/* ScummVM - Graphic Adventure Engine * * ScummVM is the legal property of its developers, whose names * are too numerous to list here. Please refer to the COPYRIGHT * file distributed with this source distribution. * * 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., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. * */ #ifndef BACKENDS_GRAPHICS_OPENGL_OPENGL_GRAPHICS_H #define BACKENDS_GRAPHICS_OPENGL_OPENGL_GRAPHICS_H #include "backends/graphics/opengl/opengl-sys.h" #include "backends/graphics/graphics.h" #include "common/frac.h" #include "common/mutex.h" namespace Graphics { class Font; } // End of namespace Graphics namespace OpenGL { // HACK: We use glColor in the OSD code. This might not be working on GL ES but // we still enable it because Tizen already shipped with it. Also, the // SurfaceSDL backend enables it and disabling it can cause issues in sdl.cpp. #define USE_OSD 1 class Texture; enum { GFX_LINEAR = 0, GFX_NEAREST = 1 }; class OpenGLGraphicsManager : virtual public GraphicsManager { public: OpenGLGraphicsManager(); virtual ~OpenGLGraphicsManager(); // GraphicsManager API virtual bool hasFeature(OSystem::Feature f); virtual void setFeatureState(OSystem::Feature f, bool enable); virtual bool getFeatureState(OSystem::Feature f); virtual const OSystem::GraphicsMode *getSupportedGraphicsModes() const; virtual int getDefaultGraphicsMode() const; virtual bool setGraphicsMode(int mode); virtual int getGraphicsMode() const; virtual void resetGraphicsScale() {} #ifdef USE_RGB_COLOR virtual Graphics::PixelFormat getScreenFormat() const; virtual Common::List getSupportedFormats() const = 0; #endif virtual void beginGFXTransaction(); virtual OSystem::TransactionError endGFXTransaction(); virtual int getScreenChangeID() const; virtual void initSize(uint width, uint height, const Graphics::PixelFormat *format); virtual int16 getWidth(); virtual int16 getHeight(); virtual void copyRectToScreen(const void *buf, int pitch, int x, int y, int w, int h); virtual void fillScreen(uint32 col); virtual void setShakePos(int shakeOffset); virtual void updateScreen(); virtual Graphics::Surface *lockScreen(); virtual void unlockScreen(); virtual void setFocusRectangle(const Common::Rect& rect); virtual void clearFocusRectangle(); virtual int16 getOverlayWidth(); virtual int16 getOverlayHeight(); virtual void showOverlay(); virtual void hideOverlay(); virtual Graphics::PixelFormat getOverlayFormat() const; virtual void copyRectToOverlay(const void *buf, int pitch, int x, int y, int w, int h); virtual void clearOverlay(); virtual void grabOverlay(void *buf, int pitch); virtual bool showMouse(bool visible); virtual void warpMouse(int x, int y); virtual void setMouseCursor(const void *buf, uint w, uint h, int hotspotX, int hotspotY, uint32 keycolor, bool dontScale, const Graphics::PixelFormat *format); virtual void setCursorPalette(const byte *colors, uint start, uint num); virtual void displayMessageOnOSD(const char *msg); // PaletteManager interface virtual void setPalette(const byte *colors, uint start, uint num); virtual void grabPalette(byte *colors, uint start, uint num); protected: /** * Set up the actual screen size available for the OpenGL code to do any * drawing. * * @param width The width of the screen. * @param height The height of the screen. */ void setActualScreenSize(uint width, uint height); /** * Notify the manager of a OpenGL context change. This should be the first * thing to call after you created an OpenGL (ES) context! * * @param defaultFormat The new default format for the game screen * (this is used for the CLUT8 game screens). * @param defaultFormatAlpha The new default format with an alpha channel * (this is used for the overlay and cursor). */ void notifyContextCreate(const Graphics::PixelFormat &defaultFormat, const Graphics::PixelFormat &defaultFormatAlpha); /** * Notify the manager that the OpenGL context is about to be destroyed. * This will free up/reset internal OpenGL related state and *must* be * called whenever a context might be created again after destroying a * context. */ void notifyContextDestroy(); /** * Adjust the physical mouse coordinates according to the currently visible screen. */ void adjustMousePosition(int16 &x, int16 &y); /** * Set up the mouse position for graphics output. * * @param x X coordinate in physical coordinates. * @param y Y coordinate in physical coordinates. */ void setMousePosition(int x, int y) { _cursorX = x; _cursorY = y; } /** * Query the mouse position in physical coordinates. */ void getMousePosition(int16 &x, int16 &y) const { x = _cursorX; y = _cursorY; } /** * Set up the mouse position for the (event) system. * * @param x X coordinate in physical coordinates. * @param y Y coordinate in physical coordinates. */ virtual void setInternalMousePosition(int x, int y) = 0; private: /** * Create a texture with the specified pixel format. * * @param format The pixel format the Texture object should accept as * input. * @param wantAlpha For CLUT8 textures this marks whether an alpha * channel should be used. * @return A pointer to the texture or nullptr on failure. */ Texture *createTexture(const Graphics::PixelFormat &format, bool wantAlpha = false); // // Transaction support // struct VideoState { VideoState() : valid(false), gameWidth(0), gameHeight(0), #ifdef USE_RGB_COLOR gameFormat(), #endif aspectRatioCorrection(false), graphicsMode(GFX_LINEAR) { } bool valid; uint gameWidth, gameHeight; #ifdef USE_RGB_COLOR Graphics::PixelFormat gameFormat; #endif bool aspectRatioCorrection; int graphicsMode; bool operator==(const VideoState &right) { return gameWidth == right.gameWidth && gameHeight == right.gameHeight #ifdef USE_RGB_COLOR && gameFormat == right.gameFormat #endif && aspectRatioCorrection == right.aspectRatioCorrection && graphicsMode == right.graphicsMode; } bool operator!