/* ScummVM - Scumm Interpreter * Copyright (C) 2001 Ludvig Strigeus * Copyright (C) 2001/2002 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() #ifdef WIN32 int glColorTable(int, int, int, int, int, void *) { return 0; } int glGetColorTable(int, int, int, void *) { return 0; } #endif #include "fb2opengl.h" int _screenStart = 30; class OSystem_SDL_Normal : public OSystem_SDL_Common { public: OSystem_SDL_Normal() : sdl_tmpscreen(0), sdl_hwscreen(0), _overlay_visible(false) {} // 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); // Overlay virtual void show_overlay(); virtual void hide_overlay(); virtual void clear_overlay(); virtual void grab_overlay(int16 *buf, int pitch); virtual void copy_rect_overlay(const int16 *buf, int pitch, int x, int y, int w, int h); protected: FB2GL fb2gl; typedef void ScalerProc(uint8 *srcPtr, uint32 srcPitch, uint8 *deltaPtr, uint8 *dstPtr, uint32 dstPitch, int width, int height); SDL_Surface *sdl_tmpscreen; // temporary screen (for scalers/overlay) SDL_Surface *sdl_hwscreen; // hardware screen bool _overlay_visible; ScalerProc *_scaler_proc; virtual void draw_mouse(); virtual void undraw_mouse(); virtual void load_gfx_mode(); virtual void unload_gfx_mode(); void hotswap_gfx_mode(); int TMP_SCREEN_WIDTH; }; OSystem_SDL_Common *OSystem_SDL_Common::create() { return new OSystem_SDL_Normal(); } void OSystem_SDL_Normal::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_Normal::draw_mouse() { if (!_overlay_visible) { OSystem_SDL_Common::draw_mouse(); } if (_mouseDrawn || !_mouseVisible) return; int x = _mouse_cur_state.x - _mouseHotspotX; int y = _mouse_cur_state.y - _mouseHotspotY; int w = _mouse_cur_state.w; int h = _mouse_cur_state.h; byte color; byte *src = _mouseData; // Image representing the mouse uint16 *bak = (uint16*)_mouseBackup; // Surface used to backup the area obscured by the mouse uint16 *dst; // Surface we are drawing into // 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 * _mouse_cur_state.w; y = 0; } // Quick check to see if anything has to be drawn at all if (w <= 0 || h <= 0) return; if (w > _screenWidth - x) w = _screenWidth - x; if (h > _screenHeight - y) h = _screenHeight - y; // Store the bounding box so that undraw mouse can restore the area the // mouse currently covers to its original content. _mouse_old_state.x = x; _mouse_old_state.y = y; _mouse_old_state.w = w; _mouse_old_state.h = h; // Draw the mouse cursor; backup the covered area in "bak" if (SDL_LockSurface(sdl_tmpscreen) == -1) error("SDL_LockSurface failed: %s.\n", SDL_GetError()); dst = (uint16 *)sdl_tmpscreen->pixels + (y+1) * TMP_SCREEN_WIDTH + (x+1); while (h > 0) { int width = w; while (width > 0) { *bak++ = *dst; color = *src++; if (color != 0xFF) // 0xFF = transparent, don't draw *dst = RGB_TO_16(_currentPalette[color].r, _currentPalette[color].g, _currentPalette[color].b); dst++; width--; } src += _mouse_cur_state.w - w; bak += MAX_MOUSE_W - w; dst += TMP_SCREEN_WIDTH - w; h--; } SDL_UnlockSurface(sdl_tmpscreen); // Mark as dirty add_dirty_rect(x, y, w, h); // Finally, set the flag to indicate the mouse has been drawn _mouseDrawn = true; } void OSystem_SDL_Normal::undraw_mouse() { if (!_overlay_visible) { OSystem_SDL_Common::undraw_mouse(); } if (!_mouseDrawn) return; _mouseDrawn = false; if (SDL_LockSurface(sdl_tmpscreen) == -1) error("SDL_LockSurface failed: %s.\n", SDL_GetError()); uint16 *dst, *bak = (uint16 *)_mouseBackup; const int old_mouse_x = _mouse_old_state.x; const int old_mouse_y = _mouse_old_state.y; const int old_mouse_w = _mouse_old_state.w; const int old_mouse_h = _mouse_old_state.h; int x, y; // No need to do clipping here, since draw_mouse() did that already dst = (uint16 *)sdl_tmpscreen->pixels + (old_mouse_y+1) * TMP_SCREEN_WIDTH + (old_mouse_x+1); for (y = 0; y < old_mouse_h; ++y, bak += MAX_MOUSE_W, dst += TMP_SCREEN_WIDTH) { for (x = 0; x < old_mouse_w; ++x) { dst[x] = bak[x]; } } add_dirty_rect(old_mouse_x, old_mouse_y, old_mouse_w, old_mouse_h); SDL_UnlockSurface(sdl_tmpscreen); } void OSystem_SDL_Normal::load_gfx_mode() { _forceFull = true; _mode_flags = DF_WANT_RECT_OPTIM | DF_UPDATE_EXPAND_1_PIXEL; _scaleFactor = 2; sdl_tmpscreen = NULL; TMP_SCREEN_WIDTH = (_screenWidth + 3); // TMP_SCREEN_WIDTH = (_screenWidth); // // 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 // // SDL_GL_SetAttribute( SDL_GL_RED_SIZE, 5 ); // if (fb2gl.screen->format->Rmask == 0x7C00) // SDL_GL_SetAttribute( SDL_GL_GREEN_SIZE, 5 ); // else // SDL_GL_SetAttribute( SDL_GL_GREEN_SIZE, 6 ); // SDL_GL_SetAttribute( SDL_GL_BLUE_SIZE, 5 ); // SDL_GL_SetAttribute( SDL_GL_DEPTH_SIZE, 16 ); int gl_flags = FB2GL_320 | FB2GL_RGBA | FB2GL_EXPAND; if (_full_screen) gl_flags |= (FB2GL_FS); // 640x480 screen resolution fb2gl.init(640,480,0,_screenStart? 