _osdSurface.free();
-
- delete _gameTexture;
- delete _overlayTexture;
- delete _cursorTexture;
+ delete _gameScreen;
+ delete _overlay;
+ delete _cursor;
+#ifdef USE_OSD
+ delete _osd;
+#endif
}
-//
-// Feature
-//
-
bool OpenGLGraphicsManager::hasFeature(OSystem::Feature f) {
- return
- (f == OSystem::kFeatureAspectRatioCorrection) ||
- (f == OSystem::kFeatureCursorPalette);
+ switch (f) {
+ case OSystem::kFeatureAspectRatioCorrection:
+ case OSystem::kFeatureCursorPalette:
+ return true;
+
+ case OSystem::kFeatureOverlaySupportsAlpha:
+ return _defaultFormatAlpha.aBits() > 3;
+
+ default:
+ return false;
+ }
}
void OpenGLGraphicsManager::setFeatureState(OSystem::Feature f, bool enable) {
switch (f) {
- case OSystem::kFeatureFullscreenMode:
- setFullscreenMode(enable);
- break;
-
case OSystem::kFeatureAspectRatioCorrection:
- _videoMode.aspectRatioCorrection = enable;
- _transactionDetails.needRefresh = true;
+ assert(_transactionMode != kTransactionNone);
+ _currentState.aspectRatioCorrection = enable;
break;
case OSystem::kFeatureCursorPalette:
- _cursorPaletteDisabled = !enable;
- _cursorNeedsRedraw = true;
+ _cursorPaletteEnabled = enable;
+ updateCursorPalette();
break;
default:
@@ -113,1189 +101,1020 @@ void OpenGLGraphicsManager::setFeatureState(OSystem::Feature f, bool enable) {
bool OpenGLGraphicsManager::getFeatureState(OSystem::Feature f) {
switch (f) {
- case OSystem::kFeatureFullscreenMode:
- return _videoMode.fullscreen;
-
case OSystem::kFeatureAspectRatioCorrection:
- return _videoMode.aspectRatioCorrection;
+ return _currentState.aspectRatioCorrection;
case OSystem::kFeatureCursorPalette:
- return !_cursorPaletteDisabled;
+ return _cursorPaletteEnabled;
default:
return false;
}
}
-//
-// Screen format and modes
-//
+namespace {
-static const OSystem::GraphicsMode s_supportedGraphicsModes[] = {
- {"gl1", _s("OpenGL Normal"), OpenGL::GFX_NORMAL},
- {"gl2", _s("OpenGL Conserve"), OpenGL::GFX_CONSERVE},
- {"gl4", _s("OpenGL Original"), OpenGL::GFX_ORIGINAL},
- {0, 0, 0}
+const OSystem::GraphicsMode glGraphicsModes[] = {
+ { "opengl_linear", _s("OpenGL"), GFX_LINEAR },
+ { "opengl_nearest", _s("OpenGL (No filtering)"), GFX_NEAREST },
+ { nullptr, nullptr, 0 }
};
+} // End of anonymous namespace
+
const OSystem::GraphicsMode *OpenGLGraphicsManager::supportedGraphicsModes() {
- return s_supportedGraphicsModes;
+ return glGraphicsModes;
}
const OSystem::GraphicsMode *OpenGLGraphicsManager::getSupportedGraphicsModes() const {
- return s_supportedGraphicsModes;
+ return glGraphicsModes;
}
int OpenGLGraphicsManager::getDefaultGraphicsMode() const {
- return OpenGL::GFX_NORMAL;
+ return GFX_LINEAR;
}
bool OpenGLGraphicsManager::setGraphicsMode(int mode) {
- assert(_transactionMode == kTransactionActive);
+ assert(_transactionMode != kTransactionNone);
+
+ switch (mode) {
+ case GFX_LINEAR:
+ case GFX_NEAREST:
+ _currentState.graphicsMode = mode;
+
+ if (_gameScreen) {
+ _gameScreen->enableLinearFiltering(mode == GFX_LINEAR);
+ }
- setScale(2);
+ if (_cursor) {
+ _cursor->enableLinearFiltering(mode == GFX_LINEAR);
+ }
- if (_oldVideoMode.setup && _oldVideoMode.mode == mode)
return true;
- switch (mode) {
- case OpenGL::GFX_NORMAL:
- case OpenGL::GFX_CONSERVE:
- case OpenGL::GFX_ORIGINAL:
- break;
default:
- warning("Unknown gfx mode %d", mode);
+ warning("OpenGLGraphicsManager::setGraphicsMode(%d): Unknown graphics mode", mode);
return false;
}
-
- _videoMode.mode = mode;
- _transactionDetails.needRefresh = true;
-
- return true;
}
int OpenGLGraphicsManager::getGraphicsMode() const {
- assert(_transactionMode == kTransactionNone);
- return _videoMode.mode;
-}
-
-void OpenGLGraphicsManager::resetGraphicsScale() {
- setScale(1);
+ return _currentState.graphicsMode;
}
#ifdef USE_RGB_COLOR
Graphics::PixelFormat OpenGLGraphicsManager::getScreenFormat() const {
- return _screenFormat;
+ return _currentState.gameFormat;
}
#endif
-void OpenGLGraphicsManager::initSize(uint width, uint height, const Graphics::PixelFormat *format) {
- assert(_transactionMode == kTransactionActive);
-
-#ifdef USE_RGB_COLOR
- Graphics::PixelFormat newFormat;
- if (!format)
- newFormat = Graphics::PixelFormat::createFormatCLUT8();
- else
- newFormat = *format;
-
- assert(newFormat.bytesPerPixel > 0);
-
- // Avoid redundant format changes
- if (newFormat != _videoMode.format) {
- _videoMode.format = newFormat;
- _transactionDetails.formatChanged = true;
- _screenFormat = newFormat;
- }
-#endif
-
- // Avoid redundant res changes
- if ((int)width == _videoMode.screenWidth && (int)height == _videoMode.screenHeight)
- return;
-
- _videoMode.screenWidth = width;
- _videoMode.screenHeight = height;
-
- _transactionDetails.sizeChanged = true;
-}
-
-int OpenGLGraphicsManager::getScreenChangeID() const {
- return _screenChangeCount;
-}
-
-//
-// GFX
-//
-
void OpenGLGraphicsManager::beginGFXTransaction() {
assert(_transactionMode == kTransactionNone);
+ // Start a transaction.
+ _oldState = _currentState;
_transactionMode = kTransactionActive;
- _transactionDetails.sizeChanged = false;
- _transactionDetails.needRefresh = false;
- _transactionDetails.needUpdatescreen = false;
- _transactionDetails.filterChanged = false;
-#ifdef USE_RGB_COLOR
- _transactionDetails.formatChanged = false;
-#endif
-
- _oldVideoMode = _videoMode;
}
OSystem::TransactionError OpenGLGraphicsManager::endGFXTransaction() {
- int errors = OSystem::kTransactionSuccess;
+ assert(_transactionMode == kTransactionActive);
- assert(_transactionMode != kTransactionNone);
+ uint transactionError = OSystem::kTransactionSuccess;
+
+ bool setupNewGameScreen = false;
+ if ( _oldState.gameWidth != _currentState.gameWidth
+ || _oldState.gameHeight != _currentState.gameHeight) {
+ setupNewGameScreen = true;
+ }
- if (_transactionMode == kTransactionRollback) {
- if (_videoMode.fullscreen != _oldVideoMode.fullscreen) {
- errors |= OSystem::kTransactionFullscreenFailed;
+#ifdef USE_RGB_COLOR
+ if (_oldState.gameFormat != _currentState.gameFormat) {
+ setupNewGameScreen = true;
+ }
+
+ // Check whether the requested format can actually be used.
+ Common::List<Graphics::PixelFormat> supportedFormats = getSupportedFormats();
+ // In case the requested format is not usable we will fall back to CLUT8.
+ if (Common::find(supportedFormats.begin(), supportedFormats.end(), _currentState.gameFormat) == supportedFormats.end()) {
+ _currentState.gameFormat = Graphics::PixelFormat::createFormatCLUT8();
+ transactionError |= OSystem::kTransactionFormatNotSupported;
+ }
+#endif
- _videoMode.fullscreen = _oldVideoMode.fullscreen;
- } else if (_videoMode.mode != _oldVideoMode.mode) {
- errors |= OSystem::kTransactionModeSwitchFailed;
+ do {
+ uint requestedWidth = _currentState.gameWidth;
+ uint requestedHeight = _currentState.gameHeight;
+ const uint desiredAspect = getDesiredGameScreenAspect();
+ requestedHeight = intToFrac(requestedWidth) / desiredAspect;
- _videoMode.mode = _oldVideoMode.mode;
- _videoMode.scaleFactor = _oldVideoMode.scaleFactor;
+ if (!loadVideoMode(requestedWidth, requestedHeight,
#ifdef USE_RGB_COLOR
- } else if (_videoMode.format != _oldVideoMode.format) {
- errors |= OSystem::kTransactionFormatNotSupported;
+ _currentState.gameFormat
+#else
+ Graphics::PixelFormat::createFormatCLUT8()
+#endif
+ )
+ // HACK: This is really nasty but we don't have any guarantees of
+ // a context existing before, which means we don't know the maximum
+ // supported texture size before this. Thus, we check whether the
+ // requested game resolution is supported over here.
+ || ( _currentState.gameWidth > (uint)Texture::getMaximumTextureSize()
+ || _currentState.gameHeight > (uint)Texture::getMaximumTextureSize())) {
+ if (_transactionMode == kTransactionActive) {
+ // Try to setup the old state in case its valid and is
+ // actually different from the new one.
+ if (_oldState.valid && _oldState != _currentState) {
+ // Give some hints on what failed to set up.
+ if ( _oldState.gameWidth != _currentState.gameWidth
+ || _oldState.gameHeight != _currentState.gameHeight) {
+ transactionError |= OSystem::kTransactionSizeChangeFailed;
+ }
- _videoMode.format = _oldVideoMode.format;
- _screenFormat = _videoMode.format;
+#ifdef USE_RGB_COLOR
+ if (_oldState.gameFormat != _currentState.gameFormat) {
+ transactionError |= OSystem::kTransactionFormatNotSupported;
+ }
#endif
- } else if (_videoMode.screenWidth != _oldVideoMode.screenWidth || _videoMode.screenHeight != _oldVideoMode.screenHeight) {
- errors |= OSystem::kTransactionSizeChangeFailed;
- _videoMode.screenWidth = _oldVideoMode.screenWidth;
- _videoMode.screenHeight = _oldVideoMode.screenHeight;
- _videoMode.overlayWidth = _oldVideoMode.overlayWidth;
- _videoMode.overlayHeight = _oldVideoMode.overlayHeight;
- }
+ if (_oldState.aspectRatioCorrection != _currentState.aspectRatioCorrection) {
+ transactionError |= OSystem::kTransactionAspectRatioFailed;
+ }
- if (_videoMode.fullscreen == _oldVideoMode.fullscreen &&
- _videoMode.mode == _oldVideoMode.mode &&
- _videoMode.screenWidth == _oldVideoMode.screenWidth &&
- _videoMode.screenHeight == _oldVideoMode.screenHeight) {
+ if (_oldState.graphicsMode != _currentState.graphicsMode) {
+ transactionError |= OSystem::kTransactionModeSwitchFailed;
+ }
- _oldVideoMode.setup = false;
- }
- }
+ // Roll back to the old state.
+ _currentState = _oldState;
+ _transactionMode = kTransactionRollback;
- if (_transactionDetails.sizeChanged || _transactionDetails.needRefresh) {
- unloadGFXMode();
- if (!loadGFXMode()) {
- if (_oldVideoMode.setup) {
- _transactionMode = kTransactionRollback;
- errors |= endGFXTransaction();
+ // Try to set up the old state.
+ continue;
+ }
}
- } else {
- clearOverlay();
- _videoMode.setup = true;
- _screenChangeCount++;
+ // DON'T use error(), as this tries to bring up the debug
+ // console, which WON'T WORK now that we might no have a
+ // proper screen.
+ warning("OpenGLGraphicsManager::endGFXTransaction: Could not load any graphics mode!");
+ g_system->quit();
}
+
+ // In case we reach this we have a valid state, yay.
+ _transactionMode = kTransactionNone;
+ _currentState.valid = true;
+ } while (_transactionMode == kTransactionRollback);
+
+ if (setupNewGameScreen) {
+ delete _gameScreen;
+ _gameScreen = nullptr;
+
+ GLenum glIntFormat, glFormat, glType;
#ifdef USE_RGB_COLOR
- } else if (_transactionDetails.filterChanged || _transactionDetails.formatChanged) {
-#else
- } else if (_transactionDetails.filterChanged) {
+ if (_currentState.gameFormat.bytesPerPixel == 1) {
#endif
- loadTextures();
- internUpdateScreen();
- } else if (_transactionDetails.needUpdatescreen) {
- internUpdateScreen();
+ const bool supported = getGLPixelFormat(_defaultFormat, glIntFormat, glFormat, glType);
+ assert(supported);
+ _gameScreen = new TextureCLUT8(glIntFormat, glFormat, glType, _defaultFormat);
+ _gameScreen->setPalette(0, 255, _gamePalette);
+#ifdef USE_RGB_COLOR
+ } else {
+ const bool supported = getGLPixelFormat(_currentState.gameFormat, glIntFormat, glFormat, glType);
+ assert(supported);
+ _gameScreen = new Texture(glIntFormat, glFormat, glType, _currentState.gameFormat);
+ }
+#endif
+
+ _gameScreen->allocate(_currentState.gameWidth, _currentState.gameHeight);
+ _gameScreen->enableLinearFiltering(_currentState.graphicsMode == GFX_LINEAR);
+ // We fill the screen to all black or index 0 for CLUT8.
+ if (_currentState.gameFormat.bytesPerPixel == 1) {
+ _gameScreen->fill(0);
+ } else {
+ _gameScreen->fill(_gameScreen->getSurface()->format.RGBToColor(0, 0, 0));
+ }
}
- _transactionMode = kTransactionNone;
- return (OSystem::TransactionError)errors;
-}
+ // Update our display area and cursor scaling. This makes sure we pick up
+ // aspect ratio correction and game screen changes correctly.
+ recalculateDisplayArea();
+ recalculateCursorScaling();
-//
-// Screen
-//
+ // Something changed, so update the screen change ID.
+ ++_screenChangeID;
-int16 OpenGLGraphicsManager::getHeight() {
- return _videoMode.screenHeight;
+ // Since transactionError is a ORd list of TransactionErrors this is
+ // clearly wrong. But our API is simply broken.
+ return (OSystem::TransactionError)transactionError;
}
-int16 OpenGLGraphicsManager::getWidth() {
- return _videoMode.screenWidth;
+int OpenGLGraphicsManager::getScreenChangeID() const {
+ return _screenChangeID;
}
-void OpenGLGraphicsManager::setPalette(const byte *colors, uint start, uint num) {
- assert(colors);
-
+void OpenGLGraphicsManager::initSize(uint width, uint height, const Graphics::PixelFormat *format) {
+ Graphics::PixelFormat requestedFormat;
#ifdef USE_RGB_COLOR
- assert(_screenFormat.bytesPerPixel == 1);
+ if (!format) {
+ requestedFormat = Graphics::PixelFormat::createFormatCLUT8();
+ } else {
+ requestedFormat = *format;
+ }
+ _currentState.gameFormat = requestedFormat;
#endif
- // Save the screen palette
- memcpy(_gamePalette + start * 3, colors, num * 3);
-
- _screenNeedsRedraw = true;
-
- if (_cursorPaletteDisabled)
- _cursorNeedsRedraw = true;
+ _currentState.gameWidth = width;
+ _currentState.gameHeight = height;
}
-void OpenGLGraphicsManager::grabPalette(byte *colors, uint start, uint num) {
- assert(colors);
-
-#ifdef USE_RGB_COLOR
- assert(_screenFormat.bytesPerPixel == 1);
-#endif
+int16 OpenGLGraphicsManager::getWidth() {
+ return _currentState.gameWidth;
+}
- // Copies current palette to buffer
- memcpy(colors, _gamePalette + start * 3, num * 3);
+int16 OpenGLGraphicsManager::getHeight() {
+ return _currentState.gameHeight;
}
void OpenGLGraphicsManager::copyRectToScreen(const void *buf, int pitch, int x, int y, int w, int h) {
- assert(x >= 0 && x < _screenData.w);
- assert(y >= 0 && y < _screenData.h);
- assert(h > 0 && y + h <= _screenData.h);
- assert(w > 0 && x + w <= _screenData.w);
-
- // Copy buffer data to game screen internal buffer
- const byte *src = (const byte *)buf;
- byte *dst = (byte *)_screenData.getBasePtr(x, y);
- for (int i = 0; i < h; i++) {
- memcpy(dst, src, w * _screenData.format.bytesPerPixel);
- src += pitch;
- dst += _screenData.pitch;
- }
-
- // Extend dirty area if not full screen redraw is flagged
- if (!_screenNeedsRedraw) {
- const Common::Rect dirtyRect(x, y, x + w, y + h);
- _screenDirtyRect.extend(dirtyRect);
- }
+ _gameScreen->copyRectToTexture(x, y, w, h, buf, pitch);
}
-Graphics::Surface *OpenGLGraphicsManager::lockScreen() {
- return &_screenData;
+void OpenGLGraphicsManager::fillScreen(uint32 col) {
+ // FIXME: This does not conform to the OSystem specs because fillScreen
+ // is always taking CLUT8 color values and use color indexed mode. This is,
+ // however, plain odd and probably was a forgotten when we introduced
+ // RGB support. Thus, we simply do the "sane" thing here and hope OSystem
+ // gets fixed one day.
+ _gameScreen->fill(col);
}
-void OpenGLGraphicsManager::unlockScreen() {
- _screenNeedsRedraw = true;
+void OpenGLGraphicsManager::setShakePos(int shakeOffset) {
+ _gameScreenShakeOffset = shakeOffset;
}
-void OpenGLGraphicsManager::fillScreen(uint32 col) {
- if (_gameTexture == NULL)
+void OpenGLGraphicsManager::updateScreen() {
+ if (!_gameScreen) {
return;
+ }
-#ifdef USE_RGB_COLOR
- if (_screenFormat.bytesPerPixel == 1) {
- memset(_screenData.getPixels(), col, _screenData.h * _screenData.pitch);
- } else if (_screenFormat.bytesPerPixel == 2) {
- uint16 *pixels = (uint16 *)_screenData.getPixels();
- uint16 col16 = (uint16)col;
- for (int i = 0; i < _screenData.w * _screenData.h; i++) {
- pixels[i] = col16;
- }
- } else if (_screenFormat.bytesPerPixel == 3) {
- uint8 *pixels = (uint8 *)_screenData.getPixels();
- byte r = (col >> 16) & 0xFF;
- byte g = (col >> 8) & 0xFF;
- byte b = col & 0xFF;
- for (int i = 0; i < _screenData.w * _screenData.h; i++) {
- pixels[0] = r;
- pixels[1] = g;
- pixels[2] = b;
- pixels += 3;
+ // Clear the screen buffer
+ GLCALL(glClear(GL_COLOR_BUFFER_BIT));
+
+ const GLfloat shakeOffset = _gameScreenShakeOffset * (GLfloat)_displayHeight / _gameScreen->getHeight();
+
+ // First step: Draw the (virtual) game screen.
+ glPushMatrix();
+
+ // Adjust game screen shake position
+ GLCALL(glTranslatef(0, shakeOffset, 0));
+
+ // Draw the game screen
+ _gameScreen->draw(_displayX, _displayY, _displayWidth, _displayHeight);
+
+ glPopMatrix();
+
+ // Second step: Draw the overlay if visible.
+ if (_overlayVisible) {
+ _overlay->draw(0, 0, _outputScreenWidth, _outputScreenHeight);
+ }
+
+ // Third step: Draw the cursor if visible.
+ if (_cursorVisible && _cursor) {
+ glPushMatrix();
+
+ // Adjust game screen shake position, but only when the overlay is not
+ // visible.
+ if (!_overlayVisible) {
+ GLCALL(glTranslatef(0, shakeOffset, 0));
}
- } else if (_screenFormat.bytesPerPixel == 4) {
- uint32 *pixels = (uint32 *)_screenData.getPixels();
- for (int i = 0; i < _screenData.w * _screenData.h; i++) {
- pixels[i] = col;
+
+ _cursor->draw(_cursorX - _cursorHotspotXScaled, _cursorY - _cursorHotspotYScaled,
+ _cursorWidthScaled, _cursorHeightScaled);
+
+ glPopMatrix();
+ }
+
+#ifdef USE_OSD
+ // Fourth step: Draw the OSD.
+ if (_osdAlpha > 0) {
+ Common::StackLock lock(_osdMutex);
+
+ // Update alpha value.
+ const int diff = g_system->getMillis(false) - _osdFadeStartTime;
+ if (diff > 0) {
+ if (diff >= kOSDFadeOutDuration) {
+ // Back to full transparency.
+ _osdAlpha = 0;
+ } else {
+ // Do a fade out.
+ _osdAlpha = kOSDInitialAlpha - diff * kOSDInitialAlpha / kOSDFadeOutDuration;
+ }
}
+
+ // Set the OSD transparency.
+ GLCALL(glColor4f(1.0f, 1.0f, 1.0f, _osdAlpha / 100.0f));
+
+ // Draw the OSD texture.
+ _osd->draw(0, 0, _outputScreenWidth, _outputScreenHeight);
+
+ // Reset color.
