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|
/* ScummVM - Scumm Interpreter
* Copyright (C) 2001-2004 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 "common/stdafx.h"
#include "wince-sdl.h"
#include "common/util.h"
#include "base/gameDetector.h"
#include "base/engine.h"
#include "base/plugins.h"
#include "common/timer.h"
#include "common/config-manager.h"
#include "scumm/scumm.h"
#include "resource.h"
#include "CEActions.h"
#include "CEActionsPocket.h"
#include "CEActionsSmartphone.h"
#include "ItemAction.h"
#include "CEKeysDialog.h"
#include "gui/message.h"
#include "sound/fmopl.h"
#ifdef USE_VORBIS
#include <vorbis/vorbisfile.h>
#endif
using namespace CEGUI;
// ********************************************************************************************
// Internal GUI names
#define NAME_MAIN_PANEL "MainPanel"
#define NAME_PANEL_KEYBOARD "Keyboard"
#define NAME_ITEM_OPTIONS "Options"
#define NAME_ITEM_SKIP "Skip"
#define NAME_ITEM_SOUND "Sound"
#define NAME_ITEM_ORIENTATION "Orientation"
// Given to the true main, needed for backend adaptation
static GameDetector _gameDetector;
static FILE *stdout_file;
static FILE *stderr_file;
// Static member inits
bool OSystem_WINCE3::_soundMaster = true;
OSystem::SoundProc OSystem_WINCE3::_originalSoundProc = NULL;
// ********************************************************************************************
// MAIN
extern "C" int scummvm_main(GameDetector &gameDetector, int argc, char **argv);
int SDL_main(int argc, char **argv) {
/* Sanity check */
#ifndef WIN32_PLATFORM_WFSP
if (CEDevice::hasSmartphoneResolution()) {
MessageBox(NULL, TEXT("This build was not compiled with Smartphone support"), TEXT("ScummVM error"), MB_OK | MB_ICONERROR);
return 0;
}
#endif
/* Avoid print problems - this file will be put in RAM anyway */
stdout_file = fopen("\\scummvm_stdout.txt", "w");
stderr_file = fopen("\\scummvm_stderr.txt", "w");
CEActions::init(_gameDetector);
return scummvm_main(_gameDetector, argc, argv);
}
// ********************************************************************************************
// ********************************************************************************************
void pumpMessages() {
MSG msg;
while (PeekMessage(&msg, NULL, 0, 0, PM_REMOVE)) {
TranslateMessage(&msg);
DispatchMessage(&msg);
}
}
void drawError(char *error) {
TCHAR errorUnicode[200];
MultiByteToWideChar(CP_ACP, 0, error, strlen(error) + 1, errorUnicode, sizeof(errorUnicode));
pumpMessages();
MessageBox(GetActiveWindow(), errorUnicode, TEXT("ScummVM error"), MB_OK | MB_ICONERROR);
pumpMessages();
}
bool isSmartphone(void) {
return CEDevice::hasSmartphoneResolution();
}
// ********************************************************************************************
OSystem *OSystem_WINCE3_create() {
return new OSystem_WINCE3();
}
OSystem_WINCE3::OSystem_WINCE3() : OSystem_SDL(),
_orientationLandscape(false), _newOrientation(false), _panelInitialized(false),
_panelVisible(false), _panelStateForced(false), _forceHideMouse(false),
_freeLook(false), _toolbarHighDrawn(false), _zoomUp(false), _zoomDown(false)
{
create_toolbar();
}
void OSystem_WINCE3::swap_panel_visibility() {
if (!_forcePanelInvisible && !_panelStateForced) {
_panelVisible = !_panelVisible;
_toolbarHandler.setVisible(_panelVisible);
if (_screenHeight > 240)
add_dirty_rect(0, 400, 640, 80);
else
add_dirty_rect(0, 200, 320, 40);
internUpdateScreen();
}
}
void OSystem_WINCE3::swap_panel() {
_toolbarHighDrawn = false;
if (!_panelStateForced) {
if (_toolbarHandler.activeName() == NAME_PANEL_KEYBOARD)
_toolbarHandler.setActive(NAME_MAIN_PANEL);
else
_toolbarHandler.setActive(NAME_PANEL_KEYBOARD);
