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2017-11-15SDL: Don't pass null pointers to SDL_DestroyTexture/SDL_DestroyRendererColin Snover
SDL does not like this and will raise an assertion when built with internal SDL assertions turned on. With internal assertions turned off, it will still call SDL_SetError any time a null pointer is passed, though it will not raise an assertion or crash.
2017-11-11SDL: Fix assertion when using 4bpp cursors with a key colorBastien Bouclet
Myst ME uses such cursors.
2017-11-11SDL: Fix display artefacts with transparent OSD messageThierry Crozat
If we do not update the area below the message, it is just blitted on top of itself again and again and gets progressively less transparent. It also causes artefacts when the mouse pass below the OSD message.
2017-11-10SDL: fix various OSD message artifactsPatrik Dahlstrom
On the OpenPandora handheld, the OSD message would not render unless you moved the cursor in the area where it was supposed to show. Additionally, the OSD message was not transparent like in v1.8. This commit fixes both these issues.
2017-10-19SDL: Fix SDL1 cursor position when using a touchscreenTarek Soliman
I noticed that in Maemo the cursor was offset after the SDL refactoring in de2bbe3b9738ef95b2529db989570770ef434f9d In Maemo when entering fullscreen, ScummVM receives a SDL_VIDEORESIZE event with the native touchscreen resolution rather than the current window size. This causes a call to notifyResize. Before that refactoring, notifyResize did nothing (in SDL1). Now it calls handleResize but doesn't actually set a new video mode. This messes up the coordinate mapping, causing an overcorrection for the cursor position.
2017-10-17SDL: Fix missing scaled cursors in SDL 2.0.4 on WindowsColin Snover
This may be a problem with SDL 2.0.4 generally, not just on Windows, but it doesn't really matter much since it can't be broken on *any* platform.
2017-10-16SDL: Fix 32bpp cursor scaling in SDL1Colin Snover
The SDL1 loop is not very optimal. Unfortunately all our existing scalers only work in 16bpp and I don't have time to fix that right now, so this is fine.
2017-10-15SDL: Fix scaled 32bpp cursor renderingColin Snover
2017-10-15OPENPANDORA: Remove duplicated loadGFXMode codeColin Snover
2017-10-15SDL: Support 32bpp cursor renderingColin Snover
32bpp cursor scaling is not available, but this should be fine as many of the software scalers are not designed to work with >16bpp data in any case. This change also includes some minor cleanup of unnecessary #ifdefs around code that works equally well with or without USE_RGB_COLOR, to simplify the implementation.
2017-10-15SDL: Minor code cleanup to declare variables at point of first useColin Snover
2017-10-15BACKENDS: Fix GraphicsManager handling of empty cursorsColin Snover
The SDL graphics manager was just ignoring calls from CursorMan to set the cursor to a blank cursor, which meant engines that did not immediately send a cursor to CursorMan at startup would still show the launcher's cursor (usually with a broken palette). The OpenGL graphics manager would try to generate and draw an invalid cursor surface when receiving an empty cursor.
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.
2017-10-15SDL: Allow window resize with non-OpenGL SDL2 backendColin Snover
The GUI is not redrawn when the window size changes, but that is not as important as being able to resize the games themselves.
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: Deduplicate scaling factorsColin Snover
2017-10-07ENGINES: Remove default1x scaler flagColin Snover
This flag is removed for a few reasons: * Engines universally set this flag to true for widths > 320, which made it redundant everywhere; * This flag functioned primarily as a "force 1x scaler" flag, since its behaviour was almost completely undocumented and users would need to figure out that they'd need an explicit non-default scaler set to get a scaler to operate at widths > 320; * (Most importantly) engines should not be in the business of deciding how the backend may choose to render its virtual screen. The choice of rendering behaviour belongs to the user, and the backend, in that order. A nearby future commit restores the default1x scaler behaviour in the SDL backend code for the moment, but in the future it is my hope that there will be a better configuration UI to allow users to specify how they want scaling to work for high resolutions.
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.
2017-09-15SDL: Remove USE_RGB_COLOR #ifdefs from detectSupportedFormatsColin Snover
This function is only defined when USE_RGB_COLOR is defined so these additional conditions are redundant.
