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|
/* ScummVM - Graphic Adventure Engine
*
* ScummVM is the legal property of its developers, whose names
* are too numerous to list here. Please refer to the COPYRIGHT
* file distributed with this source distribution.
*
* 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., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*
*/
#include "backends/graphics/openglsdl/openglsdl-graphics.h"
#include "backends/events/sdl/sdl-events.h"
#include "common/textconsole.h"
#include "common/config-manager.h"
#ifdef USE_OSD
#include "common/translation.h"
#endif
OpenGLSdlGraphicsManager::OpenGLSdlGraphicsManager(uint desktopWidth, uint desktopHeight, SdlEventSource *eventSource, SdlWindow *window)
: SdlGraphicsManager(eventSource, window), _lastRequestedHeight(0),
#if SDL_VERSION_ATLEAST(2, 0, 0)
_glContext(),
#else
_lastVideoModeLoad(0), _hwScreen(nullptr),
#endif
_graphicsScale(2), _ignoreLoadVideoMode(false), _gotResize(false), _wantsFullScreen(false), _ignoreResizeEvents(0),
_desiredFullscreenWidth(0), _desiredFullscreenHeight(0) {
// Setup OpenGL attributes for SDL
SDL_GL_SetAttribute(SDL_GL_RED_SIZE, 8);
SDL_GL_SetAttribute(SDL_GL_GREEN_SIZE, 8);
SDL_GL_SetAttribute(SDL_GL_BLUE_SIZE, 8);
SDL_GL_SetAttribute(SDL_GL_DEPTH_SIZE, 16);
SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1);
// Setup proper SDL OpenGL context creation.
#if SDL_VERSION_ATLEAST(2, 0, 0)
OpenGL::ContextType glContextType;
// Context version 1.4 is choosen arbitrarily based on what most shader
// extensions were written against.
#define DEFAULT_GL_MAJOR 1
#define DEFAULT_GL_MINOR 4
#define DEFAULT_GLES_MAJOR 1
#define DEFAULT_GLES_MINOR 1
#define DEFAULT_GLES2_MAJOR 2
#define DEFAULT_GLES2_MINOR 0
#if USE_FORCED_GL
glContextType = OpenGL::kContextGL;
_glContextProfileMask = 0;
_glContextMajor = DEFAULT_GL_MAJOR;
_glContextMinor = DEFAULT_GL_MINOR;
#elif USE_FORCED_GLES
glContextType = OpenGL::kContextGLES;
_glContextProfileMask = SDL_GL_CONTEXT_PROFILE_ES;
_glContextMajor = DEFAULT_GLES_MAJOR;
_glContextMinor = DEFAULT_GLES_MINOR;
#elif USE_FORCED_GLES2
glContextType = OpenGL::kContextGLES2;
_glContextProfileMask = SDL_GL_CONTEXT_PROFILE_ES;
_glContextMajor = DEFAULT_GLES2_MAJOR;
_glContextMinor = DEFAULT_GLES2_MINOR;
#else
bool noDefaults = false;
// Obtain the default GL(ES) context SDL2 tries to setup.
//
// Please note this might not actually be SDL2's defaults when multiple
// instances of this object have been created. But that is no issue
// because then we already set up what we want to use.
//
// In case no defaults are given we prefer OpenGL over OpenGL ES.
if (SDL_GL_GetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, &_glContextProfileMask) != 0) {
_glContextProfileMask = 0;
noDefaults = true;
}
if (SDL_GL_GetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, &_glContextMajor) != 0) {
noDefaults = true;
}
if (SDL_GL_GetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, &_glContextMinor) != 0) {
noDefaults = true;
}
if (noDefaults) {
if (_glContextProfileMask == SDL_GL_CONTEXT_PROFILE_ES) {
_glContextMajor = DEFAULT_GLES_MAJOR;
_glContextMinor = DEFAULT_GLES_MINOR;
} else {
_glContextProfileMask = 0;
_glContextMajor = DEFAULT_GL_MAJOR;
_glContextMinor = DEFAULT_GL_MINOR;
}
}
if (_glContextProfileMask == SDL_GL_CONTEXT_PROFILE_ES) {
if (_glContextMajor >= 2) {
glContextType = OpenGL::kContextGLES2;
} else {
glContextType = OpenGL::kContextGLES;
}
} else if (_glContextProfileMask == SDL_GL_CONTEXT_PROFILE_CORE) {
glContextType = OpenGL::kContextGL;
// Core profile does not allow legacy functionality, which we use.