}
}
void OSystem_WINCE3::swap_sound_master() {
_soundMaster = !_soundMaster;
if (_toolbarHandler.activeName() == NAME_MAIN_PANEL)
_toolbarHandler.forceRedraw(); // redraw sound icon
}
void OSystem_WINCE3::add_right_click() {
int x, y;
retrieve_mouse_location(x, y);
EventsBuffer::simulateMouseRightClick(x, y);
}
void OSystem_WINCE3::swap_mouse_visibility() {
_forceHideMouse = !_forceHideMouse;
if (_forceHideMouse)
undraw_mouse();
}
void OSystem_WINCE3::swap_freeLook() {
_freeLook = !_freeLook;
}
void OSystem_WINCE3::swap_zoom_up() {
if (_zoomUp) {
// restore visibility
_toolbarHandler.setVisible(_saveToolbarZoom);
// restore scaler
_scaleFactorYd = 2;
_scaler_proc = PocketPCHalf;
_zoomUp = false;
}
else
{
// only active if running on a PocketPC
if (_scaler_proc != PocketPCHalf && _scaler_proc != PocketPCHalfZoom)
return;
if (_scaler_proc == PocketPCHalf) {
_saveToolbarZoom = _toolbarHandler.visible();
_toolbarHandler.setVisible(false);
// set zoom scaler
_scaleFactorYd = 1;
_scaler_proc = PocketPCHalfZoom;
}
else
_zoomDown = false;
_zoomUp = true;
}
// redraw whole screen
add_dirty_rect(0, 0, 640, 480);
internUpdateScreen();
}
void OSystem_WINCE3::swap_zoom_down() {
if (_zoomDown) {
// restore visibility
_toolbarHandler.setVisible(_saveToolbarZoom);
// restore scaler
_scaleFactorYd = 2;
_scaler_proc = PocketPCHalf;
_zoomDown = false;
}
else
{
// only active if running on a PocketPC
if (_scaler_proc != PocketPCHalf && _scaler_proc != PocketPCHalfZoom)
return;
if (_scaler_proc == PocketPCHalf) {
_saveToolbarZoom = _toolbarHandler.visible();
_toolbarHandler.setVisible(false);
// set zoom scaler
_scaleFactorYd = 1;
_scaler_proc = PocketPCHalfZoom;
}
else
_zoomUp = false;
_zoomDown = true;
}
// redraw whole screen
add_dirty_rect(0, 0, 640, 480);
internUpdateScreen();
}
#ifdef WIN32_PLATFORM_WFSP
// Smartphone actions
void OSystem_WINCE3::add_left_click() {
_addLeftClickDown = true;
}
void OSystem_WINCE3::move_cursor_up() {
}
void OSystem_WINCE3::move_cursor_down() {
}
void OSystem_WINCE3::move_cursor_left() {
}
void OSystem_WINCE3::move_cursor_right() {
}
void OSystem_WINCE3::switch_zone() {
}
#endif
void OSystem_WINCE3::create_toolbar() {
PanelKeyboard *keyboard;
// Add the keyboard
keyboard = new PanelKeyboard(PANEL_KEYBOARD);
_toolbarHandler.add(NAME_PANEL_KEYBOARD, *keyboard);
}
void OSystem_WINCE3::private_sound_proc(void *param, byte *buf, int len) {
(*_originalSoundProc)(param, buf, len);
if (!_soundMaster)
memset(buf, 0, len);
}
#ifdef USE_VORBIS
bool OSystem_WINCE3::checkOggHighSampleRate() {
char trackFile[255];
FILE *testFile;
OggVorbis_File *test_ov_file = new OggVorbis_File;
sprintf(trackFile,"%sTrack1.ogg", ConfMan.get("path").c_str());
// Check if we have an OGG audio track
testFile = fopen(trackFile, "rb");
if (testFile) {
if (!ov_open(testFile, test_ov_file, NULL, 0)) {
bool highSampleRate = (ov_info(test_ov_file, -1)->rate == 22050);
ov_clear(test_ov_file);
delete test_ov_file;
return highSampleRate;
}
}
// Do not test for OGG samples - too big and too slow anyway :)
delete test_ov_file;
return false;
}
#endif
void OSystem_WINCE3::get_sample_rate() {
// See if the output frequency is forced by the game
if ((_gameDetector._game.features & Scumm::GF_DIGI_IMUSE) ||
_gameDetector._targetName == "queen" ||
strncmp(_gameDetector._targetName.c_str(), "sword", 5) == 0 ||
strncmp(_gameDetector._targetName.c_str(), "sky", 3) == 0)
_sampleRate = SAMPLES_PER_SEC_NEW;
else {
if (ConfMan.hasKey("high_sample_rate") && ConfMan.getBool("high_sample_rate"))
_sampleRate = SAMPLES_PER_SEC_NEW;
else
_sampleRate = SAMPLES_PER_SEC_OLD;
}
#ifdef USE_VORBIS
// Modify the sample rate on the fly if OGG is involved
