diff options
Diffstat (limited to 'backends/platform/wince')
-rw-r--r-- | backends/platform/wince/CEActionsPocket.cpp | 16 | ||||
-rw-r--r-- | backends/platform/wince/CEActionsSmartphone.cpp | 17 | ||||
-rw-r--r-- | backends/platform/wince/CEScaler.cpp | 13 | ||||
-rw-r--r-- | backends/platform/wince/CEgui/SDL_ImageResource.cpp | 2 | ||||
-rw-r--r-- | backends/platform/wince/Makefile | 11 | ||||
-rw-r--r-- | backends/platform/wince/README-WinCE.txt | 64 | ||||
-rw-r--r-- | backends/platform/wince/missing/missing.cpp | 2 | ||||
-rw-r--r-- | backends/platform/wince/module.mk | 21 | ||||
-rw-r--r-- | backends/platform/wince/wince-sdl.cpp | 58 | ||||
-rw-r--r-- | backends/platform/wince/wince.mk | 5 |
10 files changed, 147 insertions, 62 deletions
diff --git a/backends/platform/wince/CEActionsPocket.cpp b/backends/platform/wince/CEActionsPocket.cpp index 1f6eeb3770..45dbad12cc 100644 --- a/backends/platform/wince/CEActionsPocket.cpp +++ b/backends/platform/wince/CEActionsPocket.cpp @@ -133,12 +133,14 @@ void CEActionsPocket::initInstanceGame() { bool is_tucker = (gameid == "tucker"); bool is_groovie = (gameid == "groovie"); bool is_tinsel = (gameid == "tinsel"); + bool is_cruise = (gameid == "cruise"); + bool is_made = (gameid == "made"); GUI_Actions::initInstanceGame(); // See if a right click mapping could be needed if (is_sword1 || is_sword2 || is_sky || is_queen || is_comi || is_gob || is_tinsel || - is_samnmax || is_cine || is_touche || is_parallaction || is_drascula) + is_samnmax || is_cine || is_touche || is_parallaction || is_drascula || is_cruise) _right_click_needed = true; // See if a "hide toolbar" mapping could be needed @@ -158,10 +160,10 @@ void CEActionsPocket::initInstanceGame() { } else if (is_sky) { _action_enabled[POCKET_ACTION_SAVE] = true; _key_action[POCKET_ACTION_SAVE].setKey(Common::ASCII_F5, SDLK_F5); - } else if (is_cine || is_drascula) { + } else if (is_cine || is_drascula || is_cruise) { _action_enabled[POCKET_ACTION_SAVE] = true; _key_action[POCKET_ACTION_SAVE].setKey(Common::ASCII_F10, SDLK_F10); // F10 - } else if (is_agi) { + } else if (is_agi || is_made) { _action_enabled[POCKET_ACTION_SAVE] = true; _key_action[POCKET_ACTION_SAVE].setKey(Common::ASCII_ESCAPE, SDLK_ESCAPE); } else if (is_parallaction) { @@ -177,7 +179,7 @@ void CEActionsPocket::initInstanceGame() { // Quit _action_enabled[POCKET_ACTION_QUIT] = true; // Skip - if (!is_cine && !is_parallaction && !is_groovie) + if (!is_cine && !is_parallaction && !is_groovie && !is_cruise && !is_made) _action_enabled[POCKET_ACTION_SKIP] = true; if (is_simon || is_sky || is_sword2 || is_queen || is_sword1 || is_gob || is_tinsel || is_saga || is_kyra || is_touche || is_lure || is_feeble || is_drascula || is_tucker) @@ -214,6 +216,12 @@ void CEActionsPocket::initInstanceGame() { _key_action[POCKET_ACTION_MULTI].setKey('V', SDLK_v, KMOD_SHIFT); // FT cheat : shift-V // Key bind method _action_enabled[POCKET_ACTION_BINDKEYS] = true; + // Disable double-tap right-click for convenience + if (is_tinsel || is_cruise) + if (!ConfMan.hasKey("no_doubletap_rightclick")) { + ConfMan.setBool("no_doubletap_rightclick", true); + ConfMan.flushToDisk(); + } } diff --git a/backends/platform/wince/CEActionsSmartphone.cpp b/backends/platform/wince/CEActionsSmartphone.cpp index 99f73bf37d..47733ae317 100644 --- a/backends/platform/wince/CEActionsSmartphone.cpp +++ b/backends/platform/wince/CEActionsSmartphone.cpp @@ -123,12 +123,14 @@ void CEActionsSmartphone::initInstanceGame() { bool is_tucker = (gameid == "tucker"); bool is_groovie = (gameid == "groovie"); bool is_tinsel = (gameid == "tinsel"); + bool is_cruise = (gameid == "cruise"); + bool