/* 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 // We have (some) support for resizable windows when SDL2 is used. However // the overlay still uses the resolution setup with SDL_SetVideoMode. This // makes the GUI look subpar when the user resizes the window. In addition // we do not adapt the scale factor right now. Thus, we disable this code // path for now. #if SDL_VERSION_ATLEAST(2, 0, 0) && 0 #define USE_SDL_RESIZABLE_WINDOW #endif #if !defined(_WIN32_WCE) && !defined(__SYMBIAN32__) // Uncomment this to enable the 'on screen display' code. #define USE_OSD 1 #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 Common::EventObserver { public: SurfaceSdlGraphicsManager(SdlEventSource *sdlEventSource, SdlWindow *window); virtual ~SurfaceSdlGraphicsManager(); virtual void activateManager(); virtual void deactivateManager(); 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 { return _screenFormat; } virtual Common::List getSupportedFormats() const; #endif virtual void initSize(uint w, uint h, const Graphics::PixelFormat *format = NULL); virtual int getScreenChangeID() const { return _screenChangeCount; } virtual void beginGFXTransaction(); virtual OSystem::TransactionError endGFXTransaction(); virtual int16 getHeight(); virtual int16 getWidth(); protected: // PaletteManager API virtual void setPalette(const byte *colors, uint start, uint num); virtual void grabPalette(byte *colors, uint start, uint num); public: virtual void copyRectToScreen(const void *buf, int pitch, int x, int y, int w, int h); virtual Graphics::Surface *lockScreen(); virtual void unlockScreen(); virtual void fillScreen(uint32 col); virtual void updateScreen(); virtual void setShakePos(int shakeOffset); virtual void setFocusRectangle(const Common::Rect& rect); virtual void clearFocusRectangle(); virtual void showOverlay(); virtual void hideOverlay(); virtual Graphics::PixelFormat getOverlayFormat() const { return _overlayFormat; } virtual void clearOverlay(); virtual void grabOverlay(void *buf, int pitch); virtual void copyRectToOverlay(const void *buf, int pitch, int x, int y, int w, int h); virtual int16 getOverlayHeight() { return _videoMode.overlayHeight; } virtual int16 getOverlayWidth() { return _videoMode.overlayWidth; } 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 = false, const Graphics::PixelFormat *format = NULL); virtual void setCursorPalette(const byte *colors, uint start, uint num); #ifdef USE_OSD virtual void displayMessageOnOSD(const char *msg); virtual void copyRectToOSD(const void *buf, int pitch, int x, int y, int w, int h); virtual void clearOSD(); virtual Graphics::PixelFormat getOSDFormat(); #endif // Override from Common::EventObserver bool notifyEvent(const Common::Event &event); // SdlGraphicsManager interface virtual void notifyVideoExpose(); #ifdef USE_SDL_RESIZABLE_WINDOW virtual void notifyResize(const uint width, const uint height); #endif virtual void transformMouseCoordinates(Common::Point &point); virtual void notifyMousePos(Common::Point mouse); protected: #ifdef USE_OSD /** Surface containing the OSD */ SDL_Surface *_osdSurface; /** 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) */ kOSDColorKey = 1, /** < Transparent color key */ kOSDInitialAlpha = 80 /** < Initial alpha level, in percent */ }; /** OSD pixel format */ Graphics::PixelFormat _osdFormat; void removeOSDMessage(); void blitOSDMessage(SDL_Rect dstRect); #endif /** Hardware screen */ SDL_Surface *_hwscreen; #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; SDL_Rect _viewport; int _windowWidth, _windowHeight; void deinitializeRenderer(); void setWindowResolution(int width, int height); SDL_Surface *SDL_SetVideoMode(int width, int height, int bpp, Uint32 flags); void SDL_UpdateRects(SDL_Surface *screen, int numrects, SDL_Rect *rects); #endif /** Unseen game screen */ SDL_Surface *_screen; #ifdef USE_RGB_COLOR Graphics::PixelFormat _screenFormat; Graphics::PixelFormat _cursorFormat; 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; bool _overlayVisible; Graphics::PixelFormat _overlayFormat; enum { kTransactionNone = 0, kTransactionActive = 1, kTransactionRollback = 2 }; struct TransactionDetails { bool sizeChanged; bool needHotswap; bool needUpdatescreen; bool normal1xScaler; #ifdef USE_RGB_COLOR bool formatChanged; #endif }; TransactionDetails _transactionDetails; struct VideoState { bool setup; bool fullscreen; bool aspectRatioCorrection; AspectRatio desiredAspectRatio; int mode; int scaleFactor; int screenWidth, screenHeight; int overlayWidth, overlayHeight; int hardwareWidth, hardwareHeight; #ifdef USE_RGB_COLOR Graphics::PixelFormat format; #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 /** Force full redraw on next updateScreen */ bool _forceFull; 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; enum { NUM_DIRTY_RECT = 100, MAX_SCALING = 3 }; // Dirty rect management SDL_Rect _dirtyRectList[NUM_DIRTY_RECT]; int _numDirtyRects; struct MousePos { // The mouse position, using either virtual (game) or real // (overlay) coordinates. int16 x, y; // 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() : x(0), y(0), w(0), h(0), hotX(0), hotY(0), rW(0), rH(0), rHotX(0), rHotY(0), vW(0), vH(0), vHotX(0), vHotY(0) { } }; bool _mouseVisible; bool _mouseNeedsRedraw; 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 int _currentShakePos; int _newShakePos; // 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 static Graphics::PixelFormat getSurfaceFormat(SDL_Surface *surface); 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 bool loadGFXMode(); virtual void unloadGFXMode(); virtual bool hotswapGFXMode(); virtual void setFullscreenMode(bool enable); virtual void setAspectRatioCorrection(bool enable); virtual int effectiveScreenHeight() const; virtual void setGraphicsModeIntern(); virtual bool handleScalerHotkeys(Common::KeyCode key); virtual bool isScalerHotkey(const Common::Event &event); virtual void setMousePos(int x, int y); virtual void toggleFullScreen(); virtual bool saveScreenshot(const char *filename); }; #endif