if (_sampleRate == SAMPLES_PER_SEC_OLD)
if (checkOggHighSampleRate())
_sampleRate = SAMPLES_PER_SEC_NEW;
#endif
}
int OSystem_WINCE3::getOutputSampleRate() const {
return _sampleRate;
}
void OSystem_WINCE3::setWindowCaption(const char *caption) {
check_mappings(); // called here to initialize virtual keys handling
//update_game_settings();
get_sample_rate(); // called here to initialize mixer
}
bool OSystem_WINCE3::openCD(int drive) {
return false;
}
bool OSystem_WINCE3::hasFeature(Feature f) {
return
(f == kFeatureAutoComputeDirtyRects || f == kFeatureVirtualKeyboard);
}
void OSystem_WINCE3::setFeatureState(Feature f, bool enable) {
switch(f) {
case kFeatureFullscreenMode:
return;
case kFeatureVirtualKeyboard:
_toolbarHighDrawn = false;
if (enable) {
_panelStateForced = true;
_saveToolbarState = _toolbarHandler.visible();
_saveActiveToolbar = _toolbarHandler.activeName();
_toolbarHandler.setActive(NAME_PANEL_KEYBOARD);
_toolbarHandler.setVisible(true);
}
else {
_panelStateForced = false;
_toolbarHandler.setActive(_saveActiveToolbar);
_toolbarHandler.setVisible(_saveToolbarState);
}
return;
default:
OSystem_SDL::setFeatureState(f, enable);
}
}
bool OSystem_WINCE3::getFeatureState(Feature f) {
switch(f) {
case kFeatureFullscreenMode:
return false;
case kFeatureVirtualKeyboard:
return (_panelStateForced);
}
return OSystem_SDL::getFeatureState(f);
}
bool OSystem_WINCE3::setSoundCallback(SoundProc proc, void *param) {
SDL_AudioSpec desired;
int thread_priority;
memset(&desired, 0, sizeof(desired));
_originalSoundProc = proc;
desired.freq = _sampleRate;
desired.format = AUDIO_S16SYS;
desired.channels = 2;
//desired.samples = 2048;
desired.samples = 128;
desired.callback = private_sound_proc;
desired.userdata = param;
// Add sound thread priority
if (!ConfMan.hasKey("sound_thread_priority")) {
#ifdef SH3
thread_priority = THREAD_PRIORITY_NORMAL;
#else
thread_priority = THREAD_PRIORITY_ABOVE_NORMAL;
#endif
}
else
thread_priority = ConfMan.getInt("sound_thread_priority");
desired.thread_priority = thread_priority;
if (SDL_OpenAudio(&desired, NULL) != 0) {
return false;
}
SDL_PauseAudio(0);
return true;
}
void OSystem_WINCE3::check_mappings() {
CEActionsPocket *instance;
if (!_gameDetector._targetName.size() || CEActions::Instance()->initialized())
return;
CEActions::Instance()->initInstance(this);
// Load key mapping
CEActions::Instance()->loadMapping();
if (CEDevice::hasSmartphoneResolution())
return;
instance = (CEActionsPocket*)CEActions::Instance();
// Some games need to map the right click button, signal it here if it wasn't done
if (instance->needsRightClickMapping()) {
CEKeysDialog *keysDialog = new CEKeysDialog("Map right click action");
while (!instance->getMapping(POCKET_ACTION_RIGHTCLICK)) {
keysDialog->runModal();
if (!instance->getMapping(POCKET_ACTION_RIGHTCLICK)) {
GUI::MessageDialog alert("You must map a key to the 'Right Click' action to play this game");
alert.runModal();
}
}
delete keysDialog;
}
// Map the "hide toolbar" action if needed
if (instance->needsHideToolbarMapping()) {
CEKeysDialog *keysDialog = new CEKeysDialog("Map hide toolbar action");
while (!instance->getMapping(POCKET_ACTION_HIDE)) {
keysDialog->runModal();
if (!instance->getMapping(POCKET_ACTION_HIDE)) {
GUI::MessageDialog alert("You must map a key to the 'Hide toolbar' action to play this game");
alert.runModal();
}
}
delete keysDialog;
}
// Map the "zoom" actions if needed
if (instance->needsZoomMapping()) {
CEKeysDialog *keysDialog = new CEKeysDialog("Map Zoom Up action (optional)");
keysDialog->runModal();
delete keysDialog;
keysDialog = new CEKeysDialog("Map Zoom Down action (optional)");
