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|
/* 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()
#ifdef WIN32
int glColorTable(int, int, int, int, int, void *) { return 0; }
int glGetColorTable(int, int, int, void *) { return 0; }
#endif
#include "fb2opengl.h"
class OSystem_SDL_OpenGL : public OSystem_SDL_Common {
public:
OSystem_SDL_OpenGL();
// Update the dirty areas of the screen
void update_screen();
// Set a parameter
uint32 property(int param, Property *value);
// Get the next event.
// Returns true if an event was retrieved.
//bool poll_event(Event *event);
protected:
FB2GL fb2gl;
int _glFlags;
int _glScreenStart;
bool _glBilinearFilter;
bool _usingOpenGL;
SDL_Surface *tmpSurface; // Used for black rectangles blitting
SDL_Rect tmpBlackRect; // Bottom black border
SDL_Rect _glWindow; // Only uses w and h (for window resizing)
int _glBottomOfTexture;
int _glBorderHeight; // Used if using black borders
SDL_Surface *_hwscreen; // hardware screen (=> _usingOpenGL == false)
ScalerProc *_scaler_proc;
virtual void load_gfx_mode();
virtual void unload_gfx_mode();
void hotswap_gfx_mode();
};
OSystem_SDL_Common *OSystem_SDL_Common::create_intern() {
return new OSystem_SDL_OpenGL();
}
OSystem_SDL_OpenGL::OSystem_SDL_OpenGL()
: _hwscreen(0), _scaler_proc(0)
{
_glScreenStart = 0;
_glBilinearFilter = false;
_usingOpenGL = false; // false => Switch to filters used in the sdl.cpp version
_glBottomOfTexture = 256; // height is always 256
_glBorderHeight = 0; // Forces _glScreenStart to always be 0
// 640x480 resolution
_glWindow.w = 640;
_glWindow.h = 480;
}
void OSystem_SDL_OpenGL::load_gfx_mode() {
uint32 Rmask, Gmask, Bmask, Amask;
// I have to force 16 bit color depth with 565 ordering
// SDL_SetVideoMode sometimes doesn't accept your color depth definition
Rmask = 0xF800; // 5
Gmask = 0x07E0; // 6
Bmask = 0x001F; // 5
Amask = 0;
_forceFull = true;
_mode_flags |= DF_UPDATE_EXPAND_1_PIXEL;
_tmpscreen = NULL;
_tmpScreenWidth = (_screenWidth + 3);
switch(_mode) {
case GFX_BILINEAR:
_usingOpenGL = true;
_mode = GFX_NORMAL;
break;
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:
_scaleFactor = 3;
_scaler_proc = Normal3x;
break;
case GFX_NORMAL:
_scaleFactor = 1; //_usingOpenGL ? 2 : 1;
_scaler_proc = Normal1x;
break;
default:
error("unknown gfx mode %d", _mode);
_mode = GFX_NORMAL;
_scaleFactor = 1;
_scaler_proc = Normal1x;
}
if (_mode != GFX_NORMAL) {
_usingOpenGL = false;
}
//
// 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
//
if (_usingOpenGL) {
_glFlags = FB2GL_NO_320 | FB2GL_RGBA | FB2GL_16BIT;
if (_full_screen) {
_glFlags |= FB2GL_FS;
_glScreenStart = 0;
}
// Note: Our GL screen is vertically stretched (yfix = 15).
// That makes visible only 320x240 of the GL screen.
// 320x240 visible in GL screen => yfix = 15
// 320x200 visible in GL screen => yfix = 72
int yfix = 15;
_glBorderHeight = 0;
if (_screenHeight == 200) {
// If we are not using borders, we want 320x200 visible
yfix = _glScreenStart? 15: 72;
// 20 (top) + 200 (height) + 20 (bottom) = 240
_glBorderHeight = 20;
}
// _glWindow defines the resolution
fb2gl.init(_glWindow.w, _glWindow.h, 0, yfix, _glFlags);
} else { // SDL backend
_hwscreen = SDL_SetVideoMode(_screenWidth * _scaleFactor, (_adjustAspectRatio ? 240 : _screenHeight) * _scaleFactor, 16,
_full_screen ? (SDL_FULLSCREEN|SDL_SWSURFACE) : SDL_SWSURFACE
);
if (_hwscreen == NULL)
error("_hwscreen failed");
// Distinguish 555 and 565 mode
if (_hwscreen->format->Rmask == 0x7C00)
Init_2xSaI(555);
else
Init_2xSaI(565);
}
//
// 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(_tmpScreenWidth * (_screenHeight + 3),sizeof(uint16));
if (_usingOpenGL) {
_tmpscreen = SDL_CreateRGBSurfaceFrom(tmp_screen,
