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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/sdl/sdl-graphics.h"
#include "backends/platform/sdl/sdl-sys.h"
#include "backends/events/sdl/sdl-events.h"
#include "common/config-manager.h"
#include "common/textconsole.h"
#include "graphics/scaler/aspect.h"

SdlGraphicsManager::SdlGraphicsManager(SdlEventSource *source, SdlWindow *window)
	: _eventSource(source), _window(window), _hwScreen(nullptr)
#if SDL_VERSION_ATLEAST(2, 0, 0)
	, _allowWindowSizeReset(false), _hintedWidth(0), _hintedHeight(0), _lastFlags(0)
#endif
{
	SDL_GetMouseState(&_cursorX, &_cursorY);
}

void SdlGraphicsManager::activateManager() {
	_eventSource->setGraphicsManager(this);
}

void SdlGraphicsManager::deactivateManager() {
	_eventSource->setGraphicsManager(0);
}

SdlGraphicsManager::State SdlGraphicsManager::getState() const {
	State state;

	state.screenWidth   = getWidth();
	state.screenHeight  = getHeight();
	state.aspectRatio   = getFeatureState(OSystem::kFeatureAspectRatioCorrection);
	state.fullscreen    = getFeatureState(OSystem::kFeatureFullscreenMode);
	state.cursorPalette = getFeatureState(OSystem::kFeatureCursorPalette);
#ifdef USE_RGB_COLOR
	state.pixelFormat   = getScreenFormat();
#endif
	return state;
}

bool SdlGraphicsManager::setState(const State &state) {
	beginGFXTransaction();
#ifdef USE_RGB_COLOR
		initSize(state.screenWidth, state.screenHeight, &state.pixelFormat);
#else
		initSize(state.screenWidth, state.screenHeight, nullptr);
#endif
		setFeatureState(OSystem::kFeatureAspectRatioCorrection, state.aspectRatio);
		setFeatureState(OSystem::kFeatureFullscreenMode, state.fullscreen);
		setFeatureState(OSystem::kFeatureCursorPalette, state.cursorPalette);

	if (endGFXTransaction() != OSystem::kTransactionSuccess) {
		return false;
	} else {
		return true;
	}
}

bool SdlGraphicsManager::defaultGraphicsModeConfig() const {
	const Common::ConfigManager::Domain *transientDomain = ConfMan.getDomain(Common::ConfigManager::kTransientDomain);
	if (transientDomain && transientDomain->contains("gfx_mode")) {
		const Common::String &mode = transientDomain->getVal("gfx_mode");
		if (!mode.equalsIgnoreCase("normal") && !mode.equalsIgnoreCase("default")) {
			return false;
		}
	}

	const Common::ConfigManager::Domain *gameDomain = ConfMan.getActiveDomain();
	if (gameDomain && gameDomain->contains("gfx_mode")) {
		const Common::String &mode = gameDomain->getVal("gfx_mode");
		if (!mode.equalsIgnoreCase("normal") && !mode.equalsIgnoreCase("default")) {
			return false;
		}
	}

	return true;
}

int SdlGraphicsManager::getGraphicsModeIdByName(const Common::String &name) const {
	if (name == "normal" || name == "default") {
		return getDefaultGraphicsMode();
	}

	const OSystem::GraphicsMode *mode = getSupportedGraphicsModes();
	while (mode && mode->name != nullptr) {
		if (name.equalsIgnoreCase(mode->name)) {
			return mode->id;
		}
		++mode;
	}
	return -1;
}

void SdlGraphicsManager::initSizeHint(const Graphics::ModeList &modes) {
#if SDL_VERSION_ATLEAST(2, 0, 0)
	const bool useDefault = defaultGraphicsModeConfig();

	int scale = getGraphicsModeScale(getGraphicsModeIdByName(ConfMan.get("gfx_mode")));
	if (scale == -1) {
		warning("Unknown scaler; defaulting to 1");
		scale = 1;
	}

	int16 bestWidth = 0, bestHeight = 0;
	const Graphics::ModeList::const_iterator end = modes.end();
	for (Graphics::ModeList::const_iterator it = modes.begin(); it != end; ++it) {
		int16 width = it->width, height = it->height;

