/* 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. * * $URL$ * $Id$ * */ #if defined(__ANDROID__) #include "common/endian.h" #include "graphics/conversion.h" #include "backends/platform/android/android.h" #include "backends/platform/android/jni.h" static inline GLfixed xdiv(int numerator, int denominator) { assert(numerator < (1 << 16)); return (numerator << 16) / denominator; } const OSystem::GraphicsMode *OSystem_Android::getSupportedGraphicsModes() const { static const OSystem::GraphicsMode s_supportedGraphicsModes[] = { { "default", "Default", 0 }, { "filter", "Linear filtering", 1 }, { 0, 0, 0 }, }; return s_supportedGraphicsModes; } int OSystem_Android::getDefaultGraphicsMode() const { return 0; } bool OSystem_Android::setGraphicsMode(int mode) { ENTER("%d", mode); if (_game_texture) _game_texture->setLinearFilter(mode == 1); if (_overlay_texture) _overlay_texture->setLinearFilter(mode == 1); if (_mouse_texture) _mouse_texture->setLinearFilter(mode == 1); _graphicsMode = mode; return true; } int OSystem_Android::getGraphicsMode() const { return _graphicsMode; } #ifdef USE_RGB_COLOR Graphics::PixelFormat OSystem_Android::getScreenFormat() const { return _game_texture->getPixelFormat(); } Common::List OSystem_Android::getSupportedFormats() const { Common::List res; res.push_back(GLES565Texture::pixelFormat()); res.push_back(GLES5551Texture::pixelFormat()); res.push_back(GLES4444Texture::pixelFormat()); res.push_back(Graphics::PixelFormat::createFormatCLUT8()); return res; } Common::String OSystem_Android::getPixelFormatName(const Graphics::PixelFormat &format) const { if (format.bytesPerPixel == 1) return "CLUT8"; if (format.aLoss == 8) return Common::String::format("RGB%u%u%u", 8 - format.rLoss, 8 - format.gLoss, 8 - format.bLoss); return Common::String::format("RGBA%u%u%u%u", 8 - format.rLoss, 8 - format.gLoss, 8 - format.bLoss, 8 - format.aLoss); } void OSystem_Android::initTexture(GLESBaseTexture **texture, uint width, uint height, const Graphics::PixelFormat *format) { assert(texture); Graphics::PixelFormat format_clut8 = Graphics::PixelFormat::createFormatCLUT8(); Graphics::PixelFormat format_current; Graphics::PixelFormat format_new; if (*texture) format_current = (*texture)->getPixelFormat(); else format_current = Graphics::PixelFormat(); if (format) format_new = *format; else format_new = format_clut8; if (format_current != format_new) { if (*texture) LOGD("switching pixel format from: %s", getPixelFormatName((*texture)->getPixelFormat()).c_str()); delete *texture; if (format_new == GLES565Texture::pixelFormat()) *texture = new GLES565Texture(); else if (format_new == GLES5551Texture::pixelFormat()) *texture = new GLES5551Texture(); else if (format_new == GLES4444Texture::pixelFormat()) *texture = new GLES4444Texture(); else { // TODO what now? if (format_new != format_clut8) LOGE("unsupported pixel format: %s", getPixelFormatName(format_new).c_str()); *texture = new GLESFakePalette565Texture; } LOGD("new pixel format: %s", getPixelFormatName((*texture)->getPixelFormat()).c_str()); } (*texture)->allocBuffer(width, height); } #endif void OSystem_Android::initSurface() { LOGD("initializing surface"); assert(!JNI::haveSurface()); _screen_changeid = JNI::surface_changeid; _egl_surface_width = JNI::egl_surface_width; _egl_surface_height = JNI::egl_surface_height; assert(_egl_surface_width > 0 && _egl_surface_height > 0); JNI::initSurface(); // Initialise OpenGLES context. GLESTexture::initGLExtensions(); if (_game_texture) _game_texture->reinit(); if (_overlay_texture) { _overlay_texture->reinit(); initOverlay(); } if (_mouse_texture) _mouse_texture->reinit(); } void