keysDialog->runModal();
delete keysDialog;
}
// Extra warning for Zak Mc Kracken
if (strncmp(_gameDetector._targetName.c_str(), "zak", 3) == 0 &&
!CEActions::Instance()->getMapping(POCKET_ACTION_HIDE)) {
GUI::MessageDialog alert("Don't forget to map a key to 'Hide Toolbar' action to see the whole inventory");
alert.runModal();
}
}
void OSystem_WINCE3::update_game_settings() {
// Finish panel initialization
if (!_panelInitialized && _gameDetector._targetName.size()) {
Panel *panel;
_panelInitialized = true;
// Add the main panel
panel = new Panel(10, 40);
panel->setBackground(IMAGE_PANEL);
// Save
panel->add(NAME_ITEM_OPTIONS, new ItemAction(ITEM_OPTIONS, POCKET_ACTION_SAVE));
// Skip
panel->add(NAME_ITEM_SKIP, new ItemAction(ITEM_SKIP, POCKET_ACTION_SKIP));
// sound
panel->add(NAME_ITEM_SOUND, new ItemSwitch(ITEM_SOUND_OFF, ITEM_SOUND_ON, &_soundMaster));
// portrait/landscape - screen dependant
if (_screenWidth <= 320 && !CEDevice::hasDesktopResolution()) {
_newOrientation = _orientationLandscape = (ConfMan.hasKey("landscape") ? ConfMan.getBool("landscape") : false);
panel->add(NAME_ITEM_ORIENTATION, new ItemSwitch(ITEM_VIEW_LANDSCAPE, ITEM_VIEW_PORTRAIT, &_newOrientation));
}
_toolbarHandler.add(NAME_MAIN_PANEL, *panel);
_toolbarHandler.setActive(NAME_MAIN_PANEL);
// Keyboard is active for Monkey 1 or 2
if (strncmp(_gameDetector._targetName.c_str(), "monkey", 6) == 0) {
_monkeyKeyboard = true;
_toolbarHandler.setActive(NAME_PANEL_KEYBOARD);
}
if (ConfMan.hasKey("landscape") && ConfMan.getBool("landscape")) {
setGraphicsMode(GFX_NORMAL);
hotswap_gfx_mode();
}
}
get_sample_rate();
}
void OSystem_WINCE3::initSize(uint w, uint h) {
if (w == 320 && h == 200)
h = 240; // use the extra 40 pixels height for the toolbar
if (h == 240)
_toolbarHandler.setOffset(200);
else
_toolbarHandler.setOffset(400);
OSystem_SDL::initSize(w, h);
update_game_settings();
}
int OSystem_WINCE3::getDefaultGraphicsMode() const {
return GFX_NORMAL;
}
bool OSystem_WINCE3::update_scalers() {
if (CEDevice::hasPocketPCResolution()) {
if (!_orientationLandscape && (_screenWidth == 320 || !_screenWidth)) {
_scaleFactorXm = 3;
_scaleFactorXd = 4;
_scaleFactorYm = 1;
_scaleFactorYd = 1;
_scaler_proc = PocketPCPortrait;
_mode_flags = 0;
}
if (_screenWidth == 640) {
_scaleFactorXm = 1;
_scaleFactorXd = 2;
_scaleFactorYm = 1;
_scaleFactorYd = 2;
_scaler_proc = PocketPCHalf;
_mode_flags = 0;
}
return true;
}
#ifdef WIN32_PLATFORM_WFSP
if (CEDevice::hasSmartphoneResolution()) {
if (_screenWidth > 320)
error("Game resolution not supported on Smartphone");
_scaleFactorXm = 2;
_scaleFactorXd = 3;
_scaleFactorYm = 7;
_scaleFactorYd = 8;
_scaler_proc = SmartphoneLandscape;
_mode_flags = 0;
return true;
}
#endif
return false;
}
bool OSystem_WINCE3::setGraphicsMode(int mode) {
Common::StackLock lock(_graphicsMutex);
_scaleFactorXm = -1;
_scaleFactorXd = -1;
_scaleFactorYm = -1;
_scaleFactorYd = -1;
_newOrientation = _orientationLandscape = (ConfMan.hasKey("landscape") ? ConfMan.getBool("landscape") : false);
update_scalers();
if (CEDevice::hasPocketPCResolution() && _orientationLandscape)
_mode = GFX_NORMAL;
if (_scaleFactorXm < 0) {
/* Standard scalers, from the SDL backend */
switch(_mode) {
case GFX_NORMAL:
_scaleFactor = 1;
_scaler_proc = Normal1x;
break;
case GFX_DOUBLESIZE:
_scaleFactor = 2;
_scaler_proc = Normal2x;
break;
case GFX_TRIPLESIZE:
_scaleFactor = 3;
_scaler_proc = Normal3x;
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_HQ2X:
_scaleFactor = 2;
_scaler_proc = HQ2x;
break;
case GFX_HQ3X:
_scaleFactor = 3;
_scaler_proc = HQ3x;
break;
case GFX_TV2X:
_scaleFactor = 2;
_scaler_proc = TV2x;
break;
case GFX_DOTMATRIX:
