mirror of
https://github.com/libretro/scummvm.git
synced 2024-12-27 12:16:59 +00:00
2b55837650
Thanks to peres for testing this.
767 lines
24 KiB
Plaintext
767 lines
24 KiB
Plaintext
/* ScummVM - Graphic Adventure Engine
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*
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* ScummVM is the legal property of its developers, whose names
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* are too numerous to list here. Please refer to the COPYRIGHT
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* file distributed with this source distribution.
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software
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* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*
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*/
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// Disable symbol overrides so that we can use system headers.
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#define FORBIDDEN_SYMBOL_ALLOW_ALL
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#include "iphone_video.h"
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#include "graphics/colormasks.h"
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iPhoneView *g_iPhoneViewInstance = nil;
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static int g_fullWidth;
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static int g_fullHeight;
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static int g_needsScreenUpdate = 0;
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#if 0
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static long g_lastTick = 0;
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static int g_frames = 0;
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#endif
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#define printOpenGLError() printOglError(__FILE__, __LINE__)
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int printOglError(const char *file, int line) {
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int retCode = 0;
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// returns 1 if an OpenGL error occurred, 0 otherwise.
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GLenum glErr = glGetError();
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while (glErr != GL_NO_ERROR) {
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fprintf(stderr, "glError: %u (%s: %d)\n", glErr, file, line);
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retCode = 1;
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glErr = glGetError();
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}
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return retCode;
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}
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bool iPhone_isHighResDevice() {
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return g_fullHeight > 480;
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}
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void iPhone_updateScreen() {
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//printf("Mouse: (%i, %i)\n", mouseX, mouseY);
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if (!g_needsScreenUpdate) {
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g_needsScreenUpdate = 1;
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[g_iPhoneViewInstance performSelectorOnMainThread:@selector(updateSurface) withObject:nil waitUntilDone: NO];
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}
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}
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bool iPhone_fetchEvent(InternalEvent *event) {
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return [g_iPhoneViewInstance fetchEvent:event];
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}
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uint getSizeNextPOT(uint size) {
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if ((size & (size - 1)) || !size) {
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int log = 0;
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while (size >>= 1)
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++log;
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size = (2 << log);
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}
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return size;
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}
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const char *iPhone_getDocumentsDir() {
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NSArray *paths = NSSearchPathForDirectoriesInDomains(NSDocumentDirectory, NSUserDomainMask, YES);
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NSString *documentsDirectory = [paths objectAtIndex:0];
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return [documentsDirectory UTF8String];
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}
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@implementation iPhoneView
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+ (Class)layerClass {
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return [CAEAGLLayer class];
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}
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- (VideoContext *)getVideoContext {
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return &_videoContext;
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}
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- (void)createContext {
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CAEAGLLayer *eaglLayer = (CAEAGLLayer *)self.layer;
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eaglLayer.opaque = YES;
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eaglLayer.drawableProperties = [NSDictionary dictionaryWithObjectsAndKeys:
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[NSNumber numberWithBool:FALSE], kEAGLDrawablePropertyRetainedBacking, kEAGLColorFormatRGB565, kEAGLDrawablePropertyColorFormat, nil];
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_context = [[EAGLContext alloc] initWithAPI:kEAGLRenderingAPIOpenGLES1];
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// In case creating the OpenGL ES context failed, we will error out here.
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if (_context == nil) {
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fprintf(stderr, "Could not create OpenGL ES context\n");
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exit(-1);
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}
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if ([EAGLContext setCurrentContext:_context]) {
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glGenFramebuffersOES(1, &_viewFramebuffer); printOpenGLError();
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glGenRenderbuffersOES(1, &_viewRenderbuffer); printOpenGLError();
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glBindFramebufferOES(GL_FRAMEBUFFER_OES, _viewFramebuffer); printOpenGLError();
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glBindRenderbufferOES(GL_RENDERBUFFER_OES, _viewRenderbuffer); printOpenGLError();
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[_context renderbufferStorage:GL_RENDERBUFFER_OES fromDrawable:(id<EAGLDrawable>)self.layer];
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glFramebufferRenderbufferOES(GL_FRAMEBUFFER_OES, GL_COLOR_ATTACHMENT0_OES, GL_RENDERBUFFER_OES, _viewRenderbuffer); printOpenGLError();
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// Retrieve the render buffer size. This *should* match the frame size,
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// i.e. g_fullWidth and g_fullHeight.
