/* 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 "scaler.h" #include "scumm.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; } /* Use OpenGL 1.1 */ bool OGL_1_1 = true; #else bool OGL_1_1 = false; #endif #include "fb2opengl.h" class OSystem_SDL_GL : public OSystem_SDL_Common { public: // 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: FB2GL fb2gl; void load_gfx_mode(); void unload_gfx_mode(); void hotswap_gfx_mode(); }; OSystem_SDL_Common *OSystem_SDL_Common::create() { return new OSystem_SDL_GL(); } void OSystem_SDL_GL::set_palette(const byte *colors, uint start, uint num) { const byte *b = colors; uint i; for(i=0;i!=num;i++) { fb2gl.palette(i+start,b[0],b[1],b[2]); b += 4; } if (start < _palette_changed_first) _palette_changed_first = start; if (start + num > _palette_changed_last) _palette_changed_last = start + num; } void OSystem_SDL_GL::load_gfx_mode() { int gl_flags = FB2GL_320 | FB2GL_PITCH; force_full = true; scaling = 1; _mode_flags = 0; _sai_func = NULL; sdl_tmpscreen = NULL; /* It's easier to work with 8 bit (256 colors) */ _mode_flags |= DF_REAL_8BIT; sdl_screen = SDL_CreateRGBSurface(SDL_SWSURFACE, SCREEN_WIDTH, SCREEN_HEIGHT, 8, 0, 0, 0, 0); if (sdl_screen == NULL) error("sdl_screen failed failed"); _sai_func = Normal1x; _mode_flags = DF_WANT_RECT_OPTIM | DF_REAL_8BIT; if (_full_screen) gl_flags |= (FB2GL_FS); if (OGL_1_1) { // OpenGL 1.1 gl_flags |= (FB2GL_RGBA | FB2GL_EXPAND); fb2gl.init(640,480,0,70,gl_flags ); } else { // OpenGL 1.2 if (!fb2gl.init(640,480,0,70,gl_flags)) { // Try to use 8bpp textures gl_flags |= (FB2GL_RGBA | FB2GL_EXPAND); // using RGBA textures fb2gl.init(640,480,0,70,gl_flags); } } SDL_SetGamma(1.25,1.25,1.25); sdl_tmpscreen = sdl_screen; } void OSystem_SDL_GL::unload_gfx_mode() { if (sdl_screen) { SDL_FreeSurface(sdl_screen); sdl_screen = NULL; } if (_mode_flags & DF_SEPARATE_TEMPSCREEN) { free((uint16*)sdl_tmpscreen->pixels); SDL_FreeSurface(sdl_tmpscreen); } sdl_tmpscreen = NULL; } void OSystem_SDL_GL::update_screen() { /* First make sure the mouse is drawn, if it should be drawn. */ draw_mouse(); /* If the shake position changed, fill the dirty area with blackness */ if (_current_shake_pos != _new_shake_pos) { _current_shake_pos = _new_shake_pos; } /* Palette update in case we are in "real" 8 bit color mode. * Must take place after the screen data was updated, since with * "real" 8bit mode, palatte changes may be visible immediatly, * and we want to avoid any ugly effects. */ if (_palette_changed_last != 0) { fb2gl.setPalette(_palette_changed_first, _palette_changed_last - _palette_changed_first); _palette_changed_last = 0; } fb2gl.update(sdl_tmpscreen->pixels,320,200,320,0,_current_shake_pos); } void OSystem_SDL_GL::hotswap_gfx_mode() { /* hmm, need to allocate a 320x200 bitmap * which will contain the "backup" of the screen during the change. * then draw that to the new screen right after it's setup. */ byte *bak_mem = (byte*)malloc(SCREEN_WIDTH*SCREEN_HEIGHT); get_320x200_image(bak_mem); unload_gfx_mode(); load_gfx_mode(); fb2gl.setPalette(0,256); fb2gl.update(sdl_tmpscreen->pixels,320,200,320,0,_current_shake_pos); /* blit image */ copy_rect(bak_mem, SCREEN_WIDTH, 0, 0, SCREEN_WIDTH, SCREEN_HEIGHT); free(bak_mem); update_screen(); } uint32 OSystem_SDL_GL::property(int param, Property *value) { if (param == PROP_TOGGLE_FULLSCREEN) { _full_screen ^= true; SDL_WM_ToggleFullScreen(fb2gl.screen); return 1; } return OSystem_SDL_Common::property(param, value); }