/* ScummVM - Scumm Interpreter * Copyright (C) 2001 Ludvig Strigeus * Copyright (C) 2001-2005 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 "graphics/font.h" #include "graphics/fontman.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} }; // Table of relative scalers magnitudes // [definedScale-1][_scaleFactor-1] static ScalerProc *scalersMagn[3][3] = { { Normal1x, AdvMame2x, AdvMame3x }, { Normal1x, Normal1x, Normal1o5x }, { Normal1x, Normal1x, Normal1x } }; static int cursorStretch200To240(uint8 *buf, uint32 pitch, int width, int height, int srcX, int srcY, int origSrcY); const OSystem::GraphicsMode *OSystem_SDL::getSupportedGraphicsModes() const { return s_supportedGraphicsModes; } int OSystem_SDL::getDefaultGraphicsMode() const { return GFX_DOUBLESIZE; } void OSystem_SDL::beginGFXTransaction(void) { assert (_transactionMode == kTransactionNone); _transactionMode = kTransactionActive; _transactionDetails.modeChanged = false; _transactionDetails.sizeChanged = false; _transactionDetails.arChanged = false; _transactionDetails.fsChanged = false; _transactionDetails.needHotswap = false; _transactionDetails.needUpdatescreen = false; _transactionDetails.needUnload = false; _transactionDetails.normal1xScaler = false; } void OSystem_SDL::endGFXTransaction(void) { // for each engine we run initCommonGFX() as first thing in the transaction // and initSize() is called later. If user runs launcher at 320x200 with // 2x overlay, setting to Nomral1x sclaler in that case will be suppressed // and backend is forced to 2x // // This leads to bad results such as 1280x960 window for 640x480 engines. // To prevent that we rerun setGraphicsMode() if there was 1x scaler request if (_transactionDetails.normal1xScaler) setGraphicsMode(GFX_NORMAL); assert (_transactionMode == kTransactionActive); _transactionMode = kTransactionCommit; if (_transactionDetails.modeChanged) setGraphicsMode(_transactionDetails.mode); if (_transactionDetails.sizeChanged) initSize(_transactionDetails.w, _transactionDetails.h, _transactionDetails.overlayScale); if (_transactionDetails.arChanged) setAspectRatioCorrection(_transactionDetails.ar); if (_transactionDetails.needUnload) { unloadGFXMode(); loadGFXMode(); clearOverlay(); } else { if (!_transactionDetails.fsChanged) if (_transactionDetails.needHotswap) hotswapGFXMode(); else if (_transactionDetails.needUpdatescreen) internUpdateScreen(); } if (_transactionDetails.fsChanged) setFullscreenMode(_transactionDetails.fs); _transactionMode = kTransactionNone; } bool OSystem_SDL::setGraphicsMode(int mode) { Common::StackLock lock(_graphicsMutex); 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; } _transactionDetails.normal1xScaler = (mode == GFX_NORMAL); // Do not let switch to lesser than overlay size resolutions if (_screenWidth * newScaleFactor < _overlayWidth) { if (_scaleFactor == 1) { // Force 2x mode mode = GFX_DOUBLESIZE; newScaleFactor = 2; newScalerProc = Normal2x; _scaleFactor = 2; } else return false; } _mode = mode; _scalerProc = newScalerProc; if (_transactionMode == kTransactionActive) { _transactionDetails.mode = mode; _transactionDetails.modeChanged = true; if (newScaleFactor != _scaleFactor) { _transactionDetails.needHotswap = true; _scaleFactor = newScaleFactor; } _transactionDetails.needUpdatescreen = true; return true; } // NOTE: This should not be executed at transaction commit // Otherwise there is some unsolicited setGraphicsMode() call // which should be properly removed if (newScaleFactor != _scaleFactor) { assert(_transactionMode != kTransactionCommit); _scaleFactor = newScaleFactor; hotswapGFXMode(); } // Determine the "scaler type", i.e. essentially an index into the // s_gfxModeSwitchTable array defined in events.cpp. if (_mode != GFX_NORMAL) { for (int i = 0; i < ARRAYSIZE(s_gfxModeSwitchTable); i++) { if (s_gfxModeSwitchTable[i][1] == _mode || s_gfxModeSwitchTable[i][2] == _mode) { _scalerType = i; break; } } } if (!