_scaleFactor = 2;
_scaler_proc = DotMatrix;
break;
default:
error("unknown gfx mode %d", _mode);
}
}
// Check if the scaler can be accepted, if not get back to normal scaler
if (_scaleFactor && ((_scaleFactor * _screenWidth > GetSystemMetrics(SM_CXSCREEN) &&
_scaleFactor * _screenWidth > GetSystemMetrics(SM_CYSCREEN))
|| (_scaleFactor * _screenHeight > GetSystemMetrics(SM_CXSCREEN) &&
_scaleFactor * _screenHeight > GetSystemMetrics(SM_CYSCREEN)))) {
_scaleFactor = 1;
_scaler_proc = Normal1x;
}
// Common scaler system was used
if (_scaleFactorXm < 0) {
_scaleFactorXm = _scaleFactor;
_scaleFactorXd = 1;
_scaleFactorYm = _scaleFactor;
_scaleFactorYd = 1;
}
_forceFull = true;
return true;
}
void OSystem_WINCE3::load_gfx_mode() {
int displayWidth;
int displayHeight;
_full_screen = true; // forced
_forceFull = true;
_mode_flags |= DF_UPDATE_EXPAND_1_PIXEL;
_tmpscreen = NULL;
// Recompute scalers if necessary
update_scalers();
//
// 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
//
// Always use full screen mode to have a "clean screen"
displayWidth = _screenWidth * _scaleFactorXm / _scaleFactorXd;
displayHeight = _screenHeight * _scaleFactorYm / _scaleFactorYd;
if (!(displayWidth > GetSystemMetrics(SM_CXSCREEN))) { // no rotation
displayWidth = GetSystemMetrics(SM_CXSCREEN);
displayHeight = GetSystemMetrics(SM_CYSCREEN);
}
_hwscreen = SDL_SetVideoMode(displayWidth, displayHeight, 16, SDL_FULLSCREEN | SDL_SWSURFACE);
if (_hwscreen == NULL) {
// DON'T use error(), as this tries to bring up the debug
// console, which WON'T WORK now that _hwscreen is hosed.
// FIXME: We should be able to continue the game without
// shutting down or bringing up the debug console, but at
// this point we've already screwed up all our member vars.
// We need to find a way to call SDL_VideoModeOK *before*
// that happens and revert to all the old settings if we
// can't pull off the switch to the new settings.
//
// Fingolfin says: the "easy" way to do that is not to modify
// the member vars before we are sure everything is fine. Think
// of "transactions, commit, rollback" style... we use local vars
// in place of the member vars, do everything etc. etc.. In case
// of a failure, rollback is trivial. Only if everything worked fine
// do we "commit" the changed values to the member vars.
warning("SDL_SetVideoMode says we can't switch to that mode");
quit();
}
//
// Create the surface used for the graphics in 16 bit before scaling, and also the overlay
//
// Distinguish 555 and 565 mode
if (_hwscreen->format->Rmask == 0x7C00)
InitScalers(555);
else
InitScalers(565);
initCEScaler();
// Need some extra bytes around when using 2xSaI
_tmpscreen = SDL_CreateRGBSurface(SDL_SWSURFACE,
_screenWidth + 3,
_screenHeight + 3,
16,
_hwscreen->format->Rmask,
_hwscreen->format->Gmask,
_hwscreen->format->Bmask,
_hwscreen->format->Amask);
if (_tmpscreen == NULL)
error("_tmpscreen failed");
// Toolbar
uint16 *toolbar_screen = (uint16 *)calloc(320 * 40, sizeof(uint16));
_toolbarLow = SDL_CreateRGBSurfaceFrom(toolbar_screen,
320, 40, 16, 320 * 2,
_hwscreen->format->Rmask,
_hwscreen->format->Gmask,
_hwscreen->format->Bmask,
_hwscreen->format->Amask
);
if (_toolbarLow == NULL)
error("_toolbarLow failed");
if (_screenHeight > 240) {
uint16 *toolbar_screen = (uint16 *)calloc(640 * 80, sizeof(uint16));
_toolbarHigh = SDL_CreateRGBSurfaceFrom(toolbar_screen,
640, 80, 16, 640 * 2,
_hwscreen->format->Rmask,
_hwscreen->format->Gmask,
_hwscreen->format->Bmask,
_hwscreen->format->Amask
);
if (_toolbarHigh == NULL)
error("_toolbarHigh failed");
}
else
_toolbarHigh = NULL;
// keyboard cursor control, some other better place for it?