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glGetRenderbufferParameterivOES(GL_RENDERBUFFER_OES, GL_RENDERBUFFER_WIDTH_OES, &_renderBufferWidth); printOpenGLError();
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glGetRenderbufferParameterivOES(GL_RENDERBUFFER_OES, GL_RENDERBUFFER_HEIGHT_OES, &_renderBufferHeight); printOpenGLError();
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if (glCheckFramebufferStatusOES(GL_FRAMEBUFFER_OES) != GL_FRAMEBUFFER_COMPLETE_OES) {
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NSLog(@"Failed to make complete framebuffer object %x.", glCheckFramebufferStatusOES(GL_FRAMEBUFFER_OES));
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return;
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}
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_videoContext.overlayHeight = _renderBufferWidth;
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_videoContext.overlayWidth = _renderBufferHeight;
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uint overlayTextureWidth = getSizeNextPOT(_videoContext.overlayHeight);
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uint overlayTextureHeight = getSizeNextPOT(_videoContext.overlayWidth);
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// Since the overlay size won't change the whole run, we can
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// precalculate the texture coordinates for the overlay texture here
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// and just use it later on.
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_overlayTexCoords[2] = _overlayTexCoords[6] = _videoContext.overlayWidth / (GLfloat)overlayTextureWidth;
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_overlayTexCoords[5] = _overlayTexCoords[7] = _videoContext.overlayHeight / (GLfloat)overlayTextureHeight;
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_videoContext.overlayTexture.create(overlayTextureWidth, overlayTextureHeight, Graphics::createPixelFormat<5551>());
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glViewport(0, 0, _renderBufferWidth, _renderBufferHeight); printOpenGLError();
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glClearColor(0.0f, 0.0f, 0.0f, 1.0f); printOpenGLError();
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glEnable(GL_BLEND);
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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glEnable(GL_TEXTURE_2D); printOpenGLError();
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glEnableClientState(GL_TEXTURE_COORD_ARRAY); printOpenGLError();
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glEnableClientState(GL_VERTEX_ARRAY); printOpenGLError();
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}
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}
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- (id)initWithFrame:(struct CGRect)frame {
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self = [super initWithFrame: frame];
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if ([[UIScreen mainScreen] respondsToSelector:@selector(scale)]) {
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if ([self respondsToSelector:@selector(setContentScaleFactor:)]) {
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[self setContentScaleFactor:[[UIScreen mainScreen] scale]];
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}
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}
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g_fullWidth = (int)frame.size.width;
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g_fullHeight = (int)frame.size.height;
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g_iPhoneViewInstance = self;
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_keyboardView = nil;
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_screenTexture = 0;
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_overlayTexture = 0;
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_mouseCursorTexture = 0;
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_scaledShakeOffsetY = 0;
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_firstTouch = NULL;
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_secondTouch = NULL;
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_eventLock = [[NSLock alloc] init];
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_gameScreenVertCoords[0] = _gameScreenVertCoords[1] =
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_gameScreenVertCoords[2] = _gameScreenVertCoords[3] =
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_gameScreenVertCoords[4] = _gameScreenVertCoords[5] =
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_gameScreenVertCoords[6] = _gameScreenVertCoords[7] = 0;
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_gameScreenTexCoords[0] = _gameScreenTexCoords[1] =
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_gameScreenTexCoords[2] = _gameScreenTexCoords[3] =
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_gameScreenTexCoords[4] = _gameScreenTexCoords[5] =
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_gameScreenTexCoords[6] = _gameScreenTexCoords[7] = 0;
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_overlayVertCoords[0] = _overlayVertCoords[1] =
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_overlayVertCoords[2] = _overlayVertCoords[3] =
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_overlayVertCoords[4] = _overlayVertCoords[5] =
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_overlayVertCoords[6] = _overlayVertCoords[7] = 0;
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_overlayTexCoords[0] = _overlayTexCoords[1] =
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_overlayTexCoords[2] = _overlayTexCoords[3] =
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_overlayTexCoords[4] = _overlayTexCoords[5] =
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_overlayTexCoords[6] = _overlayTexCoords[7] = 0;
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_mouseVertCoords[0] = _mouseVertCoords[1] =
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_mouseVertCoords[2] = _mouseVertCoords[3] =
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_mouseVertCoords[4] = _mouseVertCoords[5] =
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_mouseVertCoords[6] = _mouseVertCoords[7] = 0;
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_mouseTexCoords[0] = _mouseTexCoords[1] =
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_mouseTexCoords[2] = _mouseTexCoords[3] =
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_mouseTexCoords[4] = _mouseTexCoords[5] =
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_mouseTexCoords[6] = _mouseTexCoords[7] = 0;
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// Initialize the OpenGL ES context
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[self createContext];
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return self;
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}
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- (void)dealloc {
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if (_keyboardView != nil) {
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[_keyboardView dealloc];
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}
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_videoContext.screenTexture.free();
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_videoContext.overlayTexture.free();
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_videoContext.mouseTexture.free();
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[_eventLock dealloc];
