/* 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_SURFACESDL_GRAPHICS_H #define BACKENDS_GRAPHICS_SURFACESDL_GRAPHICS_H #include "backends/graphics/graphics.h" #include "backends/graphics/sdl/sdl-graphics.h" #include "graphics/pixelformat.h" #include "graphics/scaler.h" #include "common/events.h" #include "common/system.h" #include "backends/events/sdl/sdl-events.h" #include "backends/platform/sdl/sdl-sys.h" #ifndef RELEASE_BUILD // Define this to allow for focus rectangle debugging #define USE_SDL_DEBUG_FOCUSRECT #endif enum { GFX_NORMAL = 0, GFX_DOUBLESIZE = 1, GFX_TRIPLESIZE = 2, GFX_2XSAI = 3, GFX_SUPER2XSAI = 4, GFX_SUPEREAGLE = 5, GFX_ADVMAME2X = 6, GFX_ADVMAME3X = 7, GFX_HQ2X = 8, GFX_HQ3X = 9, GFX_TV2X = 10, GFX_DOTMATRIX = 11 }; class AspectRatio { int _kw, _kh; public: AspectRatio() { _kw = _kh = 0; } AspectRatio(int w, int h); bool isAuto() const { return (_kw | _kh) == 0; } int kw() const { return _kw; } int kh() const { return _kh; } }; /** * SDL graphics manager */ class SurfaceSdlGraphicsManager : public SdlGraphicsManager { public: SurfaceSdlGraphicsManager(SdlEventSource *sdlEventSource, SdlWindow *window); virtual ~SurfaceSdlGraphicsManager(); virtual void activateManager() override; virtual void deactivateManager() override; virtual bool hasFeature(OSystem::Feature f) const override; virtual void setFeatureState(OSystem::Feature f, bool enable) override; virtual bool getFeatureState(OSystem::Feature f) const override; virtual const OSystem::GraphicsMode *getSupportedGraphicsModes() const override; virtual int getDefaultGraphicsMode() const override; virtual bool setGraphicsMode(int mode) override; virtual int getGraphicsMode() const override; virtual void resetGraphicsScale() override; #ifdef USE_RGB_COLOR virtual Graphics::PixelFormat getScreenFormat() const override { return _screenFormat; } virtual Common::List getSupportedFormats() const override; #endif virtual const OSystem::GraphicsMode *getSupportedShaders() const override; virtual int getShader() const override; virtual bool setShader(int id) override; #if SDL_VERSION_ATLEAST(2, 0, 0) virtual const OSystem::GraphicsMode *getSupportedStretchModes() const override; virtual int getDefaultStretchMode() const override; virtual bool setStretchMode(int mode) override; virtual int getStretchMode() const override; #endif virtual void initSize(uint w, uint h, const Graphics::PixelFormat *format = NULL) override; virtual int getScreenChangeID() const override { return _screenChangeCount; } virtual void beginGFXTransaction() override; virtual OSystem::TransactionError endGFXTransaction() override; virtual int16 getHeight() const override; virtual int16 getWidth() const override; protected: // PaletteManager API virtual void setPalette(const byte *colors, uint start, uint num) override; virtual void grabPalette(byte *colors, uint start, uint num) const override; /** * Convert from the SDL pixel format to Graphics::PixelFormat * @param in The SDL pixel format to convert * @param out A pixel format to be written to */ Graphics::PixelFormat convertSDLPixelFormat(SDL_PixelFormat *in) const; public: virtual void copyRectToScreen(const void *buf, int pitch, int x, int y, int w, int h) override; virtual Graphics::Surface *lockScreen() override; virtual void unlockScreen() override; virtual void fillScreen(uint32 col) override; virtual void updateScreen() override; virtual void setFocusRectangle(const Common::Rect& rect) override; virtual void clearFocusRectangle() override; virtual Graphics::PixelFormat getOverlayFormat() const override { return _overlayFormat; } virtual void clearOverlay() override; virtual void grabOverlay(void *buf, int pitch) const override; virtual void copyRectToOverlay(const void *buf, int pitch, int x, int y, int w, int h) override; virtual int16 getOverlayHeight() const override { return _videoMode.overlayHeight; } virtual int16 getOverlayWidth() const override { return _videoMode.overlayWidth; } virtual void setMouseCursor(const void *buf, uint w, uint h, int hotspotX, int