is_made = (gameid == "made"); GUI_Actions::initInstanceGame(); // See if a right click mapping could be needed if (is_sword1 || is_sword2 || is_sky || is_queen || is_comi || is_gob || is_tinsel || - is_samnmax || is_cine || is_touche || is_parallaction || is_drascula) + is_samnmax || is_cine || is_touche || is_parallaction || is_drascula || is_cruise) _right_click_needed = true; // Initialize keys for different actions @@ -141,10 +143,10 @@ void CEActionsSmartphone::initInstanceGame() { } else if (is_sky) { _action_enabled[SMARTPHONE_ACTION_SAVE] = true; _key_action[SMARTPHONE_ACTION_SAVE].setKey(Common::ASCII_F5, SDLK_F5); - } else if (is_cine || is_drascula) { + } else if (is_cine || is_drascula || is_cruise) { _action_enabled[SMARTPHONE_ACTION_SAVE] = true; _key_action[SMARTPHONE_ACTION_SAVE].setKey(Common::ASCII_F10, SDLK_F10); //F10 - } else if (is_agi) { + } else if (is_agi || is_made) { _action_enabled[SMARTPHONE_ACTION_SAVE] = true; _key_action[SMARTPHONE_ACTION_SAVE].setKey(Common::ASCII_ESCAPE, SDLK_ESCAPE); } else if (is_parallaction) { @@ -160,7 +162,8 @@ void CEActionsSmartphone::initInstanceGame() { // Skip _action_enabled[SMARTPHONE_ACTION_SKIP] = true; if (is_simon || is_sky || is_sword2 || is_queen || is_sword1 || is_gob || is_tinsel || - is_saga || is_kyra || is_touche || is_lure || is_feeble || is_drascula || is_tucker || is_groovie) + is_saga || is_kyra || is_touche || is_lure || is_feeble || is_drascula || is_tucker || + is_groovie || is_cruise || is_made) _key_action[SMARTPHONE_ACTION_SKIP].setKey(VK_ESCAPE); else _key_action[SMARTPHONE_ACTION_SKIP].setKey(KEY_ALL_SKIP); @@ -178,6 +181,12 @@ void CEActionsSmartphone::initInstanceGame() { _key_action[SMARTPHONE_ACTION_MULTI].setKey('V', SDLK_v, KMOD_SHIFT); // FT cheat : shift-V // Bind keys _action_enabled[SMARTPHONE_ACTION_BINDKEYS] = true; + // Disable double-tap right-click for convenience + if (is_tinsel || is_cruise) + if (!ConfMan.hasKey("no_doubletap_rightclick")) { + ConfMan.setBool("no_doubletap_rightclick", true); + ConfMan.flushToDisk(); + } } diff --git a/backends/platform/wince/CEScaler.cpp b/backends/platform/wince/CEScaler.cpp index bfdb74319d..d26db3190f 100644 --- a/backends/platform/wince/CEScaler.cpp +++ b/backends/platform/wince/CEScaler.cpp @@ -53,15 +53,6 @@ void PocketPCPortraitTemplate(const uint8 *srcPtr, uint32 srcPitch, uint8 *dstPt } MAKE_WRAPPER(PocketPCPortrait) -void PocketPCRawPortrait(const uint8 *srcPtr, uint32 srcPitch, uint8 *dstPtr, uint32 dstPitch, int width, int height) { - - while (height--) { - memcpy(dstPtr, srcPtr, width*sizeof(uint16_t)); - srcPtr += srcPitch; - dstPtr += dstPitch; - } -} - // Our version of an aspect scaler. Main difference is the out-of-place // operation, omitting a straight blit step the sdl backend does. Also, // tests show unaligned access errors with the stock aspect scaler. @@ -234,8 +225,8 @@ void SmartphoneLandscape(const uint8 *srcPtr, uint32 srcPitch, uint8 *dstPtr, ui SmartphoneLandscapeARM(srcPtr, srcPitch, dstPtr, dstPitch, width, height, redbluegreenMasks[maskUsed]); #else if (gBitFormat == 565) - SmartphoneLandscape<565>(srcPtr, srcPitch, dstPtr, dstPitch, width, height); + SmartphoneLandscapeTemplate<565>(srcPtr, srcPitch, dstPtr, dstPitch, width, height); else - SmartphoneLandscape<555>(srcPtr, srcPitch, dstPtr, dstPitch, width, height); + SmartphoneLandscapeTemplate<555>(srcPtr, srcPitch, dstPtr, dstPitch, width, height); #endif } diff --git a/backends/platform/wince/CEgui/SDL_ImageResource.cpp b/backends/platform/wince/CEgui/SDL_ImageResource.cpp index e1a9d911de..ce6ebd6382 100644 --- a/backends/platform/wince/CEgui/SDL_ImageResource.cpp +++ b/backends/platform/wince/CEgui/SDL_ImageResource.cpp @@ -60,7 +60,7 @@ namespace CEGUI { _surface = SDL_LoadBMP_RW(surfaceData, 1); return _surface; - }; + } SDL_Surface* SDL_ImageResource::get() { return _surface; diff --git a/backends/platform/wince/Makefile b/backends/platform/wince/Makefile index 1846029469..acade8ac9a 100644 --- a/backends/platform/wince/Makefile +++ b/backends/platform/wince/Makefile @@ -39,12 +39,12 @@ ENABLE_PARALLACTION = STATIC_PLUGIN ENABLE_DRASCULA = STATIC_PLUGIN ENABLE_GROOVIE = STATIC_PLUGIN ENABLE_TUCKER = STATIC_PLUGIN +ENABLE_TINSEL = STATIC_PLUGIN +ENABLE_CRUISE = STATIC_PLUGIN +ENABLE_MADE = STATIC_PLUGIN #ENABLE_SCI = STATIC_PLUGIN -#ENABLE_TINSEL = STATIC_PLUGIN -#ENABLE_CRUISE = STATIC_PLUGIN #ENABLE_IGOR = STATIC_PLUGIN #ENABLE_M4 = STATIC_PLUGIN -#ENABLE_MADE = STATIC_PLUGIN ######################################################################## ## Pick which libraries you want to use here @@ -76,6 +76,7 @@ USE_ARM_SOUND_ASM = 1 USE_ARM_SMUSH_ASM = 1 USE_ARM_GFX_ASM = 1 USE_ARM_COSTUME_ASM = 1 +USE_ARM_SCALER_ASM = 1 ######################################################################## ## Hopefully you shouldn't need to change anything below here. ## @@ -167,6 +168,10 @@ ifdef USE_ARM_COSTUME_ASM DEFINES += -DUSE_ARM_COSTUME_ASM endif +ifdef USE_ARM_SCALER_ASM +DEFINES += -DUSE_ARM_SCALER_ASM +endif + ######################################################################## # Targets follow here diff --git a/backends/platform/wince/README-WinCE.txt b/backends/platform/wince/README-WinCE.txt index 6a289766a2..5b3215e34e 100644 --- a/backends/platform/wince/README-WinCE.txt +++ b/backends/platform/wince/README-WinCE.txt @@ -6,26 +6,19 @@ Release version: 0.13.0 New in this version ------------------- -0.13.0: -Important: Two builds for ScummVM CE +1.0.0rc1: +This version features optimized ARM assembly versions for the Smartphone, +Normal2x and Normal2xAspect scalers, courtesy of Robin Watts. There should +be a speed improvement when using these scalers. -For this release, two binaries (executables) are provided. The first, -with file name scummvm1.exe, includes support for the following engines: - - scumm, sword1, sword2, queen, sky, lure, agi, touche -while the second, with file name scummvm2.exe: - - gob, cine, saga, kyra, agos, parallaction, drascula, groovie, tucker -The user must make sure to execute the correct file for a game. All -previously detected games will be shown in the launcher. Trying to launch -a gob engine game with scummvm1.exe will not work. -Detection also works as implied: scummvm1.exe will detect only the games -for which it has support; the same holds for scummvm2.exe. -This change has been done so users with less free memory can play more -memory hungry games. - -Also noted are problems with flac support. Your mileage may vary. Please -consider using ogg or mp3 for those games (smaller sizes are better for -handheld devices too!) +Also new is the aspect 2x upscaling mode, which is auto detected and used +when the scaler is set to (normal) 2x mode and the panel is hidden. Hence, +a 320x200 game running on a VGA or higher resolution device will be +aspect scaled to fill the 640x480 screen. +Be aware that Discworld 2 tries to allocate a big chunk of memory (10 MB) +and this will fail on many devices (file under the not enough memory +category). ------------------------------------------------------------------------ @@ -590,6 +583,20 @@ By default, the double tap to right click action is disabled in this game as this interferes with the game's controls. This setting can be overridden (see 'no_doubletap_rightclick' parameter