/* 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_WINDOWED_H #define BACKENDS_GRAPHICS_WINDOWED_H #include "backends/graphics/graphics.h" #include "common/frac.h" #include "common/rect.h" #include "common/config-manager.h" #include "common/textconsole.h" #include "graphics/scaler/aspect.h" enum { STRETCH_CENTER = 0, STRETCH_INTEGRAL = 1, STRETCH_FIT = 2, STRETCH_STRETCH = 3, STRETCH_FIT_FORCE_ASPECT = 4 }; class WindowedGraphicsManager : virtual public GraphicsManager { public: WindowedGraphicsManager() : _windowWidth(0), _windowHeight(0), _overlayVisible(false), _gameScreenShakeXOffset(0), _gameScreenShakeYOffset(0), _forceRedraw(false), _cursorVisible(false), _cursorX(0), _cursorY(0), _xdpi(90), _ydpi(90), _cursorNeedsRedraw(false), _cursorLastInActiveArea(true) {} virtual void showOverlay() override { if (_overlayVisible) return; _activeArea.drawRect = _overlayDrawRect; _activeArea.width = getOverlayWidth(); _activeArea.height = getOverlayHeight(); _overlayVisible = true; _forceRedraw = true; } virtual void hideOverlay() override { if (!_overlayVisible) return; _activeArea.drawRect = _gameDrawRect; _activeArea.width = getWidth(); _activeArea.height = getHeight(); _overlayVisible = false; _forceRedraw = true; } virtual void setShakePos(int shakeXOffset, int shakeYOffset) override { if (_gameScreenShakeXOffset != shakeXOffset || _gameScreenShakeYOffset != shakeYOffset) { _gameScreenShakeXOffset = shakeXOffset; _gameScreenShakeYOffset = shakeYOffset; recalculateDisplayAreas(); _cursorNeedsRedraw = true; } } protected: /** * @returns whether or not the game screen must have aspect ratio correction * applied for correct rendering. */ virtual bool gameNeedsAspectRatioCorrection() const = 0; /** * Backend-specific implementation for updating internal surfaces that need * to reflect the new window size. */ virtual void handleResizeImpl(const int width, const int height, const int xdpi, const int ydpi) = 0; /** * Converts the given point from the active virtual screen's coordinate * space to the window's coordinate space (i.e. game-to-window or * overlay-to-window). */ Common::Point convertVirtualToWindow(const int x, const int y) const { const int targetX = _activeArea.drawRect.left; const int targetY = _activeArea.drawRect.top; const int targetWidth = _activeArea.drawRect.width(); const int targetHeight = _activeArea.drawRect.height(); const int sourceWidth = _activeArea.width; const int sourceHeight = _activeArea.height; if (sourceWidth == 0 || sourceHeight == 0) { error("convertVirtualToWindow called without a valid draw rect"); } int windowX = targetX + (x * targetWidth + sourceWidth / 2) / sourceWidth; int windowY = targetY + (y * targetHeight + sourceHeight / 2) / sourceHeight; return Common::Point(CLIP(windowX, targetX, targetX + targetWidth - 1), CLIP(windowY, targetY, targetY + targetHeight - 1)); } /** * Converts the given point from the window's coordinate space to the * active virtual screen's coordinate space (i.e. window-to-game or * window-to-overlay). */ Common::Point convertWindowToVirtual(int x, int y) const { const int sourceX = _activeArea.drawRect.left; const int sourceY = _activeArea.drawRect.top; const int sourceMaxX = _activeArea.drawRect.right - 1; const int sourceMaxY = _activeArea.drawRect.bottom - 1; const int sourceWidth = _activeArea.drawRect.width(); const int sourceHeight = _activeArea.drawRect.height(); const int targetWidth = _activeArea.width; const int targetHeight = _activeArea.height; if (sourceWidth == 0 || sourceHeight == 0) { error("convertWindowToVirtual called without a valid draw rect"); } x = CLIP(x, sourceX, sourceMaxX); y = CLIP(y, sourceY, sourceMaxY); int virtualX = ((x - sourceX) * targetWidth + sourceWidth / 2) / sourceWidth; int virtualY = ((y - sourceY) * targetHeight + sourceHeight / 2) / sourceHeight; return Common::Point(CLIP(virtualX, 0, targetWidth - 1), CLIP(virtualY, 0, targetHeight - 1)); } /** * @returns the desired aspect ratio of the game surface. */ frac_t getDesiredGameAspectRatio() const { if (getHeight() == 0 || gameNeedsAspectRatioCorrection()) { return intToFrac(4) / 3; } return intToFrac(getWidth()) / getHeight(); } /** * @returns the scale used between the game size and the surface on which it is rendered. */ virtual int getGameRenderScale() const { return 1; } /** * Called after the window has been updated with new dimensions. * * @param width The new width of the window, excluding window decoration. * @param height The new height of the window, excluding window decoration. */ void handleResize(const int width, const int height, const int xdpi, const int ydpi) { _windowWidth = width; _windowHeight = height; _xdpi = xdpi; _ydpi = ydpi; handleResizeImpl(width, height, xdpi, ydpi); } /** * Recalculates the display areas for the game and overlay surfaces within * the window. */ virtual void recalculateDisplayAreas() { if (_windowHeight == 0) { return; } populateDisplayAreaDrawRect(getDesiredGameAspectRatio(), getWidth() * getGameRenderScale(), _gameDrawRect); if (getOverlayHeight()) { const frac_t overlayAspect = intToFrac(getOverlayWidth()) / getOverlayHeight(); populateDisplayAreaDrawRect(overlayAspect, getOverlayWidth(), _overlayDrawRect); } if (_overlayVisible) { _activeArea.drawRect = _overlayDrawRect; _activeArea.width = getOverlayWidth(); _activeArea.height = getOverlayHeight(); } else { _activeArea.drawRect = _gameDrawRect; _activeArea.width = getWidth(); _activeArea.height = getHeight(); } } /** * Sets the position