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-rw-r--r--backends/sdl/graphics.cpp1118
1 files changed, 1118 insertions, 0 deletions
diff --git a/backends/sdl/graphics.cpp b/backends/sdl/graphics.cpp
new file mode 100644
index 0000000000..87e80f2f01
--- /dev/null
+++ b/backends/sdl/graphics.cpp
@@ -0,0 +1,1118 @@
+/* ScummVM - Scumm Interpreter
+ * Copyright (C) 2001 Ludvig Strigeus
+ * Copyright (C) 2001-2004 The ScummVM project
+ *
+ * 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., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
+ *
+ * $Header$
+ *
+ */
+
+#include "backends/sdl/sdl-common.h"
+#include "common/scaler.h"
+#include "common/util.h"
+
+static const OSystem::GraphicsMode s_supportedGraphicsModes[] = {
+ {"1x", "Normal (no scaling)", GFX_NORMAL},
+ {"2x", "2x", GFX_DOUBLESIZE},
+ {"3x", "3x", GFX_TRIPLESIZE},
+ {"2xsai", "2xSAI", GFX_2XSAI},
+ {"super2xsai", "Super2xSAI", GFX_SUPER2XSAI},
+ {"supereagle", "SuperEagle", GFX_SUPEREAGLE},
+ {"advmame2x", "AdvMAME2x", GFX_ADVMAME2X},
+ {"advmame3x", "AdvMAME3x", GFX_ADVMAME3X},
+ {"hq2x", "HQ2x", GFX_HQ2X},
+ {"hq3x", "HQ3x", GFX_HQ3X},
+ {"tv2x", "TV2x", GFX_TV2X},
+ {"dotmatrix", "DotMatrix", GFX_DOTMATRIX},
+ {0, 0, 0}
+};
+
+const OSystem::GraphicsMode *OSystem_SDL::getSupportedGraphicsModes() const {
+ return s_supportedGraphicsModes;
+}
+
+bool OSystem_SDL::setGraphicsMode(int mode) {
+ Common::StackLock lock(_graphicsMutex, this);
+
+ int newScaleFactor = 1;
+ ScalerProc *newScalerProc;
+
+ switch(mode) {
+ case GFX_NORMAL:
+ newScaleFactor = 1;
+ newScalerProc = Normal1x;
+ break;
+ case GFX_DOUBLESIZE:
+ newScaleFactor = 2;
+ newScalerProc = Normal2x;
+ break;
+ case GFX_TRIPLESIZE:
+ newScaleFactor = 3;
+ newScalerProc = Normal3x;
+ break;
+
+ case GFX_2XSAI:
+ newScaleFactor = 2;
+ newScalerProc = _2xSaI;
+ break;
+ case GFX_SUPER2XSAI:
+ newScaleFactor = 2;
+ newScalerProc = Super2xSaI;
+ break;
+ case GFX_SUPEREAGLE:
+ newScaleFactor = 2;
+ newScalerProc = SuperEagle;
+ break;
+ case GFX_ADVMAME2X:
+ newScaleFactor = 2;
+ newScalerProc = AdvMame2x;
+ break;
+ case GFX_ADVMAME3X:
+ newScaleFactor = 3;
+ newScalerProc = AdvMame3x;
+ break;
+ case GFX_HQ2X:
+ newScaleFactor = 2;
+ newScalerProc = HQ2x;
+ break;
+ case GFX_HQ3X:
+ newScaleFactor = 3;
+ newScalerProc = HQ3x;
+ break;
+ case GFX_TV2X:
+ newScaleFactor = 2;
+ newScalerProc = TV2x;
+ break;
+ case GFX_DOTMATRIX:
+ newScaleFactor = 2;
+ newScalerProc = DotMatrix;
+ break;
+
+ default:
+ warning("unknown gfx mode %d", mode);
+ return false;
+ }
+
+ _mode = mode;
+
+ if (newScaleFactor != _scaleFactor) {
+ hotswap_gfx_mode();
+ } else {
+ _scaler_proc = newScalerProc;
+ _forceFull = true;
+
+ // Blit everything to the screen
+ internUpdateScreen();
+
+ // Make sure that an EVENT_SCREEN_CHANGED gets sent later
+ _modeChanged = true;
+ }
+
+ return true;
+}
+
+int OSystem_SDL::getGraphicsMode() const {
+ return _mode;
+}
+
+void OSystem_SDL::initSize(uint w, uint h) {
+ // Avoid redundant res changes
+ if ((int)w == _screenWidth && (int)h == _screenHeight)
+ return;
+
+ _screenWidth = w;
+ _screenHeight = h;
+
+ if (h != 200)
+ _adjustAspectRatio = false;
+
+ CKSUM_NUM = (_screenWidth * _screenHeight / (8 * 8));
+
+ free(_dirty_checksums);
+ _dirty_checksums = (uint32 *)calloc(CKSUM_NUM * 2, sizeof(uint32));