2017-09-12SDL: Fix compilation on PSP2Colin Snover
2017-09-12SDL: List supported 32bpp pixel formats when using SDL2Colin Snover
_hwscreen is always initialized to 16bpp so the supported 32bpp pixel formats would never be put into the list of supported pixel formats, making it useless for engines to query for usable 32bpp pixel formats. This patch changes things so that the native desktop pixel format is at the top of the supported formats list, and all pixel formats <= the default desktop pixel format will now show up in the list of supported formats. ("Supported" is somewhat of a misnomer here since there is no hardware querying beyond checking the default desktop pixel format. SDL generally accepts a wide variety of pixel formats and tries to convert them to whatever the hardware supports.)
2017-09-03SDL: Fix unsafe sprintf usageColin Snover
Translation strings come from external data sources and can cause a stack buffer overflow here just by accidentally (or maliciously) being too long.
2017-08-11BACKENDS: SURFACESDL: Add missing break statementEugene Sandulenko
2017-07-06SDL: Only recreate SDL2 window when necessaryColin Snover
Destroying and recreating the SDL window whenever the video mode changes in SDL2 is not necessary and causes several problems: 1. In windowed mode, the game window shifts position; 2. In fullscreen mode in macOS, every time the window is recreated, it causes the OS to play its switch-to-fullscreen animation again and emit system alert noises; 3. The window content flickers; and 4. The engine loses events from the old destroyed window. This patch changes the SDL backend code to avoid destroying and recreating the SDL window when using SDL2, except when switching OpenGL modes, since there is no way to change the OpenGL feature of a window. There are still some outstanding issues with OpenGL where window size ends up getting reset even though the user has resized it; this will probably need to be addressed at some point in another patch. Thanks to @bgK and @criezy for their feedback which made this patch much better. Co-Authored-By: Bastien Bouclet <bastien.bouclet@gmail.com>
2017-05-21BACKENDS: Compress screenshots using PNG if availableColin Snover
Closes gh-948.
2017-04-24SDL: Improve debug and warning messages when saving screenshotsThierry Crozat
In particular this adds a warning when failing to save a screenshot in OpenGL mode (there was already one in SurfaceSDL mode).
2017-04-24SDL: Use dynamic cast instead of C cast to get screenshot pathThierry Crozat
2017-04-24WINDOWS: Change location where screenshot are savedPala
This fixes bug #9701: WINDOWS: Flow of taking screenshots on Windows is broken
2017-03-06SDL: Fix trying to init non-supported shaders (#917)rsn8887
2017-03-05BACKENDS: Fix const'ness which led to warningsEugene Sandulenko
2017-03-05BACKENDS: Fix crash on startupEugene Sandulenko
2017-03-04PSP2: Add Playstation Vita (PSP2) supportcpasjuste
2016-11-13CHEWY: Plug memory leaksEugene Sandulenko
2016-10-18SDL: Fix typo in function nameOri Avtalion
2016-10-13SURFACESDL: Improve toggling filtering on/offThierry Crozat
We don't need to recreate the window when turning filtering on or off. Only the texture needs to be recreated.
2016-10-13SURFACESDL: Add hotkey to enable/disable filteringThierry Crozat
2016-10-13SURFACESDL: Add support for filtering feature when using SDL2Thierry Crozat
This implements the request from ticket #9573: SDL1/2: Different rendering/filtering?
2016-10-03SDL: Switch to full screen updates when the OSD is transparentBastien Bouclet
Previous releases also did full screen updates for transparent OSD messages. There should be no performance regression with that regard. Computing smaller update rects is non trivial, but should be looked into if performance is an issue for OSD icons. Fixes #9598
2016-09-18SDL: Make sure the cloud icon is cleared immediatly after it is hiddenBastien Bouclet
2016-09-13SDL: Switch the surface renderer to use small surfaces for OSD drawingBastien Bouclet
2016-09-03JANITORIAL: Remove trailing whitespacesEugene Sandulenko
2016-09-03SDL: Optimize OSD drawingEugene Sandulenko
2016-08-30SDL: Fix const castWillem Jan Palenstijn
2016-08-24GUI: Fix copyRectOnOSD()Alexander Tkachev
Now it doesn't require full redraw, but asks to redraw the area which is copied to.
2016-08-24GUI: Separate OSD message alpha from OSD surfaceAlexander Tkachev
Now OSD is always drawn.
2016-08-24GUI: Add getOSDFormat() and make OSD 32 bppAlexander Tkachev
2016-08-24GUI: Add clearOSD() methodAlexander Tkachev
So one can erase everything from OSD and then blit something on it.
2016-08-24GUI: Add copyRectToOSD()Alexander Tkachev
I was lazy to implement that in OpenGLGraphicsManager and I'm not sure it's implemented correctly in SurfaceSdlGraphicsManager, but it works for me.