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[super dealloc];
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}
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- (void)drawRect:(CGRect)frame {
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#if 0
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if (g_lastTick == 0) {
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g_lastTick = time(0);
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}
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g_frames++;
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if (time(0) > g_lastTick) {
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g_lastTick = time(0);
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printf("FPS: %i\n", g_frames);
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g_frames = 0;
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}
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#endif
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}
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- (void)setFilterModeForTexture:(GLuint)tex {
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if (!tex)
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return;
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glBindTexture(GL_TEXTURE_2D, tex); printOpenGLError();
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GLint filter = GL_LINEAR;
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switch (_videoContext.graphicsMode) {
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case kGraphicsModeLinear:
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filter = GL_LINEAR;
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break;
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case kGraphicsModeNone:
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filter = GL_NEAREST;
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break;
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}
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, filter); printOpenGLError();
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, filter); printOpenGLError();
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// We use GL_CLAMP_TO_EDGE here to avoid artifacts when linear filtering
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// is used. If we would not use this for example the cursor in Loom would
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// have a line/border artifact on the right side of the covered rect.
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); printOpenGLError();
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); printOpenGLError();
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}
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- (void)setGraphicsMode {
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[self setFilterModeForTexture:_screenTexture];
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[self setFilterModeForTexture:_overlayTexture];
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[self setFilterModeForTexture:_mouseCursorTexture];
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}
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- (void)updateSurface {
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if (!g_needsScreenUpdate) {
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return;
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}
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g_needsScreenUpdate = 0;
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glClear(GL_COLOR_BUFFER_BIT); printOpenGLError();
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[self updateMainSurface];
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if (_videoContext.overlayVisible)
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[self updateOverlaySurface];
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if (_videoContext.mouseIsVisible)
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[self updateMouseSurface];
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glBindRenderbufferOES(GL_RENDERBUFFER_OES, _viewRenderbuffer); printOpenGLError();
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[_context presentRenderbuffer:GL_RENDERBUFFER_OES];
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}
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- (void)notifyMouseMove {
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const GLint mouseX = (GLint)(_videoContext.mouseX * _mouseScaleX) - _mouseHotspotX;
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const GLint mouseY = (GLint)(_videoContext.mouseY * _mouseScaleY) - _mouseHotspotY;
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_mouseVertCoords[0] = _mouseVertCoords[4] = mouseX;
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_mouseVertCoords[1] = _mouseVertCoords[3] = mouseY;
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_mouseVertCoords[2] = _mouseVertCoords[6] = mouseX + _mouseWidth;
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_mouseVertCoords[5] = _mouseVertCoords[7] = mouseY + _mouseHeight;
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}
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- (void)updateMouseCursorScaling {
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CGRect *rect;
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int maxWidth, maxHeight;
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if (!_videoContext.overlayVisible) {
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rect = &_gameScreenRect;
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maxWidth = _videoContext.screenWidth;
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maxHeight = _videoContext.screenHeight;
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} else {
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rect = &_overlayRect;
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maxWidth = _videoContext.overlayWidth;
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maxHeight = _videoContext.overlayHeight;
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}
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if (!maxWidth || !maxHeight) {
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printf("WARNING: updateMouseCursorScaling called when screen was not ready (%d)!\n", _videoContext.overlayVisible);
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return;
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}
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_mouseScaleX = CGRectGetWidth(*rect) / (GLfloat)maxWidth;
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_mouseScaleY = CGRectGetHeight(*rect) / (GLfloat)maxHeight;
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_mouseWidth = (GLint)(_videoContext.mouseWidth * _mouseScaleX);
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_mouseHeight = (GLint)(_videoContext.mouseHeight * _mouseScaleY);
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_mouseHotspotX = (GLint)(_videoContext.mouseHotspotX * _mouseScaleX);
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_mouseHotspotY = (GLint)(_videoContext.mouseHotspotY * _mouseScaleY);
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// We subtract the screen offset to the hotspot here to simplify the
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// screen offset handling in the mouse code. Note the subtraction here
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// makes sure that the offset actually gets added to the mouse position,
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// since the hotspot offset is substracted from the position.
