scummvm/backends/sdl/graphics.cpp
2004-03-01 11:20:32 +00:00

1131 lines
27 KiB
C++

/* ScummVM - Scumm Interpreter
* Copyright (C) 2001 Ludvig Strigeus
* 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 "backends/sdl/sdl-common.h"
#include "common/scaler.h"
#include "common/util.h"
static const OSystem::GraphicsMode s_supportedGraphicsModes[] = {
{"1x", "Normal (no scaling)", GFX_NORMAL},
{"2x", "2x", GFX_DOUBLESIZE},
{"3x", "3x", GFX_TRIPLESIZE},
{"2xsai", "2xSAI", GFX_2XSAI},
{"super2xsai", "Super2xSAI", GFX_SUPER2XSAI},
{"supereagle", "SuperEagle", GFX_SUPEREAGLE},
{"advmame2x", "AdvMAME2x", GFX_ADVMAME2X},
{"advmame3x", "AdvMAME3x", GFX_ADVMAME3X},
{"hq2x", "HQ2x", GFX_HQ2X},
{"hq3x", "HQ3x", GFX_HQ3X},
{"tv2x", "TV2x", GFX_TV2X},
{"dotmatrix", "DotMatrix", GFX_DOTMATRIX},
{0, 0, 0}
};
const OSystem::GraphicsMode *OSystem_SDL::getSupportedGraphicsModes() const {
return s_supportedGraphicsModes;
}
bool OSystem_SDL::setGraphicsMode(int mode) {
Common::StackLock lock(_graphicsMutex, this);
int newScaleFactor = 1;
ScalerProc *newScalerProc;
switch(mode) {
case GFX_NORMAL:
newScaleFactor = 1;
newScalerProc = Normal1x;
break;
case GFX_DOUBLESIZE:
newScaleFactor = 2;
newScalerProc = Normal2x;
break;
case GFX_TRIPLESIZE:
newScaleFactor = 3;
newScalerProc = Normal3x;
break;
case GFX_2XSAI:
newScaleFactor = 2;
newScalerProc = _2xSaI;
break;
case GFX_SUPER2XSAI:
newScaleFactor = 2;
newScalerProc = Super2xSaI;
break;
case GFX_SUPEREAGLE:
newScaleFactor = 2;
newScalerProc = SuperEagle;
break;
case GFX_ADVMAME2X:
newScaleFactor = 2;
newScalerProc = AdvMame2x;
break;
case GFX_ADVMAME3X:
newScaleFactor = 3;
newScalerProc = AdvMame3x;
break;
case GFX_HQ2X:
newScaleFactor = 2;
newScalerProc = HQ2x;
break;
case GFX_HQ3X:
newScaleFactor = 3;
newScalerProc = HQ3x;
break;
case GFX_TV2X:
newScaleFactor = 2;
newScalerProc = TV2x;
break;
case GFX_DOTMATRIX:
newScaleFactor = 2;
newScalerProc = DotMatrix;
break;
default:
warning("unknown gfx mode %d", mode);
return false;
}
_mode = mode;
if (newScaleFactor != _scaleFactor) {
hotswap_gfx_mode();
} else {
_scaler_proc = newScalerProc;
_forceFull = true;
// Blit everything to the screen
internUpdateScreen();
// Make sure that an EVENT_SCREEN_CHANGED gets sent later
_modeChanged = true;
}
return true;
}
int OSystem_SDL::getGraphicsMode() const {
return _mode;
}
void OSystem_SDL::initSize(uint w, uint h) {
// Avoid redundant res changes
if ((int)w == _screenWidth && (int)h == _screenHeight)
return;
_screenWidth = w;
_screenHeight = h;
if (h != 200)
_adjustAspectRatio = false;
CKSUM_NUM = (_screenWidth * _screenHeight / (8 * 8));
free(_dirty_checksums);
_dirty_checksums = (uint32 *)calloc(CKSUM_NUM * 2, sizeof(uint32));
unload_gfx_mode();
load_gfx_mode();
}
void OSystem_SDL::load_gfx_mode() {
_forceFull = true;
_mode_flags |= DF_UPDATE_EXPAND_1_PIXEL;
_tmpscreen = NULL;
_tmpScreenWidth = (_screenWidth + 3);
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);
}
//
// 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
//
_hwscreen = SDL_SetVideoMode(_screenWidth * _scaleFactor, effectiveScreenHeight(), 16,
