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Diffstat (limited to 'backends/wince/wince-sdl.cpp')
-rw-r--r-- | backends/wince/wince-sdl.cpp | 1146 |
1 files changed, 1146 insertions, 0 deletions
diff --git a/backends/wince/wince-sdl.cpp b/backends/wince/wince-sdl.cpp new file mode 100644 index 0000000000..67574b6868 --- /dev/null +++ b/backends/wince/wince-sdl.cpp @@ -0,0 +1,1146 @@ +/* ScummVM - Scumm Interpreter + * 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 "common/stdafx.h" +#include "wince-sdl.h" + +#include "common/util.h" +#include "base/gameDetector.h" +#include "base/engine.h" +#include "base/plugins.h" +#include "common/timer.h" + +#include "common/config-manager.h" + +#include "scumm/scumm.h" + +#include "resource.h" + +#include "CEActions.h" +#include "ItemAction.h" +#include "CEKeysDialog.h" + +#include "gui/message.h" + +#include "sound/fmopl.h" + + +using namespace CEGUI; + +// ******************************************************************************************** + +// Internal GUI names + +#define NAME_MAIN_PANEL "MainPanel" +#define NAME_PANEL_KEYBOARD "Keyboard" +#define NAME_ITEM_OPTIONS "Options" +#define NAME_ITEM_SKIP "Skip" +#define NAME_ITEM_SOUND "Sound" +#define NAME_ITEM_ORIENTATION "Orientation" + +// Given to the true main, needed for backend adaptation + +static GameDetector _gameDetector; + +// Static member inits + +bool OSystem_WINCE3::_soundMaster = true; +OSystem::SoundProc OSystem_WINCE3::_originalSoundProc = NULL; + +// ******************************************************************************************** + +// MAIN + +extern "C" int scummvm_main(GameDetector &gameDetector, int argc, char **argv); + +int SDL_main(int argc, char **argv) { + return scummvm_main(_gameDetector, argc, argv); +} + +// ******************************************************************************************** + + +// ******************************************************************************************** + +void drawError(char *error) { +} + +bool isSmartphone(void) { + return false; +} + + +// ******************************************************************************************** + +OSystem *OSystem_WINCE3_create(int gfx_mode) { + return OSystem_SDL_Common::create(gfx_mode); +} + +OSystem *OSystem_WINCE3_create() { + return OSystem_SDL_Common::create(GFX_NORMAL); +} + + +OSystem_SDL_Common *OSystem_SDL_Common::create_intern() { + return new OSystem_WINCE3(); +} + +OSystem_WINCE3::OSystem_WINCE3() + : _hwscreen(0), _scaler_proc(0), _orientationLandscape(false), _newOrientation(false), + _panelInitialized(false), _forcePanelInvisible(false), _panelVisible(true), + _panelStateForced(false), _addRightClickDown(false), _addRightClickUp(false), + _forceHideMouse(false), _freeLook(false) +{ + CEDevice::enableHardwareKeyMapping(); + create_toolbar(); +} + +void OSystem_WINCE3::swap_panel_visibility() { + if (!_forcePanelInvisible && !_panelStateForced) { + _panelVisible = !_panelVisible; + _toolbarHandler.setVisible(_panelVisible); + } +} + +void OSystem_WINCE3::swap_panel() { + if (!_panelStateForced) { + if (_toolbarHandler.activeName() == NAME_PANEL_KEYBOARD) + _toolbarHandler.setActive(NAME_MAIN_PANEL); + else + _toolbarHandler.setActive(NAME_PANEL_KEYBOARD); + } +} + +void OSystem_WINCE3::swap_sound_master() { + _soundMaster = !_soundMaster; + if (_toolbarHandler.activeName() == NAME_MAIN_PANEL) + _toolbarHandler.forceRedraw(); // redraw sound icon +} + +void OSystem_WINCE3::add_right_click() { + _addRightClickDown = true; +} + +void OSystem_WINCE3::swap_mouse_visibility() { + _forceHideMouse = !