aboutsummaryrefslogtreecommitdiff
path: root/backends/graphics/sdl/sdl-graphics.h
AgeCommit message (Collapse)Author
2019-03-10SDL: Wrap the full screen toggle code into a separate functionFilippos Karapetis
2019-03-10SDL: Move fullscreen and screenshot event handling to SdlGraphicsManager (#1522)Cameron Cawley
2017-10-15BACKENDS: Fix missing mouse events when system cursor cannot be movedColin Snover
Normally with SDL, a mouse motion event will be sent after the system mouse cursor has been moved by a call to SDL_WarpMouseInWindow, but if the system cursor cannot be moved (e.g. because the window does not have mouse focus), games still need to receive these mouse events so they can successfully update the mouse position internally. Otherwise, games continue to think the mouse is still in the original position and will continue to try to perform whatever action is associated with that mouse position. Refs Trac#9689.
2017-10-15BACKENDS: Do not send mouse events to games occurring outside the game draw rectColin Snover
2017-10-15BACKENDS: Also hide mouse cursor outside game area when an engine has hidden ↵Colin Snover
the cursor The only reason we show the system cursor outside the game area is to show users where their mouse is when the window is resized and the mouse is outside the game area. If the game cannot be interacted with, then the mouse also does not need to be shown in the black areas.
2017-10-15BACKENDS: Refactor OpenGL & SDL graphics backendsColin Snover
This patch refactors the OpenGL and SDL graphics backends, primarily to unify window scaling and mouse handling, and to fix coordinate mapping between the ScummVM window and the virtual game screen when they have different aspect ratios. Unified code for these two backends has been moved to a new header-only WindowedGraphicsManager class, so named because it contains code for managing graphics managers that interact with a windowing system and render virtual screens within a larger physical content window. The biggest behavioral change here is with the coordinate system mapping: Previously, mouse offsets were converted by mapping the whole space within the window as input to the virtual game screen without maintaining aspect ratio. This was done to prevent 'stickiness' when the mouse cursor was within the window but outside of the virtual game screen, but it caused noticeable distortion of mouse movement speed on the axis with blank space. Instead of introducing mouse speed distortion to prevent stickiness, this patch changes coordinate transformation to show the system cursor when the mouse moves outside of the virtual game screen when mouse grab is off, or by holding the mouse inside the virtual game screen (instead of the entire window) when mouse grab is on. This patch also improves some other properties of the GraphicsManager/PaletteManager interfaces: * Nullipotent operations (getWidth, getHeight, etc.) of the PaletteManager/GraphicsManager interfaces are now const * Methods marked `virtual` but not inherited by any subclass have been de-virtualized * Extra unnecessary calculations of hardware height in SurfaceSdlGraphicsManager have been removed * Methods have been renamed where appropriate for clarity (setWindowSize -> handleResize, etc.) * C++11 support improved with `override` specifier added on overridden virtual methods in subclasses (primarily to avoid myself accidentally creating new methods in the subclasses by changing types/names during refactoring) Additional refactoring can and should be done at some point to continue to deduplicate code between the OpenGL and SDL backends. Since the primary goal here was to improve the coordinate mapping, full refactoring of these backends was not completed here.
2017-10-15BACKENDS: Fix some comment typosColin Snover
2017-10-07BACKENDS: Fix window sizing of games that switch between multiple resolutionsColin Snover
2017-10-07SDL: Do not reset window size when engines update rendering surfaceColin Snover
This change allows: * Engines to update their target rendering surface/size and pixel format with the backend multiple times during gameplay; * Users to resize the ScummVM window without having it reset size/position every time an engine updates its target surface format; * Conversions/scaling to continue to run efficiently in hardware, instead of requiring engines to pick their maximum possible output format once and upscale inefficiently in software; * The window to reset size once when an engine calls to set its initial output size, and to reset again once ScummVM returns to the launcher. This is relevant for at least SCI32 and DreamWeb engines, which perform graphics mode switches during games.
2015-02-16SDL: Add basic abstraction class for the SDL window.Johannes Schickel
2015-01-25SDL: Add experimental support for SDL2.Johannes Schickel
This is based upon skristiansson's change set to make ScummVM work with SDL2.
2015-01-25SDL: Cleanup graphics manager switching a bit.Johannes Schickel
2015-01-25SDL: Refactor WM specific functionality into SdlGraphicsManager.Johannes Schickel
2014-02-18SDL: Make GPL headers consistent in themselves.Johannes Schickel
2013-10-24SDL: Further small cleanup related to manager switching.Johannes Schickel
2013-10-24SDL: Make activateManager/deactivateManager SdlGraphicsManager specific.Johannes Schickel
We can do this now that we can use virtual inheritance and dynamic_cast because we enabled RTTI.