_tmpScreenWidth,
_screenHeight + 3,
16,
_tmpScreenWidth * 2,
Rmask,
Gmask,
Bmask,
Amask);
tmpBlackRect.x = 0;
tmpBlackRect.y = 0;
tmpBlackRect.w = _screenWidth;
tmpBlackRect.h = 256-_screenHeight-_glScreenStart;
if (!_adjustAspectRatio) {
// Don't use the whole screen (black borders)
fb2gl.init(0, 0, 0, 15, _glFlags);
_glScreenStart = _glBorderHeight;
// Top black border
SDL_Rect blackrect = {
0,
0, // _glScreenStart,
_screenWidth,
_newShakePos + _glScreenStart
};
SDL_FillRect(tmpSurface, &blackrect, 0);
fb2gl.blit16(tmpSurface, 1, &blackrect, 0, 0);
// Bottom black border
int _glBottomOfGameScreen = _screenHeight +
_glScreenStart + _currentShakePos;
tmpBlackRect.h = _glBottomOfTexture -
_glBottomOfGameScreen;
SDL_FillRect(tmpSurface, &tmpBlackRect, 0);
fb2gl.blit16(tmpSurface, 1, &tmpBlackRect, 0,
_glBottomOfGameScreen);
} else {
// Use the whole screen
fb2gl.init(0, 0, 0, 72, _glFlags);
_glScreenStart = 0;
}
} else { // SDL backend
_tmpscreen = SDL_CreateRGBSurfaceFrom(tmp_screen,
_tmpScreenWidth,
_screenHeight + 3,
16,
_tmpScreenWidth * 2,
_hwscreen->format->Rmask,
_hwscreen->format->Gmask,
_hwscreen->format->Bmask,
_hwscreen->format->Amask);
}
tmpSurface = SDL_CreateRGBSurface(SDL_SWSURFACE, _screenWidth,
// 320x256 texture (black end)
256-_screenHeight-_glScreenStart,
16,
Rmask,
Gmask,
Bmask,
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_OpenGL::unload_gfx_mode() {
if (_screen) {
SDL_FreeSurface(_screen);
_screen = NULL;
}
if (_hwscreen) {
SDL_FreeSurface(_hwscreen);
_hwscreen = NULL;
}
if (_tmpscreen) {
free((uint16 *)_tmpscreen->pixels);
SDL_FreeSurface(_tmpscreen);
_tmpscreen = NULL;
}
}
void OSystem_SDL_OpenGL::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
if (fb2gl.getScreen()) { // _usingOpenGL was true
SDL_FreeSurface(fb2gl.getScreen());
fb2gl.setScreen(NULL);
}
if (_hwscreen) {
SDL_FreeSurface(_hwscreen);
_hwscreen = NULL;
}
// 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_OpenGL::update_screen() {
StackLock lock(_graphicsMutex, this); // Lock the mutex until this function ends
// If the shake position changed, fill the dirty area with blackness
if (_currentShakePos != _newShakePos) {
if (_usingOpenGL) {
// Top black border
SDL_Rect blackrect = {
0,
0, // _glScreenStart,
_screenWidth,
_newShakePos + _glScreenStart
};
SDL_FillRect(tmpSurface, &blackrect, 0);
fb2gl.blit16(tmpSurface, 1, &blackrect, 0, 0);
} else { // SDL backend
SDL_Rect blackrect = {0, 0, _screenWidth * _scaleFactor, _newShakePos * _scaleFactor};
if (_adjustAspectRatio)
blackrect.h = real2Aspect(blackrect.h - 1) + 1;
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;
SDL_Rect dst;
uint32 srcPitch, dstPitch;
SDL_Rect *last_rect = _dirty_rect_list + _num_dirty_rects;
if (_usingOpenGL) {
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 (SDL_BlitSurface(_screen, r, _tmpscreen, &dst) != 0)
error("SDL_BlitSurface failed: %s", SDL_GetError());
}
}
// Almost the same thing as SDL_UpdateRects
fb2gl.blit16(
_tmpscreen,
_num_dirty_rects,
_dirty_rect_list,
0,
_currentShakePos + _glScreenStart
);
int _glBottomOfGameScreen = _screenHeight +
_glScreenStart + _currentShakePos;
// Bottom black border height
tmpBlackRect.h = _glBottomOfTexture - _glBottomOfGameScreen;
if (_adjustAspectRatio && tmpBlackRect.h > 0) {
SDL_FillRect(tmpSurface, &tmpBlackRect, 0);
fb2gl.blit16(tmpSurface, 1, &tmpBlackRect, 0,
_glBottomOfGameScreen);
}
fb2gl.display();
} else { // SDL backend
if (_scaler_proc == Normal1x && !_adjustAspectRatio) {
SDL_Surface *target = _overlayVisible ? _tmpscreen : _screen;
for (r = _dirty_rect_list; r != last_rect; ++r) {
dst = *r;
if (_overlayVisible) {
// FIXME: I don't understand why this is necessary...