km.x_max = _screenWidth * _scaleFactorXm / _scaleFactorXd - 1;
km.y_max = _screenHeight * _scaleFactorXm / _scaleFactorXd - 1;
km.delay_time = 25;
km.last_time = 0;
}
void OSystem_WINCE3::unload_gfx_mode() {
if (_screen) {
SDL_FreeSurface(_screen);
_screen = NULL;
}
if (_hwscreen) {
SDL_FreeSurface(_hwscreen);
_hwscreen = NULL;
}
if (_tmpscreen) {
SDL_FreeSurface(_tmpscreen);
_tmpscreen = NULL;
}
}
void OSystem_WINCE3::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
SDL_FreeSurface(_hwscreen);
// Release toolbars
free(_toolbarLow->pixels);
SDL_FreeSurface(_toolbarLow);
if (_toolbarHigh) {
free(_toolbarHigh->pixels);
SDL_FreeSurface(_toolbarHigh);
}
// 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);
SDL_FreeSurface(old_tmpscreen);
// Blit everything to the screen
internUpdateScreen();
// Make sure that an EVENT_SCREEN_CHANGED gets sent later
_modeChanged = true;
}
void OSystem_WINCE3::update_keyboard() {
// Update the forced keyboard for Monkey Island copy protection
if (_monkeyKeyboard && Scumm::g_scumm && Scumm::g_scumm->VAR(Scumm::g_scumm->VAR_ROOM) != 108 &&
Scumm::g_scumm->VAR(Scumm::g_scumm->VAR_ROOM) != 90) {
// Switch back to the normal panel now that the keyboard is not used anymore
_monkeyKeyboard = false;
_toolbarHandler.setActive(NAME_MAIN_PANEL);
}
}
void OSystem_WINCE3::internUpdateScreen() {
assert(_hwscreen != NULL);
update_keyboard();
// If the shake position changed, fill the dirty area with blackness
if (_currentShakePos != _newShakePos) {
SDL_Rect blackrect = {0, 0, _screenWidth * _scaleFactorXm / _scaleFactorXd, _newShakePos * _scaleFactorYm / _scaleFactorYd};
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;
if (!_zoomDown)
_dirty_rect_list[0].y = 0;
else
_dirty_rect_list[0].y = _screenHeight / 2;
_dirty_rect_list[0].w = _screenWidth;
if (!_zoomUp && !_zoomDown)
_dirty_rect_list[0].h = _screenHeight;
else
_dirty_rect_list[0].h = _screenHeight / 2;
_toolbarHandler.forceRedraw();
}
// 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;
bool toolbarVisible = _toolbarHandler.visible();
int toolbarOffset = _toolbarHandler.getOffset();
if (_scaler_proc == Normal1x && !_adjustAspectRatio) {
SDL_Surface *target = _overlayVisible ? _tmpscreen : _screen;
for (r = _dirty_rect_list; r != last_rect; ++r) {
dst = *r;
// Check if the toolbar is overwritten
if (!_forceFull && toolbarVisible && r->y + r->h >= toolbarOffset) {
_toolbarHandler.forceRedraw();
}
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;
// Check if the toolbar is overwritten
if (!_forceFull && toolbarVisible && r->y + r->h >= toolbarOffset) {
_toolbarHandler.forceRedraw();
}
if (dst_y < _screenHeight) {
dst_h = r->h;
if (dst_h > _screenHeight - dst_y)
dst_h = _screenHeight - dst_y;
dst_y *= _scaleFactorYm;
dst_y /= _scaleFactorYd;
if (_adjustAspectRatio) {
orig_dst_y = dst_y;
dst_y = real2Aspect(dst_y);
}
if (!_zoomDown)
_scaler_proc((byte *)_tmpscreen->pixels + (r->x * 2 + 2) + (r->y + 1) * srcPitch, srcPitch,
(byte *)_hwscreen->pixels + (r->x * 2 * _scaleFactorXm / _scaleFactorXd) + dst_y * dstPitch, dstPitch, r->w, dst_h);
else {
_scaler_proc((byte *)_tmpscreen->pixels + (r->x * 2 + 2) + (r->y + 1) * srcPitch, srcPitch,
(byte *)_hwscreen->pixels + (r->x * 2 * _scaleFactorXm / _scaleFactorXd) + (dst_y - 240) * dstPitch, dstPitch, r->w, dst_h);
}
}
r->x = r->x * _scaleFactorXm / _scaleFactorXd;
if (!_zoomDown)
r->y = dst_y;
else
r->y = dst_y - 240;
r->w = r->w * _scaleFactorXm / _scaleFactorXd;
r->h = dst_h * _scaleFactorYm / _scaleFactorYd;
/*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 : (_zoomUp || _zoomDown ? _screenHeight / 2 : _screenHeight)) * _scaleFactorYm / _scaleFactorYd;
}
}
// Add the toolbar if needed
SDL_Rect toolbar_rect[1];
