/* ScummVM - Scumm Interpreter * Copyright (C) 2001 Ludvig Strigeus * Copyright (C) 2001-2004 The ScummVM project * * 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., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. * * $Header$ * */ #include "backends/sdl/sdl-common.h" #include "common/scaler.h" #include "common/util.h" #include "gui/font.h" static const OSystem::GraphicsMode s_supportedGraphicsModes[] = { {"1x", "Normal (no scaling)", GFX_NORMAL}, {"2x", "2x", GFX_DOUBLESIZE}, {"3x", "3x", GFX_TRIPLESIZE}, {"2xsai", "2xSAI", GFX_2XSAI}, {"super2xsai", "Super2xSAI", GFX_SUPER2XSAI}, {"supereagle", "SuperEagle", GFX_SUPEREAGLE}, {"advmame2x", "AdvMAME2x", GFX_ADVMAME2X}, {"advmame3x", "AdvMAME3x", GFX_ADVMAME3X}, {"hq2x", "HQ2x", GFX_HQ2X}, {"hq3x", "HQ3x", GFX_HQ3X}, {"tv2x", "TV2x", GFX_TV2X}, {"dotmatrix", "DotMatrix", GFX_DOTMATRIX}, {0, 0, 0} }; const OSystem::GraphicsMode *OSystem_SDL::getSupportedGraphicsModes() const { return s_supportedGraphicsModes; } bool OSystem_SDL::setGraphicsMode(int mode) { Common::StackLock lock(_graphicsMutex, this); int newScaleFactor = 1; ScalerProc *newScalerProc; switch(mode) { case GFX_NORMAL: newScaleFactor = 1; newScalerProc = Normal1x; break; case GFX_DOUBLESIZE: newScaleFactor = 2; newScalerProc = Normal2x; break; case GFX_TRIPLESIZE: newScaleFactor = 3; newScalerProc = Normal3x; break; case GFX_2XSAI: newScaleFactor = 2; newScalerProc = _2xSaI; break; case GFX_SUPER2XSAI: newScaleFactor = 2; newScalerProc = Super2xSaI; break; case GFX_SUPEREAGLE: newScaleFactor = 2; newScalerProc = SuperEagle; break; case GFX_ADVMAME2X: newScaleFactor = 2; newScalerProc = AdvMame2x; break; case GFX_ADVMAME3X: newScaleFactor = 3; newScalerProc = AdvMame3x; break; case GFX_HQ2X: newScaleFactor = 2; newScalerProc = HQ2x; break; case GFX_HQ3X: newScaleFactor = 3; newScalerProc = HQ3x; break; case GFX_TV2X: newScaleFactor = 2; newScalerProc = TV2x; break; case GFX_DOTMATRIX: newScaleFactor = 2; newScalerProc = DotMatrix; break; default: warning("unknown gfx mode %d", mode); return false; } _mode = mode; _scaler_proc = newScalerProc; if (newScaleFactor != _scaleFactor) { _scaleFactor = newScaleFactor; hotswap_gfx_mode(); } if (!_screen) return true; #ifdef USE_OSD if (_osdSurface) { const char *newScalerName = 0; const GraphicsMode *g = s_supportedGraphicsModes; while (g->name) { if (g->id == mode) { newScalerName = g->description; break; } g++; } if (newScalerName) { char buffer[128]; sprintf(buffer, "Active graphics filter: %s", newScalerName); displayMessageOnOSD(buffer); } } #endif // Blit everything to the screen _forceFull = true; internUpdateScreen(); // Make sure that an EVENT_SCREEN_CHANGED gets sent later _modeChanged = true; return true; } int OSystem_SDL::getGraphicsMode() const { return _mode; } void OSystem_SDL::initSize(uint w, uint h) { // Avoid redundant res changes if ((int)w == _screenWidth && (int)h == _screenHeight) return; _screenWidth = w; _screenHeight = h; if (h != 200) _adjustAspectRatio = false; CKSUM_NUM = (_screenWidth * _screenHeight / (8 * 8)); free(_dirty_checksums); _dirty_checksums = (uint32 *)calloc(CKSUM_NUM * 2, sizeof(uint32)); unload_gfx_mode(); load_gfx_mode(); } void OSystem_SDL::load_gfx_mode() { _forceFull = true; _mode_flags |= DF_UPDATE_EXPAND_1_PIXEL; _tmpscreen = NULL; // // Create the surface that contains the 8 bit game data // _screen = SDL_CreateRGBSurface(SDL_SWSURFACE, _screenWidth, _screenHeight, 8, 0, 0, 0, 0); if (_screen == NULL) error("allocating _screen