_forceHideMouse; + if (_forceHideMouse) + undraw_mouse(); +} + +void OSystem_WINCE3::swap_freeLook() { + _freeLook = !_freeLook; +} + +void OSystem_WINCE3::create_toolbar() { + PanelKeyboard *keyboard; + + // Add the keyboard + keyboard = new PanelKeyboard(PANEL_KEYBOARD, _keysBuffer); + _toolbarHandler.add(NAME_PANEL_KEYBOARD, *keyboard); +} + +void OSystem_WINCE3::private_sound_proc(void *param, byte *buf, int len) { + (*_originalSoundProc)(param, buf, len); + if (!_soundMaster) + memset(buf, 0, len); +} + +bool OSystem_WINCE3::set_sound_proc(SoundProc proc, void *param, SoundFormat format) { + SDL_AudioSpec desired; + int thread_priority; + + memset(&desired, 0, sizeof(desired)); + + _originalSoundProc = proc; + // See if the output frequency is forced by the game + if ((_gameDetector._game.features & Scumm::GF_DIGI_IMUSE) || + _gameDetector._targetName == "queen" || + strncmp(_gameDetector._targetName.c_str(), "sword", 5) == 0 || + strncmp(_gameDetector._targetName.c_str(), "sky", 3) == 0) + desired.freq = SAMPLES_PER_SEC_NEW; + else { + if (ConfMan.getBool("CE_high_sample_rate")) + desired.freq = SAMPLES_PER_SEC_NEW; + else + desired.freq = SAMPLES_PER_SEC_OLD; + } + desired.format = AUDIO_S16SYS; + desired.channels = 2; + //desired.samples = 2048; + desired.samples = 128; + desired.callback = private_sound_proc; + desired.userdata = param; + + // Add sound thread priority + if (ConfMan.get("CE_sound_thread_priority").isEmpty()) { +#ifdef SH3 + thread_priority = THREAD_PRIORITY_NORMAL; +#else + thread_priority = THREAD_PRIORITY_ABOVE_NORMAL; +#endif + } + else + thread_priority = ConfMan.getInt("CE_sound_thread_priority"); + + desired.thread_priority = thread_priority; + + if (SDL_OpenAudio(&desired, NULL) != 0) { + return false; + } + SDL_PauseAudio(0); + return true; +} + +void OSystem_WINCE3::update_game_settings() { + // Finish panel initialization + if (!_panelInitialized && _gameDetector._targetName.size()) { + Panel *panel; + _panelInitialized = true; + CEActions::init(this, _gameDetector); + // Add the main panel + panel = new Panel(10, 40); + panel->setBackground(IMAGE_PANEL); + // Save + panel->add(NAME_ITEM_OPTIONS, new ItemAction(ITEM_OPTIONS, ACTION_SAVE)); + // Skip + panel->add(NAME_ITEM_SKIP, new ItemAction(ITEM_SKIP, ACTION_SKIP)); + // sound + panel->add(NAME_ITEM_SOUND, new ItemSwitch(ITEM_SOUND_OFF, ITEM_SOUND_ON, &_soundMaster)); + // portrait/landscape - screen dependant + if (_screenWidth <= 320) + panel->add(NAME_ITEM_ORIENTATION, new ItemSwitch(ITEM_VIEW_LANDSCAPE, ITEM_VIEW_PORTRAIT, &_newOrientation)); + _toolbarHandler.add(NAME_MAIN_PANEL, *panel); + _toolbarHandler.setActive(NAME_MAIN_PANEL); + + // Load key mapping + CEActions::Instance()->loadMapping(); + + // Some games need to map the right click button, signal it here if it wasn't done + if (CEActions::Instance()->needsRightClickMapping()) { + while (!CEActions::Instance()->getMapping(ACTION_RIGHTCLICK)) { + CEKeysDialog *keysDialog = new CEKeysDialog("Map right click action"); + keysDialog->runModal(); + if (!CEActions::Instance()->getMapping(ACTION_RIGHTCLICK)) { + GUI::MessageDialog alert("You must map a key to the 'Right Click' action to play this game"); + alert.runModal(); + } + } + } + + // Extra warning for Zak Mc Kracken + if (strncmp(_gameDetector._targetName.c_str(), "zak", 3) == 0 && + !CEActions::Instance()->getMapping(ACTION_HIDE)) { + GUI::MessageDialog alert("Don't forget to map a key to 'Hide Toolbar' action to see the whole inventory"); + alert.runModal(); + } + + // Keyboard is active for Monkey 1 or 2 + if (_gameDetector._targetName == "monkey2" || _gameDetector._targetName == "monkeyvga" || + _gameDetector._targetName == "monkeyega") { + _monkeyKeyboard = true; + _toolbarHandler.setActive(NAME_PANEL_KEYBOARD); + } + } +} + +void OSystem_WINCE3::init_size(uint w, uint h) { + if (w == 320 && h == 200) + h = 240; // use the extra 40 pixels height for the toolbar + OSystem_SDL_Common::init_size(w, h); + update_game_settings(); +} + +void OSystem_WINCE3::load_gfx_mode() { + int displayWidth; + int displayHeight; + + _full_screen = true; // forced + _forceFull = true; + _mode_flags |= DF_UPDATE_EXPAND_1_PIXEL; + + _tmpscreen = NULL; + _tmpScreenWidth = (_screenWidth + 3); + + _scaleFactorXm = -1; + _scaleFactorXd = -1; + _scaleFactorYm = -1; + _scaleFactorYd = -1; + + _newOrientation = _orientationLandscape = ConfMan.getBool("CE_landscape"); + + if (CEDevice::hasPocketPCResolution()) { + if (!_orientationLandscape && _screenWidth == 320) { + _scaleFactorXm = 3; + _scaleFactorXd = 4; + _scaleFactorYm = 1; + _scaleFactorYd = 1; + _scaler_proc = PocketPCPortrait; + _mode_flags = 0; + } + if (_screenWidth == 640) { + _scaleFactorXm = 1; + _scaleFactorXd = 2; + _scaleFactorYm = 1; + _scaleFactorYd = 2; + _scaler_proc = PocketPCHalf; + _mode_flags = 0; + } + } + + if (CEDevice::hasPocketPCResolution() && _orientationLandscape) + _mode = GFX_NORMAL; + + if (_scaleFactorXm < 0) { + /* Standard scalers, from the SDL backend */ + 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); + } + } + + // Check if the scaler can be accepted, if not get back to normal scaler + if (_scaleFactor && (_scaleFactor * _screenWidth > GetSystemMetrics(SM_CXSCREEN) && + _scaleFactor * _screenWidth > GetSystemMetrics(SM_CYSCREEN)) + || (_scaleFactor * _screenHeight > GetSystemMetrics(SM_CXSCREEN) && + _scaleFactor * _screenHeight > GetSystemMetrics(SM_CYSCREEN))) { + _scaleFactor = 1; + _scaler_proc = Normal1x; + } + + // Common scaler system was used + if (_scaleFactorXm < 0) { + _scaleFactorXm = _scaleFactor; + _scaleFactorXd = 1; + _scaleFactorYm = _scaleFactor; + _scaleFactorYd = 1; + } + + // + // 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 + // + + // Always use full screen mode to have a "clean screen" + displayWidth = _screenWidth * _scaleFactorXm / _scaleFactorXd; + displayHeight = _screenHeight * _scaleFactorYm / _scaleFactorYd; + + if (!(displayWidth > GetSystemMetrics(SM_CXSCREEN))) { // no rotation + displayWidth = GetSystemMetrics(SM_CXSCREEN); + displayHeight = GetSystemMetrics(SM_CYSCREEN); + } + + _hwscreen = SDL_SetVideoMode(displayWidth, displayHeight, 16, SDL_FULLSCREEN | 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_VideoModeOK *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 * _scaleFactorXm / _scaleFactorXd - 1; + km.y_max = _screenHeight * _scaleFactorXm / _scaleFactorXd - 1; + km.delay_time = 25; + km.last_time = 0; +} + +void OSystem_WINCE3::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_WINCE3::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 + update_screen(); + + // Make sure that an EVENT_SCREEN_CHANGED gets sent later + _modeChanged = true; +} + +void OSystem_WINCE3::update_keyboard() { + + // Update the forced keyboard for Monkey Island copy protection + if (_monkeyKeyboard && Scumm::g_scumm->VAR(Scumm::g_scumm->VAR_ROOM) != 108 && + Scumm::g_scumm->VAR(Scumm::g_scumm->VAR_ROOM) != 90) { + // Switch back to the normal panel now that the keyboard is not used anymore + _monkeyKeyboard = false; + _toolbarHandler.setActive(NAME_MAIN_PANEL); + } +} + +void OSystem_WINCE3::update_screen() { + assert(_hwscreen != NULL); + + Common::StackLock lock(_graphicsMutex, this); // Lock the mutex until this function ends + + update_keyboard(); + + // If the shake position changed, fill the dirty area with blackness + if (_currentShakePos != _newShakePos) { + SDL_Rect blackrect = {0, 0, _screenWidth * _scaleFactorXm / _scaleFactorXd, _newShakePos * _scaleFactorYm / _scaleFactorYd}; + + 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; + + _toolbarHandler.forceRedraw(); + } + + // 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 *= _scaleFactorYm; + dst_y /= _scaleFactorYd; + + 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 * _scaleFactorXm / _scaleFactorXd) + dst_y * dstPitch, dstPitch, r->w, dst_h); + } + + r->x *= _scaleFactorXm; + r->x /= _scaleFactorXd; + r->y = dst_y; + r->w *= _scaleFactorXm; + r->w *= _scaleFactorXd; + r->h = dst_h * _scaleFactorYm / _scaleFactorYd; + + /*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) * _scaleFactorYm / _scaleFactorYd; + } + } + // FIXME + // Add the toolbar if needed + SDL_Rect toolbar_rect[1]; + //if (_toolbarHandler.draw(_tmpscreen, &toolbar_rect[0]) && !_forceFull) { + if (_toolbarHandler.draw(_tmpscreen, &toolbar_rect[0])) { + // It can be drawn, scale it + uint32 srcPitch, dstPitch; + + SDL_LockSurface(_tmpscreen); + SDL_LockSurface(_hwscreen); + srcPitch = _tmpscreen->pitch; + dstPitch = _hwscreen->pitch; + _scaler_proc((byte *)_tmpscreen->pixels + (toolbar_rect[0].x * 2 + 2) + (toolbar_rect[0].y + 1) * srcPitch, srcPitch, + (byte *)_hwscreen->pixels + (toolbar_rect[0].x * 2 * _scaleFactorXm / _scaleFactorXd) + toolbar_rect[0].y * dstPitch, dstPitch, toolbar_rect[0].w, toolbar_rect[0].h); + SDL_UnlockSurface(_tmpscreen); + SDL_UnlockSurface(_hwscreen); + // And blit it + SDL_UpdateRects(_hwscreen, 1, toolbar_rect); + } + // Finally, blit all our changes to the screen + if (_num_dirty_rects > 0) + SDL_UpdateRects(_hwscreen, _num_dirty_rects, _dirty_rect_list); + + _num_dirty_rects = 0; + _forceFull = false; +} + +uint32 OSystem_WINCE3::property(int param, Property *value) { + + Common::StackLock lock(_graphicsMutex, this); // Lock the mutex until this function ends + + if (param == PROP_TOGGLE_FULLSCREEN) { + // FIXME + assert(_hwscreen != 0); + _full_screen ^= true; + if (!SDL_WM_ToggleFullScreen(_hwscreen)) { + // if ToggleFullScreen fails, achieve the same effect with hotswap gfx mode + hotswap_gfx_mode(); + } + return 1; + } else if (param == PROP_SET_GFX_MODE) { + if (value->gfx_mode > 11) // FIXME! HACK, hard coded threshold, not good + return 0; + + _mode = value->gfx_mode; + hotswap_gfx_mode(); + + return 1; + } else if (param == PROP_TOGGLE_ASPECT_RATIO) { + if (_screenHeight == 200) { + assert(_hwscreen != 0); + _adjustAspectRatio ^= true; + hotswap_gfx_mode(); + } + return 1; + } else if (param == PROP_TOGGLE_VIRTUAL_KEYBOARD) { + if (value->show_keyboard) { + _panelStateForced = true; + _saveToolbarState = _toolbarHandler.visible(); + _saveActiveToolbar = _toolbarHandler.activeName(); + _toolbarHandler.setActive(NAME_PANEL_KEYBOARD); + _toolbarHandler.setVisible(true); + } + else { + _panelStateForced = false; + _toolbarHandler.setActive(_saveActiveToolbar); + _toolbarHandler.setVisible(_saveToolbarState); + } + return 1; + } else if (param == PROP_HAS_SCALER) { + switch(value->gfx_mode) { + case GFX_NORMAL: + return 1; + case GFX_DOUBLESIZE: + case GFX_2XSAI: + case GFX_SUPER2XSAI: + case GFX_SUPEREAGLE: + case GFX_ADVMAME2X: + case GFX_HQ2X: + case GFX_TV2X: + case GFX_DOTMATRIX: + return (CEDevice::hasWideResolution()); + default: + return 0; + } + } else if (param == PROP_GET_FMOPL_ENV_BITS) { // imuse FM quality + if (ConfMan.getBool("CE_FM_high_quality")) + return FMOPL_ENV_BITS_HQ; + else + return FMOPL_ENV_BITS_LQ; + } else if (param == PROP_GET_FMOPL_EG_ENT) { // imuse FM quality + if (ConfMan.getBool("CE_FM_high_quality")) + return FMOPL_EG_ENT_HQ; + else + return FMOPL_EG_ENT_LQ; + } + + return OSystem_SDL_Common::property(param, value); +} + +bool OSystem_WINCE3::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; +} + +// FIXME +// Reuse static or proper mapping + +static int mapKeyCE(SDLKey key, SDLMod mod, Uint16 unicode) +{ + if (key >= SDLK_F1 && key <= SDLK_F9) { + return key - SDLK_F1 + 315; + } else if (key >= SDLK_KP0 && key <= SDLK_KP9) { + return key - SDLK_KP0 + '0'; + } else if (key >= SDLK_UP && key <= SDLK_PAGEDOWN) { + return key; + } else if (unicode) { + return unicode; + } else if (key >= 'a' && key <= 'z' && mod & KMOD_SHIFT) { + return key & ~0x20; + } else if (key >= SDLK_NUMLOCK && key <= SDLK_EURO) { + return 0; + } + return key; +} + + +void OSystem_WINCE3::draw_mouse() { + // FIXME + if (!(_toolbarHandler.visible() && _mouseCurState.y >= 200) && !_forceHideMouse) + OSystem_SDL_Common::draw_mouse(); +} + +void OSystem_WINCE3::fillMouseEvent(Event &event, int x, int y) { + event.mouse.x = x; + event.mouse.y = y; + + // Update the "keyboard mouse" coords + km.x = event.mouse.x; + km.y = event.mouse.y; + + // Adjust for the screen scaling + event.mouse.x *= _scaleFactorXd; + event.mouse.x /= _scaleFactorXm; + event.mouse.y *= _scaleFactorYd; + event.mouse.x /= _scaleFactorYm; +} + +void OSystem_WINCE3::warp_mouse(int x, int y) { + if (_mouseCurState.x != x || _mouseCurState.y != y) { + SDL_WarpMouse(x * _scaleFactorXm / _scaleFactorXd, y * _scaleFactorYm / _scaleFactorYd); + + // 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_WINCE3::add_dirty_rect(int x, int y, int w, int h) { + if (_scaler_proc == PocketPCPortrait) { + // Align on a 4 bytes boundary for the Portrait mode + if (x != 0) { + while (x % 4) { + x--; + w++; + } + } + while (w % 4) w++; + } + + OSystem_SDL_Common::add_dirty_rect(x, y, w, h); +} + +// FIXME +// Remove useless mappings + +bool OSystem_WINCE3::poll_event(Event *event) { + SDL_Event ev; + byte b = 0; + Event temp_event; + + // Check if the keys queue is empty + Key *key = _keysBuffer->Instance()->get(); + if (key) { + event->kbd.flags = key->flags(); + event->kbd.ascii = key->ascii(); + event->kbd.keycode = key->keycode(); + if (key->pushed()) + event->event_code = EVENT_KEYDOWN; + else + event->event_code = EVENT_KEYUP; + return true; + } + + // Check if a right click event must be generated + if (_addRightClickDown || _addRightClickUp) { + event->event_code = (_addRightClickDown ? EVENT_RBUTTONDOWN : EVENT_RBUTTONUP); + event->mouse.x = _mouseCurState.x; + event->mouse.y = _mouseCurState.y; + + if (_addRightClickDown) { + _addRightClickDown = false; + _addRightClickUp = true; + } + else { + _addRightClickUp = false; + } + + return true; + } + + kbd_mouse(); + + // If the