OSystem_Android::deinitSurface() { if (!JNI::haveSurface()) return; LOGD("deinitializing surface"); _screen_changeid = JNI::surface_changeid; _egl_surface_width = 0; _egl_surface_height = 0; // release texture resources if (_game_texture) _game_texture->release(); if (_overlay_texture) _overlay_texture->release(); if (_mouse_texture) _mouse_texture->release(); JNI::deinitSurface(); } void OSystem_Android::initViewport() { LOGD("initializing viewport"); assert(JNI::haveSurface()); // Turn off anything that looks like 3D ;) GLCALL(glDisable(GL_CULL_FACE)); GLCALL(glDisable(GL_DEPTH_TEST)); GLCALL(glDisable(GL_LIGHTING)); GLCALL(glDisable(GL_FOG)); GLCALL(glDisable(GL_DITHER)); GLCALL(glShadeModel(GL_FLAT)); GLCALL(glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_FASTEST)); GLCALL(glEnable(GL_BLEND)); GLCALL(glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA)); GLCALL(glEnableClientState(GL_VERTEX_ARRAY)); GLCALL(glEnableClientState(GL_TEXTURE_COORD_ARRAY)); GLCALL(glEnable(GL_TEXTURE_2D)); GLCALL(glViewport(0, 0, _egl_surface_width, _egl_surface_height)); GLCALL(glMatrixMode(GL_PROJECTION)); GLCALL(glLoadIdentity()); GLCALL(glOrthof(0, _egl_surface_width, _egl_surface_height, 0, -1, 1)); GLCALL(glMatrixMode(GL_MODELVIEW)); GLCALL(glLoadIdentity()); clearFocusRectangle(); } void OSystem_Android::initOverlay() { // minimum of 320x200 // (surface can get smaller when opening the virtual keyboard on *QVGA*) int overlay_width = MAX(_egl_surface_width, 320); int overlay_height = MAX(_egl_surface_height, 200); // the 'normal' theme layout uses a max height of 400 pixels. if the // surface is too big we use only a quarter of the size so that the widgets // don't get too small. if the surface height has less than 800 pixels, this // enforces the 'lowres' layout, which will be scaled back up by factor 2x, // but this looks way better than the 'normal' layout scaled by some // calculated factors while (overlay_height > 480) { overlay_width /= 2; overlay_height /= 2; } LOGI("overlay size is %ux%u", overlay_width, overlay_height); _overlay_texture->allocBuffer(overlay_width, overlay_height); _overlay_texture->setDrawRect(0, 0, _egl_surface_width, _egl_surface_height); } void OSystem_Android::initSize(uint width, uint height, const Graphics::PixelFormat *format) { ENTER("%d, %d, %p", width, height, format); GLTHREADCHECK; #ifdef USE_RGB_COLOR initTexture(&_game_texture, width, height, format); #else _game_texture->allocBuffer(width, height); #endif updateScreenRect(); updateEventScale(); // Don't know mouse size yet - it gets reallocated in // setMouseCursor. We need the palette allocated before // setMouseCursor however, so just take a guess at the desired // size (it's small). _mouse_texture_palette->allocBuffer(20, 20); clearScreen(kClear); } void OSystem_Android::clearScreen(FixupType type, byte count) { assert(count > 0); bool sm = _show_mouse; _show_mouse = false; GLCALL(glDisable(GL_SCISSOR_TEST)); for (byte i = 0; i < count; ++i) { // clear screen GLCALL(glClearColorx(0, 0, 0, 1 << 16)); GLCALL(glClear(GL_COLOR_BUFFER_BIT)); switch (type) { case kClear: break; case kClearSwap: JNI::swapBuffers(); break; case kClearUpdate: _force_redraw = true; updateScreen(); break; } } if (!_show_overlay) GLCALL(glEnable(GL_SCISSOR_TEST)); _show_mouse = sm; _force_redraw = true; } void OSystem_Android::updateScreenRect() { Common::Rect rect(0, 0, _egl_surface_width, _egl_surface_height); _overlay_texture->setDrawRect(rect); uint16 w = _game_texture->width(); uint16 h = _game_texture->height(); if (w && h && !