+
+ unload_gfx_mode();
+ load_gfx_mode();
+}
+
+void OSystem_SDL::load_gfx_mode() {
+ _forceFull = true;
+ _mode_flags |= DF_UPDATE_EXPAND_1_PIXEL;
+
+ _tmpscreen = NULL;
+ _tmpScreenWidth = (_screenWidth + 3);
+
+ switch(_mode) {
+ case GFX_NORMAL:
+ _scaleFactor = 1;
+ _scaler_proc = Normal1x;
+ break;
+ case GFX_DOUBLESIZE:
+ _scaleFactor = 2;
+ _scaler_proc = Normal2x;
+ break;
+ case GFX_TRIPLESIZE:
+ _scaleFactor = 3;
+ _scaler_proc = Normal3x;
+ break;
+
+ case GFX_2XSAI:
+ _scaleFactor = 2;
+ _scaler_proc = _2xSaI;
+ break;
+ case GFX_SUPER2XSAI:
+ _scaleFactor = 2;
+ _scaler_proc = Super2xSaI;
+ break;
+ case GFX_SUPEREAGLE:
+ _scaleFactor = 2;
+ _scaler_proc = SuperEagle;
+ break;
+ case GFX_ADVMAME2X:
+ _scaleFactor = 2;
+ _scaler_proc = AdvMame2x;
+ break;
+ case GFX_ADVMAME3X:
+ _scaleFactor = 3;
+ _scaler_proc = AdvMame3x;
+ break;
+ case GFX_HQ2X:
+ _scaleFactor = 2;
+ _scaler_proc = HQ2x;
+ break;
+ case GFX_HQ3X:
+ _scaleFactor = 3;
+ _scaler_proc = HQ3x;
+ break;
+ case GFX_TV2X:
+ _scaleFactor = 2;
+ _scaler_proc = TV2x;
+ break;
+ case GFX_DOTMATRIX:
+ _scaleFactor = 2;
+ _scaler_proc = DotMatrix;
+ break;
+
+ default:
+ error("unknown gfx mode %d", _mode);
+ }
+
+ //
+ // Create the surface that contains the 8 bit game data
+ //
+ _screen = SDL_CreateRGBSurface(SDL_SWSURFACE, _screenWidth, _screenHeight, 8, 0, 0, 0, 0);
+ if (_screen == NULL)
+ error("_screen failed");
+
+ //
+ // Create the surface that contains the scaled graphics in 16 bit mode
+ //
+
+ _hwscreen = SDL_SetVideoMode(_screenWidth * _scaleFactor, (_adjustAspectRatio ? 240 : _screenHeight) * _scaleFactor, 16,
+ _full_screen ? (SDL_FULLSCREEN|SDL_SWSURFACE) : SDL_SWSURFACE
+ );
+ 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.
+
+ // FIXME: We should be able to continue the game without
+ // shutting down or bringing up the debug console, but at
+ // this point we've already screwed up all our member vars.
+ // We need to find a way to call SDL_SetVideoMode *before*
+ // that happens and revert to all the old settings if we
+ // can't pull off the switch to the new settings.
+ //
+ // Fingolfin says: the "easy" way to do that is not to modify
+ // the member vars before we are sure everything is fine. Think
+ // of "transactions, commit, rollback" style... we use local vars
+ // in place of the member vars, do everything etc. etc.. In case
+ // of a failure, rollback is trivial. Only if everything worked fine
+ // do we "commit" the changed values to the member vars.
+ warning("SDL_SetVideoMode says we can't switch to that mode");
+ quit();
+ }
+
+ //
+ // Create the surface used for the graphics in 16 bit before scaling, and also the overlay
+ //
+
+ // Distinguish 555 and 565 mode
+ if (_hwscreen->format->Rmask == 0x7C00)
+ InitScalers(555);
+ else
+ InitScalers(565);
+
+ // Need some extra bytes around when using 2xSaI
+ uint16 *tmp_screen = (uint16 *)calloc(_tmpScreenWidth * (_screenHeight + 3), sizeof(uint16));
+ _tmpscreen = SDL_CreateRGBSurfaceFrom(tmp_screen,
+ _tmpScreenWidth, _screenHeight + 3, 16, _tmpScreenWidth * 2,
+ _hwscreen->format->Rmask,
+ _hwscreen->format->Gmask,
+ _hwscreen->format->Bmask,
+ _hwscreen->format->Amask);
+
+ if (_tmpscreen == NULL)
+ error("_tmpscreen failed");
+
+ // keyboard cursor control, some other better place for it?