+ GLCALL(glColor4f(1.0f, 1.0f, 1.0f, 1.0f));
}
-#else
- memset(_screenData.getPixels(), col, _screenData.h * _screenData.pitch);
#endif
- _screenNeedsRedraw = true;
}
-void OpenGLGraphicsManager::updateScreen() {
- assert(_transactionMode == kTransactionNone);
- internUpdateScreen();
+Graphics::Surface *OpenGLGraphicsManager::lockScreen() {
+ return _gameScreen->getSurface();
}
-void OpenGLGraphicsManager::setShakePos(int shakeOffset) {
- assert(_transactionMode == kTransactionNone);
- _shakePos = shakeOffset;
+void OpenGLGraphicsManager::unlockScreen() {
+ _gameScreen->flagDirty();
}
-void OpenGLGraphicsManager::setFocusRectangle(const Common::Rect &rect) {
+void OpenGLGraphicsManager::setFocusRectangle(const Common::Rect& rect) {
}
void OpenGLGraphicsManager::clearFocusRectangle() {
}
-//
-// Overlay
-//
-
-void OpenGLGraphicsManager::showOverlay() {
- assert(_transactionMode == kTransactionNone);
+int16 OpenGLGraphicsManager::getOverlayWidth() {
+ if (_overlay) {
+ return _overlay->getWidth();
+ } else {
+ return 0;
+ }
+}
- if (_overlayVisible)
- return;
+int16 OpenGLGraphicsManager::getOverlayHeight() {
+ if (_overlay) {
+ return _overlay->getHeight();
+ } else {
+ return 0;
+ }
+}
+void OpenGLGraphicsManager::showOverlay() {
_overlayVisible = true;
-
- clearOverlay();
}
void OpenGLGraphicsManager::hideOverlay() {
- assert(_transactionMode == kTransactionNone);
-
- if (!_overlayVisible)
- return;
-
_overlayVisible = false;
-
- clearOverlay();
}
Graphics::PixelFormat OpenGLGraphicsManager::getOverlayFormat() const {
- return _overlayFormat;
+ return _overlay->getFormat();
}
-void OpenGLGraphicsManager::clearOverlay() {
- // Set all pixels to 0
- memset(_overlayData.getPixels(), 0, _overlayData.h * _overlayData.pitch);
- _overlayNeedsRedraw = true;
+void OpenGLGraphicsManager::copyRectToOverlay(const void *buf, int pitch, int x, int y, int w, int h) {
+ _overlay->copyRectToTexture(x, y, w, h, buf, pitch);
}
-void OpenGLGraphicsManager::grabOverlay(void *buf, int pitch) {
- const byte *src = (byte *)_overlayData.getPixels();
- byte *dst = (byte *)buf;
- for (int i = 0; i < _overlayData.h; i++) {
- // Copy overlay data to buffer
- memcpy(dst, src, _overlayData.pitch);
- dst += pitch;
- src += _overlayData.pitch;
- }
+void OpenGLGraphicsManager::clearOverlay() {
+ _overlay->fill(0);
}
-void OpenGLGraphicsManager::copyRectToOverlay(const void *buf, int pitch, int x, int y, int w, int h) {
- assert(_transactionMode == kTransactionNone);
-
- if (_overlayTexture == NULL)
- return;
-
- const byte *src = (const byte *)buf;
-
- // Clip the coordinates
- if (x < 0) {
- w += x;
- src -= x * 2;
- x = 0;
- }
-
- if (y < 0) {
- h += y;
- src -= y * pitch;
- y = 0;
- }
-
- if (w > _overlayData.w - x)
- w = _overlayData.w - x;
-
- if (h > _overlayData.h - y)
- h = _overlayData.h - y;
-
- if (w <= 0 || h <= 0)
- return;
+void OpenGLGraphicsManager::grabOverlay(void *buf, int pitch) {
+ const Graphics::Surface *overlayData = _overlay->getSurface();
- // Copy buffer data to internal overlay surface
- byte *dst = (byte *)_overlayData.getBasePtr(0, y);
- for (int i = 0; i < h; i++) {
- memcpy(dst + x * _overlayData.format.bytesPerPixel, src, w * _overlayData.format.bytesPerPixel);
- src += pitch;
- dst += _overlayData.pitch;
- }
+ const byte *src = (const byte *)overlayData->getPixels();
+ byte *dst = (byte *)buf;
- // Extend dirty area if not full screen redraw is flagged
- if (!_overlayNeedsRedraw) {
- const Common::Rect dirtyRect(x, y, x + w, y + h);
- _overlayDirtyRect.extend(dirtyRect);
+ for (uint h = overlayData->h; h > 0; --h) {
+ memcpy(dst, src, overlayData->w * overlayData->format.bytesPerPixel);
+ dst += pitch;
+ src += overlayData->pitch;
}
}
-int16 OpenGLGraphicsManager::getOverlayHeight() {
- return _videoMode.overlayHeight;
-}
-
-int16 OpenGLGraphicsManager::getOverlayWidth() {
- return _videoMode.overlayWidth;
-}
-
-//
-// Cursor
-//
-
bool OpenGLGraphicsManager::showMouse(bool visible) {
- if (_cursorVisible == visible)
- return visible;
-
bool last = _cursorVisible;
_cursorVisible = visible;
-
return last;
}
void OpenGLGraphicsManager::warpMouse(int x, int y) {
- int scaledX = x;
- int scaledY = y;
-
- int16 currentX = _cursorState.x;
- int16 currentY = _cursorState.y;
-
+ int16 currentX = _cursorX;
+ int16 currentY = _cursorY;
adjustMousePosition(currentX, currentY);
- // Do not adjust the real screen position, when the current game / overlay
- // coordinates match the requested coordinates. This avoids a slight
- // movement which might occur otherwise when the mouse is at a subpixel
- // position.
- if (x == currentX && y == currentY)
+ // Check whether the (virtual) coordinate actually changed. If not, then
+ // simply do nothing. This avoids ugly "jittering" due to the actual
+ // output screen having a bigger resolution than the virtual coordinates.
+ if (currentX == x && currentY == y) {
return;
+ }
- if (_videoMode.mode == OpenGL::GFX_NORMAL) {
- if (_videoMode.hardwareWidth != _videoMode.overlayWidth)
- scaledX = scaledX * _videoMode.hardwareWidth / _videoMode.overlayWidth;
- if (_videoMode.hardwareHeight != _videoMode.overlayHeight)
- scaledY = scaledY * _videoMode.hardwareHeight / _videoMode.overlayHeight;
-
- if (!_overlayVisible) {
- scaledX *= _videoMode.scaleFactor;
- scaledY *= _videoMode.scaleFactor;
+ // Scale the virtual coordinates into actual physical coordinates.
+ if (_overlayVisible) {
+ if (!_overlay) {
+ return;
}
+
+ // It might be confusing that we actually have to handle something
+ // here when the overlay is visible. This is because for very small
+ // resolutions we have a minimal overlay size and have to adjust
+ // for that.
+ x = (x * _outputScreenWidth) / _overlay->getWidth();
+ y = (y * _outputScreenHeight) / _overlay->getHeight();
} else {
- if (_overlayVisible) {
- if (_displayWidth != _videoMode.overlayWidth)
- scaledX = scaledX * _displayWidth / _videoMode.overlayWidth;
- if (_displayHeight != _videoMode.overlayHeight)
- scaledY = scaledY * _displayHeight / _videoMode.overlayHeight;
- } else {
- if (_displayWidth != _videoMode.screenWidth)
- scaledX = scaledX * _displayWidth / _videoMode.screenWidth;
- if (_displayHeight != _videoMode.screenHeight)
- scaledY = scaledY * _displayHeight / _videoMode.screenHeight;
+ if (!_gameScreen) {
+ return;
}
- scaledX += _displayX;
- scaledY += _displayY;
+ x = (x * _displayWidth) / _gameScreen->getWidth();
+ y = (y * _displayHeight) / _gameScreen->getHeight();
+
+ x += _displayX;
+ y += _displayY;
}
- setMousePosition(scaledX, scaledY);
- setInternalMousePosition(scaledX, scaledY);
+ setMousePosition(x, y);
+ setInternalMousePosition(x, y);
+}
+
+namespace {
+template<typename DstPixel, typename SrcPixel>
+void applyColorKey(DstPixel *dst, const SrcPixel *src, uint w, uint h, uint dstPitch, uint srcPitch, SrcPixel keyColor, DstPixel alphaMask) {
+ const uint srcAdd = srcPitch - w * sizeof(SrcPixel);
+ const uint dstAdd = dstPitch - w * sizeof(DstPixel);
+
+ while (h-- > 0) {
+ for (uint x = w; x > 0; --x, ++dst, ++src) {
+ if (*src == keyColor) {
+ *dst &= ~alphaMask;
+ }
+ }
+
+ dst = (DstPixel *)((byte *)dst + dstAdd);
+ src = (const SrcPixel *)((const byte *)src + srcAdd);
+ }
}
+} // End of anonymous namespace
void OpenGLGraphicsManager::setMouseCursor(const void *buf, uint w, uint h, int hotspotX, int hotspotY, uint32 keycolor, bool dontScale, const Graphics::PixelFormat *format) {
+ Graphics::PixelFormat inputFormat;
#ifdef USE_RGB_COLOR
- if (format)
- _cursorFormat = *format;
- else
- _cursorFormat = Graphics::PixelFormat::createFormatCLUT8();
+ if (format) {
+ inputFormat = *format;
+ } else {
+ inputFormat = Graphics::PixelFormat::createFormatCLUT8();
+ }
#else
- assert(keycolor <= 255);
- _cursorFormat = Graphics::PixelFormat::createFormatCLUT8();
+ inputFormat = Graphics::PixelFormat::createFormatCLUT8();
#endif
- // Allocate space for cursor data
- if (_cursorData.w != w || _cursorData.h != h ||
- _cursorData.format.bytesPerPixel != _cursorFormat.bytesPerPixel)
- _cursorData.create(w, h, _cursorFormat);
+ // In case the color format has changed we will need to create the texture.
+ if (!_cursor || _cursor->getFormat() != inputFormat) {
+ delete _cursor;
+ _cursor = nullptr;
+
+ GLenum glIntFormat, glFormat, glType;
- // Save cursor data
- memcpy(_cursorData.getPixels(), buf, h * _cursorData.pitch);
+ if (inputFormat.bytesPerPixel == 1) {
+ // In case this is not supported this is a serious programming
+ // error and the assert a bit below will trigger!
+ const bool supported = getGLPixelFormat(_defaultFormatAlpha, glIntFormat, glFormat, glType);
+ assert(supported);
+ _cursor = new TextureCLUT8(glIntFormat, glFormat, glType, _defaultFormatAlpha);
+ } else {
+ // Try to use the format specified as input directly. We can only
+ // do so when it actually has alpha bits.
+ if (inputFormat.aBits() != 0 && getGLPixelFormat(inputFormat, glIntFormat, glFormat, glType)) {
+ _cursor = new Texture(glIntFormat, glFormat, glType, inputFormat);
+ }
+
+ // Otherwise fall back to the default alpha format.
+ if (!_cursor) {
+ const bool supported = getGLPixelFormat(_defaultFormatAlpha, glIntFormat, glFormat, glType);
+ assert(supported);
+ _cursor = new Texture(glIntFormat, glFormat, glType, _defaultFormatAlpha);
+ }
+ }
+
+ assert(_cursor);
+ _cursor->enableLinearFiltering(_currentState.graphicsMode == GFX_LINEAR);
+ }
- // Set cursor info
- _cursorState.w = w;
- _cursorState.h = h;
- _cursorState.hotX = hotspotX;
- _cursorState.hotY = hotspotY;
_cursorKeyColor = keycolor;
+ _cursorHotspotX = hotspotX;
+ _cursorHotspotY = hotspotY;
_cursorDontScale = dontScale;
- _cursorNeedsRedraw = true;
- refreshCursorScale();
+ _cursor->allocate(w, h);
+ if (inputFormat.bytesPerPixel == 1) {
+ // For CLUT8 cursors we can simply copy the input data into the
+ // texture.
+ _cursor->copyRectToTexture(0, 0, w, h, buf, w * inputFormat.bytesPerPixel);
+ } else {
+ // Otherwise it is a bit more ugly because we have to handle a key
+ // color properly.
+
+ Graphics::Surface *dst = _cursor->getSurface();
+ const uint srcPitch = w * inputFormat.bytesPerPixel;
+
+ // In case the actual cursor format differs from the requested format
+ // we will need to convert the format. This might be the case because
+ // the cursor format does not have any alpha bits.
+ if (dst->format != inputFormat) {
+ Graphics::crossBlit((byte *)dst->getPixels(), (const byte *)buf, dst->pitch, srcPitch,
+ w, h, dst->format, inputFormat);
+ }
+
+ // We apply the color key by setting the alpha bits of the pixels to
+ // fully transparent.
+ const uint32 aMask = (0xFF >> dst->format.aLoss) << dst->format.aShift;
+ if (dst->format.bytesPerPixel == 2) {
+ if (inputFormat.bytesPerPixel == 2) {
+ applyColorKey<uint16, uint16>((uint16 *)dst->getPixels(), (const uint16 *)buf, w, h,
+ dst->pitch, srcPitch, keycolor, aMask);
+ } else if (inputFormat.bytesPerPixel == 4) {
+ applyColorKey<uint16, uint32>((uint16 *)dst->getPixels(), (const uint32 *)buf, w, h,
+ dst->pitch, srcPitch, keycolor, aMask);
+ }
+ } else {
+ if (inputFormat.bytesPerPixel == 2) {
+ applyColorKey<uint32, uint16>((uint32 *)dst->getPixels(), (const uint16 *)buf, w, h,
+ dst->pitch, srcPitch, keycolor, aMask);
+ } else if (inputFormat.bytesPerPixel == 4) {
+ applyColorKey<uint32, uint32>((uint32 *)dst->getPixels(), (const uint32 *)buf, w, h,
+ dst->pitch, srcPitch, keycolor, aMask);
+ }
+ }
+
+ // Flag the texture as dirty.
+ _cursor->flagDirty();
+ }
+
+ // In case we actually use a palette set that up properly.
+ if (inputFormat.bytesPerPixel == 1) {
+ updateCursorPalette();
+ }
+
+ // Update the scaling.
+ recalculateCursorScaling();
}
void OpenGLGraphicsManager::setCursorPalette(const byte *colors, uint start, uint num) {
- assert(colors);
+ // FIXME: For some reason client code assumes that usage of this function
+ // automatically enables the cursor palette.
+ _cursorPaletteEnabled = true;
- // Save the cursor palette
memcpy(_cursorPalette + start * 3, colors, num * 3);
-
- _cursorPaletteDisabled = false;
- _cursorNeedsRedraw = true;
+ updateCursorPalette();
}
-//
-// Misc
-//
-
void OpenGLGraphicsManager::displayMessageOnOSD(const char *msg) {
- assert(_transactionMode == kTransactionNone);
- assert(msg);
-
#ifdef USE_OSD
- // Split the message into separate lines.
- _osdLines.clear();
+ // HACK: Actually no client code should use graphics functions from
+ // another thread. But the MT-32 emulator still does, thus we need to
+ // make sure this doesn't happen while a updateScreen call is done.
+ Common::StackLock lock(_osdMutex);
+ // Slip up the lines.
+ Common::Array<Common::String> osdLines;
Common::StringTokenizer tokenizer(msg, "\n");
- while (!tokenizer.empty())
- _osdLines.push_back(tokenizer.nextToken());
+ while (!tokenizer.empty()) {
+ osdLines.push_back(tokenizer.nextToken());
+ }
- // Request update of the texture
- _requireOSDUpdate = true;
+ // Do the actual drawing like the SDL backend.
+ const Graphics::Font *font = getFontOSD();
+ Graphics::Surface *dst = _osd->getSurface();
+ _osd->fill(0);
+ _osd->flagDirty();
- // Init the OSD display parameters, and the fade out
+ // Determine a rect which would contain the message string (clipped to the
+ // screen dimensions).
+ const int vOffset = 6;
+ const int lineSpacing = 1;
+ const int lineHeight = font->getFontHeight() + 2 * lineSpacing;
+ int width = 0;
+ int height = lineHeight * osdLines.size() + 2 * vOffset;
+ for (uint i = 0; i < osdLines.size(); i++) {
+ width = MAX(width, font->getStringWidth(osdLines[i]) + 14);
+ }
+
+ // Clip the rect
+ width = MIN<int>(width, dst->w);
+ height = MIN<int>(height, dst->h);
+
+ int dstX = (dst->w - width) / 2;
+ int dstY = (dst->h - height) / 2;
+
+ // Draw a dark gray rect.
+ const uint32 color = dst->format.RGBToColor(40, 40, 40);
+ dst->fillRect(Common::Rect(dstX, dstY, dstX + width, dstY + height), color);
+
+ // Render the message, centered, and in white
+ const uint32 white = dst->format.RGBToColor(255, 255, 255);
+ for (uint i = 0; i < osdLines.size(); ++i) {
+ font->drawString(dst, osdLines[i],
+ dstX, dstY + i * lineHeight + vOffset + lineSpacing, width,
+ white, Graphics::kTextAlignCenter);
+ }
+
+ // Init the OSD display parameters.
_osdAlpha = kOSDInitialAlpha;
_osdFadeStartTime = g_system->getMillis() + kOSDFadeOutDelay;
#endif
}
-//
-// Intern
-//
+void OpenGLGraphicsManager::setPalette(const byte *colors, uint start, uint num) {
+ assert(_gameScreen->hasPalette());
-void OpenGLGraphicsManager::setFullscreenMode(bool enable) {
- assert(_transactionMode == kTransactionActive);
+ memcpy(_gamePalette + start * 3, colors, num * 3);
+ _gameScreen->setPalette(start, num, colors);
- if (_oldVideoMode.setup && _oldVideoMode.fullscreen == enable)
- return;
+ // We might need to update the cursor palette here.
+ updateCursorPalette();
+}
- if (_transactionMode == kTransactionActive) {
- _videoMode.fullscreen = enable;
- _transactionDetails.needRefresh = true;
- }
+void OpenGLGraphicsManager::grabPalette(byte *colors, uint start, uint num) {
+ assert(_gameScreen->hasPalette());
+
+ memcpy(colors, _gamePalette + start * 3, num * 3);
}
-void OpenGLGraphicsManager::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
- byte *surface = new byte[w * h * 3];
-
- // Convert the paletted buffer to RGB888
- const byte *src = (byte *)_screenData.getBasePtr(0, y);
- 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;
+void OpenGLGraphicsManager::setActualScreenSize(uint width, uint height) {
+ _outputScreenWidth = width;
+ _outputScreenHeight = height;
+
+ // Setup coordinates system.
+ GLCALL(glViewport(0, 0, _outputScreenWidth, _outputScreenHeight));
+
+ GLCALL(glMatrixMode(GL_PROJECTION));
+ GLCALL(glLoadIdentity());
+#ifdef USE_GLES
+ GLCALL(glOrthof(0, _outputScreenWidth, _outputScreenHeight, 0, -1, 1));
+#else
+ GLCALL(glOrtho(0, _outputScreenWidth, _outputScreenHeight, 0, -1, 1));
+#endif
+ GLCALL(glMatrixMode(GL_MODELVIEW));
+ GLCALL(glLoadIdentity());
+
+ uint overlayWidth = width;
+ uint overlayHeight = height;
+
+ // WORKAROUND: We can only support surfaces up to the maximum supported
+ // texture size. Thus, in case we encounter a physical size bigger than
+ // this maximum texture size we will simply use an overlay as big as
+ // possible and then scale it to the physical display size. This sounds
+ // bad but actually all recent chips should support full HD resolution
+ // anyway. Thus, it should not be a real issue for modern hardware.
+ if ( overlayWidth > (uint)Texture::getMaximumTextureSize()
+ || overlayHeight > (uint)Texture::getMaximumTextureSize()) {
+ const frac_t outputAspect = intToFrac(_outputScreenWidth) / _outputScreenHeight;
+
+ if (outputAspect > (frac_t)FRAC_ONE) {
+ overlayWidth = Texture::getMaximumTextureSize();
+ overlayHeight = intToFrac(overlayWidth) / outputAspect;
+ } else {
+ overlayHeight = Texture::getMaximumTextureSize();
+ overlayWidth = fracToInt(overlayHeight * outputAspect);
}
+ }
- // Update the texture
- _gameTexture->updateBuffer(surface, w * 3, x, y, w, h);
+ // HACK: We limit the minimal overlay size to 256x200, which is the
+ // minimum of the dimensions of the two resolutions 256x240 (NES) and
+ // 320x200 (many DOS games use this). This hopefully assure that our
+ // GUI has working layouts.
+ overlayWidth = MAX<uint>(overlayWidth, 256);
+ overlayHeight = MAX<uint>(overlayHeight, 200);
+
+ if (!_overlay || _overlay->getFormat() != _defaultFormatAlpha) {
+ delete _overlay;
+ _overlay = nullptr;
+
+ GLenum glIntFormat, glFormat, glType;
+ const bool supported = getGLPixelFormat(_defaultFormatAlpha, glIntFormat, glFormat, glType);
+ assert(supported);
+ _overlay = new Texture(glIntFormat, glFormat, glType, _defaultFormatAlpha);
+ // We always filter the overlay with GL_LINEAR. This assures it's
+ // readable in case it needs to be scaled and does not affect it
+ // otherwise.
+ _overlay->enableLinearFiltering(true);
+ }
+ _overlay->allocate(overlayWidth, overlayHeight);
+ _overlay->fill(0);
- // Free the temp surface
- delete[] surface;
- } else {
- // Update the texture
- _gameTexture->updateBuffer((byte *)_screenData.getBasePtr(x, y), _screenData.pitch, x, y, w, h);
+#ifdef USE_OSD
+ if (!_osd || _osd->getFormat() != _defaultFormatAlpha) {
+ delete _osd;
+ _osd = nullptr;
+
+ GLenum glIntFormat, glFormat, glType;
+ const bool supported = getGLPixelFormat(_defaultFormatAlpha, glIntFormat, glFormat, glType);
+ assert(supported);
+ _osd = new Texture(glIntFormat, glFormat, glType, _defaultFormatAlpha);
+ // We always filter the osd with GL_LINEAR. This assures it's
+ // readable in case it needs to be scaled and does not affect it
+ // otherwise.
+ _osd->enableLinearFiltering(true);
}
+ _osd->allocate(_overlay->getWidth(), _overlay->getHeight());
+ _osd->fill(0);
+#endif
+
+ // Re-setup the scaling for the screen and cursor
+ recalculateDisplayArea();
+ recalculateCursorScaling();
- _screenNeedsRedraw = false;
- _screenDirtyRect = Common::Rect();
+ // Something changed, so update the screen change ID.
+ ++_screenChangeID;
}
-void OpenGLGraphicsManager::refreshOverlay() {
- if (_overlayNeedsRedraw)
- _overlayDirtyRect = Common::Rect(0, 0, _overlayData.w, _overlayData.h);
-
- int x = _overlayDirtyRect.left;
- int y = _overlayDirtyRect.top;
- int w = _overlayDirtyRect.width();
- int h = _overlayDirtyRect.height();
-
- if (_overlayData.format.bytesPerPixel == 1) {
- // Create a temporary RGB888 surface
- byte *surface = new byte[w * h * 3];
-
- // Convert the paletted buffer to RGB888
- const byte *src = (byte *)_overlayData.getBasePtr(0, y);
- src += x * _overlayData.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;
- }
+void OpenGLGraphicsManager::notifyContextChange(const Graphics::PixelFormat &defaultFormat, const Graphics::PixelFormat &defaultFormatAlpha) {
+ // Initialize all extensions.
+ initializeGLExtensions();
- // Update the texture
- _overlayTexture->updateBuffer(surface, w * 3, x, y, w, h);
+ // Disable 3D properties.
+ GLCALL(glDisable(GL_CULL_FACE));
+ GLCALL(glDisable(GL_DEPTH_TEST));
+ GLCALL(glDisable(GL_LIGHTING));
+ GLCALL(glDisable(GL_FOG));
+ GLCALL(glDisable(GL_DITHER));
+ GLCALL(glShadeModel(GL_FLAT));
+ GLCALL(glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_FASTEST));
- // Free the temp surface
- delete[] surface;
- } else {
- // Update the texture
- _overlayTexture->updateBuffer((byte *)_overlayData.getBasePtr(x, y), _overlayData.pitch, x, y, w, h);
- }
+ // Default to black as clear color.
+ GLCALL(glClearColor(0.0f, 0.0f, 0.0f, 0.0f));
+ GLCALL(glColor4f(1.0f, 1.0f, 1.0f, 1.0f));
- _overlayNeedsRedraw = false;
- _overlayDirtyRect = Common::Rect();
-}
+ // Setup alpha blend (for overlay and cursor).