_full_screen ? (SDL_FULLSCREEN|SDL_SWSURFACE) : 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_SetVideoMode *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);
// Need some extra bytes around when using 2xSaI
uint16 *tmp_screen = (uint16 *)calloc(_tmpScreenWidth * (_screenHeight + 3), sizeof(uint16));
_tmpscreen = SDL_CreateRGBSurfaceFrom(tmp_screen,
_tmpScreenWidth, _screenHeight + 3, 16, _tmpScreenWidth * 2,
_hwscreen->format->Rmask,
_hwscreen->format->Gmask,
_hwscreen->format->Bmask,
_hwscreen->format->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 = effectiveScreenHeight() - 1;
km.delay_time = 25;
km.last_time = 0;
}
void OSystem_SDL::unload_gfx_mode() {
if (_screen) {
SDL_FreeSurface(_screen);
_screen = NULL;
}
if (_hwscreen) {
SDL_FreeSurface(_hwscreen);
_hwscreen = NULL;
}
if (_tmpscreen) {
free(_tmpscreen->pixels);
SDL_FreeSurface(_tmpscreen);
_tmpscreen = NULL;
}
}
void OSystem_SDL::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);
// 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);
// Blit everything to the screen
internUpdateScreen();
// Make sure that an EVENT_SCREEN_CHANGED gets sent later
_modeChanged = true;
}
void OSystem_SDL::updateScreen() {
Common::StackLock lock(_graphicsMutex, this); // Lock the mutex until this function ends
internUpdateScreen();
}
void OSystem_SDL::internUpdateScreen() {
assert(_hwscreen != NULL);
// If the shake position changed, fill the dirty area with blackness
if (_currentShakePos != _newShakePos) {
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 (_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 = effectiveScreenHeight();
}
// Finally, blit all our changes to the screen
SDL_UpdateRects(_hwscreen, _num_dirty_rects, _dirty_rect_list);
}
_num_dirty_rects = 0;
_forceFull = false;
}
bool OSystem_SDL::save_screenshot(const char *filename) {
assert(_hwscreen != NULL);
Common::StackLock lock(_graphicsMutex, this); // Lock the mutex until this function ends
SDL_SaveBMP(_hwscreen, filename);
return true;
}
void OSystem_SDL::setFullscreenMode(bool enable) {
Common::StackLock lock(_graphicsMutex, this);
if (_full_screen != enable) {
assert(_hwscreen != 0);
_full_screen ^= true;
undraw_mouse();
#if defined(MACOSX) && !SDL_VERSION_ATLEAST(1, 2, 6)
// On OS X, SDL_WM_ToggleFullScreen is currently not implemented. Worse,
// before SDL 1.2.6 it always returned -1 (which would indicate a
// successful switch). So we simply don't call it at all and use
// hotswap_gfx_mode() directly to switch to fullscreen mode.
hotswap_gfx_mode();
#else
if (!SDL_WM_ToggleFullScreen(_hwscreen)) {
// if ToggleFullScreen fails, achieve the same effect with hotswap gfx mode
hotswap_gfx_mode();
} else {
// Make sure that an EVENT_SCREEN_CHANGED gets sent later
_modeChanged = true;
}
#endif
}
}
void OSystem_SDL::copy_rect(const byte *src, int pitch, int x, int y, int w, int h) {
if (_screen == NULL)
return;
Common::StackLock lock(_graphicsMutex, this); // Lock the mutex until this function ends
if (((long)src & 3) == 0 && pitch == _screenWidth && x==0 && y==0 &&
w==_screenWidth && h==_screenHeight && _mode_flags&DF_WANT_RECT_OPTIM) {
/* Special, optimized case for full screen updates.