if (_toolbarHandler.draw(_toolbarLow, &toolbar_rect[0])) {
// It can be drawn, scale it
uint32 srcPitch, dstPitch;
SDL_Surface *toolbarSurface;
if (_screenHeight > 240) {
if (!_toolbarHighDrawn) {
// Resize the toolbar
SDL_LockSurface(_toolbarLow);
SDL_LockSurface(_toolbarHigh);
Normal2x((byte*)_toolbarLow->pixels, _toolbarLow->pitch, (byte*)_toolbarHigh->pixels, _toolbarHigh->pitch, toolbar_rect[0].w, toolbar_rect[0].h);
SDL_UnlockSurface(_toolbarHigh);
SDL_UnlockSurface(_toolbarLow);
_toolbarHighDrawn = true;
}
else
_toolbarHighDrawn = false;
toolbar_rect[0].w *= 2;
toolbar_rect[0].h *= 2;
toolbarSurface = _toolbarHigh;
}
else
toolbarSurface = _toolbarLow;
// Apply the appropriate scaler
SDL_LockSurface(toolbarSurface);
SDL_LockSurface(_hwscreen);
srcPitch = toolbarSurface->pitch;
dstPitch = _hwscreen->pitch;
_scaler_proc((byte *)toolbarSurface->pixels, srcPitch, (byte *)_hwscreen->pixels + (_toolbarHandler.getOffset() * _scaleFactorYm / _scaleFactorYd * dstPitch), dstPitch, toolbar_rect[0].w, toolbar_rect[0].h);
SDL_UnlockSurface(toolbarSurface);
SDL_UnlockSurface(_hwscreen);
// And blit it
toolbar_rect[0].y = _toolbarHandler.getOffset();
toolbar_rect[0].x = toolbar_rect[0].x * _scaleFactorXm / _scaleFactorXd;
toolbar_rect[0].y = toolbar_rect[0].y * _scaleFactorYm / _scaleFactorYd;
toolbar_rect[0].w = toolbar_rect[0].w * _scaleFactorXm / _scaleFactorXd;
toolbar_rect[0].h = toolbar_rect[0].h * _scaleFactorYm / _scaleFactorYd;
SDL_UpdateRects(_hwscreen, 1, toolbar_rect);
}
// Finally, blit all our changes to the screen
if (_num_dirty_rects > 0)
SDL_UpdateRects(_hwscreen, _num_dirty_rects, _dirty_rect_list);
_num_dirty_rects = 0;
_forceFull = false;
}
bool OSystem_WINCE3::save_screenshot(const char *filename) {
assert(_hwscreen != NULL);
Common::StackLock lock(_graphicsMutex); // Lock the mutex until this function ends
SDL_SaveBMP(_hwscreen, filename);
return true;
}
// FIXME
// Reuse static or proper mapping
static int mapKeyCE(SDLKey key, SDLMod mod, Uint16 unicode)
{
if (CEActions::Instance()->mappingActive())
return key;
if (key >= SDLK_F1 && key <= SDLK_F9) {
return key - SDLK_F1 + 315;
} else if (key >= SDLK_KP0 && key <= SDLK_KP9) {
return key - SDLK_KP0 + '0';
} else if (key >= SDLK_UP && key <= SDLK_PAGEDOWN) {
return key;
} else if (unicode) {
return unicode;
} else if (key >= 'a' && key <= 'z' && mod & KMOD_SHIFT) {
return key & ~0x20;
} else if (key >= SDLK_NUMLOCK && key <= SDLK_EURO) {
return 0;
}
return key;
}
void OSystem_WINCE3::draw_mouse() {
// FIXME
if (!(_toolbarHandler.visible() && _mouseCurState.y >= _toolbarHandler.getOffset()) && !_forceHideMouse)
OSystem_SDL::draw_mouse();
}
void OSystem_WINCE3::fillMouseEvent(Event &event, int x, int y) {
event.mouse.x = x;
event.mouse.y = y;
// Update the "keyboard mouse" coords
km.x = event.mouse.x;
km.y = event.mouse.y;
// Adjust for the screen scaling
if (_zoomDown)
event.mouse.y += 240;
event.mouse.x = event.mouse.x * _scaleFactorXd / _scaleFactorXm;
event.mouse.y = event.mouse.y * _scaleFactorYd / _scaleFactorYm;
}
void OSystem_WINCE3::retrieve_mouse_location(int &x, int &y) {
x = _mouseCurState.x;
y = _mouseCurState.y;
x = x * _scaleFactorXm / _scaleFactorXd;
y = y * _scaleFactorYm / _scaleFactorYd;
if (_zoomDown)
y -= 240;
}
void OSystem_WINCE3::warpMouse(int x, int y) {
if (_mouseCurState.x != x || _mouseCurState.y != y) {
SDL_WarpMouse(x * _scaleFactorXm / _scaleFactorXd, y * _scaleFactorYm / _scaleFactorYd);
// SDL_WarpMouse() generates a mouse movement event, so
// set_mouse_pos() would be called eventually. However, the
// cannon script in CoMI calls this function twice each time
// the cannon is reloaded. Unless we update the mouse position
// immediately the second call is ignored, causing the cannon
// to change its aim.