_screen) return true; // Blit everything to the screen _forceFull = true; if (_transactionMode != kTransactionCommit) internUpdateScreen(); // Make sure that an EVENT_SCREEN_CHANGED gets sent later _modeChanged = true; return true; } int OSystem_SDL::getGraphicsMode() const { assert (_transactionMode == kTransactionNone); return _mode; } void OSystem_SDL::initSize(uint w, uint h, int overlayScale) { // Avoid redundant res changes if ((int)w == _screenWidth && (int)h == _screenHeight && (int)overlayScale == _overlayScale && _transactionMode != kTransactionCommit) return; _screenWidth = w; _screenHeight = h; if (h != 200) _adjustAspectRatio = false; if (overlayScale != -1) { _overlayScale = overlayScale; if (w != 320) _overlayScale = 1; _overlayWidth = w * _overlayScale; _overlayHeight = h * _overlayScale; } _cksumNum = (_screenWidth * _screenHeight / (8 * 8)); if (_transactionMode == kTransactionActive) { _transactionDetails.w = w; _transactionDetails.h = h; _transactionDetails.overlayScale = _overlayScale; _transactionDetails.sizeChanged = true; _transactionDetails.needUnload = true; return; } free(_dirtyChecksums); _dirtyChecksums = (uint32 *)calloc(_cksumNum * 2, sizeof(uint32)); if (_transactionMode != kTransactionCommit) { unloadGFXMode(); loadGFXMode(); // if initSize() gets called in the middle, overlay is not transparent clearOverlay(); } } void OSystem_SDL::loadGFXMode() { _forceFull = true; _modeFlags |= DF_UPDATE_EXPAND_1_PIXEL; // // 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, _fullscreen ? (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, 0, 0, 0, 0); if (_tmpscreen == NULL) error("allocating _tmpscreen failed"); _overlayscreen = SDL_CreateRGBSurface(SDL_SWSURFACE, _overlayWidth, _overlayHeight, 16, 0, 0, 0, 0); if (_overlayscreen == NULL) error("allocating _overlayscreen failed"); _tmpscreen2 = SDL_CreateRGBSurface(SDL_SWSURFACE, _overlayWidth + 3, _overlayHeight + 3, 16, 0, 0, 0, 0); if (_tmpscreen2 == NULL) error("allocating _tmpscreen2 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::unloadGFXMode() { if (_screen) { SDL_FreeSurface(_screen); _screen = NULL; } if (_hwscreen) { SDL_FreeSurface(_hwscreen); _hwscreen = NULL; } if (_tmpscreen) { SDL_FreeSurface(_tmpscreen); _tmpscreen = NULL; } if (_tmpscreen2) { SDL_FreeSurface(_tmpscreen2); _tmpscreen2 = NULL; } if (_overlayscreen) { SDL_FreeSurface(_overlayscreen); _overlayscreen = NULL; } #ifdef USE_OSD if (_osdSurface) { SDL_FreeSurface(_osdSurface); _osdSurface = NULL; } #endif } void OSystem_SDL::hotswapGFXMode() { if (!