* It tries to determine what areas were actually changed,
* and just updates those, on the actual display. */
add_dirty_rgn_auto(src);
} else {
/* Clip the coordinates */
if (x < 0) {
w += x;
src -= x;
x = 0;
}
if (y < 0) {
h += y;
src -= y * pitch;
y = 0;
}
if (w > _screenWidth - x) {
w = _screenWidth - x;
}
if (h > _screenHeight - y) {
h = _screenHeight - y;
}
if (w <= 0 || h <= 0)
return;
cksum_valid = false;
add_dirty_rect(x, y, w, h);
}
/* FIXME: undraw mouse only if the draw rect intersects with the mouse rect */
undraw_mouse();
// Try to lock the screen surface
if (SDL_LockSurface(_screen) == -1)
error("SDL_LockSurface failed: %s", SDL_GetError());
byte *dst = (byte *)_screen->pixels + y * _screenWidth + x;
if (_screenWidth==pitch && pitch == w) {
memcpy(dst, src, h*w);
} else {
do {
memcpy(dst, src, w);
src += pitch;
dst += _screenWidth;
} while (--h);
}
// Unlock the screen surface
SDL_UnlockSurface(_screen);
}
void OSystem_SDL::add_dirty_rect(int x, int y, int w, int h) {
if (_forceFull)
return;
if (_num_dirty_rects == NUM_DIRTY_RECT)
_forceFull = true;
else {
SDL_Rect *r = &_dirty_rect_list[_num_dirty_rects++];
// Extend the dirty region by 1 pixel for scalers
// that "smear" the screen, e.g. 2xSAI
if (_mode_flags & DF_UPDATE_EXPAND_1_PIXEL) {
x--;
y--;
w+=2;
h+=2;
}
// clip
if (x < 0) {
w += x; x = 0;
}
if (y < 0) {
h += y;
y=0;
}
if (w > _screenWidth - x) {
w = _screenWidth - x;
}
if (h > _screenHeight - y) {
h = _screenHeight - y;
}
if (_adjustAspectRatio)
makeRectStretchable(x, y, w, h);
r->x = x;
r->y = y;
r->w = w;
r->h = h;
}
}
void OSystem_SDL::mk_checksums(const byte *buf) {
uint32 *sums = _dirty_checksums;
uint x,y;
const uint last_x = (uint)_screenWidth / 8;
const uint last_y = (uint)_screenHeight / 8;
const uint BASE = 65521; /* largest prime smaller than 65536 */
/* the 8x8 blocks in buf are enumerated starting in the top left corner and
* reading each line at a time from left to right */
for(y = 0; y != last_y; y++, buf += _screenWidth * (8 - 1))
for(x = 0; x != last_x; x++, buf += 8) {
// Adler32 checksum algorithm (from RFC1950, used by gzip and zlib).
// This computes the Adler32 checksum of a 8x8 pixel block. Note
// that we can do the modulo operation (which is the slowest part)
// of the algorithm) at the end, instead of doing each iteration,
// since we only have 64 iterations in total - and thus s1 and
// s2 can't overflow anyway.
uint32 s1 = 1;
uint32 s2 = 0;
const byte *ptr = buf;
for (int subY = 0; subY < 8; subY++) {
for (int subX = 0; subX < 8; subX++) {
s1 += ptr[subX];
s2 += s1;
}
ptr += _screenWidth;
}
s1 %= BASE;
s2 %= BASE;
/* output the checksum for this block */
*sums++ = (s2 << 16) + s1;
}
}
void OSystem_SDL::add_dirty_rgn_auto(const byte *buf) {
assert(((long)buf & 3) == 0);
/* generate a table of the checksums */
mk_checksums(buf);
if (!cksum_valid) {
_forceFull = true;
cksum_valid = true;
}
/* go through the checksum list, compare it with the previous checksums,
and add all dirty rectangles to a list. try to combine small rectangles
into bigger ones in a simple way */
if (!_forceFull) {
int x,y,w;
uint32 *ck = _dirty_checksums;
for(y = 0; y!=_screenHeight / 8; y++) {
for(x = 0; x!=_screenWidth / 8; x++, ck++) {
if (ck[0] != ck[CKSUM_NUM]) {
/* found a dirty 8x8 block, now go as far to the right as possible,
and at the same time, unmark the dirty status by setting old to new. */
w=0;
do {
ck[w + CKSUM_NUM] = ck[w];
w++;
} while (x + w != _screenWidth / 8 && ck[w] != ck[w + CKSUM_NUM]);
add_dirty_rect(x * 8, y * 8, w * 8, 8);
if (_forceFull)
goto get_out;
}
}
}
} else {
get_out:;
/* Copy old checksums to new */
memcpy(_dirty_checksums + CKSUM_NUM, _dirty_checksums, CKSUM_NUM * sizeof(uint32));
}
}
int16 OSystem_SDL::get_height() {
return _screenHeight;
}
int16 OSystem_SDL::get_width() {
return _screenWidth;
}
void OSystem_SDL::setPalette(const byte *colors, uint start, uint num) {
const byte *b = colors;
uint i;
SDL_Color *base = _currentPalette + start;
for (i = 0; i < num; i++) {
base[i].r = b[0];
base[i].g = b[1];
base[i].b = b[2];
b += 4;
}
if (start < _paletteDirtyStart)
_paletteDirtyStart = start;
if (start + num > _paletteDirtyEnd)
_paletteDirtyEnd = start + num;
}
void OSystem_SDL::move_screen(int dx, int dy, int height) {
// Short circuit check - do we have to do anything anyway?