of the hardware mouse cursor in the host system, * relative to the window. * * @param x X coordinate in window coordinates. * @param y Y coordinate in window coordinates. */ virtual void setSystemMousePosition(const int x, const int y) = 0; virtual bool showMouse(const bool visible) override { if (_cursorVisible == visible) { return visible; } const bool last = _cursorVisible; _cursorVisible = visible; _cursorNeedsRedraw = true; return last; } /** * Move ("warp") the mouse cursor to the specified position. * * @param x The new X position of the mouse in virtual screen coordinates. * @param y The new Y position of the mouse in virtual screen coordinates. */ void warpMouse(const int x, const int y) override { // Check active coordinate instead of window coordinate to avoid warping // the mouse if it is still within the same virtual pixel const Common::Point virtualCursor = convertWindowToVirtual(_cursorX, _cursorY); if (virtualCursor.x != x || virtualCursor.y != y) { // Warping the mouse in SDL generates a mouse movement event, so // `setMousePosition` would be called eventually through the // `notifyMousePosition` callback if we *only* set the system mouse // position here. However, this can cause problems with some games. // For example, the cannon script in CoMI calls to warp the mouse // twice each time the cannon is reloaded, and unless we update the // mouse position immediately, the second call is ignored, which // causes the cannon to change its aim. const Common::Point windowCursor = convertVirtualToWindow(x, y); setMousePosition(windowCursor.x, windowCursor.y); setSystemMousePosition(windowCursor.x, windowCursor.y); } } /** * Sets the position of the rendered mouse cursor in the window. * * @param x X coordinate in window coordinates. * @param y Y coordinate in window coordinates. */ void setMousePosition(int x, int y) { if (_cursorX != x || _cursorY != y) { _cursorNeedsRedraw = true; } _cursorX = x; _cursorY = y; } /** * The width of the window, excluding window decoration. */ int _windowWidth; /** * The height of the window, excluding window decoration. */ int _windowHeight; /** * The DPI of the window. */ int _xdpi, _ydpi; /** * Whether the overlay (i.e. launcher, including the out-of-game launcher) * is visible or not. */ bool _overlayVisible; /** * The offset by which the screen is moved horizontally. */ int _gameScreenShakeXOffset; /** * The offset by which the screen is moved vertically. */ int _gameScreenShakeYOffset; /** * The scaled draw rectangle for the game surface within the window. */ Common::Rect _gameDrawRect; /** * The scaled draw rectangle for the overlay (launcher) surface within the * window. */ Common::Rect _overlayDrawRect; /** * Data about the display area of a virtual screen. */ struct DisplayArea { /** * The scaled area where the virtual screen is drawn within the window. */ Common::Rect drawRect; /** * The width of the virtual screen's unscaled coordinate space. */ int width; /** * The height of the virtual screen's unscaled coordinate space. */ int height; }; /** * Display area information about the currently active virtual screen. This * will be the overlay screen when the overlay is active, and the game * screen otherwise. */ DisplayArea _activeArea; /** * Whether the screen must be redrawn on the next frame. */ bool _forceRedraw; /** * Whether the cursor is actually visible. */ bool _cursorVisible; /** * Whether the mouse cursor needs to be redrawn on the next frame. */ bool _cursorNeedsRedraw; /** * Whether the last position of the system cursor was within the active area * of the window. */ bool _cursorLastInActiveArea; /** * The position of the mouse cursor, in window coordinates. */ int _cursorX, _cursorY; private: void populateDisplayAreaDrawRect(const frac_t displayAspect, int originalWidth, Common::Rect &drawRect) const { int mode = getStretchMode(); // Mode Center = use original size, or divide by an integral amount if window is smaller than game surface // Mode Integral = scale by an integral amount. // Mode Fit = scale to fit the window while respecting the aspect ratio // Mode Stretch = scale and stretch to fit the window without respecting the aspect ratio // Mode Fit Force Aspect = scale to fit the window while forcing a 4:3 aspect ratio int width = 0, height = 0; if (mode == STRETCH_CENTER || mode == STRETCH_INTEGRAL) { width = originalWidth; height = intToFrac(width) / displayAspect; if (width > _windowWidth || height > _windowHeight) { int fac = 1 + MAX((width - 1) / _windowWidth, (height - 1) / _windowHeight); width /= fac; height /= fac; } else if (mode == STRETCH_INTEGRAL) { int fac = MIN(_windowWidth / width, _windowHeight / height); width *= fac; height *= fac; } } else { frac_t windowAspect = intToFrac(_windowWidth) / _windowHeight; width = _windowWidth; height = _windowHeight; if (mode == STRETCH_FIT_FORCE_ASPECT) { frac_t ratio = intToFrac(4) / 3; if (windowAspect < ratio) height = intToFrac(width) / ratio; else if (windowAspect > ratio) width = fracToInt(height * ratio); } else if (mode != STRETCH_STRETCH) { if (windowAspect < displayAspect) height = intToFrac(width) / displayAspect; else if (windowAspect > displayAspect) width = fracToInt(height * displayAspect); } } drawRect.left = ((_windowWidth - width) / 2) + _gameScreenShakeXOffset * _windowWidth / getWidth(); drawRect.top = ((_windowHeight - height) / 2) + _gameScreenShakeYOffset * _windowHeight / getHeight(); drawRect.setWidth(width); drawRect.setHeight(height); } }; #endif