+ GLCALL(glEnable(GL_BLEND));
+ GLCALL(glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA));
-void OpenGLGraphicsManager::refreshCursor() {
- _cursorNeedsRedraw = false;
-
- // Allocate a texture big enough for cursor
- _cursorTexture->allocBuffer(_cursorState.w, _cursorState.h);
-
- // Create a temporary RGBA8888 surface
- byte *surface = new byte[_cursorState.w * _cursorState.h * 4];
- memset(surface, 0, _cursorState.w * _cursorState.h * 4);
-
- byte *dst = surface;
-
- // Convert the paletted cursor to RGBA8888
- if (_cursorFormat.bytesPerPixel == 1) {
- // Select palette
- byte *palette;
- if (_cursorPaletteDisabled)
- palette = _gamePalette;
- else
- palette = _cursorPalette;
-
- // Convert the paletted cursor to RGBA8888
- const byte *src = (byte *)_cursorData.getPixels();
- for (int i = 0; i < _cursorState.w * _cursorState.h; i++) {
- // Check for keycolor
- if (src[i] != _cursorKeyColor) {
- dst[0] = palette[src[i] * 3];
- dst[1] = palette[src[i] * 3 + 1];
- dst[2] = palette[src[i] * 3 + 2];
- dst[3] = 255;
- }
- dst += 4;
- }
- } else {
- const bool gotNoAlpha = (_cursorFormat.aLoss == 8);
-
- // Convert the RGB cursor to RGBA8888
- if (_cursorFormat.bytesPerPixel == 2) {
- const uint16 *src = (uint16 *)_cursorData.getPixels();
- for (int i = 0; i < _cursorState.w * _cursorState.h; i++) {
- // Check for keycolor
- if (src[i] != _cursorKeyColor) {
- _cursorFormat.colorToARGB(src[i], dst[3], dst[0], dst[1], dst[2]);
-
- if (gotNoAlpha)
- dst[3] = 255;
- }
- dst += 4;
- }
- } else if (_cursorFormat.bytesPerPixel == 4) {
- const uint32 *src = (uint32 *)_cursorData.getPixels();
- for (int i = 0; i < _cursorState.w * _cursorState.h; i++) {
- // Check for keycolor
- if (src[i] != _cursorKeyColor) {
- _cursorFormat.colorToARGB(src[i], dst[3], dst[0], dst[1], dst[2]);
-
- if (gotNoAlpha)
- dst[3] = 255;
- }
- dst += 4;
- }
- }
- }
+ // Enable rendering with vertex and coord arrays.
+ GLCALL(glEnableClientState(GL_VERTEX_ARRAY));
+ GLCALL(glEnableClientState(GL_TEXTURE_COORD_ARRAY));
- // Update the texture with new cursor
- _cursorTexture->updateBuffer(surface, _cursorState.w * 4, 0, 0, _cursorState.w, _cursorState.h);
+ GLCALL(glEnable(GL_TEXTURE_2D));
- // Free the temp surface
- delete[] surface;
-}
+ // We use a "pack" alignment (when reading from textures) to 4 here,
+ // since the only place where we really use it is the BMP screenshot
+ // code and that requires the same alignment too.
+ GLCALL(glPixelStorei(GL_PACK_ALIGNMENT, 4));
-void OpenGLGraphicsManager::refreshCursorScale() {
- // Calculate the scale factors of the screen.
- // We also totally ignore the aspect of the overlay cursor, since aspect
- // ratio correction only applies to the game screen.
- // TODO: It might make sense to always ignore scaling of the mouse cursor
- // when the overlay is visible.
- uint screenScaleFactorX = _videoMode.hardwareWidth * 10000 / _videoMode.screenWidth;
- uint screenScaleFactorY = _videoMode.hardwareHeight * 10000 / _videoMode.screenHeight;
-
- // Ignore scaling when the cursor should not be scaled.
- if (_cursorDontScale) {
- screenScaleFactorX = 10000;
- screenScaleFactorY = 10000;
- }
+ // Query information needed by textures.
+ Texture::queryTextureInformation();
- // Apply them (without any possible) aspect ratio correction to the
- // overlay.
- _cursorState.rW = (int16)(_cursorState.w * screenScaleFactorX / 10000);
- _cursorState.rH = (int16)(_cursorState.h * screenScaleFactorY / 10000);
- _cursorState.rHotX = (int16)(_cursorState.hotX * screenScaleFactorX / 10000);
- _cursorState.rHotY = (int16)(_cursorState.hotY * screenScaleFactorY / 10000);
-
- // Only apply scaling when it's desired.
- if (_cursorDontScale) {
- screenScaleFactorX = 10000;
- screenScaleFactorY = 10000;
- } else {
- // Make sure we properly scale the cursor according to the desired aspect.
- int width, height;
- calculateDisplaySize(width, height);
- screenScaleFactorX = (width * 10000 / _videoMode.screenWidth);
- screenScaleFactorY = (height * 10000 / _videoMode.screenHeight);
+ // Refresh the output screen dimensions if some are set up.
+ if (_outputScreenWidth != 0 && _outputScreenHeight != 0) {
+ setActualScreenSize(_outputScreenWidth, _outputScreenHeight);
}
- // Apply the scale cursor scaling for the game screen.
- _cursorState.vW = (int16)(_cursorState.w * screenScaleFactorX / 10000);
- _cursorState.vH = (int16)(_cursorState.h * screenScaleFactorY / 10000);
- _cursorState.vHotX = (int16)(_cursorState.hotX * screenScaleFactorX / 10000);
- _cursorState.vHotY = (int16)(_cursorState.hotY * screenScaleFactorY / 10000);
-}
+ // TODO: Should we try to convert textures into one of those formats if
+ // possible? For example, when _gameScreen is CLUT8 we might want to use
+ // defaultFormat now.
+ _defaultFormat = defaultFormat;
+ _defaultFormatAlpha = defaultFormatAlpha;
-void OpenGLGraphicsManager::calculateDisplaySize(int &width, int &height) {
- if (_videoMode.mode == OpenGL::GFX_ORIGINAL) {
- width = _videoMode.screenWidth;
- height = _videoMode.screenHeight;
- } else {
- width = _videoMode.hardwareWidth;
- height = _videoMode.hardwareHeight;
+ if (_gameScreen) {
+ _gameScreen->recreateInternalTexture();
+ }
+
+ if (_overlay) {
+ _overlay->recreateInternalTexture();
+ }
- uint aspectRatio = (_videoMode.hardwareWidth * 10000 + 5000) / _videoMode.hardwareHeight;
- uint desiredAspectRatio = getAspectRatio();
+ if (_cursor) {
+ _cursor->recreateInternalTexture();
+ }
- // Adjust one screen dimension for mantaining the aspect ratio
- if (aspectRatio < desiredAspectRatio)
- height = (width * 10000 + 5000) / desiredAspectRatio;
- else if (aspectRatio > desiredAspectRatio)
- width = (height * desiredAspectRatio + 5000) / 10000;
+#ifdef USE_OSD
+ if (_osd) {
+ _osd->recreateInternalTexture();
}
+#endif
}
-void OpenGLGraphicsManager::refreshDisplaySize() {
- calculateDisplaySize(_displayWidth, _displayHeight);
+void OpenGLGraphicsManager::adjustMousePosition(int16 &x, int16 &y) {
+ if (_overlayVisible) {
+ // It might be confusing that we actually have to handle something
+ // here when the overlay is visible. This is because for very small
+ // resolutions we have a minimal overlay size and have to adjust
+ // for that.
+ // This can also happen when the overlay is smaller than the actual
+ // display size because of texture size limitations.
+ if (_overlay) {
+ x = (x * _overlay->getWidth()) / _outputScreenWidth;
+ y = (y * _overlay->getHeight()) / _outputScreenHeight;
+ }
+ } else if (_gameScreen) {
+ x -= _displayX;
+ y -= _displayY;
+
+ const int16 width = _gameScreen->getWidth();
+ const int16 height = _gameScreen->getHeight();
+
+ x = (x * width) / _displayWidth;
+ y = (y * height) / _displayHeight;
- // Adjust x and y for centering the screen
- _displayX = (_videoMode.hardwareWidth - _displayWidth) / 2;
- _displayY = (_videoMode.hardwareHeight - _displayHeight) / 2;
+ // Make sure we only supply valid coordinates.
+ x = CLIP<int16>(x, 0, width - 1);
+ y = CLIP<int16>(y, 0, height - 1);
+ }
}
-void OpenGLGraphicsManager::getGLPixelFormat(Graphics::PixelFormat pixelFormat, byte &bpp, GLenum &intFormat, GLenum &glFormat, GLenum &gltype) {
+bool OpenGLGraphicsManager::getGLPixelFormat(const Graphics::PixelFormat &pixelFormat, GLenum &glIntFormat, GLenum &glFormat, GLenum &glType) const {
if (pixelFormat == Graphics::PixelFormat(4, 8, 8, 8, 8, 24, 16, 8, 0)) { // RGBA8888
- bpp = 4;
- intFormat = GL_RGBA;
+ glIntFormat = GL_RGBA;
glFormat = GL_RGBA;
- gltype = GL_UNSIGNED_INT_8_8_8_8;
- } else if (pixelFormat == Graphics::PixelFormat(3, 8, 8, 8, 0, 16, 8, 0, 0)) { // RGB888
- bpp = 3;
- intFormat = GL_RGB;
- glFormat = GL_RGB;
- gltype = GL_UNSIGNED_BYTE;
+ glType = GL_UNSIGNED_INT_8_8_8_8;
+ return true;
} else if (pixelFormat == Graphics::PixelFormat(2, 5, 6, 5, 0, 11, 5, 0, 0)) { // RGB565
- bpp = 2;
- intFormat = GL_RGB;
+ glIntFormat = GL_RGB;
glFormat = GL_RGB;
- gltype = GL_UNSIGNED_SHORT_5_6_5;
- } else if (pixelFormat == Graphics::PixelFormat(2, 5, 5, 5, 1, 11, 6, 1, 0)) { // RGB5551
- bpp = 2;
- intFormat = GL_RGBA;
+ glType = GL_UNSIGNED_SHORT_5_6_5;
+ return true;
+ } else if (pixelFormat == Graphics::PixelFormat(2, 5, 5, 5, 1, 11, 6, 1, 0)) { // RGBA5551
+ glIntFormat = GL_RGBA;
glFormat = GL_RGBA;
- gltype = GL_UNSIGNED_SHORT_5_5_5_1;
+ glType = GL_UNSIGNED_SHORT_5_5_5_1;
+ return true;
} else if (pixelFormat == Graphics::PixelFormat(2, 4, 4, 4, 4, 12, 8, 4, 0)) { // RGBA4444
- bpp = 2;
- intFormat = GL_RGBA;
+ glIntFormat = GL_RGBA;
glFormat = GL_RGBA;
- gltype = GL_UNSIGNED_SHORT_4_4_4_4;
- } else if (pixelFormat.bytesPerPixel == 1) { // CLUT8
- // If uses a palette, create texture as RGB888. The pixel data will be converted
- // later.
- bpp = 3;
- intFormat = GL_RGB;
- glFormat = GL_RGB;
- gltype = GL_UNSIGNED_BYTE;
+ glType = GL_UNSIGNED_SHORT_4_4_4_4;
+ return true;
#ifndef USE_GLES
} else if (pixelFormat == Graphics::PixelFormat(2, 5, 5, 5, 0, 10, 5, 0, 0)) { // RGB555
// GL_BGRA does not exist in every GLES implementation so should not be configured if
// USE_GLES is set.
- bpp = 2;
- intFormat = GL_RGB;
+ glIntFormat = GL_RGB;
glFormat = GL_BGRA;
- gltype = GL_UNSIGNED_SHORT_1_5_5_5_REV;
+ glType = GL_UNSIGNED_SHORT_1_5_5_5_REV;
+ return true;
} else if (pixelFormat == Graphics::PixelFormat(4, 8, 8, 8, 8, 16, 8, 0, 24)) { // ARGB8888
- bpp = 4;
- intFormat = GL_RGBA;
+ glIntFormat = GL_RGBA;
glFormat = GL_BGRA;
- gltype = GL_UNSIGNED_INT_8_8_8_8_REV;
+ glType = GL_UNSIGNED_INT_8_8_8_8_REV;
+ return true;
} else if (pixelFormat == Graphics::PixelFormat(2, 4, 4, 4, 4, 8, 4, 0, 12)) { // ARGB4444
- bpp = 2;
- intFormat = GL_RGBA;
+ glIntFormat = GL_RGBA;
glFormat = GL_BGRA;
- gltype = GL_UNSIGNED_SHORT_4_4_4_4_REV;
+ glType = GL_UNSIGNED_SHORT_4_4_4_4_REV;
+ return true;
} else if (pixelFormat == Graphics::PixelFormat(4, 8, 8, 8, 8, 0, 8, 16, 24)) { // ABGR8888
- bpp = 4;
- intFormat = GL_RGBA;
+ glIntFormat = GL_RGBA;
glFormat = GL_RGBA;
- gltype = GL_UNSIGNED_INT_8_8_8_8_REV;
+ glType = GL_UNSIGNED_INT_8_8_8_8_REV;
+ return true;
} else if (pixelFormat == Graphics::PixelFormat(4, 8, 8, 8, 8, 8, 16, 24, 0)) { // BGRA8888
- bpp = 4;
- intFormat = GL_RGBA;
+ glIntFormat = GL_RGBA;
glFormat = GL_BGRA;
- gltype = GL_UNSIGNED_BYTE;
- } else if (pixelFormat == Graphics::PixelFormat(3, 8, 8, 8, 0, 0, 8, 16, 0)) { // BGR888
- bpp = 3;
- intFormat = GL_RGB;
- glFormat = GL_BGR;
- gltype = GL_UNSIGNED_BYTE;
+ glType = GL_UNSIGNED_INT_8_8_8_8;
+ return true;
} else if (pixelFormat == Graphics::PixelFormat(2, 5, 6, 5, 0, 0, 5, 11, 0)) { // BGR565
- bpp = 2;
- intFormat = GL_RGB;
+ glIntFormat = GL_RGB;
glFormat = GL_BGR;
- gltype = GL_UNSIGNED_SHORT_5_6_5;
+ glType = GL_UNSIGNED_SHORT_5_6_5;
+ return true;
} else if (pixelFormat == Graphics::PixelFormat(2, 5, 5, 5, 1, 1, 6, 11, 0)) { // BGRA5551
- bpp = 2;
- intFormat = GL_RGBA;
+ glIntFormat = GL_RGBA;
glFormat = GL_BGRA;
- gltype = GL_UNSIGNED_SHORT_5_5_5_1;
+ glType = GL_UNSIGNED_SHORT_5_5_5_1;
+ return true;
} else if (pixelFormat == Graphics::PixelFormat(2, 4, 4, 4, 4, 0, 4, 8, 12)) { // ABGR4444
- bpp = 2;
- intFormat = GL_RGBA;
+ glIntFormat = GL_RGBA;
glFormat = GL_RGBA;
- gltype = GL_UNSIGNED_SHORT_4_4_4_4_REV;
+ glType = GL_UNSIGNED_SHORT_4_4_4_4_REV;
+ return true;
} else if (pixelFormat == Graphics::PixelFormat(2, 4, 4, 4, 4, 4, 8, 12, 0)) { // BGRA4444
- bpp = 2;
- intFormat = GL_RGBA;
+ glIntFormat = GL_RGBA;
glFormat = GL_BGRA;
- gltype = GL_UNSIGNED_SHORT_4_4_4_4;
+ glType = GL_UNSIGNED_SHORT_4_4_4_4;
+ return true;
#endif
} else {
- error("OpenGLGraphicsManager: Pixel format not supported");
+ return false;
}
}
-void OpenGLGraphicsManager::internUpdateScreen() {
- // Clear the screen buffer
- glClear(GL_COLOR_BUFFER_BIT); CHECK_GL_ERROR();
-
- if (_screenNeedsRedraw || !_screenDirtyRect.isEmpty())
- // Refresh texture if dirty
- refreshGameScreen();
-
- int scaleFactor = _videoMode.hardwareHeight / _videoMode.screenHeight;
-
- glPushMatrix();
-
- // Adjust game screen shake position
- glTranslatef(0, _shakePos * scaleFactor, 0); CHECK_GL_ERROR();
-
- // Draw the game screen
- _gameTexture->drawTexture(_displayX, _displayY, _displayWidth, _displayHeight);
-
- glPopMatrix();
-
- if (_overlayVisible) {
- if (_overlayNeedsRedraw || !_overlayDirtyRect.isEmpty())
- // Refresh texture if dirty
- refreshOverlay();
-
- // Draw the overlay
- _overlayTexture->drawTexture(0, 0, _videoMode.overlayWidth, _videoMode.overlayHeight);
- }
+frac_t OpenGLGraphicsManager::getDesiredGameScreenAspect() const {
+ const uint width = _currentState.gameWidth;
+ const uint height = _currentState.gameHeight;
- if (_cursorVisible) {
- if (_cursorNeedsRedraw)
- // Refresh texture if dirty
- refreshCursor();
-
- glPushMatrix();
-
- // Adjust mouse shake position, unless the overlay is visible
- glTranslatef(0, _overlayVisible ? 0 : _shakePos * scaleFactor, 0); CHECK_GL_ERROR();
-
- // Draw the cursor
- if (_overlayVisible)
- _cursorTexture->drawTexture(_cursorState.x - _cursorState.rHotX,
- _cursorState.y - _cursorState.rHotY, _cursorState.rW, _cursorState.rH);
- else
- _cursorTexture->drawTexture(_cursorState.x - _cursorState.vHotX,
- _cursorState.y - _cursorState.vHotY, _cursorState.vW, _cursorState.vH);
-
- glPopMatrix();
- }
-
-#ifdef USE_OSD
- if (_osdAlpha > 0) {
- if (_requireOSDUpdate) {
- updateOSD();
- _requireOSDUpdate = false;
+ if (_currentState.aspectRatioCorrection) {
+ // In case we enable aspect ratio correction we force a 4/3 ratio.
+ // But just for 320x200 and 640x400 games, since other games do not need
+ // this.
+ if ((width == 320 && height == 200) || (width == 640 && height == 400)) {
+ return intToFrac(4) / 3;
}
-
- // Update alpha value
- const int diff = g_system->getMillis() - _osdFadeStartTime;
- if (diff > 0) {
- if (diff >= kOSDFadeOutDuration) {
- // Back to full transparency
- _osdAlpha = 0;
- } else {
- // Do a fade out
- _osdAlpha = kOSDInitialAlpha - diff * kOSDInitialAlpha / kOSDFadeOutDuration;
- }
- }
- // Set the osd transparency
- glColor4f(1.0f, 1.0f, 1.0f, _osdAlpha / 100.0f); CHECK_GL_ERROR();
-
- // Draw the osd texture
- _osdTexture->drawTexture(0, 0, _videoMode.hardwareWidth, _videoMode.hardwareHeight);
-
- // Reset color
- glColor4f(1.0f, 1.0f, 1.0f, 1.0f); CHECK_GL_ERROR();
}
-#endif
-}
-
-void OpenGLGraphicsManager::initGL() {
- // Check available GL Extensions
- GLTexture::initGLExtensions();
-
- // Disable 3D properties
- glDisable(GL_CULL_FACE); CHECK_GL_ERROR();
- glDisable(GL_DEPTH_TEST); CHECK_GL_ERROR();
- glDisable(GL_LIGHTING); CHECK_GL_ERROR();
- glDisable(GL_FOG); CHECK_GL_ERROR();
- glDisable(GL_DITHER); CHECK_GL_ERROR();
- glShadeModel(GL_FLAT); CHECK_GL_ERROR();
- glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_FASTEST); CHECK_GL_ERROR();
- // Setup alpha blend (For overlay and cursor)
- glEnable(GL_BLEND); CHECK_GL_ERROR();
- glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); CHECK_GL_ERROR();
-
- // Enable rendering with vertex and coord arrays
- glEnableClientState(GL_VERTEX_ARRAY); CHECK_GL_ERROR();
- glEnableClientState(GL_TEXTURE_COORD_ARRAY); CHECK_GL_ERROR();
-
- glEnable(GL_TEXTURE_2D); CHECK_GL_ERROR();
-
- // Setup the GL viewport
- glViewport(0, 0, _videoMode.hardwareWidth, _videoMode.hardwareHeight); CHECK_GL_ERROR();
-
- // Setup coordinates system
- glMatrixMode(GL_PROJECTION); CHECK_GL_ERROR();
- glLoadIdentity(); CHECK_GL_ERROR();
-#ifdef USE_GLES
- glOrthof(0, _videoMode.hardwareWidth, _videoMode.hardwareHeight, 0, -1, 1); CHECK_GL_ERROR();
-#else
- glOrtho(0, _videoMode.hardwareWidth, _videoMode.hardwareHeight, 0, -1, 1); CHECK_GL_ERROR();
-#endif
- glMatrixMode(GL_MODELVIEW); CHECK_GL_ERROR();
- glLoadIdentity(); CHECK_GL_ERROR();
+ return intToFrac(width) / height;
}
-void OpenGLGraphicsManager::loadTextures() {
-#ifdef USE_RGB_COLOR
- if (_transactionDetails.formatChanged && _gameTexture) {
- delete _gameTexture;
- _gameTexture = 0;
+void OpenGLGraphicsManager::recalculateDisplayArea() {
+ if (!_gameScreen || _outputScreenHeight == 0) {
+ return;
}
-#endif
-
- if (!_gameTexture) {
- byte bpp;
- GLenum intformat;
- GLenum format;
- GLenum type;
-#ifdef USE_RGB_COLOR
- getGLPixelFormat(_screenFormat, bpp, intformat, format, type);
-#else
- getGLPixelFormat(Graphics::PixelFormat::createFormatCLUT8(), bpp, intformat, format, type);
-#endif
- _gameTexture = new GLTexture(bpp, intformat, format, type);
- } else
- _gameTexture->refresh();
-
- _overlayFormat = Graphics::PixelFormat(2, 5, 5, 5, 1, 11, 6, 1, 0);
-
- if (!_overlayTexture) {
- byte bpp;
- GLenum intformat;
- GLenum format;
- GLenum type;
- getGLPixelFormat(_overlayFormat, bpp, intformat, format, type);
- _overlayTexture = new GLTexture(bpp, intformat, format, type);
- } else
- _overlayTexture->refresh();
-
- if (!_cursorTexture)
- _cursorTexture = new GLTexture(4, GL_RGBA, GL_RGBA, GL_UNSIGNED_BYTE);
- else
- _cursorTexture->refresh();
-
- GLint filter = _videoMode.antialiasing ? GL_LINEAR : GL_NEAREST;
- _gameTexture->setFilter(filter);
- _overlayTexture->setFilter(filter);
- _cursorTexture->setFilter(filter);
-
- // Allocate texture memory and finish refreshing
- _gameTexture->allocBuffer(_videoMode.screenWidth, _videoMode.screenHeight);
- _overlayTexture->allocBuffer(_videoMode.overlayWidth, _videoMode.overlayHeight);
- _cursorTexture->allocBuffer(_cursorState.w, _cursorState.h);
-
- if (
-#ifdef USE_RGB_COLOR
- _transactionDetails.formatChanged ||
-#endif
- _oldVideoMode.screenWidth != _videoMode.screenWidth ||
- _oldVideoMode.screenHeight != _videoMode.screenHeight)
- _screenData.create(_videoMode.screenWidth, _videoMode.screenHeight,
-#ifdef USE_RGB_COLOR
- _screenFormat
-#else
- Graphics::PixelFormat::createFormatCLUT8()
-#endif
- );
-
-
- if (_oldVideoMode.overlayWidth != _videoMode.overlayWidth ||
- _oldVideoMode.overlayHeight != _videoMode.overlayHeight)
- _overlayData.create(_videoMode.overlayWidth, _videoMode.overlayHeight,
- _overlayFormat);
- _screenNeedsRedraw = true;
- _overlayNeedsRedraw = true;
- _cursorNeedsRedraw = true;
+ const frac_t outputAspect = intToFrac(_outputScreenWidth) / _outputScreenHeight;
+ const frac_t desiredAspect = getDesiredGameScreenAspect();
- // We need to setup a proper unpack alignment value here, else we will
- // get problems with the texture updates, in case the surface data is
- // not properly aligned.