// Thus we request a standard OpenGL context.
_glContextProfileMask = 0;
_glContextMajor = DEFAULT_GL_MAJOR;
_glContextMinor = DEFAULT_GL_MINOR;
} else {
glContextType = OpenGL::kContextGL;
}
#undef DEFAULT_GL_MAJOR
#undef DEFAULT_GL_MINOR
#undef DEFAULT_GLES_MAJOR
#undef DEFAULT_GLES_MINOR
#undef DEFAULT_GLES2_MAJOR
#undef DEFAULT_GLES2_MINOR
#endif
setContextType(glContextType);
#else
setContextType(OpenGL::kContextGL);
#endif
// Retrieve a list of working fullscreen modes
#if SDL_VERSION_ATLEAST(2, 0, 0)
const int numModes = SDL_GetNumDisplayModes(0);
for (int i = 0; i < numModes; ++i) {
SDL_DisplayMode mode;
if (SDL_GetDisplayMode(0, i, &mode)) {
continue;
}
_fullscreenVideoModes.push_back(VideoMode(mode.w, mode.h));
}
#else
const SDL_Rect *const *availableModes = SDL_ListModes(NULL, SDL_OPENGL | SDL_FULLSCREEN);
// TODO: NULL means that there are no fullscreen modes supported. We
// should probably use this information and disable any fullscreen support
// in this case.
if (availableModes != NULL && availableModes != (void *)-1) {
for (;*availableModes; ++availableModes) {
const SDL_Rect *mode = *availableModes;
_fullscreenVideoModes.push_back(VideoMode(mode->w, mode->h));
}
}
#endif
// Sort the modes in ascending order.
Common::sort(_fullscreenVideoModes.begin(), _fullscreenVideoModes.end());
// Strip duplicates in video modes.
for (uint i = 0; i + 1 < _fullscreenVideoModes.size();) {
if (_fullscreenVideoModes[i] == _fullscreenVideoModes[i + 1]) {
_fullscreenVideoModes.remove_at(i);
} else {
++i;
}
}
// In case SDL is fine with every mode we will force the desktop mode.
// TODO? We could also try to add some default resolutions here.
if (_fullscreenVideoModes.empty() && desktopWidth && desktopHeight) {
_fullscreenVideoModes.push_back(VideoMode(desktopWidth, desktopHeight));
}
// Get information about display sizes from the previous runs.
if (ConfMan.hasKey("last_fullscreen_mode_width", Common::ConfigManager::kApplicationDomain) && ConfMan.hasKey("last_fullscreen_mode_height", Common::ConfigManager::kApplicationDomain)) {
_desiredFullscreenWidth = ConfMan.getInt("last_fullscreen_mode_width", Common::ConfigManager::kApplicationDomain);
_desiredFullscreenHeight = ConfMan.getInt("last_fullscreen_mode_height", Common::ConfigManager::kApplicationDomain);
} else {
// Use the desktop resolutions when no previous default has been setup.