+ km.x_max = _screenWidth * _scaleFactor - 1;
+ km.y_max = (_adjustAspectRatio ? 240 : _screenHeight) * _scaleFactor - 1;
+ km.delay_time = 25;
+ km.last_time = 0;
+}
+
+void OSystem_SDL::unload_gfx_mode() {
+ if (_screen) {
+ SDL_FreeSurface(_screen);
+ _screen = NULL;
+ }
+
+ if (_hwscreen) {
+ SDL_FreeSurface(_hwscreen);
+ _hwscreen = NULL;
+ }
+
+ if (_tmpscreen) {
+ free(_tmpscreen->pixels);
+ SDL_FreeSurface(_tmpscreen);
+ _tmpscreen = NULL;
+ }
+}
+
+void OSystem_SDL::hotswap_gfx_mode() {
+ if (!_screen)
+ return;
+
+ // Keep around the old _screen & _tmpscreen so we can restore the screen data
+ // after the mode switch.
+ SDL_Surface *old_screen = _screen;
+ SDL_Surface *old_tmpscreen = _tmpscreen;
+
+ // Release the HW screen surface
+ SDL_FreeSurface(_hwscreen);
+
+ // Setup the new GFX mode
+ load_gfx_mode();
+
+ // reset palette
+ SDL_SetColors(_screen, _currentPalette, 0, 256);
+
+ // Restore old screen content
+ SDL_BlitSurface(old_screen, NULL, _screen, NULL);
+ SDL_BlitSurface(old_tmpscreen, NULL, _tmpscreen, NULL);
+
+ // Free the old surfaces
+ SDL_FreeSurface(old_screen);
+ free(old_tmpscreen->pixels);
+ SDL_FreeSurface(old_tmpscreen);
+
+ // Blit everything to the screen
+ internUpdateScreen();
+
+ // Make sure that an EVENT_SCREEN_CHANGED gets sent later
+ _modeChanged = true;
+}
+
+void OSystem_SDL::updateScreen() {
+ Common::StackLock lock(_graphicsMutex, this); // Lock the mutex until this function ends
+
+ internUpdateScreen();
+}
+
+void OSystem_SDL::internUpdateScreen() {
+ assert(_hwscreen != NULL);
+
+ // If the shake position changed, fill the dirty area with blackness
+ if (_currentShakePos != _newShakePos) {
+ SDL_Rect blackrect = {0, 0, _screenWidth * _scaleFactor, _newShakePos * _scaleFactor};
+
+ if (_adjustAspectRatio)
+ blackrect.h = real2Aspect(blackrect.h - 1) + 1;
+
+ SDL_FillRect(_hwscreen, &blackrect, 0);
+
+ _currentShakePos = _newShakePos;
+
+ _forceFull = true;
+ }
+
+ // Make sure the mouse is drawn, if it should be drawn.
+ draw_mouse();
+
+ // Check whether the palette was changed in the meantime and update the
+ // screen surface accordingly.
+ if (_paletteDirtyEnd != 0) {
+ SDL_SetColors(_screen, _currentPalette + _paletteDirtyStart,
+ _paletteDirtyStart,
+ _paletteDirtyEnd - _paletteDirtyStart);
+
+ _paletteDirtyEnd = 0;
+
+ _forceFull = true;
+ }
+
+ // Force a full redraw if requested
+ if (_forceFull) {
+ _num_dirty_rects = 1;
+
+ _dirty_rect_list[0].x = 0;
+ _dirty_rect_list[0].y = 0;
+ _dirty_rect_list[0].w = _screenWidth;
+ _dirty_rect_list[0].h = _screenHeight;
+ }
+
+ // Only draw anything if necessary
+ if (_num_dirty_rects > 0) {
+
+ SDL_Rect *r;
+ SDL_Rect dst;
+ uint32 srcPitch, dstPitch;
+ SDL_Rect *last_rect = _dirty_rect_list + _num_dirty_rects;
+
+ if (_scaler_proc == Normal1x && !_adjustAspectRatio) {
+ SDL_Surface *target = _overlayVisible ? _tmpscreen : _screen;
+ for (r = _dirty_rect_list; r != last_rect; ++r) {
+ dst = *r;
+
+ if (_overlayVisible) {
+ // FIXME: I don't understand why this is necessary...
+ dst.x--;
+ dst.y--;
+ }
+ dst.y += _currentShakePos;
+ if (SDL_BlitSurface(target, r, _hwscreen, &dst) != 0)
+ error("SDL_BlitSurface failed: %s", SDL_GetError());
+ }
+ } else {
+ if (!_overlayVisible) {
+ for (r = _dirty_rect_list; r != last_rect; ++r) {
+ dst = *r;
+ dst.x++; // Shift rect by one since 2xSai needs to acces the data around
+ dst.y++; // any pixel to scale it, and we want to avoid mem access crashes.