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_mouseHotspotX -= (GLint)CGRectGetMinX(*rect);
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_mouseHotspotY -= (GLint)CGRectGetMinY(*rect);
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// FIXME: For now we also adapt the mouse position here. In reality we
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// would be better off to also adjust the event position when switching
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// from overlay to game screen or vica versa.
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[self notifyMouseMove];
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}
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- (void)updateMouseCursor {
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if (_mouseCursorTexture == 0) {
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glGenTextures(1, &_mouseCursorTexture); printOpenGLError();
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[self setFilterModeForTexture:_mouseCursorTexture];
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}
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[self updateMouseCursorScaling];
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_mouseTexCoords[2] = _mouseTexCoords[6] = _videoContext.mouseWidth / (GLfloat)_videoContext.mouseTexture.w;
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_mouseTexCoords[5] = _mouseTexCoords[7] = _videoContext.mouseHeight / (GLfloat)_videoContext.mouseTexture.h;
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glBindTexture(GL_TEXTURE_2D, _mouseCursorTexture); printOpenGLError();
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, _videoContext.mouseTexture.w, _videoContext.mouseTexture.h, 0, GL_RGBA, GL_UNSIGNED_SHORT_5_5_5_1, _videoContext.mouseTexture.pixels); printOpenGLError();
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}
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- (void)updateMainSurface {
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glVertexPointer(2, GL_FLOAT, 0, _gameScreenVertCoords); printOpenGLError();
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glTexCoordPointer(2, GL_FLOAT, 0, _gameScreenTexCoords); printOpenGLError();
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glBindTexture(GL_TEXTURE_2D, _screenTexture); printOpenGLError();
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// Unfortunately we have to update the whole texture every frame, since glTexSubImage2D is actually slower in all cases
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// due to the iPhone internals having to convert the whole texture back from its internal format when used.
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// In the future we could use several tiled textures instead.
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, _videoContext.screenTexture.w, _videoContext.screenTexture.h, 0, GL_RGB, GL_UNSIGNED_SHORT_5_6_5, _videoContext.screenTexture.pixels); printOpenGLError();
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glDrawArrays(GL_TRIANGLE_STRIP, 0, 4); printOpenGLError();
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}
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- (void)updateOverlaySurface {
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glVertexPointer(2, GL_FLOAT, 0, _overlayVertCoords); printOpenGLError();
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glTexCoordPointer(2, GL_FLOAT, 0, _overlayTexCoords); printOpenGLError();
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glBindTexture(GL_TEXTURE_2D, _overlayTexture); printOpenGLError();
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, _videoContext.overlayTexture.w, _videoContext.overlayTexture.h, 0, GL_RGBA, GL_UNSIGNED_SHORT_5_5_5_1, _videoContext.overlayTexture.pixels); printOpenGLError();
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glDrawArrays(GL_TRIANGLE_STRIP, 0, 4); printOpenGLError();
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}
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- (void)updateMouseSurface {
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glVertexPointer(2, GL_FLOAT, 0, _mouseVertCoords); printOpenGLError();
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glTexCoordPointer(2, GL_FLOAT, 0, _mouseTexCoords); printOpenGLError();
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glBindTexture(GL_TEXTURE_2D, _mouseCursorTexture); printOpenGLError();
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glDrawArrays(GL_TRIANGLE_STRIP, 0, 4); printOpenGLError();
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}
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- (void)setUpOrientation:(UIDeviceOrientation)orientation width:(int *)width height:(int *)height {
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_orientation = orientation;
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glMatrixMode(GL_PROJECTION);
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glLoadIdentity();
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// We always force the origin (0,0) to be in the upper left corner.
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switch (_orientation) {
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case UIDeviceOrientationLandscapeRight:
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glRotatef( 90, 0, 0, 1); printOpenGLError();
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glOrthof(0, _renderBufferHeight, _renderBufferWidth, 0, 0, 1); printOpenGLError();
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*width = _renderBufferHeight;
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*height = _renderBufferWidth;
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break;
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case UIDeviceOrientationLandscapeLeft:
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glRotatef(-90, 0, 0, 1); printOpenGLError();
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glOrthof(0, _renderBufferHeight, _renderBufferWidth, 0, 0, 1); printOpenGLError();
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*width = _renderBufferHeight;
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*height = _renderBufferWidth;
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break;
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case UIDeviceOrientationPortrait:
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default:
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// We must force the portrait orientation here, since we might not know
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// the real orientation.