set_mouse_pos(x, y);
}
}
void OSystem_WINCE3::add_dirty_rect(int x, int y, int w, int h) {
// Align on boundaries
if (_scaleFactorXd > 1) {
while (x % _scaleFactorXd) {
x--;
w++;
}
while (w % _scaleFactorXd) w++;
}
if (_scaleFactorYd > 1) {
while (y % _scaleFactorYd) {
y--;
h++;
}
while (h % _scaleFactorYd) h++;
}
if (_scaler_proc == PocketPCHalfZoom) {
// Restrict rect if we're zooming
if (_zoomUp) {
if (y + h >= 240) {
if (y >= 240)
return;
else
h = 240 - y;
}
}
else
if (_zoomDown) {
if (y + h >= 240) {
if (y < 240) {
h = 240 - y;
y = 240;
}
}
else
return;
}
}
OSystem_SDL::add_dirty_rect(x, y, w, h);
}
// FIXME
// See if some SDL mapping can be useful for HPCs
bool OSystem_WINCE3::poll_event(Event *event) {
SDL_Event ev;
byte b = 0;
Event temp_event;
memset(&temp_event, 0, sizeof(Event));
memset(event, 0, sizeof(Event));
kbd_mouse();
// If the screen mode changed, send an EVENT_SCREEN_CHANGED
if (_modeChanged) {
_modeChanged = false;
event->event_code = EVENT_SCREEN_CHANGED;
return true;
}
while(SDL_PollEvent(&ev)) {
switch(ev.type) {
case SDL_KEYDOWN:
if (CEActions::Instance()->performMapped(ev.key.keysym.sym, true))
return true;
event->event_code = EVENT_KEYDOWN;
event->kbd.keycode = ev.key.keysym.sym;
event->kbd.ascii = mapKeyCE(ev.key.keysym.sym, ev.key.keysym.mod, ev.key.keysym.unicode);
if (CEActions::Instance()->mappingActive())
event->kbd.flags = 0xFF;
return true;
case SDL_KEYUP:
if (CEActions::Instance()->performMapped(ev.key.keysym.sym, false))
return true;
event->event_code = EVENT_KEYUP;
event->kbd.keycode = ev.key.keysym.sym;
event->kbd.ascii = mapKeyCE(ev.key.keysym.sym, ev.key.keysym.mod, ev.key.keysym.unicode);
if (CEActions::Instance()->mappingActive())
event->kbd.flags = 0xFF;
return true;
case SDL_MOUSEMOTION:
event->event_code = EVENT_MOUSEMOVE;
fillMouseEvent(*event, ev.motion.x, ev.motion.y);
set_mouse_pos(event->mouse.x, event->mouse.y);
return true;
case SDL_MOUSEBUTTONDOWN:
if (ev.button.button == SDL_BUTTON_LEFT)
temp_event.event_code = EVENT_LBUTTONDOWN;
else if (ev.button.button == SDL_BUTTON_RIGHT)
temp_event.event_code = EVENT_RBUTTONDOWN;
else
break;
fillMouseEvent(temp_event, ev.button.x, ev.button.y);
if (_toolbarHandler.action(temp_event.mouse.x, temp_event.mouse.y, true)) {
if (!_toolbarHandler.drawn())
internUpdateScreen();
if (_newOrientation != _orientationLandscape) {
_orientationLandscape = _newOrientation;
ConfMan.set("landscape", _orientationLandscape);
ConfMan.flushToDisk();
setGraphicsMode(GFX_NORMAL);
hotswap_gfx_mode();
}
}
else {
if (!_freeLook)
memcpy(event, &temp_event, sizeof(Event));
}
return true;
case SDL_MOUSEBUTTONUP:
if (ev.button.button == SDL_BUTTON_LEFT)
temp_event.event_code = EVENT_LBUTTONUP;
else if (ev.button.button == SDL_BUTTON_RIGHT)
temp_event.event_code = EVENT_RBUTTONUP;
else
break;
fillMouseEvent(temp_event, ev.button.x, ev.button.y);
if (_toolbarHandler.action(temp_event.mouse.x, temp_event.mouse.y, false)) {
if (!_toolbarHandler.drawn())
internUpdateScreen();
}
else {
if (!_freeLook)
memcpy(event, &temp_event, sizeof(Event));
}
return true;
case SDL_VIDEOEXPOSE:
_forceFull = true;
break;
case SDL_QUIT:
event->event_code = EVENT_QUIT;
return true;
}
}
return false;
}
void OSystem_WINCE3::quit() {
fclose(stdout_file);
fclose(stderr_file);
if (!ConfMan.hasKey("debuglevel")) {
DeleteFile(TEXT("\\scummvm_stdout.txt"));
DeleteFile(TEXT("\\scummvm_stderr.txt"));
}
OSystem_SDL::quit();
}
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