+ if (SDL_BlitSurface(_screen, r, _tmpscreen, &dst) != 0)
+ error("SDL_BlitSurface failed: %s", SDL_GetError());
+ }
+ }
+
+ SDL_LockSurface(_tmpscreen);
+ SDL_LockSurface(_hwscreen);
+
+ srcPitch = _tmpscreen->pitch;
+ dstPitch = _hwscreen->pitch;
+
+ for (r = _dirty_rect_list; r != last_rect; ++r) {
+ register int dst_y = r->y + _currentShakePos;
+ register int dst_h = 0;
+ register int orig_dst_y = 0;
+
+ if (dst_y < _screenHeight) {
+ dst_h = r->h;
+ if (dst_h > _screenHeight - dst_y)
+ dst_h = _screenHeight - dst_y;
+
+ dst_y *= _scaleFactor;
+
+ if (_adjustAspectRatio) {
+ orig_dst_y = dst_y;
+ dst_y = real2Aspect(dst_y);
+ }
+
+ _scaler_proc((byte *)_tmpscreen->pixels + (r->x * 2 + 2) + (r->y + 1) * srcPitch, srcPitch,
+ (byte *)_hwscreen->pixels + r->x * 2 * _scaleFactor + dst_y * dstPitch, dstPitch, r->w, dst_h);
+ }
+
+ r->x *= _scaleFactor;
+ r->y = dst_y;
+ r->w *= _scaleFactor;
+ r->h = dst_h * _scaleFactor;
+
+ if (_adjustAspectRatio && orig_dst_y / _scaleFactor < _screenHeight)
+ r->h = stretch200To240((uint8 *) _hwscreen->pixels, dstPitch, r->w, r->h, r->x, r->y, orig_dst_y);
+ }
+ SDL_UnlockSurface(_tmpscreen);
+ SDL_UnlockSurface(_hwscreen);
+ }
+
+ // Readjust the dirty rect list in case we are doing a full update.
+ // This is necessary if shaking is active.
+ if (_forceFull) {
+ _dirty_rect_list[0].y = 0;
+ _dirty_rect_list[0].h = (_adjustAspectRatio ? 240 : _screenHeight) * _scaleFactor;
+ }
+
+ // Finally, blit all our changes to the screen
+ SDL_UpdateRects(_hwscreen, _num_dirty_rects, _dirty_rect_list);
+ }
+
+ _num_dirty_rects = 0;
+ _forceFull = false;
+}
+
+bool OSystem_SDL::save_screenshot(const char *filename) {
+ assert(_hwscreen != NULL);
+
+ Common::StackLock lock(_graphicsMutex, this); // Lock the mutex until this function ends
+ SDL_SaveBMP(_hwscreen, filename);
+ return true;
+}
+
+void OSystem_SDL::setFullscreenMode(bool enable) {
+ if (_full_screen != enable) {
+ assert(_hwscreen != 0);
+ _full_screen ^= true;
+
+ if (_mouseDrawn)
+ undraw_mouse();
+
+#if defined(MACOSX) && !SDL_VERSION_ATLEAST(1, 2, 6)
+ // On OS X, SDL_WM_ToggleFullScreen is currently not implemented. Worse,
+ // before SDL 1.2.6 it always returned -1 (which would indicate a
+ // successful switch). So we simply don't call it at all and use
+ // hotswap_gfx_mode() directly to switch to fullscreen mode.
+ hotswap_gfx_mode();
+#else
+ if (!SDL_WM_ToggleFullScreen(_hwscreen)) {
+ // if ToggleFullScreen fails, achieve the same effect with hotswap gfx mode
+ hotswap_gfx_mode();
+ } else {
+ // Make sure that an EVENT_SCREEN_CHANGED gets sent later
+ _modeChanged = true;
+ }
+#endif
+ }
+}
+
+void OSystem_SDL::copy_rect(const byte *src, int pitch, int x, int y, int w, int h) {
+ if (_screen == NULL)
+ return;
+
+ Common::StackLock lock(_graphicsMutex, this); // Lock the mutex until this function ends
+
+ if (((long)src & 3) == 0 && pitch == _screenWidth && x==0 && y==0 &&
+ w==_screenWidth && h==_screenHeight && _mode_flags&DF_WANT_RECT_OPTIM) {
+ /* Special, optimized case for full screen updates.