dst.x--;
dst.y--;
}
dst.y += _currentShakePos;
if (SDL_BlitSurface(target, r, _hwscreen, &dst) != 0)
error("SDL_BlitSurface failed: %s", SDL_GetError());
}
} else {
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 (SDL_BlitSurface(_screen, r, _tmpscreen, &dst) != 0)
error("SDL_BlitSurface failed: %s", SDL_GetError());
}
}
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;
register int orig_dst_y = 0;
if (dst_y < _screenHeight) {
dst_h = r->h;
if (dst_h > _screenHeight - dst_y)
dst_h = _screenHeight - dst_y;
dst_y *= _scaleFactor;
if (_adjustAspectRatio) {
orig_dst_y = dst_y;
dst_y = real2Aspect(dst_y);
}
_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;
if (_adjustAspectRatio && orig_dst_y / _scaleFactor < _screenHeight)
r->h = stretch200To240((uint8 *) _hwscreen->pixels, dstPitch, r->w, r->h, r->x, r->y, orig_dst_y);
}
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 = (_adjustAspectRatio ? 240 : _screenHeight) * _scaleFactor;
}
// Finally, blit all our changes to the screen
SDL_UpdateRects(_hwscreen, _num_dirty_rects, _dirty_rect_list);
} // END OF "SDL backend"
} // if (num_dirty_rects > 0) ...
_num_dirty_rects = 0;
_forceFull = false;
}
/*
bool OSystem_SDL_OpenGL::poll_event(Event *event) {
SDL_Event ev;
ev.type = 0;
SDL_PeepEvents(&ev, 1, SDL_GETEVENT, SDL_VIDEORESIZEMASK);
if (_usingOpenGL && ev.type == SDL_VIDEORESIZE) {
int w = ev.resize.w;
int h = ev.resize.h;
glViewport(0, 0, (GLsizei)w, (GLsizei)h);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
glOrtho(-1.0,1.0,-1.0,1.0,-1.0,1.0);
_glWindow.w = w;
_glWindow.h = h;
}
return OSystem_SDL_Common::poll_event(event);
}
*/
uint32 OSystem_SDL_OpenGL::property(int param, Property *value) {
StackLock lock(_graphicsMutex, this); // Lock the mutex until this function ends
if (param == PROP_TOGGLE_FULLSCREEN) {
if (!_usingOpenGL)
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
SDL_Surface *_tmpScreen;
if (_usingOpenGL) {
_tmpScreen = fb2gl.getScreen();
}
else { // SDL backend
_tmpScreen = _hwscreen;
}
if (!SDL_WM_ToggleFullScreen(_tmpScreen)) {
// if ToggleFullScreen fails, achieve the same effect with hotswap gfx mode
hotswap_gfx_mode();
}
#endif
return 1;
} else if (param == PROP_TOGGLE_ASPECT_RATIO) {
if (_usingOpenGL) {
_adjustAspectRatio ^= true;
if (!_adjustAspectRatio) {
// Don't use the whole screen (black borders)
fb2gl.init(0, 0, 0, 15, _glFlags);
_glScreenStart = _glBorderHeight;
// Top black border
SDL_Rect blackrect = {
0,
0, // _glScreenStart,
_screenWidth,
_newShakePos + _glScreenStart
};
SDL_FillRect(tmpSurface, &blackrect, 0);
fb2gl.blit16(tmpSurface, 1, &blackrect, 0, 0);
// Bottom black border
int _glBottomOfGameScreen = _screenHeight +
_glScreenStart + _currentShakePos;
tmpBlackRect.h = _glBottomOfTexture -
_glBottomOfGameScreen;
SDL_FillRect(tmpSurface, &tmpBlackRect, 0);
fb2gl.blit16(tmpSurface, 1, &tmpBlackRect, 0,
_glBottomOfGameScreen);
} else {
// Use the whole screen
fb2gl.init(0, 0, 0, 72, _glFlags);
_glScreenStart = 0;
}
SDL_Rect redraw = {0, 0, _screenWidth, _screenHeight};
fb2gl.blit16(_tmpscreen, 1, &redraw, 0, _glScreenStart);
fb2gl.display();
} else {
if (_screenHeight == 200) {
assert(_hwscreen != 0);
_adjustAspectRatio ^= true;
hotswap_gfx_mode();
}
}
} else if (param == PROP_SET_GFX_MODE) {
if (value->gfx_mode > 10) { // OpenGL modes
if (!_usingOpenGL) {
_usingOpenGL = true;
_mode = GFX_NORMAL;
_scaleFactor = 1;
_scaler_proc = Normal1x;
hotswap_gfx_mode();
}
}
switch(value->gfx_mode) {
case GFX_BILINEAR: // Bilinear Filtering (on/off)
_glBilinearFilter ^= true;
fb2gl.setBilinearMode(_glBilinearFilter);
break;
default: // SDL backend
if (value->gfx_mode >= 10)
return 0;
_mode = value->gfx_mode;
if (_usingOpenGL) {
_glBilinearFilter = false;
_usingOpenGL = false;
}
hotswap_gfx_mode();
};
/* if (_usingOpenGL) {
SDL_Rect redraw = {0, 0, _screenWidth, _screenHeight};
fb2gl.blit16(_tmpscreen, 1, &redraw, 0, _glScreenStart);
fb2gl.display();
}*/
return 1;
}
return OSystem_SDL_Common::property(param, value);
}
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