diff options
Diffstat (limited to 'backends/sdl/graphics.cpp')
-rw-r--r-- | backends/sdl/graphics.cpp | 1118 |
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); +} + |