_screen) return; // Keep around the old _screen & _overlayscreen so we can restore the screen data // after the mode switch. SDL_Surface *old_screen = _screen; SDL_Surface *old_overlayscreen = _overlayscreen; // Release the HW screen surface SDL_FreeSurface(_hwscreen); SDL_FreeSurface(_tmpscreen); SDL_FreeSurface(_tmpscreen2); #ifdef USE_OSD // Release the OSD surface SDL_FreeSurface(_osdSurface); #endif // Setup the new GFX mode loadGFXMode(); // reset palette SDL_SetColors(_screen, _currentPalette, 0, 256); // Restore old screen content SDL_BlitSurface(old_screen, NULL, _screen, NULL); SDL_BlitSurface(old_overlayscreen, NULL, _overlayscreen, NULL); // Free the old surfaces SDL_FreeSurface(old_screen); SDL_FreeSurface(old_overlayscreen); // Update cursor to new scale blitCursor(); // Blit everything to the screen internUpdateScreen(); // Make sure that an EVENT_SCREEN_CHANGED gets sent later _modeChanged = true; } void OSystem_SDL::updateScreen() { assert (_transactionMode == kTransactionNone); Common::StackLock lock(_graphicsMutex); // Lock the mutex until this function ends internUpdateScreen(); } void OSystem_SDL::internUpdateScreen() { SDL_Surface *srcSurf, *origSurf; int height, width; ScalerProc *scalerProc; int scale1, scale2; 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; } // 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 if (!_overlayVisible) { origSurf = _screen; srcSurf = _tmpscreen; width = _screenWidth; height = _screenHeight; scalerProc = _scalerProc; scale1 = _scaleFactor; scale2 = 1; } else { origSurf = _overlayscreen; srcSurf = _tmpscreen2; width = _overlayWidth; height = _overlayHeight; scalerProc = scalersMagn[_overlayScale-1][_scaleFactor-1]; scale1 = _scaleFactor; scale2 = _overlayScale; } // Force a full redraw if requested if (_forceFull) { _numDirtyRects = 1; _dirtyRectList[0].x = 0; _dirtyRectList[0].y = 0; _dirtyRectList[0].w = width; _dirtyRectList[0].h = height; } else undrawMouse(); // Only draw anything if necessary if (_numDirtyRects > 0) { SDL_Rect *r; SDL_Rect dst; uint32 srcPitch, dstPitch; SDL_Rect *lastRect = _dirtyRectList + _numDirtyRects; if (scalerProc == Normal1x && !_adjustAspectRatio && 0) { for (r = _dirtyRectList; r != lastRect; ++r) { dst = *r; dst.y += _currentShakePos; if (SDL_BlitSurface(origSurf, r, _hwscreen, &dst) != 0) error("SDL_BlitSurface failed: %s", SDL_GetError()); } } else { for (r = _dirtyRectList; r != lastRect; ++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(origSurf, r, srcSurf, &dst) != 0) error("SDL_BlitSurface failed: %s", SDL_GetError()); } SDL_LockSurface(srcSurf); SDL_LockSurface(_hwscreen); srcPitch = srcSurf->pitch; dstPitch = _hwscreen->pitch; for (r = _dirtyRectList; r != lastRect; ++r) { register int dst_y = r->y + _currentShakePos; register int dst_h = 0; register int orig_dst_y = 0; register int rx1 = r->x * scale1 / scale2; if (dst_y < height) { dst_h = r->h; if (dst_h > height - dst_y) dst_h = height - dst_y; orig_dst_y = dst_y; dst_y = dst_y * scale1 / scale2; if (_adjustAspectRatio) dst_y = real2Aspect(dst_y); if (scale1 == 3 && scale2 == 2 && _overlayVisible) { if (r->y % 2) r->y--; dst_y -= dst_y % 3; } scalerProc((byte *)srcSurf->pixels + (r->x * 2 + 2) + (r->y + 1) * srcPitch, srcPitch, (byte *)_hwscreen->pixels + rx1 * 2 + dst_y * dstPitch, dstPitch, r->w, dst_h); } r->x = rx1; r->y = dst_y; r->w = r->w * scale1 / scale2; r->h = dst_h * scale1 / scale2; if (_adjustAspectRatio && orig_dst_y < height) r->h = stretch200To240((uint8 *) _hwscreen->pixels, dstPitch, r->w, r->h, r->x, r->y, orig_dst_y * scale1 / scale2); } SDL_UnlockSurface(srcSurf); 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) { _dirtyRectList[0].y = 0; _dirtyRectList[0].h = effectiveScreenHeight(); } drawMouse(); #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, _numDirtyRects, _dirtyRectList); } else { drawMouse(); if (_numDirtyRects) SDL_UpdateRects(_hwscreen, _numDirtyRects, _dirtyRectList); } _numDirtyRects = 0; _forceFull = false; } bool OSystem_SDL::saveScreenshot(const char *filename) { assert(_hwscreen != NULL); Common::StackLock lock(_graphicsMutex); // Lock the mutex until this function ends return SDL_SaveBMP(_hwscreen, filename) == 0; } void OSystem_SDL::setFullscreenMode(bool enable) { Common::StackLock lock(_graphicsMutex); if (_fullscreen != enable || _transactionMode == kTransactionCommit) { assert(_hwscreen != 0); _fullscreen = enable; if (_transactionMode == kTransactionActive) { _transactionDetails.fs = enable; _transactionDetails.fsChanged = true; _transactionDetails.needHotswap = true; return; } #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 // hotswapGFXMode() directly to switch to fullscreen mode. hotswapGFXMode(); #else if (!SDL_WM_ToggleFullScreen(_hwscreen)) { // if ToggleFullScreen fails, achieve the same effect with hotswap gfx mode hotswapGFXMode(); } else { // Blit everything to the screen internUpdateScreen(); // Make sure that an EVENT_SCREEN_CHANGED gets sent later _modeChanged = true; } #endif } } void OSystem_SDL::setAspectRatioCorrection(bool enable) { if ((_screenHeight == 200 && _adjustAspectRatio != enable) || _transactionMode == kTransactionCommit) { Common::StackLock lock(_graphicsMutex); //assert(_hwscreen != 0); _adjustAspectRatio = enable; if (_transactionMode == kTransactionActive) { _transactionDetails.ar = enable; _transactionDetails.arChanged = true; _transactionDetails.needHotswap = true; return; } else { if (_transactionMode != kTransactionCommit) hotswapGFXMode(); } // Make sure that an EVENT_SCREEN_CHANGED gets sent later _modeChanged = true; } } void OSystem_SDL::clearScreen() { assert (_transactionMode == kTransactionNone); // Try to lock the screen surface if (SDL_LockSurface(_screen) == -1) error("SDL_LockSurface failed: %s", SDL_GetError()); byte *dst = (byte *)_screen->pixels; // Clear the screen memset(dst, 0, _screenWidth * _screenHeight); // Unlock the screen surface SDL_UnlockSurface(_screen); } void OSystem_SDL::copyRectToScreen(const byte *src, int pitch, int x, int y, int w, int h) { assert (_transactionMode == kTransactionNone); assert(src); if (_screen == NULL) return; Common::StackLock lock(_graphicsMutex); // Lock the mutex until this function ends if (((long)src & 3) == 0 && pitch == _screenWidth && x == 0 && y == 0 && w == _screenWidth && h == _screenHeight && _modeFlags & 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. */ addDirtyRgnAuto(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; _cksumValid = false; addDirtyRect(x, y, w, h); } // 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::addDirtyRect(int x, int y, int w, int h, bool mouseRect) { if (_forceFull) return; if (mouseRect) { SDL_Rect *r = &_dirtyRectList[_numDirtyRects++]; r->x = x; r->y = y; r->w = w; r->h = h; return; } int height, width; if (!_overlayVisible) { width = _screenWidth; height = _screenHeight; } else { width = _overlayWidth; height = _overlayHeight; } if (_numDirtyRects == NUM_DIRTY_RECT) _forceFull = true; else { SDL_Rect *r = &_dirtyRectList[_numDirtyRects++]; // Extend the dirty region by 1 pixel for scalers // that "smear" the screen, e.g. 2xSAI if (_modeFlags & 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 > width - x) { w = width - x; } if (h > height - y) { h = height - y; } if (_adjustAspectRatio) { makeRectStretchable(x, y, w, h); if (_scaleFactor == 3 && _overlayScale == 2 && _overlayVisible) { if (y % 2) y++; } } r->x = x; r->y = y; r->w = w; r->h = h; } } void OSystem_SDL::makeChecksums(const byte *buf) { assert(buf); uint32 *sums = _dirtyChecksums; 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::addDirtyRgnAuto(const byte *buf) { assert(buf); assert(((long)buf & 3) == 0); /* generate a table of the checksums */ makeChecksums(buf); if (!