if ((dx == 0 && dy == 0) || height <= 0)
return;
Common::StackLock lock(_graphicsMutex, this); // Lock the mutex until this function ends
byte *src, *dst;
int x, y;
// We'll have to do a full screen redraw anyway, so set the flag.
_forceFull = true;
// Hide the mouse
undraw_mouse();
// Try to lock the screen surface
if (SDL_LockSurface(_screen) == -1)
error("SDL_LockSurface failed: %s", SDL_GetError());
// vertical movement
if (dy > 0) {
// move down - copy from bottom to top
dst = (byte *)_screen->pixels + (height - 1) * _screenWidth;
src = dst - dy * _screenWidth;
for (y = dy; y < height; y++) {
memcpy(dst, src, _screenWidth);
src -= _screenWidth;
dst -= _screenWidth;
}
} else if (dy < 0) {
// move up - copy from top to bottom
dst = (byte *)_screen->pixels;
src = dst - dy * _screenWidth;
for (y = -dy; y < height; y++) {
memcpy(dst, src, _screenWidth);
src += _screenWidth;
dst += _screenWidth;
}
}
// horizontal movement
if (dx > 0) {
// move right - copy from right to left
dst = (byte *)_screen->pixels + (_screenWidth - 1);
src = dst - dx;
for (y = 0; y < height; y++) {
for (x = dx; x < _screenWidth; x++) {
*dst-- = *src--;
}
src += _screenWidth + (_screenWidth - dx);
dst += _screenWidth + (_screenWidth - dx);
}
} else if (dx < 0) {
// move left - copy from left to right
dst = (byte *)_screen->pixels;
src = dst - dx;
for (y = 0; y < height; y++) {
for (x = -dx; x < _screenWidth; x++) {
*dst++ = *src++;
}
src += _screenWidth - (_screenWidth + dx);
dst += _screenWidth - (_screenWidth + dx);
}
}
// Unlock the screen surface
SDL_UnlockSurface(_screen);
}
void OSystem_SDL::set_shake_pos(int shake_pos) {
_newShakePos = shake_pos;
}
#pragma mark -
#pragma mark --- Overlays ---
#pragma mark -
void OSystem_SDL::show_overlay() {
// hide the mouse
undraw_mouse();
_overlayVisible = true;
clear_overlay();
}
void OSystem_SDL::hide_overlay() {
// hide the mouse
undraw_mouse();
_overlayVisible = false;
_forceFull = true;
}
void OSystem_SDL::clear_overlay() {
if (!_overlayVisible)
return;
Common::StackLock lock(_graphicsMutex, this); // Lock the mutex until this function ends
// hide the mouse
undraw_mouse();
// Clear the overlay by making the game screen "look through" everywhere.