+ * It tries to determine what areas were actually changed,
+ * and just updates those, on the actual display. */
+ add_dirty_rgn_auto(src);
+ } else {
+ /* Clip the coordinates */
+ if (x < 0) {
+ w += x;
+ src -= x;
+ x = 0;
+ }
+
+ if (y < 0) {
+ h += y;
+ src -= y * pitch;
+ y = 0;
+ }
+
+ if (w > _screenWidth - x) {
+ w = _screenWidth - x;
+ }
+
+ if (h > _screenHeight - y) {
+ h = _screenHeight - y;
+ }
+
+ if (w <= 0 || h <= 0)
+ return;
+
+ cksum_valid = false;
+ add_dirty_rect(x, y, w, h);
+ }
+
+ /* FIXME: undraw mouse only if the draw rect intersects with the mouse rect */
+ if (_mouseDrawn)
+ undraw_mouse();
+
+ // Try to lock the screen surface
+ if (SDL_LockSurface(_screen) == -1)
+ error("SDL_LockSurface failed: %s", SDL_GetError());
+
+ byte *dst = (byte *)_screen->pixels + y * _screenWidth + x;
+
+ if (_screenWidth==pitch && pitch == w) {
+ memcpy(dst, src, h*w);
+ } else {
+ do {
+ memcpy(dst, src, w);
+ src += pitch;
+ dst += _screenWidth;
+ } while (--h);
+ }
+
+ // Unlock the screen surface
+ SDL_UnlockSurface(_screen);
+}
+
+
+void OSystem_SDL::add_dirty_rect(int x, int y, int w, int h) {
+ if (_forceFull)
+ return;
+
+ if (_num_dirty_rects == NUM_DIRTY_RECT)
+ _forceFull = true;
+ else {
+ SDL_Rect *r = &_dirty_rect_list[_num_dirty_rects++];
+ // Extend the dirty region by 1 pixel for scalers
+ // that "smear" the screen, e.g. 2xSAI
+ if (_mode_flags & DF_UPDATE_EXPAND_1_PIXEL) {
+ x--;
+ y--;
+ w+=2;
+ h+=2;
+ }
+
+ // clip
+ if (x < 0) {
+ w += x; x = 0;
+ }
+
+ if (y < 0) {
+ h += y;
+ y=0;
+ }
+
+ if (w > _screenWidth - x) {
+ w = _screenWidth - x;
+ }
+
+ if (h > _screenHeight - y) {
+ h = _screenHeight - y;
+ }
+
+ if (_adjustAspectRatio)
+ makeRectStretchable(x, y, w, h);
+
+ r->x = x;
+ r->y = y;
+ r->w = w;
+ r->h = h;
+ }
+}
+
+
+void OSystem_SDL::mk_checksums(const byte *buf) {
+ uint32 *sums = _dirty_checksums;
+ uint x,y;
+ const uint last_x = (uint)_screenWidth / 8;
+ const uint last_y = (uint)_screenHeight / 8;
+
+ const uint BASE = 65521; /* largest prime smaller than 65536 */
+
+ /* the 8x8 blocks in buf are enumerated starting in the top left corner and
+ * reading each line at a time from left to right */
+ for(y = 0; y != last_y; y++, buf += _screenWidth * (8 - 1))
+ for(x = 0; x != last_x; x++, buf += 8) {
+ // Adler32 checksum algorithm (from RFC1950, used by gzip and zlib).
+ // This computes the Adler32 checksum of a 8x8 pixel block. Note
+ // that we can do the modulo operation (which is the slowest part)
+ // of the algorithm) at the end, instead of doing each iteration,
+ // since we only have 64 iterations in total - and thus s1 and
+ // s2 can't overflow anyway.
+ uint32 s1 = 1;
+ uint32 s2 = 0;
+ const byte *ptr = buf;
+ for (int subY = 0; subY < 8; subY++) {
+ for (int subX = 0; subX < 8; subX++) {
+ s1 += ptr[subX];
+ s2 += s1;
+ }
+ ptr += _screenWidth;
+ }
+
+ s1 %= BASE;
+ s2 %= BASE;
+
+ /* output the checksum for this block */
+ *sums++ = (s2 << 16) + s1;
+ }
+}
+
+void OSystem_SDL::add_dirty_rgn_auto(const byte *buf) {
+ assert(((long)buf & 3) == 0);
+
+ /* generate a table of the checksums */
+ mk_checksums(buf);
+
+ if (!cksum_valid) {
+ _forceFull = true;
+ cksum_valid = true;
+ }
+
+ /* go through the checksum list, compare it with the previous checksums,
+ and add all dirty rectangles to a list. try to combine small rectangles
+ into bigger ones in a simple way */
+ if (!_forceFull) {
+ int x,y,w;
+ uint32 *ck = _dirty_checksums;
+
+ for(y = 0; y!=_screenHeight / 8; y++) {
+ for(x = 0; x!=_screenWidth / 8; x++, ck++) {
+ if (ck[0] != ck[CKSUM_NUM]) {
+ /* found a dirty 8x8 block, now go as far to the right as possible,
+ and at the same time, unmark the dirty status by setting old to new. */
+ w=0;
+ do {
+ ck[w + CKSUM_NUM] = ck[w];
+ w++;
+ } while (x + w != _screenWidth / 8 && ck[w] != ck[w + CKSUM_NUM]);
+
+ add_dirty_rect(x * 8, y * 8, w * 8, 8);
+
+ if (_forceFull)
+ goto get_out;
+ }
+ }
+ }
+ } else {
+ get_out:;
+ /* Copy old checksums to new */
+ memcpy(_dirty_checksums + CKSUM_NUM, _dirty_checksums, CKSUM_NUM * sizeof(uint32));
+ }
+}
+
+int16 OSystem_SDL::get_height() {
+ return _screenHeight;
+}
+
+int16 OSystem_SDL::get_width() {
+ return _screenWidth;
+}
+
+void OSystem_SDL::setPalette(const byte *colors, uint start, uint num) {
+ const byte *b = colors;
+ uint i;
+ SDL_Color *base = _currentPalette + start;
+ for (i = 0; i < num; i++) {
+ base[i].r = b[0];
+ base[i].g = b[1];
+ base[i].b = b[2];
+ b += 4;
+ }
+
+ if (start < _paletteDirtyStart)
+ _paletteDirtyStart = start;
+
+ if (start + num > _paletteDirtyEnd)
+ _paletteDirtyEnd = start + num;
+}
+
+void OSystem_SDL::move_screen(int dx, int dy, int height) {
+
+ // Short circuit check - do we have to do anything anyway?