_cksumValid) { _forceFull = true; _cksumValid = 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 = _dirtyChecksums; for(y = 0; y != _screenHeight / 8; y++) { for(x = 0; x != _screenWidth / 8; x++, ck++) { if (ck[0] != ck[_cksumNum]) { /* 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 + _cksumNum] = ck[w]; w++; } while (x + w != _screenWidth / 8 && ck[w] != ck[w + _cksumNum]); addDirtyRect(x * 8, y * 8, w * 8, 8); if (_forceFull) goto get_out; } } } } else { get_out:; /* Copy old checksums to new */ memcpy(_dirtyChecksums + _cksumNum, _dirtyChecksums, _cksumNum * sizeof(uint32)); } } int16 OSystem_SDL::getHeight() { return _screenHeight; } int16 OSystem_SDL::getWidth() { return _screenWidth; } void OSystem_SDL::setPalette(const byte *colors, uint start, uint num) { assert(colors); 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; // Some games blink cursors with palette if (!_overlayVisible && (!_cursorHasOwnPalette || _cursorPaletteDisabled)) blitCursor(); } void OSystem_SDL::setCursorPalette(const byte *colors, uint start, uint num) { assert(colors); const byte *b = colors; uint i; SDL_Color *base = _cursorPalette + start; for (i = 0; i < num; i++) { base[i].r = b[0]; base[i].g = b[1]; base[i].b = b[2]; b += 4; } _cursorHasOwnPalette = true; _cursorPaletteDisabled = false; if (!_overlayVisible) blitCursor(); } void OSystem_SDL::setShakePos(int shake_pos) { assert (_transactionMode == kTransactionNone); _newShakePos = shake_pos; } #pragma mark - #pragma mark --- Overlays --- #pragma mark - void OSystem_SDL::showOverlay() { assert (_transactionMode == kTransactionNone); _overlayVisible = true; clearOverlay(); } void OSystem_SDL::hideOverlay() { assert (_transactionMode == kTransactionNone); _overlayVisible = false; clearOverlay(); _forceFull = true; } void OSystem_SDL::clearOverlay() { //assert (_transactionMode == kTransactionNone); Common::StackLock lock(_graphicsMutex); // Lock the mutex until this function ends if (!_overlayVisible) return; // 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()); SDL_LockSurface(_tmpscreen); SDL_LockSurface(_overlayscreen); if (_overlayScale == _scaleFactor) { _scalerProc((byte *)(_tmpscreen->pixels) + _tmpscreen->pitch + 2, _tmpscreen->pitch, (byte *)_overlayscreen->pixels, _overlayscreen->pitch, _screenWidth, _screenHeight); } else { // Quality is degraded here. It is possible to run one-less scaler here, but is it // really needed? Quality will anyway be degraded because of 1.5x scaler. (scalersMagn[0][_overlayScale-1])((byte *)(_tmpscreen->pixels) + _tmpscreen->pitch + 2, _tmpscreen->pitch, (byte *)_overlayscreen->pixels, _overlayscreen->pitch, _screenWidth, _screenHeight); } SDL_UnlockSurface(_tmpscreen); SDL_UnlockSurface(_overlayscreen); _forceFull = true; } void OSystem_SDL::grabOverlay(OverlayColor *buf, int pitch) { assert (_transactionMode == kTransactionNone); if (_overlayscreen == NULL) return; if (SDL_LockSurface(_overlayscreen) == -1) error("SDL_LockSurface failed: %s", SDL_GetError()); byte *src = (byte *)_overlayscreen->pixels; int h = _overlayHeight; do { memcpy(buf, src, _overlayWidth*2); src += _overlayscreen->pitch; buf += pitch; } while (--h); SDL_UnlockSurface(_overlayscreen); } void OSystem_SDL::copyRectToOverlay(const OverlayColor *buf, int pitch, int x, int y, int w, int h) { assert (_transactionMode == kTransactionNone); if (_overlayscreen == 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 > _overlayWidth - x) { w = _overlayWidth - x; } if (h > _overlayHeight - y) { h = _overlayHeight - y; } if (w <= 0 || h <= 0) return; // Mark the modified region as dirty _cksumValid = false; addDirtyRect(x, y, w, h); if (SDL_LockSurface(_overlayscreen) == -1) error("SDL_LockSurface failed: %s", SDL_GetError()); byte *dst = (byte *)_overlayscreen->pixels + y * _overlayscreen->pitch + x * 2; do { memcpy(dst, buf, w * 2); dst += _overlayscreen->pitch; buf += pitch; } while (--h); SDL_UnlockSurface(_overlayscreen); } OverlayColor OSystem_SDL::RGBToColor(uint8 r, uint8 g, uint8 b) { return SDL_MapRGB(_overlayscreen->format, r, g, b); } void OSystem_SDL::colorToRGB(OverlayColor color, uint8 &r, uint8 &g, uint8 &b) { SDL_GetRGB(color, _overlayscreen->format, &r, &g, &b); } #pragma mark - #pragma mark --- Mouse --- #pragma mark - bool OSystem_SDL::showMouse(bool visible) { if (_mouseVisible == visible) return visible; bool last = _mouseVisible; _mouseVisible = visible; updateScreen(); return last; } void OSystem_SDL::setMousePos(int x, int y) { if (x != _mouseCurState.x || y != _mouseCurState.y) { _mouseCurState.x = x; _mouseCurState.y = y; updateScreen(); } } void OSystem_SDL::warpMouse(int x, int y) { if (_mouseCurState.x != x || _mouseCurState.y != y) { if (_overlayVisible) SDL_WarpMouse(x * _scaleFactor / _overlayScale, y * _scaleFactor / _overlayScale); else SDL_WarpMouse(x * _scaleFactor, y * _scaleFactor); // SDL_WarpMouse() generates a mouse movement event, so // setMousePos() 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. setMousePos(x, y); } } void OSystem_SDL::setMouseCursor(const byte *buf, uint w, uint h, int hotspot_x, int hotspot_y, byte keycolor, int cursorTargetScale) { if (w == 0 || h == 0) return; _mouseHotspotX = hotspot_x; _mouseHotspotY = hotspot_y; _mouseKeyColor = keycolor; _cursorTargetScale = cursorTargetScale; if (_mouseCurState.w != (int)w || _mouseCurState.h != (int)h) { _mouseCurState.w = w; _mouseCurState.h = h; if (_mouseOrigSurface) SDL_FreeSurface(_mouseOrigSurface); // Allocate bigger surface because AdvMame2x adds black pixel at [0,0] _mouseOrigSurface = SDL_CreateRGBSurface(SDL_SWSURFACE | SDL_RLEACCEL | SDL_SRCCOLORKEY | SDL_SRCALPHA, _mouseCurState.w + 2, _mouseCurState.h + 2, 16, _hwscreen->format->Rmask, _hwscreen->format->Gmask, _hwscreen->format->Bmask, _hwscreen->format->Amask); if (_mouseOrigSurface == NULL) error("allocating _mouseOrigSurface failed"); SDL_SetColorKey(_mouseOrigSurface, SDL_RLEACCEL | SDL_SRCCOLORKEY | SDL_SRCALPHA, kMouseColorKey); } free(_mouseData); _mouseData = (byte *)malloc(w * h); memcpy(_mouseData, buf, w * h); blitCursor(); } void OSystem_SDL::blitCursor() { byte *dstPtr; const byte *srcPtr = _mouseData; byte color; int w, h, i, j; if (!_mouseOrigSurface || !_mouseData) return; w = _mouseCurState.w; h = _mouseCurState.h; SDL_LockSurface(_mouseOrigSurface); // Make whole surface transparent for (i = 0; i < h + 2; i++) { dstPtr = (byte *)_mouseOrigSurface->pixels + _mouseOrigSurface->pitch * i; for (j = 0; j < w + 2; j++) { *(uint16 *)dstPtr = kMouseColorKey; dstPtr += 2; } } // Draw from [1,1] since AdvMame2x adds artefact at 0,0 dstPtr = (byte *)_mouseOrigSurface->pixels + _mouseOrigSurface->pitch + 2; for (i = 0; i < h; i++) { for (j = 0; j < w; j++) { color = *srcPtr; if (color != _mouseKeyColor) { // transparent, don't draw if (_cursorHasOwnPalette && !