failed"); // // Create the surface that contains the scaled graphics in 16 bit mode // _hwscreen = SDL_SetVideoMode(_screenWidth * _scaleFactor, effectiveScreenHeight(), 16, _full_screen ? (SDL_FULLSCREEN|SDL_SWSURFACE) : SDL_SWSURFACE ); if (_hwscreen == NULL) { // DON'T use error(), as this tries to bring up the debug // console, which WON'T WORK now that _hwscreen is hosed. // FIXME: We should be able to continue the game without // shutting down or bringing up the debug console, but at // this point we've already screwed up all our member vars. // We need to find a way to call SDL_SetVideoMode *before* // that happens and revert to all the old settings if we // can't pull off the switch to the new settings. // // Fingolfin says: the "easy" way to do that is not to modify // the member vars before we are sure everything is fine. Think // of "transactions, commit, rollback" style... we use local vars // in place of the member vars, do everything etc. etc.. In case // of a failure, rollback is trivial. Only if everything worked fine // do we "commit" the changed values to the member vars. warning("SDL_SetVideoMode says we can't switch to that mode"); quit(); } // // Create the surface used for the graphics in 16 bit before scaling, and also the overlay // // Distinguish 555 and 565 mode if (_hwscreen->format->Rmask == 0x7C00) InitScalers(555); else InitScalers(565); // Need some extra bytes around when using 2xSaI _tmpscreen = SDL_CreateRGBSurface(SDL_SWSURFACE, _screenWidth + 3, _screenHeight + 3, 16, _hwscreen->format->Rmask, _hwscreen->format->Gmask, _hwscreen->format->Bmask, _hwscreen->format->Amask); if (_tmpscreen == NULL) error("allocating _tmpscreen failed"); #ifdef USE_OSD _osdSurface = SDL_CreateRGBSurface(SDL_SWSURFACE | SDL_RLEACCEL | SDL_SRCCOLORKEY | SDL_SRCALPHA, _hwscreen->w, _hwscreen->h, 16, _hwscreen->format->Rmask, _hwscreen->format->Gmask, _hwscreen->format->Bmask, _hwscreen->format->Amask); if (_osdSurface == NULL) error("allocating _osdSurface failed"); SDL_SetColorKey(_osdSurface, SDL_RLEACCEL | SDL_SRCCOLORKEY | SDL_SRCALPHA, kOSDColorKey); #endif // keyboard cursor control, some other better place for it? km.x_max = _screenWidth * _scaleFactor - 1; km.y_max = effectiveScreenHeight() - 1; km.delay_time = 25; km.last_time = 0; } void OSystem_SDL::unload_gfx_mode() { if (_screen) { SDL_FreeSurface(_screen); _screen = NULL; } if (_hwscreen) { SDL_FreeSurface(_hwscreen); _hwscreen = NULL; } if (_tmpscreen) { SDL_FreeSurface(_tmpscreen); _tmpscreen = NULL; } #ifdef USE_OSD if (_osdSurface) { SDL_FreeSurface(_osdSurface); _osdSurface = NULL; } #endif } void OSystem_SDL::hotswap_gfx_mode() { if (!_screen) return; // Keep around the old _screen & _tmpscreen so we can restore the screen data // after the mode switch. SDL_Surface *old_screen = _screen; SDL_Surface *old_tmpscreen = _tmpscreen; // Release the HW screen surface SDL_FreeSurface(_hwscreen); #ifdef USE_OSD // Release the OSD surface SDL_FreeSurface(_osdSurface); #endif // Setup the new GFX mode load_gfx_mode(); // reset palette SDL_SetColors(_screen, _currentPalette, 0, 256); // Restore old screen content SDL_BlitSurface(old_screen, NULL, _screen, NULL); SDL_BlitSurface(old_tmpscreen, NULL, _tmpscreen, NULL); // Free the old surfaces SDL_FreeSurface(old_screen); SDL_FreeSurface(old_tmpscreen); // Blit everything to the screen internUpdateScreen(); // Make sure that an EVENT_SCREEN_CHANGED gets sent later _modeChanged = true; } void OSystem_SDL::updateScreen() { Common::StackLock