+ if ((dx == 0 && dy == 0) || height <= 0)
+ return;
+
+ Common::StackLock lock(_graphicsMutex, this); // Lock the mutex until this function ends
+
+ byte *src, *dst;
+ int x, y;
+
+ // We'll have to do a full screen redraw anyway, so set the flag.
+ _forceFull = true;
+
+ // Hide the mouse
+ if (_mouseDrawn)
+ undraw_mouse();
+
+ // Try to lock the screen surface
+ if (SDL_LockSurface(_screen) == -1)
+ error("SDL_LockSurface failed: %s", SDL_GetError());
+
+ // vertical movement
+ if (dy > 0) {
+ // move down - copy from bottom to top
+ dst = (byte *)_screen->pixels + (height - 1) * _screenWidth;
+ src = dst - dy * _screenWidth;
+ for (y = dy; y < height; y++) {
+ memcpy(dst, src, _screenWidth);
+ src -= _screenWidth;
+ dst -= _screenWidth;
+ }
+ } else if (dy < 0) {
+ // move up - copy from top to bottom
+ dst = (byte *)_screen->pixels;
+ src = dst - dy * _screenWidth;
+ for (y = -dy; y < height; y++) {
+ memcpy(dst, src, _screenWidth);
+ src += _screenWidth;
+ dst += _screenWidth;
+ }
+ }
+
+ // horizontal movement
+ if (dx > 0) {
+ // move right - copy from right to left
+ dst = (byte *)_screen->pixels + (_screenWidth - 1);
+ src = dst - dx;
+ for (y = 0; y < height; y++) {
+ for (x = dx; x < _screenWidth; x++) {
+ *dst-- = *src--;
+ }
+ src += _screenWidth + (_screenWidth - dx);
+ dst += _screenWidth + (_screenWidth - dx);
+ }
+ } else if (dx < 0) {
+ // move left - copy from left to right
+ dst = (byte *)_screen->pixels;
+ src = dst - dx;
+ for (y = 0; y < height; y++) {
+ for (x = -dx; x < _screenWidth; x++) {
+ *dst++ = *src++;
+ }
+ src += _screenWidth - (_screenWidth + dx);
+ dst += _screenWidth - (_screenWidth + dx);
+ }
+ }
+
+ // Unlock the screen surface
+ SDL_UnlockSurface(_screen);
+}
+
+void OSystem_SDL::set_shake_pos(int shake_pos) {
+ _newShakePos = shake_pos;
+}
+
+
+#pragma mark -
+#pragma mark --- Overlays ---
+#pragma mark -
+
+void OSystem_SDL::show_overlay() {
+ // hide the mouse
+ undraw_mouse();
+
+ _overlayVisible = true;
+ clear_overlay();
+}
+
+void OSystem_SDL::hide_overlay() {
+ // hide the mouse
+ undraw_mouse();
+
+ _overlayVisible = false;
+ _forceFull = true;
+}
+
+void OSystem_SDL::clear_overlay() {
+ if (!_overlayVisible)
+ return;
+
+ Common::StackLock lock(_graphicsMutex, this); // Lock the mutex until this function ends
+
+ // hide the mouse
+ undraw_mouse();
+
+ // Clear the overlay by making the game screen "look through" everywhere.