_overlayVisible && !_cursorPaletteDisabled) *(uint16 *)dstPtr = SDL_MapRGB(_mouseOrigSurface->format, _cursorPalette[color].r, _cursorPalette[color].g, _cursorPalette[color].b); else *(uint16 *)dstPtr = SDL_MapRGB(_mouseOrigSurface->format, _currentPalette[color].r, _currentPalette[color].g, _currentPalette[color].b); } dstPtr += 2; srcPtr++; } dstPtr += _mouseOrigSurface->pitch - w * 2; } int hW, hH, hH1; if (_cursorTargetScale >= _scaleFactor) { hW = w; hH = hH1 = h; } else { hW = w * _scaleFactor / _cursorTargetScale; hH = hH1 = h * _scaleFactor / _cursorTargetScale; } if (_adjustAspectRatio) { hH = real2Aspect(hH - 1) + 1; } if (_mouseCurState.hW != hW || _mouseCurState.hH != hH) { _mouseCurState.hW = hW; _mouseCurState.hH = hH; if (_mouseSurface) SDL_FreeSurface(_mouseSurface); _mouseSurface = SDL_CreateRGBSurface(SDL_SWSURFACE | SDL_RLEACCEL | SDL_SRCCOLORKEY | SDL_SRCALPHA, _mouseCurState.hW, _mouseCurState.hH, 16, _hwscreen->format->Rmask, _hwscreen->format->Gmask, _hwscreen->format->Bmask, _hwscreen->format->Amask); if (_mouseSurface == NULL) error("allocating _mouseSurface failed"); SDL_SetColorKey(_mouseSurface, SDL_RLEACCEL | SDL_SRCCOLORKEY | SDL_SRCALPHA, kMouseColorKey); } SDL_LockSurface(_mouseSurface); ScalerProc *scalerProc; // If possible, use the same scaler for the cursor as for the rest of // the game. This only works well with the non-blurring scalers so we // actually only use the 1x, 1.5x, 2x and AdvMame scalers. if (_cursorTargetScale == 1 && (_mode == GFX_DOUBLESIZE || _mode == GFX_TRIPLESIZE)) scalerProc = _scalerProc; else scalerProc = scalersMagn[_cursorTargetScale - 1][_scaleFactor - 1]; scalerProc((byte *)_mouseOrigSurface->pixels + _mouseOrigSurface->pitch + 2, _mouseOrigSurface->pitch, (byte *)_mouseSurface->pixels, _mouseSurface->pitch, _mouseCurState.w, _mouseCurState.h); if (_adjustAspectRatio) cursorStretch200To240((uint8 *)_mouseSurface->pixels, _mouseSurface->pitch, hW, hH1, 0, 0, 0); SDL_UnlockSurface(_mouseSurface); SDL_UnlockSurface(_mouseOrigSurface); } // Basically it is kVeryFastAndUglyAspectMode of stretch200To240 from // common/scale/aspect.cpp static int cursorStretch200To240(uint8 *buf, uint32 pitch, int width, int height, int srcX, int srcY, int origSrcY) { int maxDstY = real2Aspect(origSrcY + height - 1); int y; const uint8 *startSrcPtr = buf + srcX * 2 + (srcY - origSrcY) * pitch; uint8 *dstPtr = buf + srcX * 2 + maxDstY * pitch; for (y = maxDstY; y >= srcY; y--) { const uint8 *srcPtr = startSrcPtr + aspect2Real(y) * pitch; if (srcPtr == dstPtr) break; memcpy(dstPtr, srcPtr, width * 2); dstPtr -= pitch; } return 1 + maxDstY - srcY; } 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::undrawMouse() { // When we switch bigger overlay off mouse jumps. Argh! // this intended to prevent undrawing offscreen mouse if (!_overlayVisible) if (_adjustAspectRatio) { if (_mouseBackup.x > _screenWidth || aspect2Real(_mouseBackup.y) > _screenHeight) return; } else { if (_mouseBackup.x > _screenWidth || _mouseBackup.y > _screenHeight) return; } if (_mouseBackup.w) { if (_adjustAspectRatio) addDirtyRect(_mouseBackup.x, aspect2Real(_mouseBackup.y), _mouseBackup.w, _mouseBackup.h); else addDirtyRect(_mouseBackup.x, _mouseBackup.y, _mouseBackup.w, _mouseBackup.h); } } void OSystem_SDL::drawMouse() { if (!