lock(_graphicsMutex, this); // Lock the mutex until this function ends internUpdateScreen(); } void OSystem_SDL::internUpdateScreen() { assert(_hwscreen != NULL); // If the shake position changed, fill the dirty area with blackness if (_currentShakePos != _newShakePos) { SDL_Rect blackrect = {0, 0, _screenWidth * _scaleFactor, _newShakePos * _scaleFactor}; if (_adjustAspectRatio) blackrect.h = real2Aspect(blackrect.h - 1) + 1; SDL_FillRect(_hwscreen, &blackrect, 0); _currentShakePos = _newShakePos; _forceFull = true; } // Make sure the mouse is drawn, if it should be drawn. draw_mouse(); // Check whether the palette was changed in the meantime and update the // screen surface accordingly. if (_paletteDirtyEnd != 0) { SDL_SetColors(_screen, _currentPalette + _paletteDirtyStart, _paletteDirtyStart, _paletteDirtyEnd - _paletteDirtyStart); _paletteDirtyEnd = 0; _forceFull = true; } #ifdef USE_OSD // OSD visible (i.e. non-transparent)? if (_osdAlpha != SDL_ALPHA_TRANSPARENT) { // Updated alpha value const int diff = SDL_GetTicks() - _osdFadeStartTime; if (diff > 0) { if (diff >= kOSDFadeOutDuration) { // Back to full transparency _osdAlpha = SDL_ALPHA_TRANSPARENT; } else { // Do a linear fade out... const int startAlpha = SDL_ALPHA_TRANSPARENT + kOSDInitialAlpha * (SDL_ALPHA_OPAQUE - SDL_ALPHA_TRANSPARENT) / 100; _osdAlpha = startAlpha + diff * (SDL_ALPHA_TRANSPARENT - startAlpha) / kOSDFadeOutDuration; } SDL_SetAlpha(_osdSurface, SDL_RLEACCEL | SDL_SRCCOLORKEY | SDL_SRCALPHA, _osdAlpha); _forceFull = true; } } #endif // Force a full redraw if requested if (_forceFull) { _num_dirty_rects = 1; _dirty_rect_list[0].x = 0; _dirty_rect_list[0].y = 0; _dirty_rect_list[0].w = _screenWidth; _dirty_rect_list[0].h = _screenHeight; } // Only draw anything if necessary if (_num_dirty_rects > 0) { SDL_Rect *r; SDL_Rect dst; uint32 srcPitch, dstPitch; SDL_Rect *last_rect = _dirty_rect_list + _num_dirty_rects; if (_scaler_proc == Normal1x && !_adjustAspectRatio) { SDL_Surface *target = _overlayVisible ? _tmpscreen : _screen; for (r = _dirty_rect_list; r != last_rect; ++r) { dst = *r; if (_overlayVisible) { // FIXME: I don't understand why this is necessary... dst.x--; dst.y--; } dst.y += _currentShakePos; if (SDL_BlitSurface(target, r, _hwscreen, &dst) != 0) error("SDL_BlitSurface failed: %s", SDL_GetError()); } } else { if (!_overlayVisible) { for (r = _dirty_rect_list; r != last_rect; ++r) { dst = *r; dst.x++; // Shift rect by one since 2xSai needs to acces the data around dst.y++; // any pixel to scale it, and we want to avoid mem access crashes. if (SDL_BlitSurface(_screen, r, _tmpscreen, &dst) != 0) error("SDL_BlitSurface failed: %s", SDL_GetError()); } } SDL_LockSurface(_tmpscreen); SDL_LockSurface(_hwscreen); srcPitch = _tmpscreen->pitch; dstPitch = _hwscreen->pitch; for (r = _dirty_rect_list; r != last_rect; ++r) { register int dst_y = r->y + _currentShakePos; register int dst_h = 0; register int orig_dst_y = 0; if (dst_y < _screenHeight) { dst_h = r->h; if (dst_h > _screenHeight - dst_y) dst_h = _screenHeight - dst_y; dst_y *= _scaleFactor; if (_adjustAspectRatio) { orig_dst_y = dst_y; dst_y = real2Aspect(dst_y); } _scaler_proc((byte *)_tmpscreen->pixels + (r->x * 2 + 2) + (r->y + 1) * srcPitch, srcPitch, (byte *)_hwscreen->pixels + r->x * 2 * _scaleFactor + dst_y * dstPitch, dstPitch, r->w, dst_h); } r->x *= _scaleFactor; r->y = dst_y; r->w *= _scaleFactor; r->h = dst_h * _scaleFactor; if (_adjustAspectRatio && orig_dst_y / _scaleFactor < _screenHeight) r->h = stretch200To240((uint8 *) _hwscreen->pixels, dstPitch, r->w, r->h, r->x, r->y, orig_dst_y); } SDL_UnlockSurface(_tmpscreen); SDL_UnlockSurface(_hwscreen); } // Readjust the dirty rect list in case we are doing a full update. // This is necessary if shaking is active. if (_forceFull) { _dirty_rect_list[0].y = 0; _dirty_rect_list[0].h = effectiveScreenHeight(); } #ifdef USE_OSD if (_osdAlpha != SDL_ALPHA_TRANSPARENT) { SDL_BlitSurface(_osdSurface, 0, _hwscreen, 0); } #endif // Finally, blit all our changes to the screen SDL_UpdateRects(_hwscreen, _num_dirty_rects, _dirty_rect_list); } _num_dirty_rects = 0; _forceFull = false; } bool OSystem_SDL::save_screenshot(const char *filename) { assert(_hwscreen != NULL); Common::StackLock lock(_graphicsMutex, this); // Lock the mutex until this function ends SDL_SaveBMP(_hwscreen, filename); return true; } void OSystem_SDL::setFullscreenMode(bool enable) { Common::StackLock lock(_graphicsMutex, this); if (_full_screen != enable) { assert(_hwscreen != 0); _full_screen ^= true; undraw_mouse(); #if defined(MACOSX) && !SDL_VERSION_ATLEAST(1, 2, 6) // On OS X, SDL_WM_ToggleFullScreen is currently not implemented. Worse, // before SDL 1.2.6 it always returned -1 (which would indicate a // successful switch). So we simply don't call it at all and use // hotswap_gfx_mode() directly to switch to fullscreen mode. hotswap_gfx_mode(); #else if (!SDL_WM_ToggleFullScreen(_hwscreen)) { // if ToggleFullScreen fails, achieve the same effect with hotswap gfx mode hotswap_gfx_mode(); } #endif #ifdef USE_OSD if (_full_screen) displayMessageOnOSD("Fullscreen mode"); else displayMessageOnOSD("Windowed mode"); #endif // Blit everything to the screen internUpdateScreen(); // Make sure that an EVENT_SCREEN_CHANGED gets sent later _modeChanged = true; } } void OSystem_SDL::copy_rect(const byte *src, int pitch, int x, int y, int w, int h) { if (_screen == NULL) return; Common::StackLock lock(_graphicsMutex, this); // Lock the mutex until this function ends if (((long)src & 3) == 0 && pitch == _screenWidth && x==0 && y==0 && w==_screenWidth && h==_screenHeight && _mode_flags&DF_WANT_RECT_OPTIM) { /* Special, optimized case for full screen updates. * It tries to determine what areas were actually changed, * and just updates those, on the actual display. */ add_dirty_rgn_auto(src); } else { /* Clip the coordinates */ if (x < 0) { w += x; src -= x; x = 0; } if (y < 0) { h += y; src -= y * pitch; y = 0; } if (w > _screenWidth - x) { w = _screenWidth - x; } if (h > _screenHeight - y) { h = _screenHeight - y; } if (w <= 0 || h <= 0) return; cksum_valid = false; add_dirty_rect(x, y, w, h); } /* FIXME: undraw mouse only if the draw rect intersects with the mouse rect */ undraw_mouse(); // Try to lock the screen surface if (SDL_LockSurface(_screen) == -1) error("SDL_LockSurface failed: %s", SDL_GetError()); byte *dst = (byte *)_screen->pixels + y * _screenWidth + x; if (_screenWidth==pitch && pitch == w) { memcpy(dst, src, h*w); } else { do { memcpy(dst, src, w); src += pitch; dst += _screenWidth; } while (--h); } // Unlock the screen surface SDL_UnlockSurface(_screen); } void OSystem_SDL::add_dirty_rect(int x, int y, int w, int h) { if (_forceFull) return; if (_num_dirty_rects == NUM_DIRTY_RECT) _forceFull = true; else { SDL_Rect *r = &_dirty_rect_list[_num_dirty_rects++]; // Extend the dirty region by 1 pixel for scalers // that "smear" the screen, e.g. 2xSAI if (_mode_flags & DF_UPDATE_EXPAND_1_PIXEL) { x--; y--; w+=2; h+=2; } // clip