+ SDL_Rect src, dst;
+ src.x = src.y = 0;
+ dst.x = dst.y = 1;
+ src.w = dst.w = _screenWidth;
+ src.h = dst.h = _screenHeight;
+ if (SDL_BlitSurface(_screen, &src, _tmpscreen, &dst) != 0)
+ error("SDL_BlitSurface failed: %s", SDL_GetError());
+
+ _forceFull = true;
+}
+
+void OSystem_SDL::grab_overlay(int16 *buf, int pitch) {
+ if (!_overlayVisible)
+ return;
+
+ if (_tmpscreen == NULL)
+ return;
+
+ // hide the mouse
+ undraw_mouse();
+
+ if (SDL_LockSurface(_tmpscreen) == -1)
+ error("SDL_LockSurface failed: %s", SDL_GetError());
+
+ int16 *src = (int16 *)_tmpscreen->pixels + _tmpScreenWidth + 1;
+ int h = _screenHeight;
+ do {
+ memcpy(buf, src, _screenWidth*2);
+ src += _tmpScreenWidth;
+ buf += pitch;
+ } while (--h);
+
+ SDL_UnlockSurface(_tmpscreen);
+}
+
+void OSystem_SDL::copy_rect_overlay(const int16 *buf, int pitch, int x, int y, int w, int h) {
+ if (!_overlayVisible)
+ return;
+
+ if (_tmpscreen == NULL)
+ return;
+
+ // Clip the coordinates
+ if (x < 0) {
+ w += x;
+ buf -= x;
+ x = 0;
+ }
+
+ if (y < 0) {
+ h += y; buf -= y * pitch;
+ y = 0;
+ }
+
+ if (w > _screenWidth - x) {
+ w = _screenWidth - x;
+ }
+
+ if (h > _screenHeight-y) {
+ h = _screenHeight - y;
+ }
+
+ if (w <= 0 || h <= 0)
+ return;
+
+ // Mark the modified region as dirty
+ cksum_valid = false;
+ add_dirty_rect(x, y, w, h);
+
+ /* FIXME: undraw mouse only if the draw rect intersects with the mouse rect */
+ undraw_mouse();
+
+ if (SDL_LockSurface(_tmpscreen) == -1)
+ error("SDL_LockSurface failed: %s", SDL_GetError());
+
+ int16 *dst = (int16 *)_tmpscreen->pixels + (y + 1) * _tmpScreenWidth + (x + 1);
+ do {
+ memcpy(dst, buf, w * 2);
+ dst += _tmpScreenWidth;
+ buf += pitch;
+ } while (--h);
+
+ SDL_UnlockSurface(_tmpscreen);
+}
+
+int16 OSystem_SDL::RGBToColor(uint8 r, uint8 g, uint8 b) {
+ return SDL_MapRGB(_tmpscreen->format, r, g, b);
+}
+
+void OSystem_SDL::colorToRGB(int16 color, uint8 &r, uint8 &g, uint8 &b) {
+ SDL_GetRGB(color, _tmpscreen->format, &r, &g, &b);
+}
+
+
+#pragma mark -
+#pragma mark --- Mouse ---
+#pragma mark -
+
+bool OSystem_SDL::show_mouse(bool visible) {
+ if (_mouseVisible == visible)
+ return visible;
+
+ bool last = _mouseVisible;
+ _mouseVisible = visible;
+
+ if (visible)
+ draw_mouse();
+ else
+ undraw_mouse();
+
+ return last;
+}
+
+void OSystem_SDL::set_mouse_pos(int x, int y) {
+ if (x != _mouseCurState.x || y != _mouseCurState.y) {
+ _mouseCurState.x = x;
+ _mouseCurState.y = y;
+ undraw_mouse();
+ updateScreen();
+ }
+}
+
+void OSystem_SDL::warp_mouse(int x, int y) {
+ if (_mouseCurState.x != x || _mouseCurState.y != y) {
+ SDL_WarpMouse(x * _scaleFactor, y * _scaleFactor);
+
+ // SDL_WarpMouse() generates a mouse movement event, so
+ // set_mouse_pos() would be called eventually. However, the
+ // cannon script in CoMI calls this function twice each time
+ // the cannon is reloaded. Unless we update the mouse position
+ // immediately the second call is ignored, causing the cannon
+ // to change its aim.
+
+ set_mouse_pos(x, y);
+ }
+}
+
+void OSystem_SDL::set_mouse_cursor(const byte *buf, uint w, uint h, int hotspot_x, int hotspot_y) {
+ assert(w <= MAX_MOUSE_W);
+ assert(h <= MAX_MOUSE_H);
+ _mouseCurState.w = w;
+ _mouseCurState.h = h;
+
+ _mouseHotspotX = hotspot_x;
+ _mouseHotspotY = hotspot_y;
+
+ _mouseData = buf;
+
+ undraw_mouse();
+}
+
+void OSystem_SDL::toggleMouseGrab() {
+ if (SDL_WM_GrabInput(SDL_GRAB_QUERY) == SDL_GRAB_OFF)
+ SDL_WM_GrabInput(SDL_GRAB_ON);
+ else
+ SDL_WM_GrabInput(SDL_GRAB_OFF);
+}
+
+void OSystem_SDL::draw_mouse() {
+ if (_mouseDrawn || !_mouseVisible)
+ return;
+
+ int x = _mouseCurState.x - _mouseHotspotX;
+ int y = _mouseCurState.y - _mouseHotspotY;
+ int w = _mouseCurState.w;
+ int h = _mouseCurState.h;
+ byte color;
+ const byte *src = _mouseData; // Image representing the mouse
+
+ // clip the mouse rect, and addjust the src pointer accordingly
+ if (x < 0) {
+ w += x;
+ src -= x;
+ x = 0;
+ }
+ if (y < 0) {
+ h += y;
+ src -= y * _mouseCurState.w;
+ y = 0;
+ }
+
+ if (w > _screenWidth - x)
+ w = _screenWidth - x;
+ if (h > _screenHeight - y)
+ h = _screenHeight - y;
+
+ // Quick check to see if anything has to be drawn at all
+ if (w <= 0 || h <= 0)
+ return;
+
+ // Store the bounding box so that undraw mouse can restore the area the
+ // mouse currently covers to its original content.
