/* ScummVM - Scumm Interpreter * Copyright (C) 2001 Ludvig Strigeus * Copyright (C) 2001-2003 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 "sdl-common.h" #include "common/scaler.h" #include "common/util.h" #include "common/engine.h" // Only #included for error() and warning() class OSystem_SDL : public OSystem_SDL_Common { public: OSystem_SDL(); // Set colors of the palette void set_palette(const byte *colors, uint start, uint num); // Update the dirty areas of the screen void update_screen(); // Set a parameter uint32 property(int param, Property *value); protected: SDL_Surface *_hwscreen; // hardware screen ScalerProc *_scaler_proc; virtual void load_gfx_mode(); virtual void unload_gfx_mode(); void hotswap_gfx_mode(); }; OSystem_SDL_Common *OSystem_SDL_Common::create() { return new OSystem_SDL(); } OSystem_SDL::OSystem_SDL() : _hwscreen(0), _scaler_proc(0) { } void OSystem_SDL::set_palette(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::load_gfx_mode() { _forceFull = true; _mode_flags = DF_UPDATE_EXPAND_1_PIXEL; _tmpscreen = NULL; _tmpScreenWidth = (_screenWidth + 3); switch(_mode) { case GFX_2XSAI: _scaleFactor = 2; _scaler_proc = _2xSaI; break; case GFX_SUPER2XSAI: _scaleFactor = 2; _scaler_proc = Super2xSaI; break; case GFX_SUPEREAGLE: _scaleFactor = 2; _scaler_proc = SuperEagle; break; case GFX_ADVMAME2X: _scaleFactor = 2; _scaler_proc = AdvMame2x; break; case GFX_ADVMAME3X: _scaleFactor = 3; _scaler_proc = AdvMame3x; break; case GFX_TV2X: _scaleFactor = 2; _scaler_proc = TV2x; break; case GFX_DOTMATRIX: _scaleFactor = 2; _scaler_proc = DotMatrix; break; case GFX_DOUBLESIZE: _scaleFactor = 2; _scaler_proc = Normal2x; break; case GFX_TRIPLESIZE: if (_full_screen) { warning("full screen in useless in triplesize mode, reverting to normal mode"); goto normal_mode; } _scaleFactor = 3; _scaler_proc = Normal3x; break; case GFX_NORMAL: normal_mode:; _scaleFactor = 1; _scaler_proc = Normal1x; break; default: error("unknown gfx mode"); _scaleFactor = 1; _scaler_proc = 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("_screen failed"); // // Create the surface that contains the scaled graphics in 16 bit mode // _hwscreen = SDL_SetVideoMode(_screenWidth * _scaleFactor, _screenHeight * _scaleFactor, 16, _full_screen ? (SDL_FULLSCREEN|SDL_SWSURFACE) : SDL_SWSURFACE ); if (_hwscreen == NULL) error("_hwscreen failed"); // // 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) Init_2xSaI(555); else Init_2xSaI(565); // Need some extra bytes around when using 2xSaI uint16 *tmp_screen = (uint16 *)calloc(_tmpScreenWidth * (_screenHeight + 3), sizeof(uint16)); _tmpscreen = SDL_CreateRGBSurfaceFrom(tmp_screen, _tmpScreenWidth, _screenHeight + 3, 16, _tmpScreenWidth * 2, _hwscreen->format->Rmask, _hwscreen->format->Gmask, _hwscreen->format->Bmask, _hwscreen->format->Amask); if (_tmpscreen == NULL) error("_tmpscreen failed"); // keyboard cursor control, some other better place for it? km.x_max = _screenWidth * _scaleFactor - 1; km.y_max = _screenHeight * _scaleFactor - 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) { free(_tmpscreen->pixels); SDL_FreeSurface(_tmpscreen); _tmpscreen = NULL; } } 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); // 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); free(old_tmpscreen->pixels); SDL_FreeSurface(old_tmpscreen); // Finally, blit everything to the screen update_screen(); } void OSystem_SDL::update_screen() { assert(_hwscreen != NULL); StackLock lock(_mutex); // Lock the mutex until this function ends // If the shake position changed, fill the dirty area with blackness if (_currentShakePos != _newShakePos) { SDL_Rect blackrect = {0, 0, _screenWidth * _scaleFactor, _newShakePos * _scaleFactor}; 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; } // 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; uint32 srcPitch, dstPitch; SDL_Rect *last_rect = _dirty_rect_list + _num_dirty_rects; // Convert appropriate parts of the 8bpp image into 16bpp SDL_Rect dst; 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 (_scaler_proc == Normal1x) { if (SDL_BlitSurface(_screen, r, _hwscreen, &dst) != 0) error("SDL_BlitSurface failed: %s", SDL_GetError()); } else { if (SDL_BlitSurface(_screen, r, _tmpscreen, &dst) != 0) error("SDL_BlitSurface failed: %s", SDL_GetError()); } } } else if (_scaler_proc == Normal1x) { for(r = _dirty_rect_list; r != last_rect; ++r) { dst = *r; if (SDL_BlitSurface(_tmpscreen, r, _hwscreen, &dst) != 0) error("SDL_BlitSurface failed: %s", SDL_GetError()); } } if (_scaler_proc != Normal1x) { 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; if (dst_y < _screenHeight) { dst_h = r->h; if (dst_h > _screenHeight - dst_y) dst_h = _screenHeight - dst_y; dst_y *= _scaleFactor; _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; } 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 = _screenHeight * _scaleFactor; } // Finally, blit all our changes to the screen SDL_UpdateRects(_hwscreen, _num_dirty_rects, _dirty_rect_list); } _num_dirty_rects = 0; _forceFull = false; } uint32 OSystem_SDL::property(int param, Property *value) { if (param == PROP_TOGGLE_FULLSCREEN) { assert(_hwscreen != 0); _full_screen ^= true; #ifdef MACOSX // On OS X, SDL_WM_ToggleFullScreen is currently not implemented. Worse, // it still always returns -1. 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 return 1; } else if (param == PROP_SET_GFX_MODE) { if (value->gfx_mode >= 10) return 0; _mode = value->gfx_mode; hotswap_gfx_mode(); return 1; } return OSystem_SDL_Common::property(param, value); }