_fullscreen) { if (_ar_correction && w == 320 && h == 200) h = 240; float dpi[2]; JNI::getDPI(dpi); float screen_ar; if (dpi[0] != 0.0 && dpi[1] != 0.0) { // horizontal orientation screen_ar = (dpi[1] * _egl_surface_width) / (dpi[0] * _egl_surface_height); } else { screen_ar = float(_egl_surface_width) / float(_egl_surface_height); } float game_ar = float(w) / float(h); if (screen_ar > game_ar) { rect.setWidth(round(_egl_surface_height * game_ar)); rect.moveTo((_egl_surface_width - rect.width()) / 2, 0); } else { rect.setHeight(round(_egl_surface_width / game_ar)); rect.moveTo((_egl_surface_height - rect.height()) / 2, 0); } } glScissor(rect.left, rect.top, rect.width(), rect.height()); _game_texture->setDrawRect(rect); } int OSystem_Android::getScreenChangeID() const { return _screen_changeid; } int16 OSystem_Android::getHeight() { return _game_texture->height(); } int16 OSystem_Android::getWidth() { return _game_texture->width(); } void OSystem_Android::setPalette(const byte *colors, uint start, uint num) { ENTER("%p, %u, %u", colors, start, num); #ifdef USE_RGB_COLOR assert(_game_texture->hasPalette()); #endif GLTHREADCHECK; if (!_use_mouse_palette) setCursorPaletteInternal(colors, start, num); const Graphics::PixelFormat &pf = _game_texture->getPalettePixelFormat(); byte *p = _game_texture->palette() + start * 2; for (uint i = 0; i < num; ++i, colors += 3, p += 2) WRITE_UINT16(p, pf.RGBToColor(colors[0], colors[1], colors[2])); } void OSystem_Android::grabPalette(byte *colors, uint start, uint num) { ENTER("%p, %u, %u", colors, start, num); #ifdef USE_RGB_COLOR assert(_game_texture->hasPalette()); #endif GLTHREADCHECK; const Graphics::PixelFormat &pf = _game_texture->getPalettePixelFormat(); const byte *p = _game_texture->palette_const() + start * 2; for (uint i = 0; i < num; ++i, colors += 3, p += 2) pf.colorToRGB(READ_UINT16(p), colors[0], colors[1], colors[2]); } void OSystem_Android::copyRectToScreen(const byte *buf, int pitch, int x, int y, int w, int h) { ENTER("%p, %d, %d, %d, %d, %d", buf, pitch, x, y, w, h); GLTHREADCHECK; _game_texture->updateBuffer(x, y, w, h, buf, pitch); } void OSystem_Android::updateScreen() { //ENTER(); GLTHREADCHECK; if (!JNI::haveSurface()) return; if (!_force_redraw && !_game_texture->dirty() && !_overlay_texture->dirty() && !_mouse_texture->dirty()) return; _force_redraw = false; // clear pointer leftovers in dead areas // also, HTC's GLES drivers are made of fail and don't preserve the buffer // ( http://www.khronos.org/registry/egl/specs/EGLTechNote0001.html ) if ((_show_overlay || _htc_fail) && !_fullscreen) clearScreen(kClear); GLCALL(glPushMatrix()); if (_shake_offset != 0 || (!_focus_rect.isEmpty() && !Common::Rect(_game_texture->width(), _game_texture->height()).contains(_focus_rect))) { // These are the only cases where _game_texture doesn't // cover the entire screen. clearScreen(kClear); // Move everything up by _shake_offset (game) pixels GLCALL(glTranslatex(0, -_shake_offset << 16, 0)); } // TODO this doesnt work on those sucky drivers, do it differently // if (_show_overlay) // GLCALL(glColor4ub(0x9f, 0x9f, 0x9f, 0x9f)); if (_focus_rect.isEmpty()) { _game_texture->drawTextureRect(); } else { GLCALL(glPushMatrix()); GLCALL(glScalex(xdiv(_egl_surface_width, _focus_rect.width()), xdiv(_egl_surface_height, _focus_rect.height()), 1 << 16)); GLCALL(glTranslatex(-_focus_rect.left << 16, -_focus_rect.top << 16, 0)); GLCALL(glScalex(xdiv(_game_texture->width(), _egl_surface_width), xdiv(_game_texture->height(), _egl_surface_height), 1 << 16)); _game_texture->drawTextureRect(); GLCALL(glPopMatrix()); } int cs = _mouse_targetscale; if (_show_overlay) { // TODO see above // GLCALL(glColor4ub(0xff, 0xff, 0xff, 0xff)); // ugly, but the modern theme sets a wacko factor, only god knows why cs = 1; GLCALL(_overlay_texture->drawTextureRect()); } if (_show_mouse && !