SDL_Rect src, dst;
src.x = src.y = 0;
dst.x = dst.y = 1;
src.w = dst.w = _screenWidth;
src.h = dst.h = _screenHeight;
if (SDL_BlitSurface(_screen, &src, _tmpscreen, &dst) != 0)
error("SDL_BlitSurface failed: %s", SDL_GetError());
_forceFull = true;
}
void OSystem_SDL::grab_overlay(int16 *buf, int pitch) {
if (!_overlayVisible)
return;
if (_tmpscreen == NULL)
return;
// hide the mouse
undraw_mouse();
if (SDL_LockSurface(_tmpscreen) == -1)
error("SDL_LockSurface failed: %s", SDL_GetError());
int16 *src = (int16 *)_tmpscreen->pixels + _tmpScreenWidth + 1;
int h = _screenHeight;
do {
memcpy(buf, src, _screenWidth*2);
src += _tmpScreenWidth;
buf += pitch;
} while (--h);
SDL_UnlockSurface(_tmpscreen);
}
void OSystem_SDL::copy_rect_overlay(const int16 *buf, int pitch, int x, int y, int w, int h) {
if (!_overlayVisible)
return;
if (_tmpscreen == NULL)
return;
// Clip the coordinates
if (x < 0) {
w += x;
buf -= x;
x = 0;
}
if (y < 0) {
h += y; buf -= y * pitch;
y = 0;
}
if (w > _screenWidth - x) {
w = _screenWidth - x;
}
if (h > _screenHeight-y) {
h = _screenHeight - y;
}
if (w <= 0 || h <= 0)
return;
// Mark the modified region as dirty
cksum_valid = false;
add_dirty_rect(x, y, w, h);
/* FIXME: undraw mouse only if the draw rect intersects with the mouse rect */
undraw_mouse();
if (SDL_LockSurface(_tmpscreen) == -1)
error("SDL_LockSurface failed: %s", SDL_GetError());
int16 *dst = (int16 *)_tmpscreen->pixels + (y + 1) * _tmpScreenWidth + (x + 1);
do {
memcpy(dst, buf, w * 2);
dst += _tmpScreenWidth;
buf += pitch;
} while (--h);
SDL_UnlockSurface(_tmpscreen);
}
int16 OSystem_SDL::RGBToColor(uint8 r, uint8 g, uint8 b) {
return SDL_MapRGB(_tmpscreen->format, r, g, b);
}
void OSystem_SDL::colorToRGB(int16 color, uint8 &r, uint8 &g, uint8 &b) {
SDL_GetRGB(color, _tmpscreen->format, &r, &g, &b);
}
#pragma mark -
#pragma mark --- Mouse ---
#pragma mark -
bool OSystem_SDL::show_mouse(bool visible) {
if (_mouseVisible == visible)
return visible;
bool last = _mouseVisible;
_mouseVisible = visible;
if (visible)
draw_mouse();
else
undraw_mouse();
return last;
}
void OSystem_SDL::set_mouse_pos(int x, int y) {
if (x != _mouseCurState.x || y != _mouseCurState.y) {
undraw_mouse();
_mouseCurState.x = x;
_mouseCurState.y = y;
updateScreen();
}
}
void OSystem_SDL::warp_mouse(int x, int y) {
if (_mouseCurState.x != x || _mouseCurState.y != y) {
SDL_WarpMouse(x * _scaleFactor, y * _scaleFactor);
// 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_SDL::set_mouse_cursor(const byte *buf, uint w, uint h, int hotspot_x, int hotspot_y) {
undraw_mouse();
assert(w <= MAX_MOUSE_W);
assert(h <= MAX_MOUSE_H);
_mouseCurState.w = w;
_mouseCurState.h = h;
_mouseHotspotX = hotspot_x;
_mouseHotspotY = hotspot_y;
_mouseData = buf;
}
void OSystem_SDL::toggleMouseGrab() {
if (SDL_WM_GrabInput(SDL_GRAB_QUERY) == SDL_GRAB_OFF)
SDL_WM_GrabInput(SDL_GRAB_ON);
else
SDL_WM_GrabInput(SDL_GRAB_OFF);
}
void OSystem_SDL::draw_mouse() {
if (_mouseDrawn || !_mouseVisible)
return;
int x = _mouseCurState.x - _mouseHotspotX;
int y = _mouseCurState.y - _mouseHotspotY;
int w = _mouseCurState.w;
int h = _mouseCurState.h;
byte color;
const byte *src = _mouseData; // Image representing the mouse
// clip the mouse rect, and addjust the src pointer accordingly
if (x < 0) {
w += x;
src -= x;
x = 0;
}
if (y < 0) {