_mouseVisible) { _mouseBackup.x = _mouseBackup.y = _mouseBackup.w = _mouseBackup.h = 0; return; } SDL_Rect src, dst; bool scale; int scale1, scale2; int width, height; if (!_overlayVisible) { scale1 = _scaleFactor; scale2 = 1; width = _screenWidth; height = _screenHeight; } else { scale1 = _scaleFactor; scale2 = _overlayScale; width = _overlayWidth; height = _overlayHeight; } scale = (_scaleFactor > _cursorTargetScale); dst.x = _mouseCurState.x - _mouseHotspotX / _cursorTargetScale; dst.y = _mouseCurState.y - _mouseHotspotY / _cursorTargetScale; dst.w = _mouseCurState.hW; dst.h = _mouseCurState.hH; src.x = src.y = 0; // clip the mouse rect, and adjust the src pointer accordingly int dx, dy; dx = dst.x; dy = dst.y; dx = scale ? dst.x * scale1 / scale2 / _cursorTargetScale : dst.x; dy = scale ? dst.y * scale1 / scale2 / _cursorTargetScale : dst.y; if (dst.x < 0) { dst.w += dx; src.x -= dx; dst.x = 0; } if (dst.y < 0) { dst.h += dy; src.y -= dy; dst.y = 0; } // Quick check to see if anything has to be drawn at all if (dst.w <= 0 || dst.h <= 0 || dst.x >= width || dst.y >= height) return; src.w = dst.w; src.h = dst.h; if (_adjustAspectRatio) dst.y = real2Aspect(dst.y); // special case for 1o5x scaler to prevent backgound shaking if (scale1 == 3 && scale2 == 2) { if (dst.x % 2) dst.x--; if (dst.y % 2) dst.y--; } _mouseBackup.x = dst.x; _mouseBackup.y = dst.y; _mouseBackup.w = dst.w; _mouseBackup.h = dst.h; dst.x = dst.x * scale1 / scale2; dst.y = (dst.y + _currentShakePos) * scale1 / scale2; if (SDL_BlitSurface(_mouseSurface, &src, _hwscreen, &dst) != 0) error("SDL_BlitSurface failed: %s", SDL_GetError()); addDirtyRect(dst.x, dst.y, dst.w, dst.h, true); } #pragma mark - #pragma mark --- Mouse --- #pragma mark - #ifdef USE_OSD void OSystem_SDL::displayMessageOnOSD(const char *msg) { assert (_transactionMode == kTransactionNone); assert(msg); uint i; // Lock the OSD surface for drawing if (SDL_LockSurface(_osdSurface)) error("displayMessageOnOSD: SDL_LockSurface failed: %s", SDL_GetError()); Graphics::Surface dst; dst.pixels = _osdSurface->pixels; dst.w = _osdSurface->w; dst.h = _osdSurface->h; dst.pitch = _osdSurface->pitch; dst.bytesPerPixel = _osdSurface->format->BytesPerPixel; // The font we are going to use: const Graphics::Font *font = FontMan.getFontByUsage(Graphics::FontManager::kOSDFont); // Clear everything with the "transparent" color, i.e. the colorkey SDL_FillRect(_osdSurface, 0, kOSDColorKey); // Split the message into separate lines. Common::StringList lines; const char *ptr; for (ptr = msg; *ptr; ++ptr) { if (*ptr == '\n') { lines.push_back(Common::String(msg, ptr - msg)); msg = ptr + 1; } } lines.push_back(Common::String(msg, ptr - msg)); // Determine a rect which would contain the message string (clipped to the // screen dimensions). const int vOffset = 6; const int lineSpacing = 1; const int lineHeight = font->getFontHeight() + 2 * lineSpacing; int width = 0; int height = lineHeight * lines.size() + 2 * vOffset; for (i = 0; i < lines.size(); i++) { width = MAX(width, font->getStringWidth(lines[i]) + 14); } // Clip the rect 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 for (i = 0; i < lines.size(); i++) { font->drawString(&dst, lines[i], osdRect.x, osdRect.y + i * lineHeight + vOffset + lineSpacing, osdRect.w, SDL_MapRGB(_osdSurface->format, 255, 255, 255), Graphics::kTextAlignCenter); } // Finished drawing, so unlock the OSD surface again 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