- // It is noteworthy this assumes the OSD uses the same BPP as the overlay
- // and that the cursor works with any alignment setting.
- int newAlignment = Common::gcd(_gameTexture->getBytesPerPixel(), _overlayTexture->getBytesPerPixel());
- assert(newAlignment == 1 || newAlignment == 2 || newAlignment == 4);
- glPixelStorei(GL_UNPACK_ALIGNMENT, newAlignment);
+ _displayWidth = _outputScreenWidth;
+ _displayHeight = _outputScreenHeight;
- // We use a "pack" alignment (when reading from textures) to 4 here,
- // since the only place where we really use it is the BMP screenshot
- // code and that requires the same alignment too.
- glPixelStorei(GL_PACK_ALIGNMENT, 4);
-
-#ifdef USE_OSD
- if (!_osdTexture)
- _osdTexture = new GLTexture(2, GL_RGBA, GL_RGBA, GL_UNSIGNED_SHORT_5_5_5_1);
- else
- _osdTexture->refresh();
-
- _osdTexture->allocBuffer(_videoMode.overlayWidth, _videoMode.overlayHeight);
+ // Adjust one dimension for mantaining the aspect ratio.
+ if (outputAspect < desiredAspect) {
+ _displayHeight = intToFrac(_displayWidth) / desiredAspect;
+ } else if (outputAspect > desiredAspect) {
+ _displayWidth = fracToInt(_displayHeight * desiredAspect);
+ }
- // Update the OSD in case it is used right now
- _requireOSDUpdate = true;
-#endif
+ // We center the screen in the middle for now.
+ _displayX = (_outputScreenWidth - _displayWidth ) / 2;
+ _displayY = (_outputScreenHeight - _displayHeight) / 2;
}
-bool OpenGLGraphicsManager::loadGFXMode() {
- // Initialize OpenGL settings
- initGL();
-
- loadTextures();
-
- refreshCursorScale();
-
- refreshDisplaySize();
-
- internUpdateScreen();
-
- return true;
-}
+void OpenGLGraphicsManager::updateCursorPalette() {
+ if (!_cursor || !_cursor->hasPalette()) {
+ return;
+ }
-void OpenGLGraphicsManager::unloadGFXMode() {
+ if (_cursorPaletteEnabled) {
+ _cursor->setPalette(0, 256, _cursorPalette);
+ } else {
+ _cursor->setPalette(0, 256, _gamePalette);
+ }
+ // We remove all alpha bits from the palette entry of the color key.
+ // This makes sure its properly handled as color key.
+ const Graphics::PixelFormat &hardwareFormat = _cursor->getHardwareFormat();
+ const uint32 aMask = (0xFF >> hardwareFormat.aLoss) << hardwareFormat.aShift;
+
+ if (hardwareFormat.bytesPerPixel == 2) {
+ uint16 *palette = (uint16 *)_cursor->getPalette() + _cursorKeyColor;
+ *palette &= ~aMask;
+ } else if (hardwareFormat.bytesPerPixel == 4) {
+ uint32 *palette = (uint32 *)_cursor->getPalette() + _cursorKeyColor;
+ *palette &= ~aMask;
+ } else {
+ warning("OpenGLGraphicsManager::updateCursorPalette: Unsupported pixel depth %d", hardwareFormat.bytesPerPixel);
+ }
}
-void OpenGLGraphicsManager::setScale(int newScale) {
- assert(_transactionMode == kTransactionActive);
-
- if (newScale == _videoMode.scaleFactor)
+void OpenGLGraphicsManager::recalculateCursorScaling() {
+ if (!_cursor || !_gameScreen) {
return;
+ }
- _videoMode.scaleFactor = newScale;
- _transactionDetails.sizeChanged = true;
-}
+ // By default we use the unscaled versions.
+ _cursorHotspotXScaled = _cursorHotspotX;
+ _cursorHotspotYScaled = _cursorHotspotY;
+ _cursorWidthScaled = _cursor->getWidth();
+ _cursorHeightScaled = _cursor->getHeight();
-void OpenGLGraphicsManager::toggleAntialiasing() {
- assert(_transactionMode == kTransactionActive);
+ // In case scaling is actually enabled we will scale the cursor according
+ // to the game screen.
+ if (!_cursorDontScale) {
+ const uint screenScaleFactorX = _displayWidth * 10000 / _gameScreen->getWidth();
+ const uint screenScaleFactorY = _displayHeight * 10000 / _gameScreen->getHeight();
- _videoMode.antialiasing = !_videoMode.antialiasing;
- _transactionDetails.filterChanged = true;
-}
+ _cursorHotspotXScaled = (_cursorHotspotXScaled * screenScaleFactorX) / 10000;
+ _cursorWidthScaled = (_cursorWidthScaled * screenScaleFactorX) / 10000;
-uint OpenGLGraphicsManager::getAspectRatio() const {
- // In case we enable aspect ratio correction we force a 4/3 ratio.
- // But just for 320x200 and 640x400 games, since other games do not need
- // this.
- // TODO: This makes OpenGL Normal behave like OpenGL Conserve, when aspect
- // ratio correction is enabled, but it's better than the previous 4/3 mode
- // mess at least...
- if (_videoMode.aspectRatioCorrection
- && ((_videoMode.screenWidth == 320 && _videoMode.screenHeight == 200)
- || (_videoMode.screenWidth == 640 && _videoMode.screenHeight == 400)))
- return 13333;
- else if (_videoMode.mode == OpenGL::GFX_NORMAL)
- return _videoMode.hardwareWidth * 10000 / _videoMode.hardwareHeight;
- else
- return _videoMode.screenWidth * 10000 / _videoMode.screenHeight;
+ _cursorHotspotYScaled = (_cursorHotspotYScaled * screenScaleFactorY) / 10000;
+ _cursorHeightScaled = (_cursorHeightScaled * screenScaleFactorY) / 10000;
+ }
}
-void OpenGLGraphicsManager::adjustMousePosition(int16 &x, int16 &y) {
- if (_overlayVisible)
- return;
-
- x -= _displayX;
- y -= _displayY;
-
- if (_displayWidth != _videoMode.screenWidth)
- x = x * _videoMode.screenWidth / _displayWidth;
- if (_displayHeight != _videoMode.screenHeight)
- y = y * _videoMode.screenHeight / _displayHeight;
+#ifdef USE_OSD
+const Graphics::Font *OpenGLGraphicsManager::getFontOSD() {
+ return FontMan.getFontByUsage(Graphics::FontManager::kLocalizedFont);
}
+#endif
-bool OpenGLGraphicsManager::saveScreenshot(const char *filename) {
- int width = _videoMode.hardwareWidth;
- int height = _videoMode.hardwareHeight;
+void OpenGLGraphicsManager::saveScreenshot(const Common::String &filename) const {
+ const uint width = _outputScreenWidth;
+ const uint height = _outputScreenHeight;
// A line of a BMP image must have a size divisible by 4.
// We calculate the padding bytes needed here.
// Since we use a 3 byte per pixel mode, we can use width % 4 here, since
// it is equal to 4 - (width * 3) % 4. (4 - (width * Bpp) % 4, is the
// usual way of computing the padding bytes required).
- const int linePaddingSize = width % 4;
- const int lineSize = width * 3 + linePaddingSize;
+ const uint linePaddingSize = width % 4;
+ const uint lineSize = width * 3 + linePaddingSize;
// Allocate memory for screenshot
uint8 *pixels = new uint8[lineSize * height];
// Get pixel data from OpenGL buffer
-#ifdef USE_GLES
- glReadPixels(0, 0, width, height, GL_RGB, GL_UNSIGNED_BYTE, pixels); CHECK_GL_ERROR();
-#else
- if (_formatBGR) {
- glReadPixels(0, 0, width, height, GL_BGR, GL_UNSIGNED_BYTE, pixels); CHECK_GL_ERROR();
- } else {
- glReadPixels(0, 0, width, height, GL_RGB, GL_UNSIGNED_BYTE, pixels); CHECK_GL_ERROR();
+ GLCALL(glReadPixels(0, 0, width, height, GL_RGB, GL_UNSIGNED_BYTE, pixels));
+
+ // BMP stores as BGR. Since we can't assume that GL_BGR is supported we
+ // will swap the components from the RGB we read to BGR on our own.
+ for (uint y = height; y-- > 0;) {
+ uint8 *line = pixels + y * lineSize;
+
+ for (uint x = width; x > 0; --x, line += 3) {
+ SWAP(line[0], line[2]);
+ }
}
-#endif
// Open file
Common::DumpFile out;
@@ -1324,73 +1143,6 @@ bool OpenGLGraphicsManager::saveScreenshot(const char *filename) {
// Free allocated memory
delete[] pixels;
-
- return true;
-}
-
-const char *OpenGLGraphicsManager::getCurrentModeName() {
- const char *modeName = 0;
- const OSystem::GraphicsMode *g = getSupportedGraphicsModes();
- while (g->name) {
- if (g->id == _videoMode.mode) {
- modeName = g->description;
- break;
- }
- g++;
- }
- return modeName;
-}
-
-#ifdef USE_OSD
-const Graphics::Font *OpenGLGraphicsManager::getFontOSD() {
- return FontMan.getFontByUsage(Graphics::FontManager::kLocalizedFont);
-}
-
-void OpenGLGraphicsManager::updateOSD() {
- // The font we are going to use:
- const Graphics::Font *font = getFontOSD();
-
- if (_osdSurface.w != _osdTexture->getWidth() || _osdSurface.h != _osdTexture->getHeight())
- _osdSurface.create(_osdTexture->getWidth(), _osdTexture->getHeight(), _overlayFormat);
- else
- // Clear everything
- memset(_osdSurface.getPixels(), 0, _osdSurface.h * _osdSurface.pitch);
-
- // Determine a rect which would contain the message string (clipped to the
- // screen dimensions).
- const int vOffset = 6;
- const int lineSpacing = 1;
- const int lineHeight = font->getFontHeight() + 2 * lineSpacing;
- int width = 0;
- int height = lineHeight * _osdLines.size() + 2 * vOffset;
- for (uint i = 0; i < _osdLines.size(); i++) {
- width = MAX(width, font->getStringWidth(_osdLines[i]) + 14);
- }
-
- // Clip the rect
- if (width > _osdSurface.w)
- width = _osdSurface.w;
- if (height > _osdSurface.h)
- height = _osdSurface.h;
-
- int dstX = (_osdSurface.w - width) / 2;
- int dstY = (_osdSurface.h - height) / 2;
-
- // Draw a dark gray rect (R = 40, G = 40, B = 40)
- const uint16 color = 0x294B;
- _osdSurface.fillRect(Common::Rect(dstX, dstY, dstX + width, dstY + height), color);
-
- // Render the message, centered, and in white
- for (uint i = 0; i < _osdLines.size(); i++) {
- font->drawString(&_osdSurface, _osdLines[i],
- dstX, dstY + i * lineHeight + vOffset + lineSpacing, width,
- 0xFFFF, Graphics::kTextAlignCenter);
- }
-
- // Update the texture
- _osdTexture->updateBuffer(_osdSurface.getPixels(), _osdSurface.pitch, 0, 0,
- _osdSurface.w, _osdSurface.h);
}
-#endif
-#endif
+} // End of namespace OpenGL
diff --git a/backends/graphics/opengl/opengl-graphics.h b/backends/graphics/opengl/opengl-graphics.h
index 9d8d418d11..ebfe38fb60 100644
--- a/backends/graphics/opengl/opengl-graphics.h
+++ b/backends/graphics/opengl/opengl-graphics.h
@@ -8,338 +8,468 @@
* 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.
*
*/
-#ifndef BACKENDS_GRAPHICS_OPENGL_H
-#define BACKENDS_GRAPHICS_OPENGL_H
+#ifndef BACKENDS_GRAPHICS_OPENGL_OPENGL_GRAPHICS_H
+#define BACKENDS_GRAPHICS_OPENGL_OPENGL_GRAPHICS_H
-#include "backends/graphics/opengl/gltexture.h"
+#include "backends/graphics/opengl/opengl-sys.h"
#include "backends/graphics/graphics.h"
-#include "common/array.h"
-#include "common/rect.h"
-#include "graphics/font.h"
-#include "graphics/pixelformat.h"
-// Uncomment this to enable the 'on screen display' code.
-#define USE_OSD 1
+#include "common/frac.h"
+#include "common/mutex.h"
+
+namespace Graphics {
+class Font;
+} // End of namespace Graphics
namespace OpenGL {
-// The OpenGL GFX modes. They have to be inside the OpenGL namespace so they
-// do not clash with the SDL GFX modes.
+
+// HACK: We use glColor in the OSD code. This might not be working on GL ES but
+// we still enable it because Tizen already shipped with it. Also, the
+// SurfaceSDL backend enables it and disabling it can cause issues in sdl.cpp.
+#define USE_OSD 1
+
+class Texture;
+
enum {
- GFX_NORMAL = 0,
- GFX_CONSERVE = 1,
- GFX_ORIGINAL = 2
+ GFX_LINEAR = 0,
+ GFX_NEAREST = 1
};
-}
-
-/**
- * OpenGL graphics manager. This is an abstract class, it does not do the
- * window and OpenGL context initialization.
- * Derived classes should at least override internUpdateScreen for doing
- * the buffers swap, and implement loadGFXMode for handling the window/context if
- * needed. If USE_RGB_COLOR is enabled, getSupportedFormats must be implemented.
- */
class OpenGLGraphicsManager : public GraphicsManager {
public:
OpenGLGraphicsManager();
virtual ~OpenGLGraphicsManager();
+ // GraphicsManager API
virtual bool hasFeature(OSystem::Feature f);
virtual void setFeatureState(OSystem::Feature f, bool enable);
virtual bool getFeatureState(OSystem::Feature f);
+ // HACK: This is required for the SDL backend to switch between OpenGL SDL
+ // and Surface SDL.
static const OSystem::GraphicsMode *supportedGraphicsModes();
+
virtual const OSystem::GraphicsMode *getSupportedGraphicsModes() const;
virtual int getDefaultGraphicsMode() const;
virtual bool setGraphicsMode(int mode);
virtual int getGraphicsMode() const;
- virtual void resetGraphicsScale();
+
+ virtual void resetGraphicsScale() {}
+
#ifdef USE_RGB_COLOR
virtual Graphics::PixelFormat getScreenFormat() const;
virtual Common::List<Graphics::PixelFormat> getSupportedFormats() const = 0;
#endif
- virtual void initSize(uint width, uint height, const Graphics::PixelFormat *format = NULL);
- virtual int getScreenChangeID() const;
virtual void beginGFXTransaction();
virtual OSystem::TransactionError endGFXTransaction();
- virtual int16 getHeight();
+ virtual int getScreenChangeID() const;
+
+ virtual void initSize(uint width, uint height, const Graphics::PixelFormat *format);
+
virtual int16 getWidth();
-protected:
- // PaletteManager API
- virtual void setPalette(const byte *colors, uint start, uint num);
- virtual void grabPalette(byte *colors, uint start, uint num);
+ virtual int16 getHeight();
-public:
virtual void copyRectToScreen(const void *buf, int pitch, int x, int y, int w, int h);
- virtual Graphics::Surface *lockScreen();
- virtual void unlockScreen();
virtual void fillScreen(uint32 col);
- virtual void updateScreen();
+
virtual void setShakePos(int shakeOffset);
- virtual void setFocusRectangle(const Common::Rect &rect);
+
+ virtual void updateScreen();
+
+ virtual Graphics::Surface *lockScreen();
+ virtual void unlockScreen();
+
+ virtual void setFocusRectangle(const Common::Rect& rect);
virtual void clearFocusRectangle();
+ virtual int16 getOverlayWidth();
+ virtual int16 getOverlayHeight();
+
virtual void showOverlay();
virtual void hideOverlay();
+
virtual Graphics::PixelFormat getOverlayFormat() const;
+
+ virtual void copyRectToOverlay(const void *buf, int pitch, int x, int y, int w, int h);
virtual void clearOverlay();
virtual void grabOverlay(void *buf, int pitch);
- virtual void copyRectToOverlay(const void *buf, int pitch, int x, int y, int w, int h);
- virtual int16 getOverlayHeight();
- virtual int16 getOverlayWidth();
virtual bool showMouse(bool visible);
virtual void warpMouse(int x, int y);
- virtual void setMouseCursor(const void *buf, uint w, uint h, int hotspotX, int hotspotY, uint32 keycolor, bool dontScale = false, const Graphics::PixelFormat *format = NULL);
+ virtual void setMouseCursor(const void *buf, uint w, uint h, int hotspotX, int hotspotY, uint32 keycolor, bool dontScale, const Graphics::PixelFormat *format);
virtual void setCursorPalette(const byte *colors, uint start, uint num);
virtual void displayMessageOnOSD(const char *msg);
+
+ // PaletteManager interface
+ virtual void setPalette(const byte *colors, uint start, uint num);
+ virtual void grabPalette(byte *colors, uint start, uint num);
+
protected:
/**
- * Setup OpenGL settings
+ * Set up the actual screen size available for the OpenGL code to do any
+ * drawing.
+ *
+ * @param width The width of the screen.
+ * @param height The height of the screen.
*/
- virtual void initGL();
+ void setActualScreenSize(uint width, uint height);
/**
- * Creates and refreshs OpenGL textures.
+ * Notify the manager of a OpenGL context change. This should be the first
+ * thing to call when you create an OpenGL (ES) context!
+ *
+ * @param defaultFormat The new default format for the game screen
+ * (this is used for the CLUT8 game screens).
+ * @param defaultFromatAlpha The new default format with an alpha channel
+ * (this is used for the overlay and cursor).
*/
- virtual void loadTextures();
+ void notifyContextChange(const Graphics::PixelFormat &defaultFormat, const Graphics::PixelFormat &defaultFormatAlpha);
+ /**
+ * Adjust the physical mouse coordinates according to the currently visible screen.
+ */
+ void adjustMousePosition(int16 &x, int16 &y);
+
+ /**
+ * Set up the mouse position for graphics output.
+ *
+ * @param x X coordinate in physical coordinates.
+ * @param y Y coordinate in physical coordinates.
+ */
+ void setMousePosition(int x, int y) { _cursorX = x; _cursorY = y; }
+
+ /**
+ * Query the mouse position in physical coordinates.
+ */
+ void getMousePosition(int16 &x, int16 &y) const { x = _cursorX; y = _cursorY; }
+
+ /**
+ * Set up the mouse position for the (event) system.
+ *
+ * @param x X coordinate in physical coordinates.
+ * @param y Y coordinate in physical coordinates.
+ */
+ virtual void setInternalMousePosition(int x, int y) = 0;
+
+private:
//
- // GFX and video
+ // Transaction support
//
- enum {
- kTransactionNone = 0,
- kTransactionActive = 1,
- kTransactionRollback = 2
- };
-
- struct TransactionDetails {
- bool sizeChanged;
- bool needRefresh;
- bool needUpdatescreen;
- bool filterChanged;
+ struct VideoState {
+ VideoState() : valid(false), gameWidth(0), gameHeight(0),
#ifdef USE_RGB_COLOR
- bool formatChanged;
+ gameFormat(),
#endif
- };
- TransactionDetails _transactionDetails;
- int _transactionMode;
-
- struct VideoState {
- bool setup;
+ aspectRatioCorrection(false), graphicsMode(GFX_LINEAR) {
+ }
- bool fullscreen;
+ bool valid;
- int mode;
- int scaleFactor;
- bool antialiasing;
+ uint gameWidth, gameHeight;
+#ifdef USE_RGB_COLOR
+ Graphics::PixelFormat gameFormat;
+#endif
bool aspectRatioCorrection;
+ int graphicsMode;
- int screenWidth, screenHeight;
- int overlayWidth, overlayHeight;
- int hardwareWidth, hardwareHeight;
+ bool operator==(const VideoState &right) {
+ return gameWidth == right.gameWidth && gameHeight == right.gameHeight
#ifdef USE_RGB_COLOR
- Graphics::PixelFormat format;
+ && gameFormat == right.gameFormat
#endif
+ && aspectRatioCorrection == right.aspectRatioCorrection
+ && graphicsMode == right.graphicsMode;
+ }
+
+ bool operator!=(const VideoState &right) {
+ return !(*this == right);
+ }
};
- VideoState _videoMode, _oldVideoMode;
/**
- * Sets the OpenGL texture format for the given pixel format. If format is not support will raise an error.
+ * The currently setup video state.
*/
- virtual void getGLPixelFormat(Graphics::PixelFormat pixelFormat, byte &bpp, GLenum &intFormat, GLenum &glFormat, GLenum &type);
+ VideoState _currentState;
- virtual void internUpdateScreen();
- virtual bool loadGFXMode();
- virtual void unloadGFXMode();
+ /**
+ * The old video state used when doing a transaction rollback.
+ */
+ VideoState _oldState;
+protected:
+ enum TransactionMode {
+ kTransactionNone = 0,
+ kTransactionActive = 1,
+ kTransactionRollback = 2
+ };
+
+ TransactionMode getTransactionMode() const { return _transactionMode; }
+
+private:
/**
- * Setup the fullscreen mode state.
+ * The current transaction mode.
*/
- void setFullscreenMode(bool enable);
+ TransactionMode _transactionMode;
/**
- * Query the fullscreen state.
+ * The current screen change ID.
*/
- inline bool getFullscreenMode() const { return _videoMode.fullscreen; }
+ int _screenChangeID;
+protected:
/**
- * Set the scale factor.
+ * Set up the requested video mode. This takes parameters which describe
+ * what resolution the game screen requests (this is possibly aspect ratio
+ * corrected!).
*
- * This can only be used in a GFX transaction.
+ * A sub-class should take these parameters as hints. It might very well
+ * set up a mode which it thinks suites the situation best.
*
- * @param newScale New scale factor.
+ * @parma requestedWidth This is the requested actual game screen width.
+ * @param requestedHeight This is the requested actual game screen height.
+ * @param format This is the requested pixel format of the virtual game screen.
+ * @return true on success, false otherwise
*/
- void setScale(int newScale);
+ virtual bool loadVideoMode(uint requestedWidth, uint requestedHeight, const Graphics::PixelFormat &format) = 0;
/**
- * Query the scale factor.
+ * Save a screenshot of the full display as BMP to the given file. This
+ * uses Common::DumpFile for writing the screenshot.
+ *
+ * @param filename The output filename.
*/
- inline int getScale() const { return _videoMode.scaleFactor; }
+ void saveScreenshot(const Common::String &filename) const;
+
+private:
+ //
+ // OpenGL utilities
+ //
/**
- * Toggle the antialiasing state of the current video mode.
+ * Try to determine the internal parameters for a given pixel format.
*
- * This can only be used in a GFX transaction.
+ * @return true when the format can be used, false otherwise.
*/
- void toggleAntialiasing();
+ bool getGLPixelFormat(const Graphics::PixelFormat &pixelFormat, GLenum &glIntFormat, GLenum &glFormat, GLenum &glType) const;
+
+ //
+ // Actual hardware screen
+ //
/**
- * Query the antialiasing state.
+ * The width of the physical output.
*/
- inline bool getAntialiasingState() const { return _videoMode.antialiasing; }
+ uint _outputScreenWidth;
- // Drawing coordinates for the current display mode and scale
- int _displayX;
- int _displayY;
- int _displayWidth;
- int _displayHeight;
+ /**
+ * The height of the physical output.
+ */
+ uint _outputScreenHeight;
+
+ /**
+ * @return The desired aspect of the game screen.
+ */
+ frac_t getDesiredGameScreenAspect() const;
+
+ /**
+ * Recalculates the area used to display the game screen.