_desiredFullscreenWidth = desktopWidth;
_desiredFullscreenHeight = desktopHeight;
}
}
OpenGLSdlGraphicsManager::~OpenGLSdlGraphicsManager() {
#if SDL_VERSION_ATLEAST(2, 0, 0)
notifyContextDestroy();
SDL_GL_DeleteContext(_glContext);
#endif
}
void OpenGLSdlGraphicsManager::activateManager() {
SdlGraphicsManager::activateManager();
// Register the graphics manager as a event observer
g_system->getEventManager()->getEventDispatcher()->registerObserver(this, 10, false);
}
void OpenGLSdlGraphicsManager::deactivateManager() {
// Unregister the event observer
if (g_system->getEventManager()->getEventDispatcher()) {
g_system->getEventManager()->getEventDispatcher()->unregisterObserver(this);
}
SdlGraphicsManager::deactivateManager();
}
bool OpenGLSdlGraphicsManager::hasFeature(OSystem::Feature f) {
switch (f) {
case OSystem::kFeatureFullscreenMode:
case OSystem::kFeatureIconifyWindow:
return true;
default:
return OpenGLGraphicsManager::hasFeature(f);
}
}
void OpenGLSdlGraphicsManager::setFeatureState(OSystem::Feature f, bool enable) {
switch (f) {
case OSystem::kFeatureFullscreenMode:
assert(getTransactionMode() != kTransactionNone);
_wantsFullScreen = enable;
break;
case OSystem::kFeatureIconifyWindow:
if (enable) {
_window->iconifyWindow();
}
break;
default:
OpenGLGraphicsManager::setFeatureState(f, enable);
}
}
bool OpenGLSdlGraphicsManager::getFeatureState(OSystem::Feature f) {
switch (f) {
case OSystem::kFeatureFullscreenMode:
#if SDL_VERSION_ATLEAST(2, 0, 0)
if (_window) {
return (SDL_GetWindowFlags(_window->getSDLWindow()) & SDL_WINDOW_FULLSCREEN) != 0;
} else {
return _wantsFullScreen;
}
#else
if (_hwScreen) {
return (_hwScreen->flags & SDL_FULLSCREEN) != 0;
} else {
return _wantsFullScreen;
}
#endif
default:
return OpenGLGraphicsManager::getFeatureState(f);
}
}
bool OpenGLSdlGraphicsManager::setGraphicsMode(int mode) {
// HACK: This is stupid but the SurfaceSDL backend defaults to 2x. This
// assures that the launcher (which requests 320x200) has a reasonable
// size. It also makes small games have a reasonable size (i.e. at least
// 640x400). We follow the same logic here until we have a better way to
// give hints to our backend for that.
_graphicsScale = 2;
return OpenGLGraphicsManager::setGraphicsMode(mode);
}
void OpenGLSdlGraphicsManager::resetGraphicsScale() {
OpenGLGraphicsManager::resetGraphicsScale();
// HACK: See OpenGLSdlGraphicsManager::setGraphicsMode.
_graphicsScale = 1;
}
#ifdef USE_RGB_COLOR
Common::List<Graphics::PixelFormat> OpenGLSdlGraphicsManager::getSupportedFormats() const {
Common::List<Graphics::PixelFormat> formats;
// Our default mode is (memory layout wise) RGBA8888 which is a different
// logical layout depending on the endianness. We chose this mode because
// it is the only 32bit color mode we can safely assume to be present in
// OpenGL and OpenGL ES implementations. Thus, we need to supply different
// logical formats based on endianness.
#ifdef SCUMM_LITTLE_ENDIAN
// ABGR8888
formats.push_back(Graphics::PixelFormat(4, 8, 8, 8, 8, 0, 8, 16, 24));
#else
// RGBA8888
formats.push_back(Graphics::PixelFormat(4, 8, 8, 8, 8, 24, 16, 8, 0));
#endif
// RGB565
formats.push_back(Graphics::PixelFormat(2, 5, 6, 5, 0, 11, 5, 0, 0));
// RGBA5551
formats.push_back(Graphics::PixelFormat(2, 5, 5, 5, 1, 11, 6, 1, 0));
// RGBA4444
formats.push_back(Graphics::PixelFormat(2, 4, 4, 4, 4, 12, 8, 4, 0));
#if !USE_FORCED_GLES && !USE_FORCED_GLES2
#if !USE_FORCED_GL
if (!isGLESContext()) {
#endif
#ifdef SCUMM_LITTLE_ENDIAN
// RGBA8888
formats.push_back(Graphics::PixelFormat(4, 8, 8, 8, 8, 24, 16, 8, 0));
#else
// ABGR8888
formats.push_back(Graphics::PixelFormat(4, 8, 8, 8, 8, 0, 8, 16, 24));
#endif
#if !USE_FORCED_GL
}
#endif
#endif
// RGB555, this is used by SCUMM HE 16 bit games.