2013-10-24SDL: Let SdlGraphicsManager inherit from GraphicsManager.Johannes Schickel
2013-10-23SDL: Clean up graphics manager switching slighty.Johannes Schickel
Sadly this also requires us to extend GraphicsManager for this SDL specific feature. However, since that's only used in the SDL backend and Tizen it should be fine for now...
2011-08-18SDL: Fix typo.Johannes Schickel
2011-08-09SDL: Add a new base class for graphics managers utilizing SDL.Johannes Schickel
2011-06-19SDL: Rename SdlGraphicsManager to SurfaceSdlGraphicsManager to reflect its ↵Johannes Schickel
purpose. Hopefully I catched all uses of the old name in our ports...
2011-06-04BACKENDS: Replace OSystem::disableCursorPalette by setFeatureState callsMax Horn
2011-05-12GIT: Clean up: Suppress SVN tags, now uselessstrangerke
2011-04-28JANITORIAL: Reduce header dependencies in shared codeOri Avtalion
Some backends may break as I only compiled SDL
2011-02-24SDL: Add config file variable to enable the focus rect debug code.Johannes Schickel
The variable is named "use_sdl_debug_focusrect" for now. The debug code is still only enabled, when a ScummVM debug version is built though.
2011-02-24SDL: Add a debug focus rect implementation.Johannes Schickel
This implementation currently draws a rect frame around the focus rect area.
2011-02-24SDL: Move focus rectangle dummy implementations to .cpp file.Johannes Schickel
2011-02-07COMMON: OSystem now has a PaletteManagerMax Horn
svn-id: r55806
2010-11-29SDL: Move #include <SDL.h> into a special wrapper fileMax Horn
svn-id: r54572
2010-10-13OPENGL: Get rid of one ugly cast.Johannes Schickel
svn-id: r53435
2010-09-03SDL/OPENGL: Fix backend initialization when building with ENABLE_VKEYBD.Alejandro Marzini
svn-id: r52503
2010-07-30SDL/OPENGL: Add ability to switch between SDL and OpenGL graphics managers.Alejandro Marzini
OSystem_SDL will create a merged list of all graphics modes from SDL and OpenGL. When the user changes the graphics mode in options and restarts ScummVM should switch to that graphics mode in the corresponding graphics manager. svn-id: r51493
2010-07-30OSYSTEM: Add resetGraphicsScale() method.Alejandro Marzini
This fixes a hack for resetting the graphics scale to x1 when starting games that have a large screen size. The SDL graphics manager should now scale back to x1 without changing the current scaler in use, as well as the OpenGL graphics manager. svn-id: r51492
2010-07-26Formatted spaces.Alejandro Marzini
svn-id: r51300
2010-07-26OPENGL: Add OSD message.Alejandro Marzini
svn-id: r51295
2010-07-16Added basic cursor drawing.Alejandro Marzini
svn-id: r50954
2010-07-15Replaced the extra SDL functions added to GraphicsManager with an ↵Alejandro Marzini
EventObserver in SdlGraphicsManager. svn-id: r50900
2010-07-13Merged from trunk, from Rev 49499 to HEADAlejandro Marzini
svn-id: r50840
2010-07-11Moved getGraphicsManager() from OSystem_SDL to ModularBackend. Moved public ↵Alejandro Marzini
SDL graphics manager functions to graphics manager (Allowing OpenGLSdlGraphicsMaanger to be used with other SDL managers easily). Removed BaseSdlGraphicsManager. Implemented in the opengl manager basic screen functions. svn-id: r50796
2010-07-10Added BaseSdlGraphicsManager. Added GLTexture. Alejandro Marzini
svn-id: r50795
2010-07-05Cleanup and documentation.Alejandro Marzini
svn-id: r50667
2010-06-30Modularized GP2XWIZ backend.Alejandro Marzini
svn-id: r50514
2010-06-16Fixed some disabled code that was with problems after modularization.Alejandro Marzini
svn-id: r49899
2010-06-15Renamed abstract Manager files.Alejandro Marzini
svn-id: r49677
2010-06-11Add Common::EventSource inheritance for ModularBackend. OSystem_SDL now ↵Alejandro Marzini
subclass from ModularBackend insteand of BaseBackend. Added forceFullRedraw() to SdlGraphicsManager and removed _modeChanged. svn-id: r49590
2010-06-11Added missing virtual functions in abstract class GraphicsManager.Alejandro Marzini
svn-id: r49589
2010-06-08Renamed and moved DefaultGraphicsManager to NullGraphicsManager. Added pure ↵Alejandro Marzini
virtual class GraphicsManager. svn-id: r49528
2010-06-07Added constructor, destructor. Made some variables and methods public. ↵Alejandro Marzini
Removed toggleMouseGrab (now in events). Added feature methods. Fixed missing code for displayMessageOnOSD. svn-id: r49472
2010-06-05Created SdlGraphicsManager.Alejandro Marzini
svn-id: r49444