+ */
+ void recalculateDisplayArea();
+
+ /**
+ * The X coordinate of the game screen.
+ */
+ uint _displayX;
+
+ /**
+ * The Y coordinate of the game screen.
+ */
+ uint _displayY;
- virtual const char *getCurrentModeName();
+ /**
+ * The width of the game screen in physical coordinates.
+ */
+ uint _displayWidth;
- virtual void calculateDisplaySize(int &width, int &height);
- virtual void refreshDisplaySize();
+ /**
+ * The height of the game screen in physical coordinates.
+ */
+ uint _displayHeight;
- uint getAspectRatio() const;
+ /**
+ * The default pixel format of the backend.
+ */
+ Graphics::PixelFormat _defaultFormat;
- void setFormatIsBGR(bool isBGR) { _formatBGR = isBGR; }
- bool _formatBGR;
+ /**
+ * The default pixel format with an alpha channel.
+ */
+ Graphics::PixelFormat _defaultFormatAlpha;
//
// Game screen
//
- GLTexture *_gameTexture;
- Graphics::Surface _screenData;
- int _screenChangeCount;
- bool _screenNeedsRedraw;
- Common::Rect _screenDirtyRect;
-#ifdef USE_RGB_COLOR
- Graphics::PixelFormat _screenFormat;
-#endif
- byte *_gamePalette;
+ /**
+ * The virtual game screen.
+ */
+ Texture *_gameScreen;
- virtual void refreshGameScreen();
+ /**
+ * The game palette if in CLUT8 mode.
+ */
+ byte _gamePalette[3 * 256];
- // Shake mode
- int _shakePos;
+ /**
+ * The offset by which the screen is moved vertically.
+ */
+ int _gameScreenShakeOffset;
//
// Overlay
//
- GLTexture *_overlayTexture;
- Graphics::Surface _overlayData;
- Graphics::PixelFormat _overlayFormat;
- bool _overlayVisible;
- bool _overlayNeedsRedraw;
- Common::Rect _overlayDirtyRect;
- virtual void refreshOverlay();
+ /**
+ * The overlay screen.
+ */
+ Texture *_overlay;
+
+ /**
+ * Whether the overlay is visible or not.
+ */
+ bool _overlayVisible;
//
- // Mouse
+ // Cursor
//
- struct MousePos {
- // The mouse position in hardware screen coordinates.
- int16 x, y;
- // The size and hotspot of the original cursor image.
- int16 w, h;
- int16 hotX, hotY;
+ /**
+ * Set up the correct cursor palette.
+ */
+ void updateCursorPalette();
- // The size and hotspot of the scaled cursor, in real coordinates.
- int16 rW, rH;
- int16 rHotX, rHotY;
+ /**
+ * The cursor image.
+ */
+ Texture *_cursor;
- // The size and hotspot of the scaled cursor, in game coordinates.
- int16 vW, vH;
- int16 vHotX, vHotY;
+ /**
+ * X coordinate of the cursor in phyiscal coordinates.
+ */
+ uint _cursorX;
- MousePos() : x(0), y(0), w(0), h(0), hotX(0), hotY(0),
- rW(0), rH(0), rHotX(0), rHotY(0), vW(0), vH(0),
- vHotX(0), vHotY(0) {}
- };
+ /**
+ * Y coordinate of the cursor in physical coordinates.
+ */
+ uint _cursorY;
- GLTexture *_cursorTexture;
- Graphics::Surface _cursorData;
- Graphics::PixelFormat _cursorFormat;
- byte *_cursorPalette;
- bool _cursorPaletteDisabled;
- MousePos _cursorState;
- bool _cursorVisible;
+ /**
+ * The X offset for the cursor hotspot in unscaled coordinates.
+ */
+ uint _cursorHotspotX;
+
+ /**
+ * The Y offset for the cursor hotspot in unscaled coordinates.
+ */
+ uint _cursorHotspotY;
+
+ /**
+ * Recalculate the cursor scaling. Scaling is always done according to
+ * the game screen.
+ */
+ void recalculateCursorScaling();
+
+ /**
+ * The X offset for the cursor hotspot in scaled coordinates.
+ */
+ uint _cursorHotspotXScaled;
+
+ /**
+ * The Y offset for the cursor hotspot in scaled coordinates.
+ */
+ uint _cursorHotspotYScaled;
+
+ /**
+ * The width of the cursor scaled coordinates.
+ */
+ uint _cursorWidthScaled;
+
+ /**
+ * The height of the cursor scaled coordinates.
+ */
+ uint _cursorHeightScaled;
+
+ /**
+ * The key color.
+ */
uint32 _cursorKeyColor;
- bool _cursorDontScale;
- bool _cursorNeedsRedraw;
/**
- * Set up the mouse position for graphics output.
- *
- * @param x X coordinate in native coordinates.
- * @param y Y coordinate in native coordinates.
+ * Whether the cursor is actually visible.
*/
- void setMousePosition(int x, int y) { _cursorState.x = x; _cursorState.y = y; }
+ bool _cursorVisible;
- virtual void refreshCursor();
- virtual void refreshCursorScale();
+ /**
+ * Whether no cursor scaling should be applied.
+ */
+ bool _cursorDontScale;
/**
- * Set up the mouse position for the (event) system.
- *
- * @param x X coordinate in native coordinates.
- * @param y Y coordinate in native coordinates.
+ * Whether the special cursor palette is enabled.
*/
- virtual void setInternalMousePosition(int x, int y) = 0;
+ bool _cursorPaletteEnabled;
/**
- * Adjusts hardware screen coordinates to either overlay or game screen
- * coordinates depending on whether the overlay is visible or not.
- *
- * @param x X coordinate of the mouse position.
- * @param y Y coordinate of the mouse position.
+ * The special cursor palette in case enabled.
*/
- virtual void adjustMousePosition(int16 &x, int16 &y);
+ byte _cursorPalette[3 * 256];
+#ifdef USE_OSD
//
- // Misc
+ // OSD
//
- virtual bool saveScreenshot(const char *filename);
-
-#ifdef USE_OSD
+protected:
/**
* Returns the font used for on screen display
*/
virtual const Graphics::Font *getFontOSD();
+private:
/**
- * Update the OSD texture / surface.
+ * The OSD's contents.
*/
- void updateOSD();
+ Texture *_osd;
/**
- * The OSD contents.
+ * Current opacity level of the OSD.
*/
- Common::Array<Common::String> _osdLines;
-
- GLTexture *_osdTexture;
- Graphics::Surface _osdSurface;
uint8 _osdAlpha;
+
+ /**
+ * When fading the OSD has started.
+ */
uint32 _osdFadeStartTime;
- bool _requireOSDUpdate;
+
+ /**
+ * Mutex to allow displayMessageOnOSD to be used from the audio thread.
+ */
+ Common::Mutex _osdMutex;
+
enum {
kOSDFadeOutDelay = 2 * 1000,
kOSDFadeOutDuration = 500,
@@ -348,4 +478,6 @@ protected:
#endif
};
+} // End of namespace OpenGL
+
#endif
diff --git a/backends/graphics/opengl/glerrorcheck.cpp b/backends/graphics/opengl/opengl-sys.h
index 439593577d..a3524b28d2 100644
--- a/backends/graphics/opengl/glerrorcheck.cpp
+++ b/backends/graphics/opengl/opengl-sys.h
@@ -8,25 +8,25 @@
* 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
+ * 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 "common/scummsys.h"
+#ifndef BACKENDS_GRAPHICS_OPENGL_OPENGL_H
+#define BACKENDS_GRAPHICS_OPENGL_OPENGL_H
-#if defined(DEBUG) && defined(USE_OPENGL)
+// The purpose of this header is to include the OpenGL headers in an uniform
+// fashion. A notable example for a non standard port is the Tizen port.
-#include "backends/graphics/opengl/glerrorcheck.h"
-#include "common/textconsole.h"
-#include "common/str.h"
+#include "common/scummsys.h"
#ifdef WIN32
#if defined(ARRAYSIZE) && !defined(_WINDOWS_)
@@ -37,31 +37,21 @@
#undef ARRAYSIZE
#endif
-#if defined(USE_GLES)
+// HACK: In case common/util.h has been included already we need to make sure
+// to define ARRAYSIZE again in case of Windows.
+#if !defined(ARRAYSIZE) && defined(COMMON_UTIL_H)
+#define ARRAYSIZE(x) ((int)(sizeof(x) / sizeof(x[0])))
+#endif
+
+#if defined(TIZEN)
+#include <FGraphicsOpengl.h>
+using namespace Tizen::Graphics::Opengl;
+#elif defined(USE_GLES)
#include <GLES/gl.h>
-#elif defined(MACOSX)
-#include <OpenGL/gl.h>
+#elif defined(SDL_BACKEND)
+#include <SDL_opengl.h>
#else
#include <GL/gl.h>
#endif
-static Common::String getGlErrStr(GLenum error) {
- switch (error) {
- case GL_NO_ERROR: return "GL_NO_ERROR";
- case GL_INVALID_ENUM: return "GL_INVALID_ENUM";
- case GL_INVALID_OPERATION: return "GL_INVALID_OPERATION";
- case GL_STACK_OVERFLOW: return "GL_STACK_OVERFLOW";
- case GL_STACK_UNDERFLOW: return "GL_STACK_UNDERFLOW";
- case GL_OUT_OF_MEMORY: return "GL_OUT_OF_MEMORY";
- }
-
- return Common::String::format("(Unknown GL error code 0x%x)", error);
-}
-
-void checkGlError(const char *file, int line) {
- GLenum error = glGetError();
- if (error != GL_NO_ERROR)
- warning("%s:%d: GL error: %s", file, line, getGlErrStr(error).c_str());
-}
-
#endif
diff --git a/backends/graphics/opengl/texture.cpp b/backends/graphics/opengl/texture.cpp
new file mode 100644
index 0000000000..917bf70534
--- /dev/null
+++ b/backends/graphics/opengl/texture.cpp
@@ -0,0 +1,371 @@
+/* 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 "backends/graphics/opengl/texture.h"
+#include "backends/graphics/opengl/extensions.h"
+#include "backends/graphics/opengl/debug.h"
+
+#include "common/rect.h"
+#include "common/textconsole.h"
+
+namespace OpenGL {
+
+static GLuint nextHigher2(GLuint v) {
+ if (v == 0)
+ return 1;
+ v--;
+ v |= v >> 1;
+ v |= v >> 2;
+ v |= v >> 4;
+ v |= v >> 8;
+ v |= v >> 16;
+ return ++v;
+}
+
+GLint Texture::_maxTextureSize = 0;
+
+void Texture::queryTextureInformation() {
+ glGetIntegerv(GL_MAX_TEXTURE_SIZE, &_maxTextureSize);
+ debug(5, "OpenGL maximum texture size: %d", _maxTextureSize);
+}
+
+Texture::Texture(GLenum glIntFormat, GLenum glFormat, GLenum glType, const Graphics::PixelFormat &format)
+ : _glIntFormat(glIntFormat), _glFormat(glFormat), _glType(glType), _format(format), _glFilter(GL_NEAREST),
+ _glTexture(0), _textureData(), _userPixelData(), _allDirty(false) {
+ recreateInternalTexture();
+}
+
+Texture::~Texture() {
+ releaseInternalTexture();
+ _textureData.free();
+}
+
+void Texture::releaseInternalTexture() {
+ GLCALL(glDeleteTextures(1, &_glTexture));
+ _glTexture = 0;
+}
+
+void Texture::recreateInternalTexture() {
+ // Get a new texture name.
+ GLCALL(glGenTextures(1, &_glTexture));
+
+ // Set up all texture parameters.
+ GLCALL(glBindTexture(GL_TEXTURE_2D, _glTexture));
+ GLCALL(glPixelStorei(GL_UNPACK_ALIGNMENT, 1));
+ GLCALL(glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, _glFilter));
+ GLCALL(glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, _glFilter));
+ GLCALL(glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE));
+ GLCALL(glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE));
+
+ // In case there is an actual texture setup we reinitialize it.
+ if (_textureData.getPixels()) {
+ // Allocate storage for OpenGL texture.
+ GLCALL(glTexImage2D(GL_TEXTURE_2D, 0, _glIntFormat, _textureData.w,
+ _textureData.h, 0, _glFormat, _glType, NULL));
+
+ // Mark dirts such that it will be completely refreshed the next time.
+ flagDirty();
+ }
+}
+
+void Texture::enableLinearFiltering(bool enable) {
+ if (enable) {
+ _glFilter = GL_LINEAR;
+ } else {
+ _glFilter = GL_NEAREST;
+ }
+
+ GLCALL(glBindTexture(GL_TEXTURE_2D, _glTexture));
+
+ GLCALL(glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, _glFilter));
+ GLCALL(glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, _glFilter));
+}
+
+void Texture::allocate(uint width, uint height) {
+ uint texWidth = width, texHeight = height;
+ if (!g_extNPOTSupported) {
+ texWidth = nextHigher2(texWidth);
+ texHeight = nextHigher2(texHeight);
+ }
+
+ // In case the needed texture dimension changed we will reinitialize the
+ // texture.
+ if (texWidth != _textureData.w || texHeight != _textureData.h) {
+ // Create a buffer for the texture data.
+ _textureData.create(texWidth, texHeight, _format);
+
+ // Set the texture.
+ GLCALL(glBindTexture(GL_TEXTURE_2D, _glTexture));
+
+ // Allocate storage for OpenGL texture.
+ GLCALL(glTexImage2D(GL_TEXTURE_2D, 0, _glIntFormat, _textureData.w,
+ _textureData.h, 0, _glFormat, _glType, NULL));
+ }
+
+ // Create a sub-buffer for raw access.
+ _userPixelData = _textureData.getSubArea(Common::Rect(width, height));
+}
+
+void Texture::copyRectToTexture(uint x, uint y, uint w, uint h, const void *srcPtr, uint srcPitch) {
+ Graphics::Surface *dstSurf = getSurface();
+ assert(x + w <= dstSurf->w);
+ assert(y + h <= dstSurf->h);
+
+ // *sigh* Common::Rect::extend behaves unexpected whenever one of the two
+ // parameters is an empty rect. Thus, we check whether the current dirty
+ // area is valid. In case it is not we simply use the parameters as new
+ // dirty area. Otherwise, we simply call extend.
+ if (_dirtyArea.isEmpty()) {
+ _dirtyArea = Common::Rect(x, y, x + w, y + h);
+ } else {
+ _dirtyArea.extend(Common::Rect(x, y, x + w, y + h));
+ }
+
+ const byte *src = (const byte *)srcPtr;
+ byte *dst = (byte *)dstSurf->getBasePtr(x, y);
+ const uint pitch = dstSurf->pitch;
+ const uint bytesPerPixel = dstSurf->format.bytesPerPixel;
+
+ if (srcPitch == pitch && x == 0 && w == dstSurf->w) {
+ memcpy(dst, src, h * pitch);
+ } else {
+ while (h-- > 0) {
+ memcpy(dst, src, w * bytesPerPixel);
+ dst += pitch;
+ src += srcPitch;
+ }
+ }
+}
+
+void Texture::fill(uint32 color) {
+ Graphics::Surface *dst = getSurface();
+ dst->fillRect(Common::Rect(dst->w, dst->h), color);
+
+ flagDirty();
+}
+
+void Texture::draw(GLuint x, GLuint y, GLuint w, GLuint h) {
+ // Only do any processing when the Texture is initialized.
+ if (!_textureData.getPixels()) {
+ return;
+ }
+
+ // First update any potentional changes.
+ updateTexture();
+
+ // Set the texture.
+ GLCALL(glBindTexture(GL_TEXTURE_2D, _glTexture));
+
+ // Calculate the texture rect that will be drawn.
+ const GLfloat texWidth = (GLfloat)_userPixelData.w / _textureData.w;
+ const GLfloat texHeight = (GLfloat)_userPixelData.h / _textureData.h;
+ const GLfloat texcoords[4*2] = {
+ 0, 0,
+ texWidth, 0,
+ 0, texHeight,
+ texWidth, texHeight
+ };
+ GLCALL(glTexCoordPointer(2, GL_FLOAT, 0, texcoords));
+
+ // Calculate the screen rect where the texture will be drawn.
+ const GLshort vertices[4*2] = {
+ (GLshort)x, (GLshort)y,
+ (GLshort)(x + w), (GLshort)y,
+ (GLshort)x, (GLshort)(y + h),
+ (GLshort)(x + w), (GLshort)(y + h)
+ };
+ GLCALL(glVertexPointer(2, GL_SHORT, 0, vertices));
+
+ // Draw the texture to the screen buffer.
+ GLCALL(glDrawArrays(GL_TRIANGLE_STRIP, 0, 4));
+}
+
+void Texture::updateTexture() {
+ if (!isDirty()) {
+ return;
+ }
+
+ Common::Rect dirtyArea = getDirtyArea();
+
+ // In case we use linear filtering we might need to duplicate the last
+ // pixel row/column to avoid glitches with filtering.
+ if (_glFilter == GL_LINEAR) {
+ if (dirtyArea.right == _userPixelData.w && _userPixelData.w != _textureData.w) {
+ uint height = dirtyArea.height();
+
+ const byte *src = (const byte *)_textureData.getBasePtr(_userPixelData.w - 1, dirtyArea.top);
+ byte *dst = (byte *)_textureData.getBasePtr(_userPixelData.w, dirtyArea.top);
+
+ while (height-- > 0) {
+ memcpy(dst, src, _textureData.format.bytesPerPixel);
+ dst += _textureData.pitch;
+ src += _textureData.pitch;
+ }
+
+ // Extend the dirty area.
+ ++dirtyArea.right;
+ }
+
+ if (dirtyArea.bottom == _userPixelData.h && _userPixelData.h != _textureData.h) {
+ const byte *src = (const byte *)_textureData.getBasePtr(dirtyArea.left, _userPixelData.h - 1);
+ byte *dst = (byte *)_textureData.getBasePtr(dirtyArea.left, _userPixelData.h);
+ memcpy(dst, src, dirtyArea.width() * _textureData.format.bytesPerPixel);
+
+ // Extend the dirty area.
+ ++dirtyArea.bottom;
+ }
+ }
+
+ // Set the texture.
+ GLCALL(glBindTexture(GL_TEXTURE_2D, _glTexture));
+
+ // Update the actual texture.
+ // Although we keep track of the dirty part of the texture buffer we
+ // cannot take advantage of the left/right boundries here because it is
+ // not possible to specify a pitch to glTexSubImage2D. To be precise, with
+ // plain OpenGL we could set GL_UNPACK_ROW_LENGTH to achieve this. However,
+ // OpenGL ES 1.0 does not support GL_UNPACK_ROW_LENGTH. Thus, we are left
+ // with the following options:
+ //
+ // 1) (As we do right now) Simply always update the whole texture lines of
+ // rect changed. This is simplest to implement. In case performance is
+ // really an issue we can think of switching to another method.
+ //
+ // 2) Copy the dirty rect to a temporary buffer and upload that by using
+ // glTexSubImage2D. This is what the Android backend does. It is more
+ // complicated though.
+ //
+ // 3) Use glTexSubImage2D per line changed. This is what the old OpenGL
+ // graphics manager did but it is much slower! Thus, we do not use it.
+ GLCALL(glTexSubImage2D(GL_TEXTURE_2D, 0, 0, dirtyArea.top, _textureData.w, dirtyArea.height(),
+ _glFormat, _glType, _textureData.getBasePtr(0, dirtyArea.top)));
+
+ // We should have handled everything, thus not dirty anymore.
+ clearDirty();
+}
+
+Common::Rect Texture::getDirtyArea() const {
+ if (_allDirty) {
+ return Common::Rect(_userPixelData.w, _userPixelData.h);
+ } else {
+ return _dirtyArea;
+ }
+}
+
+TextureCLUT8::TextureCLUT8(GLenum glIntFormat, GLenum glFormat, GLenum glType, const Graphics::PixelFormat &format)
+ : Texture(glIntFormat, glFormat, glType, format), _clut8Data(), _palette(new byte[256 * format.bytesPerPixel]) {
+ memset(_palette, 0, sizeof(byte) * format.bytesPerPixel);
+}
+
+TextureCLUT8::~TextureCLUT8() {
+ delete[] _palette;
+ _palette = nullptr;
+ _clut8Data.free();
+}
+
+void TextureCLUT8::allocate(uint width, uint height) {
+ Texture::allocate(width, height);
+
+ // We only need to reinitialize our CLUT8 surface when the output size
+ // changed.
+ if (width == _clut8Data.w && width == _clut8Data.h) {
+ return;
+ }
+
+ _clut8Data.create(width, height, Graphics::PixelFormat::createFormatCLUT8());
+}
+
+Graphics::PixelFormat TextureCLUT8::getFormat() const {
+ return Graphics::PixelFormat::createFormatCLUT8();
+}
+
+namespace {
+template<typename ColorType>
+inline void convertPalette(ColorType *dst, const byte *src, uint colors, const Graphics::PixelFormat &format) {
+ while (colors-- > 0) {
+ *dst++ = format.RGBToColor(src[0], src[1], src[2]);
+ src += 3;
+ }
+}
+} // End of anonymous namespace
+
+void TextureCLUT8::setPalette(uint start, uint colors, const byte *palData) {
+ const Graphics::PixelFormat &hardwareFormat = getHardwareFormat();
+
+ if (hardwareFormat.bytesPerPixel == 2) {
+ convertPalette<uint16>((uint16 *)_palette + start, palData, colors, hardwareFormat);
+ } else if (hardwareFormat.bytesPerPixel == 4) {
+ convertPalette<uint32>((uint32 *)_palette + start, palData, colors, hardwareFormat);
+ } else {
+ warning("TextureCLUT8::setPalette: Unsupported pixel depth: %d", hardwareFormat.bytesPerPixel);
+ }
+
+ // A palette changes means we need to refresh the whole surface.
+ flagDirty();
+}
+
+namespace {
+template<typename PixelType>
+inline void doPaletteLookUp(PixelType *dst, const byte *src, uint width, uint height, uint dstPitch, uint srcPitch, const PixelType *palette) {
+ uint srcAdd = srcPitch - width;
+ uint dstAdd = dstPitch - width * sizeof(PixelType);
+
+ while (height-- > 0) {
+ for (uint x = width; x > 0; --x) {
+ *dst++ = palette[*src++];
+ }
+
+ dst = (PixelType *)((byte *)dst + dstAdd);
+ src += srcAdd;
+ }
+}
+} // End of anonymous namespace
+
+void TextureCLUT8::updateTexture() {
+ if (!isDirty()) {
+ return;
+ }
+
+ // Do the palette look up
+ Graphics::Surface *outSurf = Texture::getSurface();
+
+ Common::Rect dirtyArea = getDirtyArea();
+
+ if (outSurf->format.bytesPerPixel == 2) {
+ doPaletteLookUp<uint16>((uint16 *)outSurf->getBasePtr(dirtyArea.left, dirtyArea.top),
+ (const byte *)_clut8Data.getBasePtr(dirtyArea.left, dirtyArea.top),
+ dirtyArea.width(), dirtyArea.height(),
+ outSurf->pitch, _clut8Data.pitch, (const uint16 *)_palette);
+ } else if (outSurf->format.bytesPerPixel == 4) {
+ doPaletteLookUp<uint32>((uint32 *)outSurf->getBasePtr(dirtyArea.left, dirtyArea.top),
+ (const byte *)_clut8Data.getBasePtr(dirtyArea.left, dirtyArea.top),
+ dirtyArea.width(), dirtyArea.height(),
+ outSurf->pitch, _clut8Data.pitch, (const uint32 *)_palette);
+ } else {
+ warning("TextureCLUT8::updateTexture: Unsupported pixel depth: %d", outSurf->format.bytesPerPixel);
+ }
+
+ // Do generic handling of updating the texture.