// This is not natively supported by OpenGL ES implementations, we convert
// the pixel format internally.
formats.push_back(Graphics::PixelFormat(2, 5, 5, 5, 0, 10, 5, 0, 0));
formats.push_back(Graphics::PixelFormat::createFormatCLUT8());
return formats;
}
#endif
void OpenGLSdlGraphicsManager::updateScreen() {
if (_ignoreResizeEvents) {
--_ignoreResizeEvents;
}
OpenGLGraphicsManager::updateScreen();
}
void OpenGLSdlGraphicsManager::notifyVideoExpose() {
}
void OpenGLSdlGraphicsManager::notifyResize(const uint width, const uint height) {
#if SDL_VERSION_ATLEAST(2, 0, 0)
setActualScreenSize(width, height);
_eventSource->resetKeyboadEmulation(width - 1, height - 1);
#else
if (!_ignoreResizeEvents && _hwScreen && !(_hwScreen->flags & SDL_FULLSCREEN)) {
// We save that we handled a resize event here. We need to know this
// so we do not overwrite the users requested window size whenever we
// switch aspect ratio or similar.
_gotResize = true;
if (!setupMode(width, height)) {
warning("OpenGLSdlGraphicsManager::notifyResize: Resize failed ('%s')", SDL_GetError());
g_system->quit();
}
}
#endif
}
void OpenGLSdlGraphicsManager::transformMouseCoordinates(Common::Point &point) {
adjustMousePosition(point.x, point.y);
}
void OpenGLSdlGraphicsManager::notifyMousePos(Common::Point mouse) {
setMousePosition(mouse.x, mouse.y);
}
void OpenGLSdlGraphicsManager::setInternalMousePosition(int x, int y) {
_window->warpMouseInWindow(x, y);
}
bool OpenGLSdlGraphicsManager::loadVideoMode(uint requestedWidth, uint requestedHeight, const Graphics::PixelFormat &format) {
// In some cases we might not want to load the requested video mode. This
// will assure that the window size is not altered.
if (_ignoreLoadVideoMode) {
_ignoreLoadVideoMode = false;
return true;
}
// This function should never be called from notifyResize thus we know
// that the requested size came from somewhere else.
_gotResize = false;
// Save the requested dimensions.
_lastRequestedWidth = requestedWidth;
_lastRequestedHeight = requestedHeight;
// Apply the currently saved scale setting.
requestedWidth *= _graphicsScale;
requestedHeight *= _graphicsScale;
// Set up the mode.
return setupMode(requestedWidth, requestedHeight);
}
void OpenGLSdlGraphicsManager::refreshScreen() {
// Swap OpenGL buffers
#if SDL_VERSION_ATLEAST(2, 0, 0)
SDL_GL_SwapWindow(_window->getSDLWindow());
#else
SDL_GL_SwapBuffers();
#endif
}
void *OpenGLSdlGraphicsManager::getProcAddress(const char *name) const {
return SDL_GL_GetProcAddress(name);
}
bool OpenGLSdlGraphicsManager::setupMode(uint width, uint height) {
// In case we request a fullscreen mode we will use the mode the user
// has chosen last time or the biggest mode available.
if (_wantsFullScreen) {
if (_desiredFullscreenWidth && _desiredFullscreenHeight) {
// In case only a distinct set of modes is available we check
// whether the requested mode is actually available.
if (!_fullscreenVideoModes.empty()) {
VideoModeArray::const_iterator i = Common::find(_fullscreenVideoModes.begin(),
_fullscreenVideoModes.end(),
VideoMode(_desiredFullscreenWidth, _desiredFullscreenHeight));
// It's not available fall back to default.
if (i == _fullscreenVideoModes.end()) {
_desiredFullscreenWidth = 0;
_desiredFullscreenHeight = 0;
}
}
}
// In case no desired mode has been set we default to the biggest mode
// available or the requested mode in case we don't know any
// any fullscreen modes.
if (!_desiredFullscreenWidth || !_desiredFullscreenHeight) {
if (!_fullscreenVideoModes.empty()) {
VideoModeArray::const_iterator i = _fullscreenVideoModes.end();
--i;
_desiredFullscreenWidth = i->width;
_desiredFullscreenHeight = i->height;
} else {
_desiredFullscreenWidth = width;
_desiredFullscreenHeight = height;
}
}
// Remember our choice.