+ _mouseOldState.x = x;
+ _mouseOldState.y = y;
+ _mouseOldState.w = w;
+ _mouseOldState.h = h;
+
+ // Draw the mouse cursor; backup the covered area in "bak"
+ if (SDL_LockSurface(_overlayVisible ? _tmpscreen : _screen) == -1)
+ error("SDL_LockSurface failed: %s", SDL_GetError());
+
+ // Mark as dirty
+ add_dirty_rect(x, y, w, h);
+
+ if (!_overlayVisible) {
+ byte *bak = _mouseBackup; // Surface used to backup the area obscured by the mouse
+ byte *dst; // Surface we are drawing into
+
+ dst = (byte *)_screen->pixels + y * _screenWidth + x;
+ while (h > 0) {
+ int width = w;
+ while (width > 0) {
+ *bak++ = *dst;
+ color = *src++;
+ if (color != 0xFF) // 0xFF = transparent, don't draw
+ *dst = color;
+ dst++;
+ width--;
+ }
+ src += _mouseCurState.w - w;
+ bak += MAX_MOUSE_W - w;
+ dst += _screenWidth - w;
+ h--;
+ }
+
+ } else {
+ uint16 *bak = (uint16 *)_mouseBackup; // Surface used to backup the area obscured by the mouse
+ uint16 *dst; // Surface we are drawing into
+
+ dst = (uint16 *)_tmpscreen->pixels + (y + 1) * _tmpScreenWidth + (x + 1);
+ while (h > 0) {
+ int width = w;
+ while (width > 0) {
+ *bak++ = *dst;
+ color = *src++;
+ if (color != 0xFF) // 0xFF = transparent, don't draw
+ *dst = RGBToColor(_currentPalette[color].r, _currentPalette[color].g, _currentPalette[color].b);
+ dst++;
+ width--;
+ }
+ src += _mouseCurState.w - w;
+ bak += MAX_MOUSE_W - w;
+ dst += _tmpScreenWidth - w;
+ h--;
+ }
+ }
+
+ SDL_UnlockSurface(_overlayVisible ? _tmpscreen : _screen);
+
+ // Finally, set the flag to indicate the mouse has been drawn
+ _mouseDrawn = true;
+}
+
+void OSystem_SDL::undraw_mouse() {
+ if (!_mouseDrawn)
+ return;
+ _mouseDrawn = false;
+
+ if (SDL_LockSurface(_overlayVisible ? _tmpscreen : _screen) == -1)
+ error("SDL_LockSurface failed: %s", SDL_GetError());
+
+ const int old_mouse_x = _mouseOldState.x;
+ const int old_mouse_y = _mouseOldState.y;
+ const int old_mouse_w = _mouseOldState.w;
+ const int old_mouse_h = _mouseOldState.h;
+ int x, y;
+
+ if (!_overlayVisible) {
+ byte *dst, *bak = _mouseBackup;
+
+ // No need to do clipping here, since draw_mouse() did that already
+ dst = (byte *)_screen->pixels + old_mouse_y * _screenWidth + old_mouse_x;
+ for (y = 0; y < old_mouse_h; ++y, bak += MAX_MOUSE_W, dst += _screenWidth) {
+ for (x = 0; x < old_mouse_w; ++x) {
+ dst[x] = bak[x];
+ }
+ }
+
+ } else {
+
+ uint16 *dst, *bak = (uint16 *)_mouseBackup;
+
+ // No need to do clipping here, since draw_mouse() did that already
+ dst = (uint16 *)_tmpscreen->pixels + (old_mouse_y + 1) * _tmpScreenWidth + (old_mouse_x + 1);
+ for (y = 0; y < old_mouse_h; ++y, bak += MAX_MOUSE_W, dst += _tmpScreenWidth) {
+ for (x = 0; x < old_mouse_w; ++x) {
+ dst[x] = bak[x];
+ }
+ }
+ }
+
+ add_dirty_rect(old_mouse_x, old_mouse_y, old_mouse_w, old_mouse_h);
+
+ SDL_UnlockSurface(_overlayVisible ? _tmpscreen : _screen);
+}
+