+ Texture::updateTexture();
+}
+
+} // End of namespace OpenGL
diff --git a/backends/graphics/opengl/texture.h b/backends/graphics/opengl/texture.h
new file mode 100644
index 0000000000..e28d980de4
--- /dev/null
+++ b/backends/graphics/opengl/texture.h
@@ -0,0 +1,175 @@
+/* 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.
+ *
+ */
+
+#ifndef BACKENDS_GRAPHICS_OPENGL_TEXTURE_H
+#define BACKENDS_GRAPHICS_OPENGL_TEXTURE_H
+
+#include "backends/graphics/opengl/opengl-sys.h"
+
+#include "graphics/pixelformat.h"
+#include "graphics/surface.h"
+
+#include "common/rect.h"
+
+namespace OpenGL {
+
+/**
+ * An OpenGL texture wrapper. It automatically takes care of all OpenGL
+ * texture handling issues and also provides access to the texture data.
+ */
+class Texture {
+public:
+ /**
+ * Create a new texture with the specific internal format.
+ *
+ * @param glIntFormat The internal format to use.
+ * @param glFormat The input format.
+ * @param glType The input type.
+ * @param format The format used for the texture input.
+ */
+ Texture(GLenum glIntFormat, GLenum glFormat, GLenum glType, const Graphics::PixelFormat &format);
+ virtual ~Texture();
+
+ /**
+ * Destroy the OpenGL texture name.
+ */
+ void releaseInternalTexture();
+
+ /**
+ * Create the OpenGL texture name and flag the whole texture as dirty.
+ */
+ void recreateInternalTexture();
+
+ /**
+ * Enable or disable linear texture filtering.
+ *
+ * @param enable true to enable and false to disable.
+ */
+ void enableLinearFiltering(bool enable);
+
+ /**
+ * Allocate texture space for the desired dimensions. This wraps any
+ * handling of requirements for POT textures.
+ *
+ * @param width The desired logical width.
+ * @param height The desired logical height.
+ */
+ virtual void allocate(uint width, uint height);
+
+ void copyRectToTexture(uint x, uint y, uint w, uint h, const void *src, uint srcPitch);
+
+ void fill(uint32 color);
+
+ void draw(GLuint x, GLuint y, GLuint w, GLuint h);
+
+ void flagDirty() { _allDirty = true; }
+ bool isDirty() const { return _allDirty || !_dirtyArea.isEmpty(); }
+
+ uint getWidth() const { return _userPixelData.w; }
+ uint getHeight() const { return _userPixelData.h; }
+
+ /**
+ * @return The hardware format of the texture data.
+ */
+ const Graphics::PixelFormat &getHardwareFormat() const { return _format; }
+
+ /**
+ * @return The logical format of the texture data.
+ */
+ virtual Graphics::PixelFormat getFormat() const { return _format; }
+
+ virtual Graphics::Surface *getSurface() { return &_userPixelData; }
+ virtual const Graphics::Surface *getSurface() const { return &_userPixelData; }
+
+ /**
+ * @return Whether the texture data is using a palette.
+ */
+ virtual bool hasPalette() const { return false; }
+
+ virtual void setPalette(uint start, uint colors, const byte *palData) {}
+
+ virtual void *getPalette() { return 0; }
+ virtual const void *getPalette() const { return 0; }
+
+ /**
+ * Query texture related OpenGL information from the context. This only
+ * queries the maximum texture size for now.
+ */
+ static void queryTextureInformation();
+
+ /**
+ * @return Return the maximum texture dimensions supported.
+ */
+ static GLint getMaximumTextureSize() { return _maxTextureSize; }
+protected:
+ virtual void updateTexture();
+
+ Common::Rect getDirtyArea() const;
+private:
+ const GLenum _glIntFormat;
+ const GLenum _glFormat;
+ const GLenum _glType;
+ const Graphics::PixelFormat _format;
+
+ GLint _glFilter;
+ GLuint _glTexture;
+
+ Graphics::Surface _textureData;
+ Graphics::Surface _userPixelData;
+
+ bool _allDirty;
+ Common::Rect _dirtyArea;
+ void clearDirty() { _allDirty = false; _dirtyArea = Common::Rect(); }
+
+ static GLint _maxTextureSize;
+};
+
+class TextureCLUT8 : public Texture {
+public:
+ TextureCLUT8(GLenum glIntFormat, GLenum glFormat, GLenum glType, const Graphics::PixelFormat &format);
+ virtual ~TextureCLUT8();
+
+ virtual void allocate(uint width, uint height);
+
+ virtual Graphics::PixelFormat getFormat() const;
+
+ virtual bool hasPalette() const { return true; }
+
+ virtual void setPalette(uint start, uint colors, const byte *palData);
+
+ virtual void *getPalette() { return _palette; }
+ virtual const void *getPalette() const { return _palette; }
+
+ virtual Graphics::Surface *getSurface() { return &_clut8Data; }
+ virtual const Graphics::Surface *getSurface() const { return &_clut8Data; }
+
+protected:
+ virtual void updateTexture();
+
+private:
+ Graphics::Surface _clut8Data;
+ byte *_palette;
+};
+
+} // End of namespace OpenGL
+
+#endif
diff --git a/backends/graphics/openglsdl/openglsdl-graphics.cpp b/backends/graphics/openglsdl/openglsdl-graphics.cpp
index c5605cae87..925237b75e 100644
--- a/backends/graphics/openglsdl/openglsdl-graphics.cpp
+++ b/backends/graphics/openglsdl/openglsdl-graphics.cpp
@@ -8,45 +8,42 @@
* 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 "common/scummsys.h"
-
-#if defined(SDL_BACKEND) && defined(USE_OPENGL)
-
#include "backends/graphics/openglsdl/openglsdl-graphics.h"
-#include "backends/platform/sdl/sdl.h"
-#include "common/config-manager.h"
+
#include "common/textconsole.h"
+#include "common/config-manager.h"
+#ifdef USE_OSD
#include "common/translation.h"
+#endif
-OpenGLSdlGraphicsManager::OpenGLSdlGraphicsManager(SdlEventSource *eventSource)
- :
- SdlGraphicsManager(eventSource),
- _hwscreen(0),
- _screenResized(false),
- _activeFullscreenMode(-2),
- _lastFullscreenModeWidth(0),
- _lastFullscreenModeHeight(0),
- _desktopWidth(0),
- _desktopHeight(0),
- _ignoreResizeFrames(0) {
-
+OpenGLSdlGraphicsManager::OpenGLSdlGraphicsManager(uint desktopWidth, uint desktopHeight, SdlEventSource *eventSource)
+ : SdlGraphicsManager(eventSource), _lastVideoModeLoad(0), _hwScreen(nullptr), _lastRequestedWidth(0), _lastRequestedHeight(0),
+ _graphicsScale(2), _ignoreLoadVideoMode(false), _gotResize(false), _wantsFullScreen(false), _ignoreResizeEvents(0),
+ _desiredFullscreenWidth(0), _desiredFullscreenHeight(0) {
// Initialize SDL video subsystem
if (SDL_InitSubSystem(SDL_INIT_VIDEO) == -1) {
error("Could not initialize SDL: %s", SDL_GetError());
}
+ // Setup OpenGL attributes for SDL
+ SDL_GL_SetAttribute(SDL_GL_RED_SIZE, 8);
+ SDL_GL_SetAttribute(SDL_GL_GREEN_SIZE, 8);
+ SDL_GL_SetAttribute(SDL_GL_BLUE_SIZE, 8);
+ SDL_GL_SetAttribute(SDL_GL_DEPTH_SIZE, 16);
+ SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1);
+
// This is also called in initSDL(), but initializing graphics
// may reset it.
SDL_EnableUNICODE(1);
@@ -54,27 +51,41 @@ OpenGLSdlGraphicsManager::OpenGLSdlGraphicsManager(SdlEventSource *eventSource)
// Disable OS cursor
SDL_ShowCursor(SDL_DISABLE);
- // Get desktop resolution
- // TODO: In case the OpenGL manager is created *after* a plain SDL manager
- // has been used, this will return the last setup graphics mode rather
- // than the desktop resolution. We should really look into a way to
- // properly retrieve the desktop resolution.
- const SDL_VideoInfo *videoInfo = SDL_GetVideoInfo();
- if (videoInfo->current_w > 0 && videoInfo->current_h > 0) {
- _desktopWidth = videoInfo->current_w;
- _desktopHeight = videoInfo->current_h;
+ // Retrieve a list of working fullscreen modes
+ const SDL_Rect *const *availableModes = SDL_ListModes(NULL, SDL_OPENGL | SDL_FULLSCREEN);
+ if (availableModes != (void *)-1) {
+ for (;*availableModes; ++availableModes) {
+ const SDL_Rect *mode = *availableModes;
+
+ _fullscreenVideoModes.push_back(VideoMode(mode->w, mode->h));
+ }
+
+ // Sort the modes in ascending order.
+ Common::sort(_fullscreenVideoModes.begin(), _fullscreenVideoModes.end());
+ }
+
+ // In case SDL is fine with every mode we will force the desktop mode.
+ // TODO? We could also try to add some default resolutions here.
+ if (_fullscreenVideoModes.empty() && desktopWidth && desktopHeight) {
+ _fullscreenVideoModes.push_back(VideoMode(desktopWidth, desktopHeight));
}
- if (ConfMan.hasKey("last_fullscreen_mode_width") && ConfMan.hasKey("last_fullscreen_mode_height")) {
- _lastFullscreenModeWidth = ConfMan.getInt("last_fullscreen_mode_width");
- _lastFullscreenModeHeight = ConfMan.getInt("last_fullscreen_mode_height");
+ // Get information about display sizes from the previous runs.
+ if (ConfMan.hasKey("last_fullscreen_mode_width", Common::ConfigManager::kApplicationDomain) && ConfMan.hasKey("last_fullscreen_mode_height", Common::ConfigManager::kApplicationDomain)) {
+ _desiredFullscreenWidth = ConfMan.getInt("last_fullscreen_mode_width", Common::ConfigManager::kApplicationDomain);
+ _desiredFullscreenHeight = ConfMan.getInt("last_fullscreen_mode_height", Common::ConfigManager::kApplicationDomain);
+ } else {
+ // Use the desktop resolutions when no previous default has been setup.
+ _desiredFullscreenWidth = desktopWidth;
+ _desiredFullscreenHeight = desktopHeight;
}
}
OpenGLSdlGraphicsManager::~OpenGLSdlGraphicsManager() {
// Unregister the event observer
- if (g_system->getEventManager()->getEventDispatcher() != NULL)
+ if (g_system->getEventManager()->getEventDispatcher()) {
g_system->getEventManager()->getEventDispatcher()->unregisterObserver(this);
+ }
}
void OpenGLSdlGraphicsManager::initEventObserver() {
@@ -83,421 +94,270 @@ void OpenGLSdlGraphicsManager::initEventObserver() {
}
bool OpenGLSdlGraphicsManager::hasFeature(OSystem::Feature f) {
- return
- (f == OSystem::kFeatureFullscreenMode) ||
- (f == OSystem::kFeatureIconifyWindow) ||
- OpenGLGraphicsManager::hasFeature(f);
+ switch (f) {
+ case OSystem::kFeatureFullscreenMode:
+ case OSystem::kFeatureIconifyWindow:
+ return true;
+
+ default:
+ return OpenGLGraphicsManager::hasFeature(f);
+ }
}
void OpenGLSdlGraphicsManager::setFeatureState(OSystem::Feature f, bool enable) {
switch (f) {
+ case OSystem::kFeatureFullscreenMode:
+ assert(getTransactionMode() != kTransactionNone);
+ _wantsFullScreen = enable;
+ // When we switch to windowed mode we will ignore resize events. This
+ // avoids bad resizes to the (former) fullscreen resolution.
+ if (!enable) {
+ _ignoreResizeEvents = 10;
+ }
+ break;
+
case OSystem::kFeatureIconifyWindow:
- if (enable)
+ if (enable) {
SDL_WM_IconifyWindow();
+ }
break;
+
default:
OpenGLGraphicsManager::setFeatureState(f, enable);
}
}
-#ifdef USE_RGB_COLOR
-
-Common::List<Graphics::PixelFormat> OpenGLSdlGraphicsManager::getSupportedFormats() const {
- assert(!_supportedFormats.empty());
- return _supportedFormats;
-}
-
-void OpenGLSdlGraphicsManager::detectSupportedFormats() {
-
- // Clear old list
- _supportedFormats.clear();
-
- // Some tables with standard formats that we always list
- // as "supported". If frontend code tries to use one of
- // these, we will perform the necessary format
- // conversion in the background. Of course this incurs a
- // performance hit, but on desktop ports this should not
- // matter. We still push the currently active format to
- // the front, so if frontend code just uses the first
- // available format, it will get one that is "cheap" to
- // use.
- const Graphics::PixelFormat RGBList[] = {
-#if defined(ENABLE_32BIT)
- Graphics::PixelFormat(4, 8, 8, 8, 8, 24, 16, 8, 0), // RGBA8888
-#ifndef USE_GLES
- Graphics::PixelFormat(4, 8, 8, 8, 8, 16, 8, 0, 24), // ARGB8888
-#endif
- Graphics::PixelFormat(3, 8, 8, 8, 0, 16, 8, 0, 0), // RGB888
-#endif
- Graphics::PixelFormat(2, 5, 6, 5, 0, 11, 5, 0, 0), // RGB565
- Graphics::PixelFormat(2, 5, 5, 5, 1, 11, 6, 1, 0), // RGB5551
- Graphics::PixelFormat(2, 5, 5, 5, 0, 10, 5, 0, 0), // RGB555
- Graphics::PixelFormat(2, 4, 4, 4, 4, 12, 8, 4, 0), // RGBA4444
-#ifndef USE_GLES
- Graphics::PixelFormat(2, 4, 4, 4, 4, 8, 4, 0, 12) // ARGB4444
-#endif
- };
-#ifndef USE_GLES
- const Graphics::PixelFormat BGRList[] = {
-#ifdef ENABLE_32BIT
- Graphics::PixelFormat(4, 8, 8, 8, 8, 0, 8, 16, 24), // ABGR8888
- Graphics::PixelFormat(4, 8, 8, 8, 8, 8, 16, 24, 0), // BGRA8888
- Graphics::PixelFormat(3, 8, 8, 8, 0, 0, 8, 16, 0), // BGR888
-#endif
- Graphics::PixelFormat(2, 5, 6, 5, 0, 0, 5, 11, 0), // BGR565
- Graphics::PixelFormat(2, 5, 5, 5, 1, 1, 6, 11, 0), // BGRA5551
- Graphics::PixelFormat(2, 4, 4, 4, 4, 0, 4, 8, 12), // ABGR4444
- Graphics::PixelFormat(2, 4, 4, 4, 4, 4, 8, 12, 0) // BGRA4444
- };
-#endif
-
- Graphics::PixelFormat format = Graphics::PixelFormat::createFormatCLUT8();
- if (_hwscreen) {
- // Get our currently set hardware format
- format = Graphics::PixelFormat(_hwscreen->format->BytesPerPixel,
- 8 - _hwscreen->format->Rloss, 8 - _hwscreen->format->Gloss,
- 8 - _hwscreen->format->Bloss, 8 - _hwscreen->format->Aloss,
- _hwscreen->format->Rshift, _hwscreen->format->Gshift,
- _hwscreen->format->Bshift, _hwscreen->format->Ashift);
-
- // Workaround to SDL not providing an accurate Aloss value on Mac OS X.
- if (_hwscreen->format->Amask == 0)
- format.aLoss = 8;
-
- // Push it first, as the prefered format if available
- for (int i = 0; i < ARRAYSIZE(RGBList); i++) {
- if (RGBList[i] == format) {
- _supportedFormats.push_back(format);
- break;
- }
- }
-#ifndef USE_GLES
- for (int i = 0; i < ARRAYSIZE(BGRList); i++) {
- if (BGRList[i] == format) {
- _supportedFormats.push_back(format);
- break;
- }
+bool OpenGLSdlGraphicsManager::getFeatureState(OSystem::Feature f) {
+ switch (f) {
+ case OSystem::kFeatureFullscreenMode:
+ if (_hwScreen) {
+ return (_hwScreen->flags & SDL_FULLSCREEN) != 0;
+ } else {
+ return _wantsFullScreen;
}
-#endif
- }
- // Push some RGB formats
- for (int i = 0; i < ARRAYSIZE(RGBList); i++) {
- if (_hwscreen && (RGBList[i].bytesPerPixel > format.bytesPerPixel))
- continue;
- if (RGBList[i] != format)
- _supportedFormats.push_back(RGBList[i]);
- }
-#ifndef USE_GLES
- // Push some BGR formats
- for (int i = 0; i < ARRAYSIZE(BGRList); i++) {
- if (_hwscreen && (BGRList[i].bytesPerPixel > format.bytesPerPixel))
- continue;
- if (BGRList[i] != format)
- _supportedFormats.push_back(BGRList[i]);
+ default:
+ return OpenGLGraphicsManager::getFeatureState(f);
}
-#endif
- _supportedFormats.push_back(Graphics::PixelFormat::createFormatCLUT8());
}
-#endif
+bool OpenGLSdlGraphicsManager::setGraphicsMode(int mode) {
+ // HACK: This is stupid but the SurfaceSDL backend defaults to 2x. This
+ // assures that the launcher (which requests 320x200) has a reasonable
+ // size. It also makes small games have a reasonable size (i.e. at least
+ // 640x400). We follow the same logic here until we have a better way to
+ // give hints to our backend for that.
+ _graphicsScale = 2;
-void OpenGLSdlGraphicsManager::setInternalMousePosition(int x, int y) {
- SDL_WarpMouse(x, y);
+ return OpenGLGraphicsManager::setGraphicsMode(mode);
}
-void OpenGLSdlGraphicsManager::updateScreen() {
- if (_ignoreResizeFrames)
- _ignoreResizeFrames -= 1;
+void OpenGLSdlGraphicsManager::resetGraphicsScale() {
+ OpenGLGraphicsManager::resetGraphicsScale();
- OpenGLGraphicsManager::updateScreen();
+ // HACK: See OpenGLSdlGraphicsManager::setGraphicsMode.
+ _graphicsScale = 1;
}
-//
-// Intern
-//
-
-bool OpenGLSdlGraphicsManager::setupFullscreenMode() {
- SDL_Rect const* const*availableModes = SDL_ListModes(NULL, SDL_FULLSCREEN | SDL_OPENGL);
-
- // SDL_ListModes() returns -1 in case any dimension is okay. In that
- // case we'll reuse the current desktop resolution for fullscreen.
- if (availableModes == (void *)-1) {
- _videoMode.hardwareWidth = _desktopWidth;
- _videoMode.hardwareHeight = _desktopHeight;
- _activeFullscreenMode = -2;
- return true;
- }
-
- // If -2, autodetect the fullscreen mode
- // The last used fullscreen mode will be prioritized, if there is no last fullscreen
- // mode, the desktop resolution will be used, and in case the desktop resolution
- // is not available as a fullscreen mode, the one with smallest metric will be selected.
- if (_activeFullscreenMode == -2) {
- // Desktop resolution
- int desktopModeIndex = -1;
-
- // Best metric mode
- const SDL_Rect *bestMode = availableModes[0];
- int bestModeIndex = 0;
- uint bestMetric = (uint)-1;
-
- // Iterate over all available fullscreen modes
- for (int i = 0; const SDL_Rect *mode = availableModes[i]; i++) {
- // Try to setup the last used fullscreen mode
- if (mode->w == _lastFullscreenModeWidth && mode->h == _lastFullscreenModeHeight) {
- _videoMode.hardwareWidth = _lastFullscreenModeWidth;
- _videoMode.hardwareHeight = _lastFullscreenModeHeight;
- _activeFullscreenMode = i;
- return true;
- }
+#ifdef USE_RGB_COLOR
+Common::List<Graphics::PixelFormat> OpenGLSdlGraphicsManager::getSupportedFormats() const {
+ Common::List<Graphics::PixelFormat> formats;
- if (mode->w == _desktopWidth && mode->h == _desktopHeight)
- desktopModeIndex = i;
+ // RGBA8888
+ formats.push_back(Graphics::PixelFormat(4, 8, 8, 8, 8, 24, 16, 8, 0));
+ // RGB565
+ formats.push_back(Graphics::PixelFormat(2, 5, 6, 5, 0, 11, 5, 0, 0));
+ // RGBA5551
+ formats.push_back(Graphics::PixelFormat(2, 5, 5, 5, 1, 11, 6, 1, 0));
+ // RGBA4444
+ formats.push_back(Graphics::PixelFormat(2, 4, 4, 4, 4, 12, 8, 4, 0));
- if (mode->w < _videoMode.overlayWidth)
- continue;
- if (mode->h < _videoMode.overlayHeight)
- continue;
+#ifndef USE_GLES
+ // ARGB8888, this should not be here, but Sword25 requires it. :-/
+ formats.push_back(Graphics::PixelFormat(4, 8, 8, 8, 8, 16, 8, 0, 24));
- uint metric = mode->w * mode->h - _videoMode.overlayWidth * _videoMode.overlayHeight;
- if (metric < bestMetric) {
- bestMode = mode;
- bestMetric = metric;
- bestModeIndex = i;
- }
- }
+ // RGB555, this is used by SCUMM HE 16 bit games.
+ formats.push_back(Graphics::PixelFormat(2, 5, 5, 5, 0, 10, 5, 0, 0));
+#endif
- if (desktopModeIndex >= 0) {
- _videoMode.hardwareWidth = _desktopWidth;
- _videoMode.hardwareHeight = _desktopHeight;
+ formats.push_back(Graphics::PixelFormat::createFormatCLUT8());
- _activeFullscreenMode = desktopModeIndex;
- return true;
- } else if (bestMode) {
- _videoMode.hardwareWidth = bestMode->w;
- _videoMode.hardwareHeight = bestMode->h;
+ return formats;
+}
+#endif
- _activeFullscreenMode = bestModeIndex;
- return true;
- }
- } else {
- // Use last fullscreen mode if looping backwards from the first mode
- if (_activeFullscreenMode == -1) {
- do {
- _activeFullscreenMode++;
- } while(availableModes[_activeFullscreenMode]);
- _activeFullscreenMode--;
- }
+void OpenGLSdlGraphicsManager::updateScreen() {
+ if (_ignoreResizeEvents) {
+ --_ignoreResizeEvents;
+ }
- // Use first fullscreen mode if looping from last mode
- if (!availableModes[_activeFullscreenMode])
- _activeFullscreenMode = 0;
+ OpenGLGraphicsManager::updateScreen();
- // Check if the fullscreen mode is valid
- if (availableModes[_activeFullscreenMode]) {
- _videoMode.hardwareWidth = availableModes[_activeFullscreenMode]->w;
- _videoMode.hardwareHeight = availableModes[_activeFullscreenMode]->h;
- return true;
- }
- }
+ // Swap OpenGL buffers
+ SDL_GL_SwapBuffers();
+}
- // Could not find any suiting fullscreen mode, return false.