h += y;
src -= y * _mouseCurState.w;
y = 0;
}
if (w > _screenWidth - x)
w = _screenWidth - x;
if (h > _screenHeight - y)
h = _screenHeight - y;
// Quick check to see if anything has to be drawn at all
if (w <= 0 || h <= 0)
return;
// Draw the mouse cursor; backup the covered area in "bak"
if (SDL_LockSurface(_overlayVisible ? _tmpscreen : _screen) == -1)
error("SDL_LockSurface failed: %s", SDL_GetError());
// Mark as dirty
add_dirty_rect(x, y, w, h);
if (!_overlayVisible) {
byte *bak = _mouseBackup; // Surface used to backup the area obscured by the mouse
byte *dst; // Surface we are drawing into
dst = (byte *)_screen->pixels + y * _screenWidth + x;
while (h > 0) {
int width = w;
while (width > 0) {
*bak++ = *dst;
color = *src++;
if (color != 0xFF) // 0xFF = transparent, don't draw
*dst = color;
dst++;
width--;
}
src += _mouseCurState.w - w;
bak += MAX_MOUSE_W - w;
dst += _screenWidth - w;
h--;
}
} else {
uint16 *bak = (uint16 *)_mouseBackup; // Surface used to backup the area obscured by the mouse
uint16 *dst; // Surface we are drawing into
dst = (uint16 *)_tmpscreen->pixels + (y + 1) * _tmpScreenWidth + (x + 1);
while (h > 0) {
int width = w;
while (width > 0) {
*bak++ = *dst;
color = *src++;
if (color != 0xFF) // 0xFF = transparent, don't draw
*dst = RGBToColor(_currentPalette[color].r, _currentPalette[color].g, _currentPalette[color].b);
dst++;
width--;
}
src += _mouseCurState.w - w;
bak += MAX_MOUSE_W - w;
dst += _tmpScreenWidth - w;
h--;
}
}
SDL_UnlockSurface(_overlayVisible ? _tmpscreen : _screen);
// Finally, set the flag to indicate the mouse has been drawn
_mouseDrawn = true;
}
void OSystem_SDL::undraw_mouse() {
if (!_mouseDrawn)
return;
_mouseDrawn = false;
if (SDL_LockSurface(_overlayVisible ? _tmpscreen : _screen) == -1)
error("SDL_LockSurface failed: %s", SDL_GetError());
int old_mouse_x = _mouseCurState.x - _mouseHotspotX;
int old_mouse_y = _mouseCurState.y - _mouseHotspotY;
int old_mouse_w = _mouseCurState.w;
int old_mouse_h = _mouseCurState.h;
// clip the mouse rect, and addjust the src pointer accordingly
if (old_mouse_x < 0) {
old_mouse_w += old_mouse_x;
old_mouse_x = 0;
}
if (old_mouse_y < 0) {
old_mouse_h += old_mouse_y;
old_mouse_y = 0;
}
if (old_mouse_w > _screenWidth - old_mouse_x)
old_mouse_w = _screenWidth - old_mouse_x;
if (old_mouse_h > _screenHeight - old_mouse_y)
old_mouse_h = _screenHeight - old_mouse_y;
// Quick check to see if anything has to be drawn at all
if (old_mouse_w <= 0 || old_mouse_h <= 0)
return;
int x, y;
if (!_overlayVisible) {
byte *dst, *bak = _mouseBackup;
// No need to do clipping here, since draw_mouse() did that already
dst = (byte *)_screen->pixels + old_mouse_y * _screenWidth + old_mouse_x;
for (y = 0; y < old_mouse_h; ++y, bak += MAX_MOUSE_W, dst += _screenWidth) {
for (x = 0; x < old_mouse_w; ++x) {
dst[x] = bak[x];
}
}
} else {
uint16 *dst, *bak = (uint16 *)_mouseBackup;
// No need to do clipping here, since draw_mouse() did that already
dst = (uint16 *)_tmpscreen->pixels + (old_mouse_y + 1) * _tmpScreenWidth + (old_mouse_x + 1);
for (y = 0; y < old_mouse_h; ++y, bak += MAX_MOUSE_W, dst += _tmpScreenWidth) {
for (x = 0; x < old_mouse_w; ++x) {
dst[x] = bak[x];
}
}
}
add_dirty_rect(old_mouse_x, old_mouse_y, old_mouse_w, old_mouse_h);
SDL_UnlockSurface(_overlayVisible ? _tmpscreen : _screen);
}