ConfMan.setInt("last_fullscreen_mode_width", _desiredFullscreenWidth, Common::ConfigManager::kApplicationDomain);
ConfMan.setInt("last_fullscreen_mode_height", _desiredFullscreenHeight, Common::ConfigManager::kApplicationDomain);
// Use our choice.
width = _desiredFullscreenWidth;
height = _desiredFullscreenHeight;
}
// This is pretty confusing since RGBA8888 talks about the memory
// layout here. This is a different logical layout depending on
// whether we run on little endian or big endian. However, we can
// only safely assume that RGBA8888 in memory layout is supported.
// Thus, we chose this one.
const Graphics::PixelFormat rgba8888 =
#ifdef SCUMM_LITTLE_ENDIAN
Graphics::PixelFormat(4, 8, 8, 8, 8, 0, 8, 16, 24);
#else
Graphics::PixelFormat(4, 8, 8, 8, 8, 24, 16, 8, 0);
#endif
#if SDL_VERSION_ATLEAST(2, 0, 0)
if (_glContext) {
notifyContextDestroy();
SDL_GL_DeleteContext(_glContext);
_glContext = nullptr;
}
_window->destroyWindow();
uint32 flags = SDL_WINDOW_OPENGL;
if (_wantsFullScreen) {
flags |= SDL_WINDOW_FULLSCREEN;
} else {
flags |= SDL_WINDOW_RESIZABLE;
}
// Request a OpenGL (ES) context we can use.
SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, _glContextProfileMask);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, _glContextMajor);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, _glContextMinor);
if (!_window->createWindow(width, height, flags)) {
// We treat fullscreen requests as a "hint" for now. This means in
// case it is not available we simply ignore it.
if (_wantsFullScreen) {
_window->createWindow(width, height, SDL_WINDOW_OPENGL | SDL_WINDOW_RESIZABLE);
}
if (!_window->getSDLWindow()) {
return false;
}
}
_glContext = SDL_GL_CreateContext(_window->getSDLWindow());
if (!_glContext) {
return false;
}
notifyContextCreate(rgba8888, rgba8888);
int actualWidth, actualHeight;
getWindowDimensions(&actualWidth, &actualHeight);
setActualScreenSize(actualWidth, actualHeight);
_eventSource->resetKeyboadEmulation(actualWidth - 1, actualHeight - 1);
return true;
#else
// WORKAROUND: Working around infamous SDL bugs when switching
// resolutions too fast. This might cause the event system to supply
// incorrect mouse position events otherwise.
// Reference: http://bugs.debian.org/cgi-bin/bugreport.cgi?bug=665779
const uint32 curTime = SDL_GetTicks();
if (_hwScreen && (curTime < _lastVideoModeLoad || curTime - _lastVideoModeLoad < 100)) {
for (int i = 10; i > 0; --i) {
SDL_PumpEvents();
SDL_Delay(10);
}
}
uint32 flags = SDL_OPENGL;
if (_wantsFullScreen) {
flags |= SDL_FULLSCREEN;
} else {
flags |= SDL_RESIZABLE;
}
if (_hwScreen) {
// When a video mode has been setup already we notify the manager that
// the context is about to be destroyed.
// We do this because on Windows SDL_SetVideoMode can destroy and
// recreate the OpenGL context.
notifyContextDestroy();
}
_hwScreen = SDL_SetVideoMode(width, height, 32, flags);
if (!_hwScreen) {
// We treat fullscreen requests as a "hint" for now. This means in
// case it is not available we simply ignore it.
if (_wantsFullScreen) {
_hwScreen = SDL_SetVideoMode(width, height, 32, SDL_OPENGL | SDL_RESIZABLE);
}
}
// Part of the WORKAROUND mentioned above.