_mouse_texture->isEmpty()) { GLCALL(glPushMatrix()); const Common::Point &mouse = getEventManager()->getMousePos(); // Scale up ScummVM -> OpenGL (pixel) coordinates if (_show_overlay) { GLCALL(glScalex(xdiv(_egl_surface_width, _overlay_texture->width()), xdiv(_egl_surface_height, _overlay_texture->height()), 1 << 16)); } else { const Common::Rect &r = _game_texture->getDrawRect(); GLCALL(glTranslatex(r.left << 16, r.top << 16, 0)); GLCALL(glScalex(xdiv(r.width(), _game_texture->width()), xdiv(r.height(), _game_texture->height()), 1 << 16)); } GLCALL(glTranslatex((-_mouse_hotspot.x * cs) << 16, (-_mouse_hotspot.y * cs) << 16, 0)); // Note the extra half texel to position the mouse in // the middle of the x,y square: GLCALL(glTranslatex((mouse.x << 16) | 1 << 15, (mouse.y << 16) | 1 << 15, 0)); GLCALL(glScalex(cs << 16, cs << 16, 1 << 16)); _mouse_texture->drawTextureOrigin(); GLCALL(glPopMatrix()); } GLCALL(glPopMatrix()); if (!JNI::swapBuffers()) LOGW("swapBuffers failed: 0x%x", glGetError()); } Graphics::Surface *OSystem_Android::lockScreen() { ENTER(); GLTHREADCHECK; Graphics::Surface *surface = _game_texture->surface(); assert(surface->pixels); return surface; } void OSystem_Android::unlockScreen() { ENTER(); GLTHREADCHECK; assert(_game_texture->dirty()); } void OSystem_Android::setShakePos(int shake_offset) { ENTER("%d", shake_offset); if (_shake_offset != shake_offset) { _shake_offset = shake_offset; _force_redraw = true; } } void OSystem_Android::fillScreen(uint32 col) { ENTER("%u", col); GLTHREADCHECK; _game_texture->fillBuffer(col); } void OSystem_Android::setFocusRectangle(const Common::Rect& rect) { ENTER("%d, %d, %d, %d", rect.left, rect.top, rect.right, rect.bottom); if (_enable_zoning) { _focus_rect = rect; _force_redraw = true; } } void OSystem_Android::clearFocusRectangle() { ENTER(); if (_enable_zoning) { _focus_rect = Common::Rect(); _force_redraw = true; } } void OSystem_Android::showOverlay() { ENTER(); _show_overlay = true; _force_redraw = true; updateEventScale(); warpMouse(_overlay_texture->width() / 2, _overlay_texture->height() / 2); GLCALL(glDisable(GL_SCISSOR_TEST)); } void OSystem_Android::hideOverlay() { ENTER(); _show_overlay = false; updateEventScale(); warpMouse(_game_texture->width() / 2, _game_texture->height() / 2); // double buffered, flip twice clearScreen(kClearUpdate, 2); GLCALL(glEnable(GL_SCISSOR_TEST)); } void OSystem_Android::clearOverlay() { ENTER(); GLTHREADCHECK; _overlay_texture->fillBuffer(0); } void OSystem_Android::grabOverlay(OverlayColor *buf, int pitch) { ENTER("%p, %d", buf, pitch); GLTHREADCHECK; const Graphics::Surface *surface = _overlay_texture->surface_const(); assert(surface->format.bytesPerPixel == sizeof(buf[0])); const byte *src = (const byte *)surface->pixels; uint h = surface->h; do { memcpy(buf, src, surface->w * surface->format.bytesPerPixel); src += surface->pitch; // This 'pitch' is pixels not bytes buf += pitch; } while (--h); } void OSystem_Android::copyRectToOverlay(const OverlayColor *buf, int pitch, int x, int y, int w, int h) { ENTER("%p, %d, %d, %d, %d, %d", buf, pitch, x, y, w, h); GLTHREADCHECK; // This 'pitch' is pixels not bytes _overlay_texture->updateBuffer(x, y, w, h, buf, pitch * sizeof(buf[0])); } int16 OSystem_Android::getOverlayHeight() { return _overlay_texture->height(); } int16 OSystem_Android::getOverlayWidth() { return _overlay_texture->width(); } Graphics::PixelFormat OSystem_Android::getOverlayFormat() const { return _overlay_texture->getPixelFormat(); } bool OSystem_Android::showMouse(bool visible) { ENTER("%d", visible); _show_mouse = visible; return true; } void OSystem_Android::setMouseCursor(const byte *buf, uint w, uint h, int hotspotX, int hotspotY, uint32 keycolor, int cursorTargetScale, const Graphics::PixelFormat *format) { ENTER("%p, %u, %u, %d, %d, %u, %d, %p", buf, w, h, hotspotX, hotspotY, keycolor, cursorTargetScale, format); GLTHREADCHECK; #ifdef USE_RGB_COLOR if (format && format->bytesPerPixel > 1) { if (_mouse_texture != _mouse_texture_rgb) { LOGD("switching to rgb mouse cursor"); assert(!