if (x < 0) { w += x; x = 0; } if (y < 0) { h += y; y=0; } if (w > _screenWidth - x) { w = _screenWidth - x; } if (h > _screenHeight - y) { h = _screenHeight - y; } if (_adjustAspectRatio) makeRectStretchable(x, y, w, h); r->x = x; r->y = y; r->w = w; r->h = h; } } void OSystem_SDL::mk_checksums(const byte *buf) { uint32 *sums = _dirty_checksums; uint x,y; const uint last_x = (uint)_screenWidth / 8; const uint last_y = (uint)_screenHeight / 8; const uint BASE = 65521; /* largest prime smaller than 65536 */ /* the 8x8 blocks in buf are enumerated starting in the top left corner and * reading each line at a time from left to right */ for(y = 0; y != last_y; y++, buf += _screenWidth * (8 - 1)) for(x = 0; x != last_x; x++, buf += 8) { // Adler32 checksum algorithm (from RFC1950, used by gzip and zlib). // This computes the Adler32 checksum of a 8x8 pixel block. Note // that we can do the modulo operation (which is the slowest part) // of the algorithm) at the end, instead of doing each iteration, // since we only have 64 iterations in total - and thus s1 and // s2 can't overflow anyway. uint32 s1 = 1; uint32 s2 = 0; const byte *ptr = buf; for (int subY = 0; subY < 8; subY++) { for (int subX = 0; subX < 8; subX++) { s1 += ptr[subX]; s2 += s1; } ptr += _screenWidth; } s1 %= BASE; s2 %= BASE; /* output the checksum for this block */ *sums++ = (s2 << 16) + s1; } } void OSystem_SDL::add_dirty_rgn_auto(const byte *buf) { assert(((long)buf & 3) == 0); /* generate a table of the checksums */ mk_checksums(buf); if (!cksum_valid) { _forceFull = true; cksum_valid = true; } /* go through the checksum list, compare it with the previous checksums, and add all dirty rectangles to a list. try to combine small rectangles into bigger ones in a simple way */ if (!_forceFull) { int x,y,w; uint32 *ck = _dirty_checksums; for(y = 0; y!=_screenHeight / 8; y++) { for(x = 0; x!=_screenWidth / 8; x++, ck++) { if (ck[0] != ck[CKSUM_NUM]) { /* found a dirty 8x8 block, now go as far to the right as possible, and at the same time, unmark the dirty status by setting old to new. */ w=0; do { ck[w + CKSUM_NUM] = ck[w]; w++; } while (x + w != _screenWidth / 8 && ck[w] != ck[w + CKSUM_NUM]); add_dirty_rect(x * 8, y * 8, w * 8, 8); if (_forceFull) goto get_out; } } } } else { get_out:; /* Copy old checksums to new */ memcpy(_dirty_checksums + CKSUM_NUM, _dirty_checksums, CKSUM_NUM * sizeof(uint32)); } } int16 OSystem_SDL::get_height() { return _screenHeight; } int16 OSystem_SDL::get_width() { return _screenWidth; } void OSystem_SDL::setPalette(const byte *colors, uint start, uint num) { const byte *b = colors; uint i; SDL_Color *base = _currentPalette + start; for (i = 0; i < num; i++) { base[i].r = b[0]; base[i].g = b[1]; base[i].b = b[2]; b += 4; } if (start < _paletteDirtyStart) _paletteDirtyStart = start; if (start + num > _paletteDirtyEnd) _paletteDirtyEnd = start + num; } void OSystem_SDL::move_screen(int dx, int dy, int height) { // Short circuit check - do we have to do anything anyway? if ((dx == 0 && dy == 0) || height <= 0) return; Common::StackLock lock(_graphicsMutex, this); // Lock the mutex until this function ends byte *src, *dst; int x, y; // We'll have to do a full screen redraw anyway, so set the flag. _forceFull = true; // Hide the mouse undraw_mouse(); // Try to lock the screen surface if (SDL_LockSurface(_screen) == -1) error("SDL_LockSurface failed: %s", SDL_GetError()); // vertical movement if (dy > 0) { // move down - copy from bottom to top dst = (byte *)_screen->pixels + (height - 1) * _screenWidth; src = dst - dy * _screenWidth; for (y = dy; y < height; y++) { memcpy(dst, src, _screenWidth); src -= _screenWidth; dst -= _screenWidth; } } else if (dy < 0) { // move up - copy from top to bottom dst = (byte *)_screen->pixels; src = dst - dy * _screenWidth; for (y = -dy; y < height; y++) { memcpy(dst, src, _screenWidth); src += _screenWidth; dst += _screenWidth; } } // horizontal movement if (dx > 0) { // move right - copy from right to left dst = (byte *)_screen->pixels + (_screenWidth - 1); src = dst - dx; for (y = 0; y < height; y++) { for (x = dx; x < _screenWidth; x++) { *dst-- = *src--; } src += _screenWidth + (_screenWidth - dx); dst += _screenWidth + (_screenWidth - dx); } } else if (dx < 0) { // move left - copy from left to right dst = (byte *)_screen->pixels; src = dst - dx; for (y = 0; y < height; y++) { for (x = -dx; x < _screenWidth; x++) { *dst++ = *src++; } src += _screenWidth - (_screenWidth + dx); dst += _screenWidth - (_screenWidth + dx); } } // Unlock the screen surface SDL_UnlockSurface(_screen); } void OSystem_SDL::set_shake_pos(int shake_pos) { _newShakePos = shake_pos; } #pragma mark - #pragma mark --- Overlays --- #pragma mark - void OSystem_SDL::show_overlay() { // hide the mouse undraw_mouse(); _overlayVisible = true; clear_overlay(); } void OSystem_SDL::hide_overlay() { // hide the mouse undraw_mouse(); _overlayVisible = false; _forceFull = true; } void OSystem_SDL::clear_overlay() { if (!_overlayVisible) return; Common::StackLock lock(_graphicsMutex, this); // Lock the mutex until this function ends // hide the mouse undraw_mouse(); // Clear the overlay by making the game screen "look through" everywhere. SDL_Rect src, dst; src.x = src.y = 0; dst.x = dst.y = 1; src.w = dst.w = _screenWidth; src.h = dst.h = _screenHeight; if (SDL_BlitSurface(_screen, &src, _tmpscreen, &dst) != 0) error("SDL_BlitSurface failed: %s", SDL_GetError()); _forceFull = true; } void OSystem_SDL::grab_overlay(OverlayColor *buf, int pitch) { if (!_overlayVisible) return; if (_tmpscreen == NULL) return; // hide the mouse undraw_mouse(); if (SDL_LockSurface(_tmpscreen) == -1) error("SDL_LockSurface failed: %s", SDL_GetError()); byte *src = (byte *)_tmpscreen->pixels + _tmpscreen->pitch + 2; // Offset by one row, one column int h = _screenHeight; do { memcpy(buf, src, _screenWidth*2); src += _tmpscreen->pitch; buf += pitch; } while (--h); SDL_UnlockSurface(_tmpscreen); } void OSystem_SDL::copy_rect_overlay(const OverlayColor *buf, int pitch, int x, int y, int w, int h) { if (!_overlayVisible) return; if (_tmpscreen == NULL) return; // Clip the coordinates if (x < 0) { w += x; buf -= x; x = 0; } if (y < 0) { h += y; buf -= y * pitch; y = 0; } if (w > _screenWidth - x) { w = _screenWidth - x; } if (h > _screenHeight-y) { h = _screenHeight - y; } if (w <= 0 || h <= 0) return; // Mark the modified region as dirty cksum_valid = false; add_dirty_rect(x, y, w, h); /* FIXME: undraw mouse only if the draw rect intersects with the mouse rect */ undraw_mouse(); if (SDL_LockSurface(_tmpscreen) == -1) error("SDL_LockSurface failed: %s", SDL_GetError()); byte *dst = (byte *)_tmpscreen->pixels + (y + 1) * _tmpscreen->pitch + (x + 1) * 2; do { memcpy(dst, buf, w * 2); dst += _tmpscreen->pitch; buf += pitch; } while (--h); SDL_UnlockSurface(_tmpscreen); } OverlayColor OSystem_SDL::RGBToColor(uint8 r, uint8 g, uint8 b) { return SDL_MapRGB(_tmpscreen->format, r, g, b); } void OSystem_SDL::colorToRGB(OverlayColor color, uint8 &r, uint8 &g, uint8 &b) { SDL_GetRGB(color, _tmpscreen->format, &r, &g, &b); } #pragma mark - #pragma mark --- Mouse --- #pragma mark - bool OSystem_SDL::show_mouse(bool visible) { if (_mouseVisible == visible) return visible; bool last = _mouseVisible; _mouseVisible = visible; if (visible) draw_mouse(); else undraw_mouse(); return last; } void OSystem_SDL::set_mouse_pos(int x, int y) { if (x != _mouseCurState.x || y != _mouseCurState.y) { undraw_mouse(); _mouseCurState.x = x; _mouseCurState.y = y; updateScreen(); } } void OSystem_SDL::warp_mouse(int x, int y) { if (_mouseCurState.x != x || _mouseCurState.y != y) { SDL_WarpMouse(x * _scaleFactor, y * _scaleFactor); // SDL_WarpMouse() generates a mouse movement event, so // set_mouse_pos() would be called eventually. However, the // cannon script in CoMI calls this function twice each time // the cannon is reloaded. Unless we update the mouse position // immediately the second call is ignored, causing the cannon // to change its aim. set_mouse_pos(x, y); } } void OSystem_SDL::set_mouse_cursor(const byte *buf, uint w, uint h, int hotspot_x, int hotspot_y) { undraw_mouse(); assert(w <= MAX_MOUSE_W); assert(h <= MAX_MOUSE_H); _mouseCurState.w = w; _mouseCurState.h = h; _mouseHotspotX = hotspot_x; _mouseHotspotY = hotspot_y; _mouseData = buf; } void OSystem_SDL::toggleMouseGrab() { if (SDL_WM_GrabInput(SDL_GRAB_QUERY) == SDL_GRAB_OFF) SDL_WM_GrabInput(SDL_GRAB_ON); else SDL_WM_GrabInput(SDL_GRAB_OFF); } void OSystem_SDL::draw_mouse() { if (_mouseDrawn || !_mouseVisible) return; int x = _mouseCurState.x - _mouseHotspotX; int y = _mouseCurState.y - _mouseHotspotY; int w = _mouseCurState.w; int h = _mouseCurState.h; byte color; const byte *src = _mouseData; // Image representing the mouse // clip the mouse rect, and addjust the src pointer accordingly if (x < 0) { w += x; src -= x; x = 0; } if (y < 0) { h += y; src -= y * _mouseCurState.w; y = 0; } if (w > _screenWidth - x) w = _screenWidth - x; if (h > _screenHeight - y) h = _screenHeight - y; // Quick check to see if anything has to be drawn at all if (w <= 0 || h <= 0) return; // Draw the mouse cursor; backup the covered area in "bak" if (SDL_LockSurface(_overlayVisible ? _tmpscreen : _screen) == -1) error("SDL_LockSurface failed: %s", SDL_GetError()); // Mark as dirty add_dirty_rect(x, y, w, h); if (!_overlayVisible) { byte *bak = _mouseBackup; // Surface used to backup the area obscured by the mouse byte *dst; // Surface we are drawing into dst = (byte *)_screen->pixels + y * _screenWidth + x; while (h > 0) { int width = w; while (width > 0) { *bak++ = *dst; color = *src++; if (color != 0xFF) // 0xFF = transparent, don't draw *dst = color; dst++; width--; } src += _mouseCurState.w - w; bak += MAX_MOUSE_W - w; dst += _screenWidth - w; h--; } } else { uint16 *bak = (uint16 *)_mouseBackup; // Surface used to backup the area obscured by the mouse byte *dst; // Surface we are drawing into dst = (byte *)_tmpscreen->pixels + (y + 1) * _tmpscreen->pitch + (x + 1) * 2; while (h > 0) { int width = w; while (width > 0) { *bak++ = *(uint16 *)dst; color = *src++; if (color != 0xFF) // 0xFF = transparent, don't draw *(uint16 *)dst = RGBToColor(_currentPalette[color].r, _currentPalette[color].g, _currentPalette[color].b); dst += 2; width--; } src += _mouseCurState.w - w; bak += MAX_MOUSE_W - w; dst += _tmpscreen->pitch - w * 2; h--; } } SDL_UnlockSurface(_overlayVisible ? _tmpscreen : _screen); // Finally, set the flag to indicate the mouse has been drawn _mouseDrawn = true; } void OSystem_SDL::undraw_mouse() { if (!