/* 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. * */ #include "backends/graphics/sdl/sdl-graphics.h" #include "backends/platform/sdl/sdl-sys.h" #include "backends/events/sdl/sdl-events.h" #include "common/config-manager.h" #include "common/textconsole.h" #include "graphics/scaler/aspect.h" SdlGraphicsManager::SdlGraphicsManager(SdlEventSource *source, SdlWindow *window) : _eventSource(source), _window(window), _hwScreen(nullptr) #if SDL_VERSION_ATLEAST(2, 0, 0) , _allowWindowSizeReset(false), _hintedWidth(0), _hintedHeight(0), _lastFlags(0) #endif {} void SdlGraphicsManager::activateManager() { _eventSource->setGraphicsManager(this); } void SdlGraphicsManager::deactivateManager() { _eventSource->setGraphicsManager(0); } SdlGraphicsManager::State SdlGraphicsManager::getState() const { State state; state.screenWidth = getWidth(); state.screenHeight = getHeight(); state.aspectRatio = getFeatureState(OSystem::kFeatureAspectRatioCorrection); state.fullscreen = getFeatureState(OSystem::kFeatureFullscreenMode); state.cursorPalette = getFeatureState(OSystem::kFeatureCursorPalette); #ifdef USE_RGB_COLOR state.pixelFormat = getScreenFormat(); #endif return state; } bool SdlGraphicsManager::setState(const State &state) { beginGFXTransaction(); #ifdef USE_RGB_COLOR initSize(state.screenWidth, state.screenHeight, &state.pixelFormat); #else initSize(state.screenWidth, state.screenHeight, nullptr); #endif setFeatureState(OSystem::kFeatureAspectRatioCorrection, state.aspectRatio); setFeatureState(OSystem::kFeatureFullscreenMode, state.fullscreen); setFeatureState(OSystem::kFeatureCursorPalette, state.cursorPalette); if (endGFXTransaction() != OSystem::kTransactionSuccess) { return false; } else { return true; } } bool SdlGraphicsManager::defaultGraphicsModeConfig() const { const Common::ConfigManager::Domain *transientDomain = ConfMan.getDomain(Common::ConfigManager::kTransientDomain); if (transientDomain && transientDomain->contains("gfx_mode")) { const Common::String &mode = transientDomain->getVal("gfx_mode"); if (!mode.equalsIgnoreCase("normal") && !mode.equalsIgnoreCase("default")) { return false; } } const Common::ConfigManager::Domain *gameDomain = ConfMan.getActiveDomain(); if (gameDomain && gameDomain->contains("gfx_mode")) { const Common::String &mode = gameDomain->getVal("gfx_mode"); if (!mode.equalsIgnoreCase("normal") && !mode.equalsIgnoreCase("default")) { return false; } } return true; } int SdlGraphicsManager::getGraphicsModeIdByName(const Common::String &name) const { const OSystem::GraphicsMode *mode = getSupportedGraphicsModes(); while (mode && mode->name != nullptr) { if (name.equalsIgnoreCase(mode->name)) { return mode->id; } ++mode; } return -1; } void SdlGraphicsManager::initSizeHint(const Graphics::ModeList &modes) { #if SDL_VERSION_ATLEAST(2, 0, 0) const bool useDefault = defaultGraphicsModeConfig(); int scale = getGraphicsModeScale(getGraphicsModeIdByName(ConfMan.get("gfx_mode"))); if (scale == -1) { warning("Unknown scaler; defaulting to 1"); scale = 1; } int16 bestWidth = 0, bestHeight = 0; const Graphics::ModeList::const_iterator end = modes.end(); for (Graphics::ModeList::const_iterator it = modes.begin(); it != end; ++it) { int16 width = it->width, height = it->height; // TODO: Normalize AR correction by passing a PAR in the mode list // instead of checking the dimensions here like this, since not all // 320x200/640x400 uses are with non-square pixels (e.g. DreamWeb). if (ConfMan.getBool("aspect_ratio")) { if ((width == 320 && height == 200) || (width == 640 && height == 400)) { height = real2Aspect(height); } } if (!useDefault || width <= 320) { width *= scale; height *= scale; } if (bestWidth < width) { bestWidth = width; } if (bestHeight < height) { bestHeight = height; } } _hintedWidth = bestWidth; _hintedHeight = bestHeight; #endif } bool SdlGraphicsManager::showMouse(const bool visible) { if (visible == _cursorVisible) { return visible; } int showCursor = SDL_DISABLE; if (visible) { // _cursorX and _cursorY are currently always clipped to the active // area, so we need to ask SDL where the system's mouse cursor is // instead int x, y; SDL_GetMouseState(&x, &y); if (!_activeArea.drawRect.contains(Common::Point(x, y))) { showCursor = SDL_ENABLE; } } SDL_ShowCursor(showCursor); return WindowedGraphicsManager::showMouse(visible); } bool SdlGraphicsManager::notifyMousePosition(Common::Point &mouse) { int showCursor = SDL_DISABLE; bool valid = true; if (_activeArea.drawRect.contains(mouse)) { _cursorLastInActiveArea = true; } else { mouse.x = CLIP(mouse.x, _activeArea.drawRect.left, _activeArea.drawRect.right - 1); mouse.y = CLIP(mouse.y, _activeArea.drawRect.top, _activeArea.drawRect.bottom - 1); if (_window->mouseIsGrabbed() || // Keep the mouse inside the game area during dragging to prevent an // event mismatch where the mouseup event gets lost because it is // performed outside of the game area (_cursorLastInActiveArea && SDL_GetMouseState(nullptr, nullptr) != 0)) { setSystemMousePosition(mouse.x, mouse.y); } else { // Allow the in-game mouse to get a final movement event to the edge // of the window if the mouse was moved out of the game area if (_cursorLastInActiveArea) { _cursorLastInActiveArea = false; } else if (_cursorVisible) { // Keep sending events to the game if the cursor is invisible, // since otherwise if a game lets you skip a cutscene by // clicking and the user moved the mouse outside the active // area, the clicks wouldn't do anything, which would be // confusing valid = false; } if (_cursorVisible) { showCursor = SDL_ENABLE; } } } SDL_ShowCursor(showCursor); if (valid) { setMousePosition(mouse.x, mouse.y); mouse = convertWindowToVirtual(mouse.x, mouse.y); } return valid; } void SdlGraphicsManager::setSystemMousePosition(const int x, const int y) { assert(_window); if (!_window->warpMouseInWindow(x, y)) { _eventSource->fakeWarpMouse(x, y); } } void SdlGraphicsManager::handleResizeImpl(const int width, const int height) { _eventSource->resetKeyboardEmulation(width - 1, height - 1); _forceRedraw = true; } #if SDL_VERSION_ATLEAST(2, 0, 0) bool SdlGraphicsManager::createOrUpdateWindow(int width, int height, const Uint32 flags) { if (!_window) { return false; } // We only update the actual window when flags change (which usually means // fullscreen mode is entered/exited) or when updates are forced so that we // do not reset the window size whenever a game makes a call to change the // size or pixel format of the internal game surface (since a user may have // resized the game window) if (!_window->getSDLWindow() || _lastFlags != flags || _allowWindowSizeReset) { if (_hintedWidth) { width = _hintedWidth; } if (_hintedHeight) { height = _hintedHeight; } if (!_window->createOrUpdateWindow(width, height, flags)) { return false; } _lastFlags = flags; _allowWindowSizeReset = false; } return true; } #endif