		// TODO: Normalize AR correction by passing a PAR in the mode list
		// instead of checking the dimensions here like this, since not all
		// 320x200/640x400 uses are with non-square pixels (e.g. DreamWeb).
		if (ConfMan.getBool("aspect_ratio")) {
			if ((width == 320 && height == 200) || (width == 640 && height == 400)) {
				height = real2Aspect(height);
			}
		}

		if (!useDefault || width <= 320) {
			width *= scale;
			height *= scale;
		}

		if (bestWidth < width) {
			bestWidth = width;
		}

		if (bestHeight < height) {
			bestHeight = height;
		}
	}

	_hintedWidth = bestWidth;
	_hintedHeight = bestHeight;
#endif
}

bool SdlGraphicsManager::showMouse(const bool visible) {
	if (visible == _cursorVisible) {
		return visible;
	}

	int showCursor = SDL_DISABLE;
	if (visible) {
		// _cursorX and _cursorY are currently always clipped to the active
		// area, so we need to ask SDL where the system's mouse cursor is
		// instead
		int x, y;
		SDL_GetMouseState(&x, &y);
		if (!_activeArea.drawRect.contains(Common::Point(x, y))) {
			showCursor = SDL_ENABLE;
		}
	}
	SDL_ShowCursor(showCursor);

	return WindowedGraphicsManager::showMouse(visible);
}

bool SdlGraphicsManager::notifyMousePosition(Common::Point &mouse) {
	int showCursor = SDL_DISABLE;
	bool valid = true;
	if (_activeArea.drawRect.contains(mouse)) {
		_cursorLastInActiveArea = true;
	} else {
		mouse.x = CLIP<int>(mouse.x, _activeArea.drawRect.left, _activeArea.drawRect.right - 1);
		mouse.y = CLIP<int>(mouse.y, _activeArea.drawRect.top, _activeArea.drawRect.bottom - 1);

		if (_window->mouseIsGrabbed() ||
			// Keep the mouse inside the game area during dragging to prevent an
			// event mismatch where the mouseup event gets lost because it is
			// performed outside of the game area
			(_cursorLastInActiveArea && SDL_GetMouseState(nullptr, nullptr) != 0)) {
			setSystemMousePosition(mouse.x, mouse.y);
		} else {
			// Allow the in-game mouse to get a final movement event to the edge
			// of the window if the mouse was moved out of the game area
			if (_cursorLastInActiveArea) {
				_cursorLastInActiveArea = false;
			} else if (_cursorVisible) {
				// Keep sending events to the game if the cursor is invisible,
				// since otherwise if a game lets you skip a cutscene by
				// clicking and the user moved the mouse outside the active
				// area, the clicks wouldn't do anything, which would be
				// confusing
				valid = false;
			}

			if (_cursorVisible) {
				showCursor = SDL_ENABLE;
			}
		}
	}

	SDL_ShowCursor(showCursor);
	if (valid) {
		setMousePosition(mouse.x, mouse.y);
		mouse = convertWindowToVirtual(mouse.x, mouse.y);
	}
	return valid;
}

void SdlGraphicsManager::setSystemMousePosition(const int x, const int y) {
	assert(_window);
	if (!_window->warpMouseInWindow(x, y)) {
		const Common::Point mouse = convertWindowToVirtual(x, y);
		_eventSource->fakeWarpMouse(mouse.x, mouse.y);
	}
}

void SdlGraphicsManager::handleResizeImpl(const int width, const int height) {
	_eventSource->resetKeyboardEmulation(width - 1, height - 1);
	_forceRedraw = true;
}

#if SDL_VERSION_ATLEAST(2, 0, 0)
bool SdlGraphicsManager::createOrUpdateWindow(int width, int height, const Uint32 flags) {
	if (!_window) {
		return false;
	}

	// We only update the actual window when flags change (which usually means
	// fullscreen mode is entered/exited), when updates are forced so that we
	// do not reset the window size whenever a game makes a call to change the
	// size or pixel format of the internal game surface (since a user may have
	// resized the game window), or when the launcher is visible (since a user
	// may change the scaler, which should reset the window size)
	if (!_window->getSDLWindow() || _lastFlags != flags || _overlayVisible || _allowWindowSizeReset) {
		const bool fullscreen = (flags & (SDL_WINDOW_FULLSCREEN | SDL_WINDOW_FULLSCREEN_DESKTOP)) != 0;
		if (!fullscreen) {
			if (_hintedWidth) {
				width = _hintedWidth;
			}
			if (_hintedHeight) {
				height = _hintedHeight;
			}
		}

		if (!_window->createOrUpdateWindow(width, height, flags)) {
			return false;
		}

		_lastFlags = flags;
		_allowWindowSizeReset = false;
	}

	return true;
}
#endif