above). +----------------- +-- Discworld 2 -- +----------------- + +Crashes at startup of this game are usually due to the high memory +requirements of this game. + +------------------------- +-- Cruise for a Corpse -- +------------------------- + +As with Discworld, the double-tap-to-right-click action interferes and will +be disabled by default. + ------------------------------------------------------------------------ Support @@ -637,6 +644,27 @@ http://www.scummvm.org/ Old news follow ... ------------------------------------------------------------------------ +0.13.0: +Important: Two builds for ScummVM CE + +For this release, two binaries (executables) are provided. The first, +with file name scummvm1.exe, includes support for the following engines: + - scumm, sword1, sword2, queen, sky, lure, agi, touche +while the second, with file name scummvm2.exe: + - gob, cine, saga, kyra, agos, parallaction, drascula, groovie, tucker +The user must make sure to execute the correct file for a game. All +previously detected games will be shown in the launcher. Trying to launch +a gob engine game with scummvm1.exe will not work. +Detection also works as implied: scummvm1.exe will detect only the games +for which it has support; the same holds for scummvm2.exe. +This change has been done so users with less free memory can play more +memory hungry games. + +Also noted are problems with flac support. Your mileage may vary. Please +consider using ogg or mp3 for those games (smaller sizes are better for +handheld devices too!) + + 0.12.0: - Improved SMUSH support (deprecated 'Smush_force_redraw' option) No skipped frames in Full Throttle action sequences. The 'Smush_force_redraw' diff --git a/backends/platform/wince/missing/missing.cpp b/backends/platform/wince/missing/missing.cpp index f63ad72298..ac93e8f714 100644 --- a/backends/platform/wince/missing/missing.cpp +++ b/backends/platform/wince/missing/missing.cpp @@ -135,7 +135,7 @@ EXT_C char *getcwd(char *buffer, int maxlen) { #endif EXT_C void GetCurrentDirectory(int len, char *buf) { getcwd(buf,len); -}; +} /* Windows CE fopen has non-standard behavior -- not diff --git a/backends/platform/wince/module.mk b/backends/platform/wince/module.mk new file mode 100644 index 0000000000..5fefe08d79 --- /dev/null +++ b/backends/platform/wince/module.mk @@ -0,0 +1,21 @@ +MODULE := backends/platform/wince + +MODULE_OBJS := \ + CEActionsPocket.o CEDevice.o CEScaler.o \ + CEActionsSmartphone.o CELauncherDialog.o wince-sdl.o \ + CEgui/GUIElement.o CEgui/Panel.o CEgui/SDL_ImageResource.o \ + CEgui/ItemAction.o CEgui/PanelItem.o CEgui/Toolbar.o \ + CEgui/ItemSwitch.o CEgui/PanelKeyboard.o CEgui/ToolbarHandler.o \ + CEkeys/EventsBuffer.o \ + ../../../gui/Actions.o ../../../gui/Key.o ../../../gui/KeysDialog.o \ + ../sdl/sdl.o ../sdl/graphics.o ../sdl/events.o ../sdl/hardwarekeys.o \ + missing/missing.o \ + PocketSCUMM.o \ + ARMscaler.o \ + smartLandScale.o + +MODULE_DIRS += \ + backends/platform/wince/ + +# We don't use the rules.mk here on purpose +OBJS := $(addprefix $(MODULE)/, $(MODULE_OBJS)) $(OBJS) diff --git a/backends/platform/wince/wince-sdl.cpp b/backends/platform/wince/wince-sdl.cpp index 8b2e0848f8..5d75b76805 100644 --- a/backends/platform/wince/wince-sdl.cpp +++ b/backends/platform/wince/wince-sdl.cpp @@ -403,9 +403,8 @@ static Uint32 timer_handler_wrapper(Uint32 interval) { void OSystem_WINCE3::initBackend() { // Instantiate our own sound mixer - // mixer init is postponed until a game engine is selected. - if (_mixer == 0) - _mixer = new Audio::MixerImpl(this); + // mixer init is rerun when a game engine is selected. + setupMixer(); // Create the timer. CE SDL