_lastVideoModeLoad = SDL_GetTicks();
if (_hwScreen) {
notifyContextCreate(rgba8888, rgba8888);
setActualScreenSize(_hwScreen->w, _hwScreen->h);
_eventSource->resetKeyboadEmulation(_hwScreen->w - 1, _hwScreen->h - 1);
}
// Ignore resize events (from SDL) for a few frames, if this isn't
// caused by a notification from SDL. This avoids bad resizes to a
// (former) resolution for which we haven't processed an event yet.
if (!_gotResize)
_ignoreResizeEvents = 10;
return _hwScreen != nullptr;
#endif
}
void OpenGLSdlGraphicsManager::getWindowDimensions(int *width, int *height) {
#if SDL_VERSION_ATLEAST(2, 0, 0)
SDL_GetWindowSize(_window->getSDLWindow(), width, height);
#else
if (width) {
*width = _hwScreen->w;
}
if (height) {
*height = _hwScreen->h;
}
#endif
}
bool OpenGLSdlGraphicsManager::notifyEvent(const Common::Event &event) {
switch (event.type) {
case Common::EVENT_KEYUP:
return isHotkey(event);
case Common::EVENT_KEYDOWN:
if (event.kbd.hasFlags(Common::KBD_ALT)) {
if ( event.kbd.keycode == Common::KEYCODE_RETURN
|| event.kbd.keycode == (Common::KeyCode)SDLK_KP_ENTER) {
// Alt-Return and Alt-Enter toggle full screen mode
beginGFXTransaction();
setFeatureState(OSystem::kFeatureFullscreenMode, !getFeatureState(OSystem::kFeatureFullscreenMode));
endGFXTransaction();
#ifdef USE_OSD
if (getFeatureState(OSystem::kFeatureFullscreenMode)) {
displayMessageOnOSD("Fullscreen mode");
} else {
displayMessageOnOSD("Windowed mode");
}
#endif
return true;
}
if (event.kbd.keycode == Common::KEYCODE_s) {
// Alt-s creates a screenshot
Common::String filename;
for (int n = 0;; n++) {
SDL_RWops *file;
filename = Common::String::format("scummvm%05d.bmp", n);
file = SDL_RWFromFile(filename.c_str(), "r");
if (!file)
break;
SDL_RWclose(file);
}
saveScreenshot(filename.c_str());
debug("Saved screenshot '%s'", filename.c_str());
return true;
}
} else if (event.kbd.hasFlags(Common::KBD_CTRL | Common::KBD_ALT)) {
if ( event.kbd.keycode == Common::KEYCODE_PLUS || event.kbd.keycode == Common::KEYCODE_MINUS
|| event.kbd.keycode == Common::KEYCODE_KP_PLUS || event.kbd.keycode == Common::KEYCODE_KP_MINUS) {
// Ctrl+Alt+Plus/Minus Increase/decrease the size
const int direction = (event.kbd.keycode == Common::KEYCODE_PLUS || event.kbd.keycode == Common::KEYCODE_KP_PLUS) ? +1 : -1;
if (getFeatureState(OSystem::kFeatureFullscreenMode)) {
// In case we are in fullscreen we will choose the previous
// or next mode.
// In case no modes are available we do nothing.
if (_fullscreenVideoModes.empty()) {
return true;
}
// Look for the current mode.
VideoModeArray::const_iterator i = Common::find(_fullscreenVideoModes.begin(),
_fullscreenVideoModes.end(),
VideoMode(_desiredFullscreenWidth, _desiredFullscreenHeight));
if (i == _fullscreenVideoModes.end()) {
return true;
}
// Cycle through the modes in the specified direction.
if (direction > 0) {
++i;
if (i == _fullscreenVideoModes.end()) {
i = _fullscreenVideoModes.begin();
}
} else {
if (i == _fullscreenVideoModes.begin()) {
i = _fullscreenVideoModes.end();
}
--i;
}
_desiredFullscreenWidth = i->width;
_desiredFullscreenHeight = i->height;
// Try to setup the mode.
if (!setupMode(_lastRequestedWidth, _lastRequestedHeight)) {
warning("OpenGLSdlGraphicsManager::notifyEvent: Fullscreen resize failed ('%s')", SDL_GetError());
g_system->quit();
}
} else {
// Calculate the next scaling setting. We approximate the
// current scale setting in case the user resized the
// window. Then we apply the direction change.
int windowWidth = 0, windowHeight = 0;
getWindowDimensions(&windowWidth, &windowHeight);
_graphicsScale = MAX<int>(windowWidth / _lastRequestedWidth, windowHeight / _lastRequestedHeight);
_graphicsScale = MAX<int>(_graphicsScale + direction, 1);
// Since we overwrite a user resize here we reset its
// flag here. This makes enabling AR smoother because it
// will change the window size like in surface SDL.