0: 70,gl_flags); SDL_SetGamma(1.25,1.25,1.25); // // Create the surface used for the graphics in 16 bit before scaling, and also the overlay // // Need some extra bytes around when using 2xSaI uint16 *tmp_screen = (uint16*)calloc(TMP_SCREEN_WIDTH*(_screenHeight+3),sizeof(uint16)); sdl_tmpscreen = SDL_CreateRGBSurfaceFrom(tmp_screen, TMP_SCREEN_WIDTH, _screenHeight + 3, 16, TMP_SCREEN_WIDTH*2, fb2gl.screen->format->Rmask, fb2gl.screen->format->Gmask, fb2gl.screen->format->Bmask, fb2gl.screen->format->Amask); if (sdl_tmpscreen == NULL) error("sdl_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_Normal::unload_gfx_mode() { if (_screen) { SDL_FreeSurface(_screen); _screen = NULL; } if (sdl_hwscreen) { SDL_FreeSurface(sdl_hwscreen); sdl_hwscreen = NULL; } if (sdl_tmpscreen) { free((uint16*)sdl_tmpscreen->pixels); SDL_FreeSurface(sdl_tmpscreen); sdl_tmpscreen = NULL; } } void OSystem_SDL_Normal::update_screen() { // If the shake position changed, fill the dirty area with blackness if (_currentShakePos != _newShakePos) { SDL_Rect blackrect = {0, _screenStart, _screenWidth, _newShakePos+_screenStart}; SDL_FillRect(sdl_tmpscreen, &blackrect, 0); fb2gl.blit16(sdl_tmpscreen,1,&blackrect,0,0); _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; SDL_Rect *last_rect = _dirty_rect_list + _num_dirty_rects; // Convert appropriate parts of the 8bpp image into 16bpp if (!_overlay_visible) { SDL_Rect dst; 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, sdl_tmpscreen, &dst) != 0) error("SDL_BlitSurface failed: %s", SDL_GetError()); } } // Almost the same thing as SDL_UpdateRects fb2gl.blit16(sdl_tmpscreen,_num_dirty_rects,_dirty_rect_list,0, _currentShakePos+_screenStart); fb2gl.display(); } _num_dirty_rects = 0; _forceFull = false; } void OSystem_SDL_Normal::hotswap_gfx_mode() { /* We allocate a screen sized bitmap which contains a "backup" * of the screen data during the change. Then we draw that to * the new screen right after it's setup. */ byte *bak_mem = (byte*)malloc(_screenWidth*_screenHeight); get_screen_image(bak_mem); unload_gfx_mode(); load_gfx_mode(); // reset palette SDL_SetColors(_screen, _currentPalette, 0, 256); // blit image copy_rect(bak_mem, _screenWidth, 0, 0, _screenWidth, _screenHeight); free(bak_mem); update_screen(); } uint32 OSystem_SDL_Normal::property(int param, Property *value) { if (param == PROP_TOGGLE_FULLSCREEN) { // assert(sdl_hwscreen != 0); _full_screen ^= true; // if (!SDL_WM_ToggleFullScreen(sdl_hwscreen)) { // if ToggleFullScreen fails, achieve the same effect with hotswap gfx mode // hotswap_gfx_mode(); // } SDL_WM_ToggleFullScreen(fb2gl.screen); return 1; } else if (param == PROP_OVERLAY_IS_565) { assert(sdl_tmpscreen != 0); return (sdl_tmpscreen->format->Rmask != 0x7C00); } return OSystem_SDL_Common::property(param, value); } void OSystem_SDL_Normal::show_overlay() { // hide the mouse undraw_mouse(); _overlay_visible = true; clear_overlay(); } void OSystem_SDL_Normal::hide_overlay() { // hide the mouse undraw_mouse(); _overlay_visible = false; _forceFull = true; } void OSystem_SDL_Normal::clear_overlay() { if (!_overlay_visible) return; // 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, sdl_tmpscreen, &dst) != 0) error("SDL_BlitSurface failed: %s", SDL_GetError()); _forceFull = true; } void OSystem_SDL_Normal::grab_overlay(int16 *buf, int pitch) { if (!_overlay_visible) return; if (sdl_tmpscreen == NULL) return; // hide the mouse undraw_mouse(); if (SDL_LockSurface(sdl_tmpscreen) == -1) error("SDL_LockSurface failed: %s.\n", SDL_GetError()); int16 *src = (int16 *)sdl_tmpscreen->pixels + TMP_SCREEN_WIDTH + 1; int h = _screenHeight; do { memcpy(buf, src, _screenWidth*2); src += TMP_SCREEN_WIDTH; buf += pitch; } while (--h); SDL_UnlockSurface(sdl_tmpscreen); } void OSystem_SDL_Normal::copy_rect_overlay(const int16 *buf, int pitch, int x, int y, int w, int h) { if (!_overlay_visible) return; if (sdl_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(sdl_tmpscreen) == -1) error("SDL_LockSurface failed: %s.\n", SDL_GetError()); int16 *dst = (int16 *)sdl_tmpscreen->pixels + (y+1) * TMP_SCREEN_WIDTH + (x+1); do { memcpy(dst, buf, w*2); dst += TMP_SCREEN_WIDTH; buf += pitch; } while (--h); SDL_UnlockSurface(sdl_tmpscreen); }