hotspotY, uint32 keycolor, bool dontScale = false, const Graphics::PixelFormat *format = NULL) override; virtual void setCursorPalette(const byte *colors, uint start, uint num) override; #ifdef USE_OSD virtual void displayMessageOnOSD(const char *msg) override; virtual void displayActivityIconOnOSD(const Graphics::Surface *icon) override; #endif // Override from Common::EventObserver virtual bool notifyEvent(const Common::Event &event) override; // SdlGraphicsManager interface virtual void notifyVideoExpose() override; virtual void notifyResize(const int width, const int height) override; protected: #ifdef USE_OSD /** Surface containing the OSD message */ SDL_Surface *_osdMessageSurface; /** Transparency level of the OSD message */ uint8 _osdMessageAlpha; /** When to start the fade out */ uint32 _osdMessageFadeStartTime; /** Enum with OSD options */ enum { kOSDFadeOutDelay = 2 * 1000, /** < Delay before the OSD is faded out (in milliseconds) */ kOSDFadeOutDuration = 500, /** < Duration of the OSD fade out (in milliseconds) */ kOSDInitialAlpha = 80 /** < Initial alpha level, in percent */ }; /** Screen rectangle where the OSD message is drawn */ SDL_Rect getOSDMessageRect() const; /** Clear the currently displayed OSD message if any */ void removeOSDMessage(); /** Surface containing the OSD background activity icon */ SDL_Surface *_osdIconSurface; /** Screen rectangle where the OSD background activity icon is drawn */ SDL_Rect getOSDIconRect() const; void updateOSD(); void drawOSD(); #endif virtual bool gameNeedsAspectRatioCorrection() const override { return _videoMode.aspectRatioCorrection; } virtual int getGameRenderScale() const override { return _videoMode.scaleFactor; } virtual void handleResizeImpl(const int width, const int height, const int xdpi, const int ydpi) override; virtual int getGraphicsModeScale(int mode) const override; virtual ScalerProc *getGraphicsScalerProc(int mode) const; #if SDL_VERSION_ATLEAST(2, 0, 0) /* SDL2 features a different API for 2D graphics. We create a wrapper * around this API to keep the code paths as close as possible. */ SDL_Renderer *_renderer; SDL_Texture *_screenTexture; void deinitializeRenderer(); void recreateScreenTexture(); virtual SDL_Surface *SDL_SetVideoMode(int width, int height, int bpp, Uint32 flags); virtual void SDL_UpdateRects(SDL_Surface *screen, int numrects, SDL_Rect *rects); #endif /** Unseen game screen */ SDL_Surface *_screen; Graphics::PixelFormat _screenFormat; Graphics::PixelFormat _cursorFormat; #ifdef USE_RGB_COLOR Common::List _supportedFormats; /** * Update the list of supported pixel formats. * This method is invoked by loadGFXMode(). */ void detectSupportedFormats(); #endif /** Temporary screen (for scalers) */ SDL_Surface *_tmpscreen; /** Temporary screen (for scalers) */ SDL_Surface *_tmpscreen2; SDL_Surface *_overlayscreen; Graphics::PixelFormat _overlayFormat; enum { kTransactionNone = 0, kTransactionActive = 1, kTransactionRollback = 2 }; struct TransactionDetails { bool sizeChanged; bool needHotswap; bool needUpdatescreen; #if SDL_VERSION_ATLEAST(2, 0, 0) bool needTextureUpdate; bool needDisplayResize; #endif #ifdef USE_RGB_COLOR bool formatChanged; #endif TransactionDetails() { sizeChanged = false; needHotswap = false; needUpdatescreen = false; #if SDL_VERSION_ATLEAST(2, 0, 0) needTextureUpdate = false; needDisplayResize = false; #endif #ifdef USE_RGB_COLOR formatChanged = false; #endif } }; TransactionDetails _transactionDetails; struct VideoState { bool setup; bool fullscreen; bool aspectRatioCorrection; AspectRatio desiredAspectRatio; bool filtering; #if SDL_VERSION_ATLEAST(2, 0, 0) int stretchMode; #endif int mode; int scaleFactor; int screenWidth, screenHeight; int overlayWidth, overlayHeight; int hardwareWidth, hardwareHeight; #ifdef USE_RGB_COLOR Graphics::PixelFormat format; #endif VideoState() { setup = false; fullscreen = false; aspectRatioCorrection = false; // desiredAspectRatio set to (0, 0) by AspectRatio constructor filtering = false; #if SDL_VERSION_ATLEAST(2, 0, 0) stretchMode = 0; #endif mode = 0; scaleFactor = 0; screenWidth = 0; screenHeight = 0; overlayWidth = 0; overlayHeight = 0; hardwareWidth = 0; hardwareHeight = 0; #ifdef USE_RGB_COLOR // format set to 0 values by Graphics::PixelFormat constructor #endif } }; VideoState _videoMode, _oldVideoMode; #if defined(WIN32) && !SDL_VERSION_ATLEAST(2, 0, 0) /** * Original BPP to restore the video mode on unload. * * This is required to make listing video modes for the OpenGL output work * on Windows 8+. On these systems OpenGL modes are only available for * 32bit formats. However, we setup a 16bit format and thus mode listings * for OpenGL will return an empty list afterwards. * * In theory we might require this behavior on non-Win32 platforms too. * However, SDL sometimes gives us invalid pixel formats for X11 outputs * causing crashes when trying to setup the original pixel format. * See bug #7038 "IRIX: X BadMatch when trying to start any 640x480 game". */ uint8 _originalBitsPerPixel; #endif ScalerProc *_scalerProc; int _scalerType; int _transactionMode; // Indicates whether it is needed to free _hwSurface in destructor bool _displayDisabled; bool _screenIsLocked; Graphics::Surface _framebuffer; int _screenChangeCount; int _currentShader; int _numShaders; enum { NUM_DIRTY_RECT = 100, MAX_SCALING = 3 }; // Dirty rect management SDL_Rect _dirtyRectList[NUM_DIRTY_RECT]; int _numDirtyRects; struct MousePos { // The size and hotspot of the original cursor image. int16 w, h; int16 hotX, hotY; // The size and hotspot of the pre-scaled cursor image, in real // coordinates. int16 rW, rH; int16 rHotX, rHotY; // The size and hotspot of the pre-scaled cursor image, in game // coordinates. int16 vW, vH; int16 vHotX, vHotY; MousePos() : w(0), h(0), hotX(0), hotY(0), rW(0), rH(0), rHotX(0), rHotY(0), vW(0), vH(0), vHotX(0), vHotY(0) { } }; byte *_mouseData; SDL_Rect _mouseBackup; MousePos _mouseCurState; #ifdef USE_RGB_COLOR uint32 _mouseKeyColor; #else byte _mouseKeyColor; #endif bool _cursorDontScale; bool _cursorPaletteDisabled; SDL_Surface *_mouseOrigSurface; SDL_Surface *_mouseSurface; enum { kMouseColorKey = 1 }; // Shake mode // This is always set to 0 when building with SDL2. int _currentShakePos; // Palette data SDL_Color *_currentPalette; uint _paletteDirtyStart, _paletteDirtyEnd; // Cursor palette data SDL_Color *_cursorPalette; /** * Mutex which prevents multiple threads from interfering with each other * when accessing the screen. */ OSystem::MutexRef _graphicsMutex; #ifdef USE_SDL_DEBUG_FOCUSRECT bool _enableFocusRectDebugCode; bool _enableFocusRect; Common::Rect _focusRect; #endif virtual void addDirtyRect(int x, int y, int w, int h, bool realCoordinates = false); virtual void drawMouse(); virtual void undrawMouse(); virtual void blitCursor(); virtual void internUpdateScreen(); virtual void updateShader(); virtual bool loadGFXMode(); virtual void unloadGFXMode(); virtual bool hotswapGFXMode(); virtual void setAspectRatioCorrection(bool enable); void setFilteringMode(bool enable); virtual bool saveScreenshot(const Common::String &filename) const; virtual void setGraphicsModeIntern(); private: void setFullscreenMode(bool enable); bool handleScalerHotkeys(Common::KeyCode key); bool isScalerHotkey(const Common::Event &event); /** * Converts the given point from the overlay's coordinate space to the * game's coordinate space. */ Common::Point convertOverlayToGame(const int x, const int y) const { if (getOverlayWidth() == 0 || getOverlayHeight() == 0) { error("convertOverlayToGame called without a valid overlay"); } return Common::Point(x * getWidth() / getOverlayWidth(), y * getHeight() / getOverlayHeight()); } /** * Converts the given point from the game's coordinate space to the * overlay's coordinate space. */ Common::Point convertGameToOverlay(const int x, const int y) const { if (getWidth() == 0 || getHeight() == 0) { error("convertGameToOverlay called without a valid overlay"); } return Common::Point(x * getOverlayWidth() / getWidth(), y * getOverlayHeight() / getHeight()); } }; #endif