_gotResize = false;
// Try to setup the mode.
if (!setupMode(_lastRequestedWidth * _graphicsScale, _lastRequestedHeight * _graphicsScale)) {
warning("OpenGLSdlGraphicsManager::notifyEvent: Window resize failed ('%s')", SDL_GetError());
g_system->quit();
}
}
#ifdef USE_OSD
int windowWidth = 0, windowHeight = 0;
getWindowDimensions(&windowWidth, &windowHeight);
const Common::String osdMsg = Common::String::format("Resolution: %dx%d", windowWidth, windowHeight);
displayMessageOnOSD(osdMsg.c_str());
#endif
return true;
} else if (event.kbd.keycode == Common::KEYCODE_a) {
// In case the user changed the window size manually we will
// not change the window size again here.
_ignoreLoadVideoMode = _gotResize;
// Ctrl+Alt+a toggles the aspect ratio correction state.
beginGFXTransaction();
setFeatureState(OSystem::kFeatureAspectRatioCorrection, !getFeatureState(OSystem::kFeatureAspectRatioCorrection));
endGFXTransaction();
// Make sure we do not ignore the next resize. This
// effectively checks whether loadVideoMode has been called.
assert(!_ignoreLoadVideoMode);
#ifdef USE_OSD
Common::String osdMsg = "Aspect ratio correction: ";
osdMsg += getFeatureState(OSystem::kFeatureAspectRatioCorrection) ? "enabled" : "disabled";
displayMessageOnOSD(osdMsg.c_str());
#endif
return true;
} else if (event.kbd.keycode == Common::KEYCODE_f) {
// Ctrl+Alt+f toggles the graphics modes.
// We are crazy we will allow the OpenGL base class to
// introduce new graphics modes like shaders for special
// filtering. If some other OpenGL subclass needs this,
// we can think of refactoring this.
int mode = getGraphicsMode();
const OSystem::GraphicsMode *supportedModes = getSupportedGraphicsModes();
const OSystem::GraphicsMode *modeDesc = nullptr;
// Search the current mode.
for (; supportedModes->name; ++supportedModes) {
if (supportedModes->id == mode) {
modeDesc = supportedModes;
break;
}
}
assert(modeDesc);
// Try to use the next mode in the list.
++modeDesc;
if (!modeDesc->name) {
modeDesc = getSupportedGraphicsModes();
}
// Never ever try to resize the window when we simply want to
// switch the graphics mode. This assures that the window size
// does not change.
_ignoreLoadVideoMode = true;
beginGFXTransaction();
setGraphicsMode(modeDesc->id);
endGFXTransaction();
// Make sure we do not ignore the next resize. This
// effectively checks whether loadVideoMode has been called.
assert(!_ignoreLoadVideoMode);
#ifdef USE_OSD
const Common::String osdMsg = Common::String::format("Graphics mode: %s", _(modeDesc->description));
displayMessageOnOSD(osdMsg.c_str());
#endif
return true;
}
}
// Fall through
default:
return false;
}
}
bool OpenGLSdlGraphicsManager::isHotkey(const Common::Event &event) {
if (event.kbd.hasFlags(Common::KBD_ALT)) {
return event.kbd.keycode == Common::KEYCODE_RETURN
|| event.kbd.keycode == (Common::KeyCode)SDLK_KP_ENTER
|| event.kbd.keycode == Common::KEYCODE_s;
} else if (event.kbd.hasFlags(Common::KBD_CTRL | Common::KBD_ALT)) {
return event.kbd.keycode == Common::KEYCODE_PLUS || event.kbd.keycode == Common::KEYCODE_MINUS
|| event.kbd.keycode == Common::KEYCODE_KP_PLUS || event.kbd.keycode == Common::KEYCODE_KP_MINUS
|| event.kbd.keycode == Common::KEYCODE_a
|| event.kbd.keycode == Common::KEYCODE_f;
}
return false;
}
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