_mouse_texture_rgb); _mouse_texture_rgb = new GLES5551Texture(); _mouse_texture_rgb->setLinearFilter(_graphicsMode == 1); } _mouse_texture = _mouse_texture_rgb; } else { if (_mouse_texture != _mouse_texture_palette) LOGD("switching to paletted mouse cursor"); _mouse_texture = _mouse_texture_palette; delete _mouse_texture_rgb; _mouse_texture_rgb = 0; } #endif _mouse_texture->allocBuffer(w, h); if (_mouse_texture == _mouse_texture_palette) { assert(keycolor < 256); byte *p = _mouse_texture_palette->palette() + _mouse_keycolor * 2; WRITE_UINT16(p, READ_UINT16(p) | 1); _mouse_keycolor = keycolor; p = _mouse_texture_palette->palette() + _mouse_keycolor * 2; WRITE_UINT16(p, READ_UINT16(p) & ~1); } if (w == 0 || h == 0) return; if (_mouse_texture == _mouse_texture_palette) { _mouse_texture->updateBuffer(0, 0, w, h, buf, w); } else { uint16 pitch = _mouse_texture->pitch(); byte *tmp = new byte[pitch * h]; // meh, a 16bit cursor without alpha bits... this is so silly if (!crossBlit(tmp, buf, pitch, w * 2, w, h, _mouse_texture->getPixelFormat(), *format)) { LOGE("crossblit failed"); delete[] tmp; _mouse_texture->allocBuffer(0, 0); return; } uint16 *s = (uint16 *)buf; uint16 *d = (uint16 *)tmp; for (uint16 y = 0; y < h; ++y, d += pitch / 2 - w) for (uint16 x = 0; x < w; ++x, d++) if (*s++ != (keycolor & 0xffff)) *d |= 1; _mouse_texture->updateBuffer(0, 0, w, h, tmp, pitch); delete[] tmp; } _mouse_hotspot = Common::Point(hotspotX, hotspotY); _mouse_targetscale = cursorTargetScale; } void OSystem_Android::setCursorPaletteInternal(const byte *colors, uint start, uint num) { const Graphics::PixelFormat &pf = _mouse_texture_palette->getPalettePixelFormat(); byte *p = _mouse_texture_palette->palette() + start * 2; for (uint i = 0; i < num; ++i, colors += 3, p += 2) WRITE_UINT16(p, pf.RGBToColor(colors[0], colors[1], colors[2])); p = _mouse_texture_palette->palette() + _mouse_keycolor * 2; WRITE_UINT16(p, READ_UINT16(p) & ~1); } void OSystem_Android::setCursorPalette(const byte *colors, uint start, uint num) { ENTER("%p, %u, %u", colors, start, num); GLTHREADCHECK; if (!_mouse_texture->hasPalette()) { LOGD("switching to paletted mouse cursor"); _mouse_texture = _mouse_texture_palette; delete _mouse_texture_rgb; _mouse_texture_rgb = 0; } setCursorPaletteInternal(colors, start, num); _use_mouse_palette = true; } void OSystem_Android::disableCursorPalette(bool disable) { ENTER("%d", disable); // when disabling the cursor palette, and we're running a clut8 game, // it expects the game palette to be used for the cursor if (disable && _game_texture->hasPalette()) { const byte *src = _game_texture->palette_const(); byte *dst = _mouse_texture_palette->palette(); const Graphics::PixelFormat &pf_src = _game_texture->getPalettePixelFormat(); const Graphics::PixelFormat &pf_dst = _mouse_texture_palette->getPalettePixelFormat(); uint8 r, g, b; for (uint i = 0; i < 256; ++i, src += 2, dst += 2) { pf_src.colorToRGB(READ_UINT16(src), r, g, b); WRITE_UINT16(dst, pf_dst.RGBToColor(r, g, b)); } byte *p = _mouse_texture_palette->palette() + _mouse_keycolor * 2; WRITE_UINT16(p, READ_UINT16(p) & ~1); } _use_mouse_palette = !disable; } #endif