does not support multiple timers (SDL_AddTimer). // We work around this by using the SetTimer function, since we only use @@ -792,11 +791,15 @@ void OSystem_WINCE3::setupMixer() { SDL_AudioSpec desired; int thread_priority; + compute_sample_rate(); if (_sampleRate == 0) warning("setSoundCallback called with 0 _sampleRate. Audio will not work."); + else if (_mixer && _mixer->getOutputRate() == _sampleRate) { + debug(1, "Skipping sound mixer re-init: samplerate is good"); + return; + } memset(&desired, 0, sizeof(desired)); - desired.freq = _sampleRate; desired.format = AUDIO_S16SYS; desired.channels = 2; @@ -913,7 +916,6 @@ void OSystem_WINCE3::engineInit() { //update_game_settings(); // finalize mixer init - compute_sample_rate(); setupMixer(); } @@ -1080,13 +1082,6 @@ void OSystem_WINCE3::update_game_settings() { if (ConfMan.hasKey("no_doubletap_rightclick")) _noDoubleTapRMB = ConfMan.getBool("no_doubletap_rightclick"); - else if (gameid == "tinsel") { - _noDoubleTapRMB = true; - ConfMan.setBool("no_doubletap_rightclick", true); - ConfMan.flushToDisk(); - } - - compute_sample_rate(); } void OSystem_WINCE3::initSize(uint w, uint h) { @@ -1147,13 +1142,13 @@ void OSystem_WINCE3::setGraphicsModeIntern() { } bool OSystem_WINCE3::update_scalers() { - if (_videoMode.mode != GFX_NORMAL) - return false; - _videoMode.aspectRatioCorrection = false; if (CEDevice::hasPocketPCResolution()) { - if ( (!_orientationLandscape && (_videoMode.screenWidth == 320 || !_videoMode.screenWidth)) + if (_videoMode.mode != GFX_NORMAL) + return false; + + if ((!_orientationLandscape && (_videoMode.screenWidth == 320 || !_videoMode.screenWidth)) || CEDevice::hasSquareQVGAResolution() ) { if (getScreenWidth() != 320) { _scaleFactorXm = 3; @@ -1204,9 +1199,32 @@ bool OSystem_WINCE3::update_scalers() { } return true; - } + } else if (CEDevice::hasWideResolution()) { +#ifdef USE_ARM_SCALER_ASM + if ( _videoMode.mode == GFX_DOUBLESIZE && (_videoMode.screenWidth == 320 || !_videoMode.screenWidth) ) { + if ( !_panelVisible && !_overlayVisible && _canBeAspectScaled ) { + _scaleFactorXm = 2; + _scaleFactorXd = 1; + _scaleFactorYm = 12; + _scaleFactorYd = 5; + _scalerProc = Normal2xAspect; + _modeFlags = 0; + _videoMode.aspectRatioCorrection = true; + } else if ( (_panelVisible || _overlayVisible) && _canBeAspectScaled ) { + _scaleFactorXm = 2; + _scaleFactorXd = 1; + _scaleFactorYm = 2; + _scaleFactorYd = 1; + _scalerProc = Normal2x; + _modeFlags = 0; + } + return true; + } +#endif + } else if (CEDevice::hasSmartphoneResolution()) { + if (_videoMode.mode != GFX_NORMAL) + return false; - if (CEDevice::hasSmartphoneResolution()) { if (_videoMode.screenWidth > 320) error("Game resolution not supported on Smartphone"); #ifdef ARM @@ -1373,8 +1391,8 @@ bool OSystem_WINCE3::loadGFXMode() { displayWidth = _videoMode.screenWidth * _scaleFactorXm / _scaleFactorXd; displayHeight = _videoMode.screenHeight * _scaleFactorYm / _scaleFactorYd; } else { - displayWidth = _videoMode.screenWidth; - displayHeight = _videoMode.screenHeight; + displayWidth = _videoMode.screenWidth * _videoMode.scaleFactor; + displayHeight = _videoMode.screenHeight* _videoMode.scaleFactor; } switch (_orientationLandscape) { diff --git a/backends/platform/wince/wince.mk b/backends/platform/wince/wince.mk new file mode 100644 index 0000000000..5551b27289 --- /dev/null +++ b/backends/platform/wince/wince.mk @@ -0,0 +1,5 @@ +all: PocketSCUMM.o + +PocketSCUMM.o: $(srcdir)/backends/platform/wince/PocketSCUMM.rc + mkdir -p backends/platform/wince + $(WINDRES) -I$(srcdir)/backends/platform/wince $(srcdir)/backends/platform/wince/PocketSCUMM.rc backends/platform/wince/PocketSCUMM.o |