screen mode changed, send an EVENT_SCREEN_CHANGED + if (_modeChanged) { + _modeChanged = false; + event->event_code = EVENT_SCREEN_CHANGED; + return true; + } + + while(SDL_PollEvent(&ev)) { + switch(ev.type) { + case SDL_KEYDOWN: + + if (ev.key.keysym.mod & KMOD_SHIFT) + b |= KBD_SHIFT; + if (ev.key.keysym.mod & KMOD_CTRL) + b |= KBD_CTRL; + if (ev.key.keysym.mod & KMOD_ALT) + b |= KBD_ALT; + event->kbd.flags = b; + + // Alt-Return toggles full screen mode + if (b == KBD_ALT && ev.key.keysym.sym == SDLK_RETURN) { + property(PROP_TOGGLE_FULLSCREEN, NULL); + break; + } + + if (b == KBD_ALT && ev.key.keysym.sym == 's') { + char filename[20]; + + for (int n = 0;; n++) { + SDL_RWops *file; + + sprintf(filename, "scummvm%05d.bmp", n); + file = SDL_RWFromFile(filename, "r"); + if (!file) + break; + SDL_RWclose(file); + } + if (save_screenshot(filename)) + printf("Saved '%s'\n", filename); + else + printf("Could not save screenshot!\n"); + break; + } + + // Ctrl-m toggles mouse capture + if (b == KBD_CTRL && ev.key.keysym.sym == 'm') { + property(PROP_TOGGLE_MOUSE_GRAB, NULL); + break; + } + + // Ctrl-z and Alt-X quit + if ((b == KBD_CTRL && ev.key.keysym.sym == 'z') || (b == KBD_ALT && ev.key.keysym.sym == 'x')) { + event->event_code = EVENT_QUIT; + return true; + } + + // Ctrl-Alt-<key> will change the GFX mode + if ((b & (KBD_CTRL|KBD_ALT)) == (KBD_CTRL|KBD_ALT)) { + static const int gfxModes[][4] = { + { GFX_NORMAL, GFX_DOUBLESIZE, GFX_TRIPLESIZE, -1 }, + { GFX_NORMAL, GFX_ADVMAME2X, GFX_ADVMAME3X, -1 }, + { GFX_NORMAL, GFX_HQ2X, GFX_HQ3X, -1 }, + { GFX_NORMAL, GFX_2XSAI, -1, -1 }, + { GFX_NORMAL, GFX_SUPER2XSAI, -1, -1 }, + { GFX_NORMAL, GFX_SUPEREAGLE, -1, -1 }, + { GFX_NORMAL, GFX_TV2X, -1, -1 }, + { GFX_NORMAL, GFX_DOTMATRIX, -1, -1 } + }; + + // FIXME EVIL HACK: This shouldn't be a static int, rather it + // should be a member variable. Furthermore, it shouldn't be + // set in this code, rather it should be set by load_gfx_mode(). + // But for now this quick&dirty hack works. + static int _scalerType = 0; + if (_mode != GFX_NORMAL) { + // Try to figure out which gfx mode "group" we are in + // This is just a temporary hack until the proper solution + // (i.e. code in load_gfx_mode()) is in effect. + for (int i = 0; i < ARRAYSIZE(gfxModes); i++) { + if (gfxModes[i][1] == _mode || gfxModes[i][2] == _mode) { + _scalerType = i; + break; + } + } + } + + + Property prop; + int factor = _scaleFactor - 1; + + // Ctrl-Alt-a toggles aspect ratio correction + if (ev.key.keysym.sym == 'a') { + property(PROP_TOGGLE_ASPECT_RATIO, NULL); + break; + } + + // Increase/decrease the scale factor + // TODO: Shall we 'wrap around' here? + if (ev.key.keysym.sym == '=' || ev.key.keysym.sym == '+' || ev.key.keysym.sym == '-') { + factor += (ev.key.keysym.sym == '-' ? -1 : +1); + if (0 <= factor && factor < 4 && gfxModes[_scalerType][factor] >= 0) { + prop.gfx_mode = gfxModes[_scalerType][factor]; + property(PROP_SET_GFX_MODE, &prop); + } + break; + } + + if ('1' <= ev.key.keysym.sym && ev.key.keysym.sym <= '9') { + _scalerType = ev.key.keysym.sym - '1'; + if (_scalerType >= ARRAYSIZE(gfxModes)) + break; + + while (gfxModes[_scalerType][factor] < 0) { + assert(factor > 0); + factor--; + } + prop.gfx_mode = gfxModes[_scalerType][factor]; + property(PROP_SET_GFX_MODE, &prop); + break; + } + } + + // Check mapping + if (CEActions::Instance()->mappingActive()) { + event->event_code = EVENT_KEYDOWN; + event->kbd.ascii = (ev.key.keysym.sym ? ev.key.keysym.sym : ev.key.keysym.unicode); + event->kbd.flags = 0xff; + return true; + } + else + if (CEActions::Instance()->performMapped((ev.key.keysym.sym ? ev.key.keysym.sym : ev.key.keysym.unicode), true)) + return true; + + event->event_code = EVENT_KEYDOWN; + event->kbd.keycode = ev.key.keysym.sym; + event->kbd.ascii = mapKeyCE(ev.key.keysym.sym, ev.key.keysym.mod, ev.key.keysym.unicode); + + switch(ev.key.keysym.sym) { + case SDLK_LEFT: + km.x_vel = -1; + km.x_down_count = 1; + break; + case SDLK_RIGHT: + km.x_vel = 1; + km.x_down_count = 1; + break; + case SDLK_UP: + km.y_vel = -1; + km.y_down_count = 1; + break; + case SDLK_DOWN: + km.y_vel = 1; + km.y_down_count = 1; + break; + default: + break; + } + + return true; + + case SDL_KEYUP: + // Check mapping + if (CEActions::Instance()->mappingActive()) { + event->event_code = EVENT_KEYUP; + event->kbd.ascii = (ev.key.keysym.sym ? ev.key.keysym.sym : ev.key.keysym.unicode); + event->kbd.flags = 0xff; + return true; + } + else + if (CEActions::Instance()->performMapped((ev.key.keysym.sym ? ev.key.keysym.sym : ev.key.keysym.unicode), false)) + return true; + + event->event_code = EVENT_KEYUP; + event->kbd.keycode = ev.key.keysym.sym; + event->kbd.ascii = mapKeyCE(ev.key.keysym.sym, ev.key.keysym.mod, ev.key.keysym.unicode); + + switch(ev.key.keysym.sym) { + case SDLK_LEFT: + if (km.x_vel < 0) { + km.x_vel = 0; + km.x_down_count = 0; + } + break; + case SDLK_RIGHT: + if (km.x_vel > 0) { + km.x_vel = 0; + km.x_down_count = 0; + } + break; + case SDLK_UP: + if (km.y_vel < 0) { + km.y_vel = 0; + km.y_down_count = 0; + } + break; + case SDLK_DOWN: + if (km.y_vel > 0) { + km.y_vel = 0; + km.y_down_count = 0; + } + break; + default: + break; + } + return true; + + case SDL_MOUSEMOTION: + event->event_code = EVENT_MOUSEMOVE; + fillMouseEvent(*event, ev.motion.x, ev.motion.y); + set_mouse_pos(event->mouse.x, event->mouse.y); + return true; + + case SDL_MOUSEBUTTONDOWN: + if (ev.button.button == SDL_BUTTON_LEFT) + temp_event.event_code = EVENT_LBUTTONDOWN; + else if (ev.button.button == SDL_BUTTON_RIGHT) + temp_event.event_code = EVENT_RBUTTONDOWN; + else + break; + + fillMouseEvent(temp_event, ev.button.x, ev.button.y); + + if (_toolbarHandler.action(temp_event.mouse.x, temp_event.mouse.y, true)) { + if (!_toolbarHandler.drawn()) + update_screen(); + if (_newOrientation != _orientationLandscape) { + _orientationLandscape = _newOrientation; + ConfMan.set("CE_landscape", _orientationLandscape); + ConfMan.flushToDisk(); + hotswap_gfx_mode(); + } + } + else { + if (!_freeLook) + memcpy(event, &temp_event, sizeof(Event)); + } + + return true; + + case SDL_MOUSEBUTTONUP: + if (ev.button.button == SDL_BUTTON_LEFT) + temp_event.event_code = EVENT_LBUTTONUP; + else if (ev.button.button == SDL_BUTTON_RIGHT) + temp_event.event_code = EVENT_RBUTTONUP; + else + break; + + fillMouseEvent(temp_event, ev.button.x, ev.button.y); + + if (_toolbarHandler.action(temp_event.mouse.x, temp_event.mouse.y, false)) { + if (!_toolbarHandler.drawn()) + update_screen(); + } + else { + if (!_freeLook) + memcpy(event, &temp_event, sizeof(Event)); + } + + return true; + + case SDL_VIDEOEXPOSE: + _forceFull = true; + break; + + case SDL_QUIT: + event->event_code = EVENT_QUIT; + CEDevice::disableHardwareKeyMapping(); + return true; + } + } + return false; +} + +void OSystem_WINCE3::quit() { + CEDevice::disableHardwareKeyMapping(); + OSystem_SDL_Common::quit(); +}
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