- return false;
+void OpenGLSdlGraphicsManager::notifyVideoExpose() {
}
-bool OpenGLSdlGraphicsManager::loadGFXMode() {
- // If the screen was resized, do not change its size
- if (!_screenResized) {
- const int scaleFactor = getScale();
- _videoMode.overlayWidth = _videoMode.hardwareWidth = _videoMode.screenWidth * scaleFactor;
- _videoMode.overlayHeight = _videoMode.hardwareHeight = _videoMode.screenHeight * scaleFactor;
-
- // The only modes where we need to adapt the aspect ratio are 320x200
- // and 640x400. That is since our aspect ratio correction in fact is
- // only used to ensure that the original pixel size aspect for these
- // modes is used.
- // (Non-square pixels on old monitors vs square pixel on new ones).
- if (_videoMode.aspectRatioCorrection) {
- if (_videoMode.screenWidth == 320 && _videoMode.screenHeight == 200)
- _videoMode.overlayHeight = _videoMode.hardwareHeight = 240 * scaleFactor;
- else if (_videoMode.screenWidth == 640 && _videoMode.screenHeight == 400)
- _videoMode.overlayHeight = _videoMode.hardwareHeight = 480 * scaleFactor;
+void OpenGLSdlGraphicsManager::notifyResize(const uint width, const uint height) {
+ if (!_ignoreResizeEvents && _hwScreen && !(_hwScreen->flags & SDL_FULLSCREEN)) {
+ // We save that we handled a resize event here. We need to know this
+ // so we do not overwrite the users requested window size whenever we
+ // switch aspect ratio or similar.
+ _gotResize = true;
+ if (!setupMode(width, height)) {
+ warning("OpenGLSdlGraphicsManager::notifyResize: Resize failed ('%s')", SDL_GetError());
+ g_system->quit();
}
}
+}
- _screenResized = false;
+void OpenGLSdlGraphicsManager::transformMouseCoordinates(Common::Point &point) {
+ adjustMousePosition(point.x, point.y);
+}
- // Setup OpenGL attributes for SDL
- SDL_GL_SetAttribute(SDL_GL_RED_SIZE, 8);
- SDL_GL_SetAttribute(SDL_GL_GREEN_SIZE, 8);
- SDL_GL_SetAttribute(SDL_GL_BLUE_SIZE, 8);
- SDL_GL_SetAttribute(SDL_GL_DEPTH_SIZE, 16);
- SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1);
+void OpenGLSdlGraphicsManager::notifyMousePos(Common::Point mouse) {
+ setMousePosition(mouse.x, mouse.y);
+}
- const bool isFullscreen = getFullscreenMode();
+void OpenGLSdlGraphicsManager::setInternalMousePosition(int x, int y) {
+ SDL_WarpMouse(x, y);
+}
- // In case we have an fullscreen mode and we are not in a rollback, detect
- // a proper mode to use. In case we are in a rollback, we already detected
- // a proper mode when setting up that mode, thus there is no need to run
- // the detection again.
- if (isFullscreen && _transactionMode != kTransactionRollback) {
- if (!setupFullscreenMode())
- // Failed setuping a fullscreen mode
- return false;
+bool OpenGLSdlGraphicsManager::loadVideoMode(uint requestedWidth, uint requestedHeight, const Graphics::PixelFormat &format) {
+ // In some cases we might not want to load the requested video mode. This
+ // will assure that the window size is not altered.
+ if (_ignoreLoadVideoMode) {
+ _ignoreLoadVideoMode = false;
+ return true;
}
- _videoMode.overlayWidth = _videoMode.hardwareWidth;
- _videoMode.overlayHeight = _videoMode.hardwareHeight;
-
- uint32 flags = SDL_OPENGL;
-
- if (isFullscreen)
- flags |= SDL_FULLSCREEN;
- else
- flags |= SDL_RESIZABLE;
+ // This function should never be called from notifyResize thus we know
+ // that the requested size came from somewhere else.
+ _gotResize = false;
- // Create our window
- _hwscreen = SDL_SetVideoMode(_videoMode.hardwareWidth, _videoMode.hardwareHeight, 32, flags);
-#ifdef USE_RGB_COLOR
- detectSupportedFormats();
-#endif
+ // Save the requested dimensions.
+ _lastRequestedWidth = requestedWidth;
+ _lastRequestedHeight = requestedHeight;
- if (_hwscreen == NULL) {
- // DON'T use error(), as this tries to bring up the debug
- // console, which WON'T WORK now that _hwscreen is hosed.
+ // Apply the currently saved scale setting.
+ requestedWidth *= _graphicsScale;
+ requestedHeight *= _graphicsScale;
- if (!_oldVideoMode.setup) {
- warning("SDL_SetVideoMode says we can't switch to that mode (%s)", SDL_GetError());
- g_system->quit();
- } else
- // Cancel GFX load, and go back to last mode
- return false;
- }
+ // Set up the mode.
+ return setupMode(requestedWidth, requestedHeight);
+}
- // Check if the screen is BGR format
- setFormatIsBGR(_hwscreen->format->Rshift != 0);
+bool OpenGLSdlGraphicsManager::setupMode(uint width, uint height) {
+ // In case we request a fullscreen mode we will use the mode the user
+ // has chosen last time or the biggest mode available.
+ if (_wantsFullScreen) {
+ if (_desiredFullscreenWidth && _desiredFullscreenHeight) {
+ // In case only a distinct set of modes is available we check
+ // whether the requested mode is actually available.
+ if (!_fullscreenVideoModes.empty()) {
+ VideoModeArray::const_iterator i = Common::find(_fullscreenVideoModes.begin(),
+ _fullscreenVideoModes.end(),
+ VideoMode(_desiredFullscreenWidth, _desiredFullscreenHeight));
+ // It's not available fall back to default.
+ if (i == _fullscreenVideoModes.end()) {
+ _desiredFullscreenWidth = 0;
+ _desiredFullscreenHeight = 0;
+ }
+ }
+ }
- if (isFullscreen) {
- _lastFullscreenModeWidth = _videoMode.hardwareWidth;
- _lastFullscreenModeHeight = _videoMode.hardwareHeight;
- ConfMan.setInt("last_fullscreen_mode_width", _lastFullscreenModeWidth);
- ConfMan.setInt("last_fullscreen_mode_height", _lastFullscreenModeHeight);
- }
+ // In case no desired mode has been set we default to the biggest mode
+ // available or the requested mode in case we don't know any
+ // any fullscreen modes.
+ if (!_desiredFullscreenWidth || !_desiredFullscreenHeight) {
+ if (!_fullscreenVideoModes.empty()) {
+ VideoModeArray::const_iterator i = _fullscreenVideoModes.end();
+ --i;
+
+ _desiredFullscreenWidth = i->width;
+ _desiredFullscreenHeight = i->height;
+ } else {
+ _desiredFullscreenWidth = width;
+ _desiredFullscreenHeight = height;
+ }
+ }
- // Call and return parent implementation of this method
- return OpenGLGraphicsManager::loadGFXMode();
-}
+ // Remember our choice.
+ ConfMan.setInt("last_fullscreen_mode_width", _desiredFullscreenWidth, Common::ConfigManager::kApplicationDomain);
+ ConfMan.setInt("last_fullscreen_mode_height", _desiredFullscreenHeight, Common::ConfigManager::kApplicationDomain);
-void OpenGLSdlGraphicsManager::unloadGFXMode() {
- if (_hwscreen) {
- SDL_FreeSurface(_hwscreen);
- _hwscreen = NULL;
+ // Use our choice.
+ width = _desiredFullscreenWidth;
+ height = _desiredFullscreenHeight;
}
-}
-void OpenGLSdlGraphicsManager::internUpdateScreen() {
- // Call to parent implementation of this method
- OpenGLGraphicsManager::internUpdateScreen();
-
- // Swap OpenGL buffers
- SDL_GL_SwapBuffers();
-}
-
-#ifdef USE_OSD
-void OpenGLSdlGraphicsManager::displayModeChangedMsg() {
- const char *newModeName = getCurrentModeName();
- if (newModeName) {
- const int scaleFactor = getScale();
-
- Common::String osdMessage = Common::String::format(
- "%s: %s\n%d x %d -> %d x %d",
- _("Current display mode"),
- newModeName,
- _videoMode.screenWidth * scaleFactor,
- _videoMode.screenHeight * scaleFactor,
- _hwscreen->w, _hwscreen->h
- );
- displayMessageOnOSD(osdMessage.c_str());
+ // WORKAROUND: Working around infamous SDL bugs when switching
+ // resolutions too fast. This might cause the event system to supply
+ // incorrect mouse position events otherwise.
+ // Reference: http://bugs.debian.org/cgi-bin/bugreport.cgi?bug=665779
+ const uint32 curTime = SDL_GetTicks();
+ if (_hwScreen && (curTime < _lastVideoModeLoad || curTime - _lastVideoModeLoad < 100)) {
+ for (int i = 10; i > 0; --i) {
+ SDL_PumpEvents();
+ SDL_Delay(10);
+ }
}
-}
-void OpenGLSdlGraphicsManager::displayScaleChangedMsg() {
- const int scaleFactor = getScale();
- Common::String osdMessage = Common::String::format(
- "%s: x%d\n%d x %d -> %d x %d",
- _("Current scale"),
- scaleFactor,
- _videoMode.screenWidth, _videoMode.screenHeight,
- _videoMode.overlayWidth, _videoMode.overlayHeight
- );
- displayMessageOnOSD(osdMessage.c_str());
-}
-#endif
+ _lastVideoModeLoad = curTime;
-bool OpenGLSdlGraphicsManager::isHotkey(const Common::Event &event) {
- if ((event.kbd.flags & (Common::KBD_CTRL|Common::KBD_ALT)) == (Common::KBD_CTRL|Common::KBD_ALT)) {
- if (event.kbd.keycode == Common::KEYCODE_PLUS || event.kbd.keycode == Common::KEYCODE_MINUS ||
- event.kbd.keycode == Common::KEYCODE_KP_PLUS || event.kbd.keycode == Common::KEYCODE_KP_MINUS ||
- event.kbd.keycode == 'a' || event.kbd.keycode == 'f')
- return true;
- } else if ((event.kbd.flags & (Common::KBD_CTRL|Common::KBD_SHIFT)) == (Common::KBD_CTRL|Common::KBD_SHIFT)) {
- if (event.kbd.keycode == 'a' || event.kbd.keycode == 'f')
- return true;
- } else if ((event.kbd.flags & (Common::KBD_ALT)) == (Common::KBD_ALT) && event.kbd.keycode == 's') {
- return true;
+ uint32 flags = SDL_OPENGL;
+ if (_wantsFullScreen) {
+ flags |= SDL_FULLSCREEN;
+ } else {
+ flags |= SDL_RESIZABLE;
}
- return false;
-}
-void OpenGLSdlGraphicsManager::toggleFullScreen(int loop) {
- beginGFXTransaction();
- const bool isFullscreen = getFullscreenMode();
+ _hwScreen = SDL_SetVideoMode(width, height, 32, flags);
- if (isFullscreen && loop) {
- _activeFullscreenMode += loop;
- setFullscreenMode(true);
- } else {
- _activeFullscreenMode = -2;
- setFullscreenMode(!isFullscreen);
+ if (!_hwScreen) {
+ // We treat fullscreen requests as a "hint" for now. This means in
+ // case it is not available we simply ignore it.
+ if (_wantsFullScreen) {
+ _hwScreen = SDL_SetVideoMode(width, height, 32, SDL_OPENGL | SDL_RESIZABLE);
}
+ }
- // HACK: We need to force a refresh here, since we change the
- // fullscreen mode.
- _transactionDetails.needRefresh = true;
- endGFXTransaction();
-
- // Ignore resize events for the next 10 frames
- _ignoreResizeFrames = 10;
+ if (_hwScreen) {
+ const Graphics::PixelFormat rgba8888 = Graphics::PixelFormat(4, 8, 8, 8, 8, 24, 16, 8, 0);
+ notifyContextChange(rgba8888, rgba8888);
+ setActualScreenSize(_hwScreen->w, _hwScreen->h);
+ }
-#ifdef USE_OSD
- Common::String osdMessage;
- if (getFullscreenMode())
- osdMessage = Common::String::format("%s\n%d x %d",
- _("Fullscreen mode"),
- _hwscreen->w, _hwscreen->h
- );
- else
- osdMessage = Common::String::format("%s\n%d x %d",
- _("Windowed mode"),
- _hwscreen->w, _hwscreen->h
- );
- displayMessageOnOSD(osdMessage.c_str());
-#endif
+ return _hwScreen != nullptr;
}
bool OpenGLSdlGraphicsManager::notifyEvent(const Common::Event &event) {
switch (event.type) {
+ case Common::EVENT_KEYUP:
+ return isHotkey(event);
+
case Common::EVENT_KEYDOWN:
if (event.kbd.hasFlags(Common::KBD_ALT)) {
- // Alt-Return and Alt-Enter toggle full screen mode
- if (event.kbd.keycode == Common::KEYCODE_RETURN ||
- event.kbd.keycode == (Common::KeyCode)SDLK_KP_ENTER) {
- toggleFullScreen(0);
+ if ( event.kbd.keycode == Common::KEYCODE_RETURN
+ || event.kbd.keycode == (Common::KeyCode)SDLK_KP_ENTER) {
+ // Alt-Return and Alt-Enter toggle full screen mode
+ beginGFXTransaction();
+ setFeatureState(OSystem::kFeatureFullscreenMode, !getFeatureState(OSystem::kFeatureFullscreenMode));
+ endGFXTransaction();
+
+#ifdef USE_OSD
+ if (getFeatureState(OSystem::kFeatureFullscreenMode)) {
+ displayMessageOnOSD("Fullscreen mode");
+ } else {
+ displayMessageOnOSD("Windowed mode");
+ }
+#endif
return true;
}
- // Alt-S create a screenshot
- if (event.kbd.keycode == 's') {
+ if (event.kbd.keycode == Common::KEYCODE_s) {
+ // Alt-s creates a screenshot
Common::String filename;
for (int n = 0;; n++) {
@@ -509,169 +369,167 @@ bool OpenGLSdlGraphicsManager::notifyEvent(const Common::Event &event) {
break;
SDL_RWclose(file);
}
- if (saveScreenshot(filename.c_str()))
- debug("Saved screenshot '%s'", filename.c_str());
- else
- warning("Could not save screenshot");
- return true;
- }
- }
- if (event.kbd.hasFlags(Common::KBD_CTRL|Common::KBD_ALT)) {
- // Ctrl-Alt-Return and Ctrl-Alt-Enter switch between full screen modes
- if (event.kbd.keycode == Common::KEYCODE_RETURN ||
- event.kbd.keycode == (Common::KeyCode)SDLK_KP_ENTER) {
- toggleFullScreen(1);
+ saveScreenshot(filename.c_str());
+ debug("Saved screenshot '%s'", filename.c_str());
+
return true;
}
+ } else if (event.kbd.hasFlags(Common::KBD_CTRL | Common::KBD_ALT)) {
+ if ( event.kbd.keycode == Common::KEYCODE_PLUS || event.kbd.keycode == Common::KEYCODE_MINUS
+ || event.kbd.keycode == Common::KEYCODE_KP_PLUS || event.kbd.keycode == Common::KEYCODE_KP_MINUS) {
+ // Ctrl+Alt+Plus/Minus Increase/decrease the size
+ const int direction = (event.kbd.keycode == Common::KEYCODE_PLUS || event.kbd.keycode == Common::KEYCODE_KP_PLUS) ? +1 : -1;
+
+ if (getFeatureState(OSystem::kFeatureFullscreenMode)) {
+ // In case we are in fullscreen we will choose the previous
+ // or next mode.
+
+ // In case no modes are available we do nothing.
+ if (_fullscreenVideoModes.empty()) {
+ return true;
+ }
+
+ // Look for the current mode.
+ VideoModeArray::const_iterator i = Common::find(_fullscreenVideoModes.begin(),
+ _fullscreenVideoModes.end(),
+ VideoMode(_desiredFullscreenWidth, _desiredFullscreenHeight));
+ if (i == _fullscreenVideoModes.end()) {
+ return true;
+ }
+
+ // Cycle through the modes in the specified direction.
+ if (direction > 0) {
+ ++i;
+ if (i == _fullscreenVideoModes.end()) {
+ i = _fullscreenVideoModes.begin();
+ }
+ } else {
+ if (i == _fullscreenVideoModes.begin()) {
+ i = _fullscreenVideoModes.end();
+ }
+ --i;
+ }
+
+ _desiredFullscreenWidth = i->width;
+ _desiredFullscreenHeight = i->height;
+
+ // Try to setup the mode.
+ if (!setupMode(_lastRequestedWidth, _lastRequestedHeight)) {
+ warning("OpenGLSdlGraphicsManager::notifyEvent: Fullscreen resize failed ('%s')", SDL_GetError());
+ g_system->quit();
+ }
+ } else {
+ // Calculate the next scaling setting. We approximate the
+ // current scale setting in case the user resized the
+ // window. Then we apply the direction change.
+ _graphicsScale = MAX<int>(_hwScreen->w / _lastRequestedWidth, _hwScreen->h / _lastRequestedHeight);
+ _graphicsScale = MAX<int>(_graphicsScale + direction, 1);
+
+ // Since we overwrite a user resize here we reset its
+ // flag here. This makes enabling AR smoother because it
+ // will change the window size like in surface SDL.
+ _gotResize = false;
+
+ // Try to setup the mode.
+ if (!setupMode(_lastRequestedWidth * _graphicsScale, _lastRequestedHeight * _graphicsScale)) {
+ warning("OpenGLSdlGraphicsManager::notifyEvent: Window resize failed ('%s')", SDL_GetError());
+ g_system->quit();
+ }
+ }
- // Ctrl-Alt-a switch between display modes
- if (event.kbd.keycode == 'a') {
- beginGFXTransaction();
- setFeatureState(OSystem::kFeatureAspectRatioCorrection, !getFeatureState(OSystem::kFeatureAspectRatioCorrection));
- endGFXTransaction();
#ifdef USE_OSD
- Common::String osdMessage;
- if (getFeatureState(OSystem::kFeatureAspectRatioCorrection))
- osdMessage = Common::String::format("%s\n%d x %d -> %d x %d",
- _("Enabled aspect ratio correction"),
- _videoMode.screenWidth, _videoMode.screenHeight,
- _hwscreen->w, _hwscreen->h);
- else
- osdMessage = Common::String::format("%s\n%d x %d -> %d x %d",
- _("Disabled aspect ratio correction"),
- _videoMode.screenWidth, _videoMode.screenHeight,
- _hwscreen->w, _hwscreen->h);
- displayMessageOnOSD(osdMessage.c_str());
+ const Common::String osdMsg = Common::String::format("Resolution: %dx%d", _hwScreen->w, _hwScreen->h);
+ displayMessageOnOSD(osdMsg.c_str());
#endif
- internUpdateScreen();
+
return true;
- }
+ } else if (event.kbd.keycode == Common::KEYCODE_a) {
+ // In case the user changed the window size manually we will
+ // not change the window size again here.
+ _ignoreLoadVideoMode = _gotResize;
- // Ctrl-Alt-f toggles antialiasing
- if (event.kbd.keycode == 'f') {
+ // Ctrl+Alt+a toggles the aspect ratio correction state.
beginGFXTransaction();
- toggleAntialiasing();
+ setFeatureState(OSystem::kFeatureAspectRatioCorrection, !getFeatureState(OSystem::kFeatureAspectRatioCorrection));
endGFXTransaction();
+ // Make sure we do not ignore the next resize. This
+ // effectively checks whether loadVideoMode has been called.
+ assert(!_ignoreLoadVideoMode);
+
#ifdef USE_OSD
- // TODO: This makes guesses about what internal antialiasing
- // modes we use, we might want to consider a better way of
- // displaying information to the user.
- if (getAntialiasingState())
- displayMessageOnOSD(_("Active filter mode: Linear"));
- else
- displayMessageOnOSD(_("Active filter mode: Nearest"));
+ Common::String osdMsg = "Aspect ratio correction: ";
+ osdMsg += getFeatureState(OSystem::kFeatureAspectRatioCorrection) ? "enabled" : "disabled";
+ displayMessageOnOSD(osdMsg.c_str());
#endif
+
return true;
- }
+ } else if (event.kbd.keycode == Common::KEYCODE_f) {
+ // Ctrl+Alt+f toggles the graphics modes.
+
+ // We are crazy we will allow the OpenGL base class to
+ // introduce new graphics modes like shaders for special
+ // filtering. If some other OpenGL subclass needs this,
+ // we can think of refactoring this.
+ int mode = getGraphicsMode();
+ const OSystem::GraphicsMode *supportedModes = getSupportedGraphicsModes();
+ const OSystem::GraphicsMode *modeDesc = nullptr;
+
+ // Search the current mode.
+ for (; supportedModes->name; ++supportedModes) {
+ if (supportedModes->id == mode) {
+ modeDesc = supportedModes;
+ break;
+ }
+ }
+ assert(modeDesc);
- SDLKey sdlKey = (SDLKey)event.kbd.keycode;
-
- // Ctrl+Alt+Plus/Minus Increase/decrease the scale factor
- if ((sdlKey == SDLK_EQUALS || sdlKey == SDLK_PLUS || sdlKey == SDLK_MINUS ||
- sdlKey == SDLK_KP_PLUS || sdlKey == SDLK_KP_MINUS)) {
- int factor = getScale();
- factor += (sdlKey == SDLK_MINUS || sdlKey == SDLK_KP_MINUS) ? -1 : +1;
- if (0 < factor && factor < 4) {
- // Check if the desktop resolution has been detected
- if (_desktopWidth > 0 && _desktopHeight > 0)
- // If the new scale factor is too big, do not scale
- if (_videoMode.screenWidth * factor > _desktopWidth ||
- _videoMode.screenHeight * factor > _desktopHeight)
- return false;
-
- beginGFXTransaction();
- setScale(factor);
- endGFXTransaction();
-#ifdef USE_OSD
- displayScaleChangedMsg();
-#endif
- return true;
+ // Try to use the next mode in the list.
+ ++modeDesc;
+ if (!modeDesc->name) {
+ modeDesc = getSupportedGraphicsModes();
}
- }
- const bool isNormalNumber = (SDLK_1 <= sdlKey && sdlKey <= SDLK_3);
- const bool isKeypadNumber = (SDLK_KP1 <= sdlKey && sdlKey <= SDLK_KP3);
+ // Never ever try to resize the window when we simply want to
+ // switch the graphics mode. This assures that the window size
+ // does not change.
+ _ignoreLoadVideoMode = true;
+
+ beginGFXTransaction();
+ setGraphicsMode(modeDesc->id);
+ endGFXTransaction();
+
+ // Make sure we do not ignore the next resize. This
+ // effectively checks whether loadVideoMode has been called.
+ assert(!_ignoreLoadVideoMode);
- // Ctrl-Alt-<number key> will change the GFX mode
- if (isNormalNumber || isKeypadNumber) {
- if (sdlKey - (isNormalNumber ? SDLK_1 : SDLK_KP1) <= 3) {
-#ifdef USE_OSD
- int lastMode = _videoMode.mode;
-#endif
- // We need to query the scale and set it up, because
- // setGraphicsMode sets the default scale to 2
- int oldScale = getScale();
- beginGFXTransaction();
- setGraphicsMode(sdlKey - (isNormalNumber ? SDLK_1 : SDLK_KP1));
- setScale(oldScale);
- endGFXTransaction();
#ifdef USE_OSD
- if (lastMode != _videoMode.mode)
- displayModeChangedMsg();
+ const Common::String osdMsg = Common::String::format("Graphics mode: %s", _(modeDesc->description));
+ displayMessageOnOSD(osdMsg.c_str());
#endif
- internUpdateScreen();
- }
- }
- }
- if (event.kbd.hasFlags(Common::KBD_CTRL|Common::KBD_SHIFT)) {
- // Ctrl-Shift-Return and Ctrl-Shift-Enter switch backwards between full screen modes
- if (event.kbd.keycode == Common::KEYCODE_RETURN ||
- event.kbd.keycode == (Common::KeyCode)SDLK_KP_ENTER) {
- toggleFullScreen(-1);
return true;
}
}
- break;
-
- case Common::EVENT_KEYUP:
- return isHotkey(event);
+ // Fall through
default:
- break;
+ return false;
}
-
- return false;
-}
-
-void OpenGLSdlGraphicsManager::notifyVideoExpose() {
}
-void OpenGLSdlGraphicsManager::notifyResize(const uint width, const uint height) {
- // Do not resize if ignoring resize events.