=(const VideoState &right) { return !(*this == right); } }; /** * The currently setup video state. */ VideoState _currentState; /** * The old video state used when doing a transaction rollback. */ VideoState _oldState; protected: enum TransactionMode { kTransactionNone = 0, kTransactionActive = 1, kTransactionRollback = 2 }; TransactionMode getTransactionMode() const { return _transactionMode; } private: /** * The current transaction mode. */ TransactionMode _transactionMode; /** * The current screen change ID. */ int _screenChangeID; protected: /** * Set up the requested video mode. This takes parameters which describe * what resolution the game screen requests (this is possibly aspect ratio * corrected!). * * A sub-class should take these parameters as hints. It might very well * set up a mode which it thinks suites the situation best. * * @parma requestedWidth This is the requested actual game screen width. * @param requestedHeight This is the requested actual game screen height. * @param format This is the requested pixel format of the virtual game screen. * @return true on success, false otherwise */ virtual bool loadVideoMode(uint requestedWidth, uint requestedHeight, const Graphics::PixelFormat &format) = 0; /** * Save a screenshot of the full display as BMP to the given file. This * uses Common::DumpFile for writing the screenshot. * * @param filename The output filename. */ void saveScreenshot(const Common::String &filename) const; private: // // OpenGL utilities // /** * Try to determine the internal parameters for a given pixel format. * * @return true when the format can be used, false otherwise. */ bool getGLPixelFormat(const Graphics::PixelFormat &pixelFormat, GLenum &glIntFormat, GLenum &glFormat, GLenum &glType) const; // // Actual hardware screen // /** * The width of the physical output. */ uint _outputScreenWidth; /** * The height of the physical output. */ uint _outputScreenHeight; /** * @return The desired aspect of the game screen. */ frac_t getDesiredGameScreenAspect() const; /** * Recalculates the area used to display the game screen. */ void recalculateDisplayArea(); /** * The X coordinate of the game screen. */ uint _displayX; /** * The Y coordinate of the game screen. */ uint _displayY; /** * The width of the game screen in physical coordinates. */ uint _displayWidth; /** * The height of the game screen in physical coordinates. */ uint _displayHeight; /** * The default pixel format of the backend. */ Graphics::PixelFormat _defaultFormat; /** * The default pixel format with an alpha channel. */ Graphics::PixelFormat _defaultFormatAlpha; // // Game screen // /** * The virtual game screen. */ Texture *_gameScreen; /** * The game palette if in CLUT8 mode. */ byte _gamePalette[3 * 256]; /** * The offset by which the screen is moved vertically. */ int _gameScreenShakeOffset; // // Overlay // /** * The overlay screen. */ Texture *_overlay; /** * Whether the overlay is visible or not. */ bool _overlayVisible; // // Cursor // /** * Set up the correct cursor palette. */ void updateCursorPalette(); /** * The cursor image. */ Texture *_cursor; /** * X coordinate of the cursor in phyiscal coordinates. */ int _cursorX; /** * Y coordinate of the cursor in physical coordinates. */ int _cursorY; /** * The X offset for the cursor hotspot in unscaled coordinates. */ int _cursorHotspotX; /** * The Y offset for the cursor hotspot in unscaled coordinates. */ int _cursorHotspotY; /** * Recalculate the cursor scaling. Scaling is always done according to * the game screen. */ void recalculateCursorScaling(); /** * The X offset for the cursor hotspot in scaled coordinates. */ int _cursorHotspotXScaled; /** * The Y offset for the cursor hotspot in scaled coordinates. */ int _cursorHotspotYScaled; /** * The width of the cursor scaled coordinates. */ uint _cursorWidthScaled; /** * The height of the cursor scaled coordinates. */ uint _cursorHeightScaled; /** * The key color. */ uint32 _cursorKeyColor; /** * Whether the cursor is actually visible. */ bool _cursorVisible; /** * Whether no cursor scaling should be applied. */ bool _cursorDontScale; /** * Whether the special cursor palette is enabled. */ bool _cursorPaletteEnabled; /** * The special cursor palette in case enabled. */ byte _cursorPalette[3 * 256]; #ifdef USE_OSD // // OSD // protected: /** * Returns the font used for on screen display */ virtual const Graphics::Font *getFontOSD(); private: /** * The OSD's contents. */ Texture *_osd; /** * Current opacity level of the OSD. */ uint8 _osdAlpha; /** * When fading the OSD has started. */ uint32 _osdFadeStartTime; /** * Mutex to allow displayMessageOnOSD to be used from the audio thread. */ Common::Mutex _osdMutex; enum { kOSDFadeOutDelay = 2 * 1000, kOSDFadeOutDuration = 500, kOSDInitialAlpha = 80 }; #endif }; } // End of namespace OpenGL #endif