_mouseDrawn) return; _mouseDrawn = false; if (SDL_LockSurface(_overlayVisible ? _tmpscreen : _screen) == -1) error("SDL_LockSurface failed: %s", SDL_GetError()); int old_mouse_x = _mouseCurState.x - _mouseHotspotX; int old_mouse_y = _mouseCurState.y - _mouseHotspotY; int old_mouse_w = _mouseCurState.w; int old_mouse_h = _mouseCurState.h; // clip the mouse rect, and addjust the src pointer accordingly if (old_mouse_x < 0) { old_mouse_w += old_mouse_x; old_mouse_x = 0; } if (old_mouse_y < 0) { old_mouse_h += old_mouse_y; old_mouse_y = 0; } if (old_mouse_w > _screenWidth - old_mouse_x) old_mouse_w = _screenWidth - old_mouse_x; if (old_mouse_h > _screenHeight - old_mouse_y) old_mouse_h = _screenHeight - old_mouse_y; // Quick check to see if anything has to be drawn at all if (old_mouse_w <= 0 || old_mouse_h <= 0) return; int x, y; if (!_overlayVisible) { byte *dst, *bak = _mouseBackup; // No need to do clipping here, since draw_mouse() did that already dst = (byte *)_screen->pixels + old_mouse_y * _screenWidth + old_mouse_x; for (y = 0; y < old_mouse_h; ++y, bak += MAX_MOUSE_W, dst += _screenWidth) { for (x = 0; x < old_mouse_w; ++x) { dst[x] = bak[x]; } } } else { byte *dst; uint16 *bak = (uint16 *)_mouseBackup; // No need to do clipping here, since draw_mouse() did that already dst = (byte *)_tmpscreen->pixels + (old_mouse_y + 1) * _tmpscreen->pitch + (old_mouse_x + 1) * 2; for (y = 0; y < old_mouse_h; ++y, bak += MAX_MOUSE_W, dst += _tmpscreen->pitch) { for (x = 0; x < old_mouse_w; ++x) { *((uint16 *)dst + x) = bak[x]; } } } add_dirty_rect(old_mouse_x, old_mouse_y, old_mouse_w, old_mouse_h); SDL_UnlockSurface(_overlayVisible ? _tmpscreen : _screen); } #pragma mark - #pragma mark --- Mouse --- #pragma mark - #ifdef USE_OSD void OSystem_SDL::displayMessageOnOSD(const char *msg) { // printf("displayMessageOnOSD(%s)\n", msg); if (SDL_LockSurface(_osdSurface)) error("displayMessageOnOSD: SDL_LockSurface failed: %s", SDL_GetError()); GUI::Surface dst; dst.pixels = _osdSurface->pixels; dst.w = _osdSurface->w; dst.h = _osdSurface->h; dst.pitch = _osdSurface->pitch; dst.bytesPerPixel = _osdSurface->format->BytesPerPixel; // Clear everything with the "transparent" color, i.e. the colorkey SDL_FillRect(_osdSurface, 0, kOSDColorKey); // Determine a rect which would contain the message string (clipped to the // screen dimensions). const int vOffset = 10; int width = GUI::g_sysfont.getStringWidth(msg) + 16; int height = GUI::g_sysfont.getFontHeight() + 2 * vOffset; if (width > dst.w) width = dst.w; if (height > dst.h) height = dst.h; // Draw a dark gray rect // TODO: Rounded corners ? Border? SDL_Rect osdRect; osdRect.x = (dst.w - width) / 2; osdRect.y = (dst.h - height) / 2; osdRect.w = width; osdRect.h = height; SDL_FillRect(_osdSurface, &osdRect, SDL_MapRGB(_osdSurface->format, 64, 64, 64)); // Render the message, centered, and in white GUI::g_sysfont.drawString(&dst, msg, osdRect.x, osdRect.y + vOffset, osdRect.w, SDL_MapRGB(_osdSurface->format, 255, 255, 255), GUI::kTextAlignCenter); SDL_UnlockSurface(_osdSurface); // Init the OSD display parameters, and the fade out _osdAlpha = SDL_ALPHA_TRANSPARENT + kOSDInitialAlpha * (SDL_ALPHA_OPAQUE - SDL_ALPHA_TRANSPARENT) / 100; _osdFadeStartTime = SDL_GetTicks() + kOSDFadeOutDelay; SDL_SetAlpha(_osdSurface, SDL_RLEACCEL | SDL_SRCCOLORKEY | SDL_SRCALPHA, _osdAlpha); // Ensure a full redraw takes place next time the screen is updated _forceFull = true; } #endif