- if (!_ignoreResizeFrames && !getFullscreenMode()) {
- bool scaleChanged = false;
- beginGFXTransaction();
- _videoMode.hardwareWidth = width;
- _videoMode.hardwareHeight = height;
-
- _screenResized = true;
-
- int scale = MIN(_videoMode.hardwareWidth / _videoMode.screenWidth,
- _videoMode.hardwareHeight / _videoMode.screenHeight);
-
- if (getScale() != scale) {
- scaleChanged = true;
- setScale(MAX(MIN(scale, 3), 1));
- }
-
- _transactionDetails.sizeChanged = true;
- endGFXTransaction();
-#ifdef USE_OSD
- if (scaleChanged)
- displayScaleChangedMsg();
-#endif
+bool OpenGLSdlGraphicsManager::isHotkey(const Common::Event &event) {
+ if (event.kbd.hasFlags(Common::KBD_ALT)) {
+ return event.kbd.keycode == Common::KEYCODE_RETURN
+ || event.kbd.keycode == (Common::KeyCode)SDLK_KP_ENTER
+ || event.kbd.keycode == Common::KEYCODE_s;
+ } else if (event.kbd.hasFlags(Common::KBD_CTRL | Common::KBD_ALT)) {
+ return event.kbd.keycode == Common::KEYCODE_PLUS || event.kbd.keycode == Common::KEYCODE_MINUS
+ || event.kbd.keycode == Common::KEYCODE_KP_PLUS || event.kbd.keycode == Common::KEYCODE_KP_MINUS
+ || event.kbd.keycode == Common::KEYCODE_a
+ || event.kbd.keycode == Common::KEYCODE_f;
}
-}
-void OpenGLSdlGraphicsManager::transformMouseCoordinates(Common::Point &point) {
- adjustMousePosition(point.x, point.y);
-}
-
-void OpenGLSdlGraphicsManager::notifyMousePos(Common::Point mouse) {
- setMousePosition(mouse.x, mouse.y);
+ return false;
}
-
-#endif
diff --git a/backends/graphics/openglsdl/openglsdl-graphics.h b/backends/graphics/openglsdl/openglsdl-graphics.h
index 1587183328..0644f27602 100644
--- a/backends/graphics/openglsdl/openglsdl-graphics.h
+++ b/backends/graphics/openglsdl/openglsdl-graphics.h
@@ -8,117 +8,108 @@
* 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.
*
*/
-#ifndef BACKENDS_GRAPHICS_OPENGLSDL_H
-#define BACKENDS_GRAPHICS_OPENGLSDL_H
+#ifndef BACKENDS_GRAPHICS_OPENGLSDL_OPENGLSDL_GRAPHICS_H
+#define BACKENDS_GRAPHICS_OPENGLSDL_OPENGLSDL_GRAPHICS_H
-#include "backends/platform/sdl/sdl-sys.h"
-#if defined(ARRAYSIZE) && !defined(_WINDOWS_)
-#undef ARRAYSIZE
-#endif
-#include "backends/graphics/sdl/sdl-graphics.h"
#include "backends/graphics/opengl/opengl-graphics.h"
+#include "backends/graphics/sdl/sdl-graphics.h"
+#include "backends/platform/sdl/sdl-sys.h"
+#include "common/array.h"
#include "common/events.h"
-/**
- * SDL OpenGL graphics manager
- */
-class OpenGLSdlGraphicsManager : public OpenGLGraphicsManager, public SdlGraphicsManager, public Common::EventObserver {
+class OpenGLSdlGraphicsManager : public OpenGL::OpenGLGraphicsManager, public SdlGraphicsManager, public Common::EventObserver {
public:
- OpenGLSdlGraphicsManager(SdlEventSource *eventSource);
+ OpenGLSdlGraphicsManager(uint desktopWidth, uint desktopHeight, SdlEventSource *eventSource);
virtual ~OpenGLSdlGraphicsManager();
+ void initEventObserver();
+
+ // GraphicsManager API
virtual bool hasFeature(OSystem::Feature f);
virtual void setFeatureState(OSystem::Feature f, bool enable);
+ virtual bool getFeatureState(OSystem::Feature f);
+
+ virtual bool setGraphicsMode(int mode);
+ virtual void resetGraphicsScale();
#ifdef USE_RGB_COLOR
virtual Common::List<Graphics::PixelFormat> getSupportedFormats() const;
#endif
- virtual void initEventObserver();
- virtual bool notifyEvent(const Common::Event &event);
-
virtual void updateScreen();
- // SdlGraphicsManager interface
+ // EventObserver API
+ virtual bool notifyEvent(const Common::Event &event);
+
+ // SdlGraphicsManager API
virtual void notifyVideoExpose();
virtual void notifyResize(const uint width, const uint height);
virtual void transformMouseCoordinates(Common::Point &point);
virtual void notifyMousePos(Common::Point mouse);
protected:
- virtual void internUpdateScreen();
+ virtual void setInternalMousePosition(int x, int y);
- virtual bool loadGFXMode();
- virtual void unloadGFXMode();
- virtual bool isHotkey(const Common::Event &event);
+ virtual bool loadVideoMode(uint requestedWidth, uint requestedHeight, const Graphics::PixelFormat &format);
+private:
+ bool setupMode(uint width, uint height);
-#ifdef USE_RGB_COLOR
- Common::List<Graphics::PixelFormat> _supportedFormats;
+ uint32 _lastVideoModeLoad;
+ SDL_Surface *_hwScreen;
- /**
- * Update the list of supported pixel formats.
- * This method is invoked by loadGFXMode().
- */
- void detectSupportedFormats();
-#endif
+ uint _lastRequestedWidth;
+ uint _lastRequestedHeight;
+ uint _graphicsScale;
+ bool _ignoreLoadVideoMode;
+ bool _gotResize;
- /**
- * Toggles fullscreen.
- * @loop loop direction for switching fullscreen mode, if 0 toggles it.
- */
- virtual void toggleFullScreen(int loop);
+ bool _wantsFullScreen;
+ uint _ignoreResizeEvents;
- int _activeFullscreenMode;
+ struct VideoMode {
+ VideoMode() : width(0), height(0) {}
+ VideoMode(uint w, uint h) : width(w), height(h) {}
- /**
- * Setup the fullscreen mode.
- * @return false if failed finding a mode, true otherwise.
- */
- virtual bool setupFullscreenMode();
+ bool operator<(const VideoMode &right) const {
+ if (width < right.width) {
+ return true;
+ } else if (width == right.width && height < right.height) {
+ return true;
+ } else {
+ return false;
+ }
+ }
- virtual void setInternalMousePosition(int x, int y);
+ bool operator==(const VideoMode &right) const {
+ return width == right.width && height == right.height;
+ }
- int _lastFullscreenModeWidth;
- int _lastFullscreenModeHeight;
- int _desktopWidth;
- int _desktopHeight;
-
- // Hardware screen
- SDL_Surface *_hwscreen;
-
- // If screen was resized by the user
- bool _screenResized;
-
- // Ignore resize events for the number of updateScreen() calls.
- // Normaly resize events are user generated when resizing the window
- // from its borders, but in some cases a resize event can be generated
- // after a fullscreen change.
- int _ignoreResizeFrames;
-
-#ifdef USE_OSD
- /**
- * Displays a mode change message in OSD
- */
- void displayModeChangedMsg();
-
- /**
- * Displays a scale change message in OSD
- */
- void displayScaleChangedMsg();
-#endif
+ bool operator!=(const VideoMode &right) const {
+ return !(*this == right);
+ }
+
+ uint width, height;
+ };
+ typedef Common::Array<VideoMode> VideoModeArray;
+ VideoModeArray _fullscreenVideoModes;
+
+ uint _desiredFullscreenWidth;
+ uint _desiredFullscreenHeight;
+
+ virtual bool isHotkey(const Common::Event &event);
};
#endif
diff --git a/backends/module.mk b/backends/module.mk
index 31ac444750..1222d9a363 100644
--- a/backends/module.mk
+++ b/backends/module.mk
@@ -40,14 +40,6 @@ MODULE_OBJS += \
keymapper/remap-dialog.o
endif
-ifdef USE_OPENGL
-MODULE_OBJS += \
- graphics/opengl/glerrorcheck.o \
- graphics/opengl/gltexture.o \
- graphics/opengl/opengl-graphics.o \
- graphics/openglsdl/openglsdl-graphics.o
-endif
-
ifdef ENABLE_VKEYBD
MODULE_OBJS += \
vkeybd/image-map.o \
@@ -57,6 +49,15 @@ MODULE_OBJS += \
vkeybd/virtual-keyboard-parser.o
endif
+# OpenGL specific source files.
+ifdef USE_OPENGL
+MODULE_OBJS += \
+ graphics/opengl/debug.o \
+ graphics/opengl/extensions.o \
+ graphics/opengl/opengl-graphics.o \
+ graphics/opengl/texture.o
+endif
+
# SDL specific source files.
# We cannot just check $BACKEND = sdl, as various other backends
# derive from the SDL backend, and they all need the following files.
@@ -76,6 +77,11 @@ ifndef USE_SDL13
MODULE_OBJS += \
audiocd/sdl/sdl-audiocd.o
endif
+
+ifdef USE_OPENGL
+MODULE_OBJS += \
+ graphics/openglsdl/openglsdl-graphics.o
+endif
endif
ifdef POSIX
diff --git a/backends/platform/sdl/sdl.cpp b/backends/platform/sdl/sdl.cpp
index 7ab367d4a4..1431e1fc5e 100644
--- a/backends/platform/sdl/sdl.cpp
+++ b/backends/platform/sdl/sdl.cpp
@@ -65,6 +65,8 @@
OSystem_SDL::OSystem_SDL()
:
#ifdef USE_OPENGL
+ _desktopWidth(0),
+ _desktopHeight(0),
_graphicsModes(0),
_graphicsMode(0),
_sdlModesCount(0),
@@ -161,6 +163,16 @@ void OSystem_SDL::initBackend() {
int graphicsManagerType = 0;
+#ifdef USE_OPENGL
+ // Query the desktop resolution. We simply hope nothing tried to change
+ // the resolution so far.
+ const SDL_VideoInfo *videoInfo = SDL_GetVideoInfo();
+ if (videoInfo && videoInfo->current_w > 0 && videoInfo->current_h > 0) {
+ _desktopWidth = videoInfo->current_w;
+ _desktopHeight = videoInfo->current_h;
+ }
+#endif
+
if (_graphicsManager == 0) {
#ifdef USE_OPENGL
if (ConfMan.hasKey("gfx_mode")) {
@@ -180,7 +192,7 @@ void OSystem_SDL::initBackend() {
// If the gfx_mode is from OpenGL, create the OpenGL graphics manager
if (use_opengl) {
- _graphicsManager = new OpenGLSdlGraphicsManager(_eventSource);
+ _graphicsManager = new OpenGLSdlGraphicsManager(_desktopWidth, _desktopHeight, _eventSource);
graphicsManagerType = 1;
}
}
@@ -261,8 +273,9 @@ void OSystem_SDL::initSDL() {
if (ConfMan.hasKey("disable_sdl_parachute"))
sdlFlags |= SDL_INIT_NOPARACHUTE;
-#ifdef WEBOS
- // WebOS needs this flag or otherwise the application won't start
+#if defined(WEBOS) || defined(USE_OPENGL)
+ // WebOS needs this flag or otherwise the application won't start.
+ // OpenGL SDL needs this to query the desktop resolution on startup.
sdlFlags |= SDL_INIT_VIDEO;
#endif
@@ -591,7 +604,7 @@ bool OSystem_SDL::setGraphicsMode(int mode) {
} else if (_graphicsMode < _sdlModesCount && mode >= _sdlModesCount) {
debug(1, "switching to OpenGL graphics");
delete _graphicsManager;
- _graphicsManager = new OpenGLSdlGraphicsManager(_eventSource);
+ _graphicsManager = new OpenGLSdlGraphicsManager(_desktopWidth, _desktopHeight, _eventSource);
((OpenGLSdlGraphicsManager *)_graphicsManager)->initEventObserver();
_graphicsManager->beginGFXTransaction();
diff --git a/backends/platform/sdl/sdl.h b/backends/platform/sdl/sdl.h
index 840e73ff09..590354b699 100644
--- a/backends/platform/sdl/sdl.h
+++ b/backends/platform/sdl/sdl.h
@@ -106,6 +106,8 @@ protected:
Backends::Log::Log *_logger;
#ifdef USE_OPENGL
+ int _desktopWidth, _desktopHeight;
+
OSystem::GraphicsMode *_graphicsModes;
int _graphicsMode;
int _sdlModesCount;
diff --git a/backends/platform/tizen/graphics.cpp b/backends/platform/tizen/graphics.cpp
index 2cafb9f781..390796dc0e 100644
--- a/backends/platform/tizen/graphics.cpp
+++ b/backends/platform/tizen/graphics.cpp
@@ -37,7 +37,6 @@ TizenGraphicsManager::TizenGraphicsManager(TizenAppForm *appForm) :
_eglContext(EGL_NO_CONTEXT),
_initState(true) {
assert(appForm != NULL);
- _videoMode.fullscreen = true;
}
TizenGraphicsManager::~TizenGraphicsManager() {
@@ -51,17 +50,34 @@ TizenGraphicsManager::~TizenGraphicsManager() {
}
}
+result TizenGraphicsManager::Construct() {
+ // Initialize our OpenGL ES context.
+ loadEgl();
+
+ // Notify the OpenGL code about our context.
+
+ // We default to RGB565 and RGBA5551 which is closest to the actual output
+ // mode we setup.
+ notifyContextChange(Graphics::PixelFormat(2, 5, 6, 5, 0, 11, 5, 0, 0), Graphics::PixelFormat(2, 5, 5, 5, 1, 11, 6, 1, 0));
+
+ // Tell our size.
+ int x, y, width, height;
+ _appForm->GetBounds(x, y, width, height);
+ AppLog("screen size: %dx%d", width, height);
+ setActualScreenSize(width, height);
+ return E_SUCCESS;
+}
+
const Graphics::Font *TizenGraphicsManager::getFontOSD() {
return FontMan.getFontByUsage(Graphics::FontManager::kBigGUIFont);
}
bool TizenGraphicsManager::moveMouse(int16 &x, int16 &y) {
- int16 currentX = _cursorState.x;
- int16 currentY = _cursorState.y;
+ int16 currentX, currentY;
+ getMousePosition(currentX, currentY);
// save the current hardware coordinates
- _cursorState.x = x;
- _cursorState.y = y;
+ setMousePosition(x, y);
// return x/y as game coordinates
adjustMousePosition(x, y);
@@ -85,15 +101,17 @@ Common::List<Graphics::PixelFormat> TizenGraphicsManager::getSupportedFormats()
}
bool TizenGraphicsManager::hasFeature(OSystem::Feature f) {
- bool result = (f == OSystem::kFeatureFullscreenMode ||
- f == OSystem::kFeatureVirtualKeyboard ||
+ bool result =
+ (f == OSystem::kFeatureVirtualKeyboard ||
OpenGLGraphicsManager::hasFeature(f));
return result;
}
void TizenGraphicsManager::setFeatureState(OSystem::Feature f, bool enable) {
- if (f == OSystem::kFeatureVirtualKeyboard && enable) {
- _appForm->showKeypad();
+ if (f == OSystem::kFeatureVirtualKeyboard) {
+ if (enable) {
+ _appForm->showKeypad();
+ }
} else {
OpenGLGraphicsManager::setFeatureState(f, enable);
}
@@ -106,8 +124,9 @@ void TizenGraphicsManager::setReady() {
}
void TizenGraphicsManager::updateScreen() {
- if (_transactionMode == kTransactionNone) {
- internUpdateScreen();
+ if (!_initState) {
+ OpenGLGraphicsManager::updateScreen();
+ eglSwapBuffers(_eglDisplay, _eglSurface);
}
}
@@ -133,10 +152,6 @@ bool TizenGraphicsManager::loadEgl() {
eglBindAPI(EGL_OPENGL_ES_API);
- if (_eglDisplay) {
- unloadGFXMode();
- }
-
_eglDisplay = eglGetDisplay((EGLNativeDisplayType) EGL_DEFAULT_DISPLAY);
if (EGL_NO_DISPLAY == _eglDisplay) {
systemError("eglGetDisplay() failed");
@@ -178,65 +193,12 @@ bool TizenGraphicsManager::loadEgl() {
systemError("eglMakeCurrent() failed");
return false;
}
- if (!_initState) {
- _appForm->GetVisualElement()->SetShowState(true);
- }
logLeaving();
return true;
}
-bool TizenGraphicsManager::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 = 4; // for proportional sized cursor in the launcher
-
- AppLog("screen size: %dx%d", _videoMode.hardwareWidth, _videoMode.hardwareHeight);
- return OpenGLGraphicsManager::loadGFXMode();
-}
-
-void TizenGraphicsManager::loadTextures() {
- logEntered();
- OpenGLGraphicsManager::loadTextures();
-}
-
-void TizenGraphicsManager::internUpdateScreen() {
- if (!_initState) {
- OpenGLGraphicsManager::internUpdateScreen();
- eglSwapBuffers(_eglDisplay, _eglSurface);
- }
-}
-
-void TizenGraphicsManager::unloadGFXMode() {
- logEntered();
- _appForm->GetVisualElement()->SetShowState(false);
-
- if (_eglDisplay != EGL_NO_DISPLAY) {
- 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();
+bool TizenGraphicsManager::loadVideoMode(uint requestedWidth, uint requestedHeight, const Graphics::PixelFormat &format) {
+ // We get this whenever a new resolution is requested. Since Tizen is
+ // using a fixed output size we do nothing like that here.
+ return true;
}
diff --git a/backends/platform/tizen/graphics.h b/backends/platform/tizen/graphics.h
index 27e5a6aaeb..29ba86a3c4 100644
--- a/backends/platform/tizen/graphics.h
+++ b/backends/platform/tizen/graphics.h
@@ -39,28 +39,31 @@ using namespace Tizen::Graphics;
using namespace Tizen::Graphics::Opengl;
using namespace Tizen::App;
-class TizenGraphicsManager : public OpenGLGraphicsManager {
+class TizenGraphicsManager : public OpenGL::OpenGLGraphicsManager {
public:
TizenGraphicsManager(TizenAppForm *appForm);
virtual ~TizenGraphicsManager();
+ result Construct();
+
Common::List<Graphics::PixelFormat> getSupportedFormats() const;
bool hasFeature(OSystem::Feature f);
- void updateScreen();
void setFeatureState(OSystem::Feature f, bool enable);
+ void updateScreen();
+
void setReady();
bool isReady() { return !_initState; }
- const Graphics::Font *getFontOSD();
+
bool moveMouse(int16 &x, int16 &y);
-private:
- void internUpdateScreen();
- bool loadGFXMode();
- void loadTextures();
- void unloadGFXMode();
+protected:
void setInternalMousePosition(int x, int y) {}
- void showSplash();
+ bool loadVideoMode(uint requestedWidth, uint requestedHeight, const Graphics::PixelFormat &format);
+
+ const Graphics::Font *getFontOSD();
+
+private:
bool loadEgl();
TizenAppForm *_appForm;
EGLDisplay _eglDisplay;
diff --git a/backends/platform/tizen/system.cpp b/backends/platform/tizen/system.cpp
index 3448dc1421..f7ebc46719 100644
--- a/backends/platform/tizen/system.cpp
+++ b/backends/platform/tizen/system.cpp
@@ -267,7 +267,7 @@ result TizenSystem::initModules() {
}
_graphicsManager = (GraphicsManager *)new TizenGraphicsManager(_appForm);
- if (!_graphicsManager) {
+ if (!_graphicsManager || graphicsManager->Construct() != E_SUCCESS) {
return E_OUT_OF_MEMORY;
}
diff --git a/base/main.cpp b/base/main.cpp
index 103d743bbc..c993dfa57a 100644
--- a/base/main.cpp
+++ b/base/main.cpp
@@ -134,6 +134,19 @@ static Common::Error runGame(const EnginePlugin *plugin, OSystem &system, const
Common::Error err = Common::kNoError;
Engine *engine = 0;
+#if defined(SDL_BACKEND) && defined(USE_OPENGL) && defined(USE_RGB_COLOR)
+ // HACK: We set up the requested graphics mode setting here to allow the
+ // backend to switch from Surface SDL to OpenGL if necessary. This is
+ // needed because otherwise the g_system->getSupportedFormats might return
+ // bad values.
+ g_system->beginGFXTransaction();
+ g_system->setGraphicsMode(ConfMan.get("gfx_mode").c_str());
+ if (g_system->endGFXTransaction() != OSystem::kTransactionSuccess) {
+ warning("Switching graphics mode to '%s' failed", ConfMan.get("gfx_mode").c_str());
+ return Common::kUnknownError;
+ }
+#endif
+
// Verify that the game path refers to an actual directory
if (!(dir.exists() && dir.isDirectory()))
err = Common::kPathNotDirectory;
diff --git a/engines/engine.cpp b/engines/engine.cpp
index c84404cc68..52020c772e 100644
--- a/engines/engine.cpp
+++ b/engines/engine.cpp
@@ -183,7 +183,7 @@ void initCommonGFX(bool defaultTo1XScaler) {
g_system->setGraphicsMode(gfxMode.c_str());
// HACK: For OpenGL modes, we will still honor the graphics scale override
- if (defaultTo1XScaler && (gfxMode.equalsIgnoreCase("gl1") || gfxMode.equalsIgnoreCase("gl2") || gfxMode.equalsIgnoreCase("gl4")))
+ if (defaultTo1XScaler && (gfxMode.equalsIgnoreCase("opengl_linear") || gfxMode.equalsIgnoreCase("opengl_nearest")))
g_system->resetGraphicsScale();
}
}
diff --git a/gui/gui-manager.cpp b/gui/gui-manager.cpp
index 1505c8c707..999d61e854 100644
--- a/gui/gui-manager.cpp
+++ b/gui/gui-manager.cpp
@@ -309,6 +309,19 @@ void GuiManager::runLoop() {
Common::Event event;
while (eventMan->pollEvent(event)) {
+ // We will need to check whether the screen changed while polling
+ // for an event here. While we do send EVENT_SCREEN_CHANGED
+ // whenever this happens we still cannot be sure that we get such
+ // an event immediately. For example, we might have an mouse move
+ // event queued before an screen changed event. In some rare cases
+ // this would make the GUI redraw (with the code a few lines
+ // below) when it is not yet updated for new overlay dimensions.
+ // As a result ScummVM would crash because it tries to copy data
+ // outside the actual overlay screen.
+ if (event.type != Common::EVENT_SCREEN_CHANGED) {
+ checkScreenChange();
+ }
+
// The top dialog can change during the event loop. In that case, flush all the
// dialog-related events since they were probably generated while the old dialog
// was still visible, and therefore not intended for the new one.