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_orientation = UIDeviceOrientationPortrait;
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glOrthof(0, _renderBufferWidth, _renderBufferHeight, 0, 0, 1); printOpenGLError();
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*width = _renderBufferWidth;
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*height = _renderBufferHeight;
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break;
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}
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}
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- (void)createScreenTexture {
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const uint screenTexWidth = getSizeNextPOT(_videoContext.screenWidth);
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const uint screenTexHeight = getSizeNextPOT(_videoContext.screenHeight);
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_gameScreenTexCoords[2] = _gameScreenTexCoords[6] = _videoContext.screenWidth / (GLfloat)screenTexWidth;
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_gameScreenTexCoords[5] = _gameScreenTexCoords[7] = _videoContext.screenHeight / (GLfloat)screenTexHeight;
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_videoContext.screenTexture.create(screenTexWidth, screenTexHeight, Graphics::createPixelFormat<565>());
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}
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- (void)initSurface {
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int screenWidth, screenHeight;
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[self setUpOrientation:[[UIDevice currentDevice] orientation] width:&screenWidth height:&screenHeight];
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if (_screenTexture > 0) {
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glDeleteTextures(1, &_screenTexture); printOpenGLError();
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}
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glGenTextures(1, &_screenTexture); printOpenGLError();
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[self setFilterModeForTexture:_screenTexture];
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if (_overlayTexture > 0) {
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glDeleteTextures(1, &_overlayTexture); printOpenGLError();
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|
}
|
|
|
|
glGenTextures(1, &_overlayTexture); printOpenGLError();
|
|
[self setFilterModeForTexture:_overlayTexture];
|
|
|
|
glBindRenderbufferOES(GL_RENDERBUFFER_OES, _viewRenderbuffer); printOpenGLError();
|
|
|
|
[self clearColorBuffer];
|
|
|
|
if (_keyboardView != nil) {
|
|
[_keyboardView removeFromSuperview];
|
|
[[_keyboardView inputView] removeFromSuperview];
|
|
}
|
|
|
|
GLfloat adjustedWidth = _videoContext.screenWidth;
|
|
GLfloat adjustedHeight = _videoContext.screenHeight;
|
|
if (_videoContext.asprectRatioCorrection) {
|
|
if (_videoContext.screenWidth == 320 && _videoContext.screenHeight == 200)
|
|
adjustedHeight = 240;
|
|
else if (_videoContext.screenWidth == 640 && _videoContext.screenHeight == 400)
|
|
adjustedHeight = 480;
|
|
}
|
|
|
|
float overlayPortraitRatio;
|
|
|
|
if (_orientation == UIDeviceOrientationLandscapeLeft || _orientation == UIDeviceOrientationLandscapeRight) {
|
|
GLfloat gameScreenRatio = adjustedWidth / adjustedHeight;
|
|
GLfloat screenRatio = (GLfloat)screenWidth / (GLfloat)screenHeight;
|
|
|
|
// These are the width/height according to the portrait layout!
|
|
int rectWidth, rectHeight;
|
|
int xOffset, yOffset;
|
|
|
|
if (gameScreenRatio < screenRatio) {
|
|
// When the game screen ratio is less than the screen ratio
|
|
// we need to scale the width, since the game screen was higher
|
|
// compared to the width than our output screen is.
|
|
rectWidth = (int)(screenHeight * gameScreenRatio);
|
|
rectHeight = screenHeight;
|
|
xOffset = (screenWidth - rectWidth) / 2;
|
|
yOffset = 0;
|
|
} else {
|
|
// When the game screen ratio is bigger than the screen ratio
|
|
// we need to scale the height, since the game screen was wider
|
|
// compared to the height than our output screen is.
|
|
rectWidth = screenWidth;
|
|
rectHeight = (int)(screenWidth / gameScreenRatio);
|
|
xOffset = 0;
|
|
yOffset = (screenHeight - rectHeight) / 2;
|
|
}
|
|
|
|
//printf("Rect: %i, %i, %i, %i\n", xOffset, yOffset, rectWidth, rectHeight);
|
|
_gameScreenRect = CGRectMake(xOffset, yOffset, rectWidth, rectHeight);
|
|
overlayPortraitRatio = 1.0f;
|
|
} else {
|
|
GLfloat ratio = adjustedHeight / adjustedWidth;
|
|
int height = (int)(screenWidth * ratio);
|
|
//printf("Making rect (%u, %u)\n", screenWidth, height);
|
|
_gameScreenRect = CGRectMake(0, 0, screenWidth, height);
|
|
|
|
CGRect keyFrame = CGRectMake(0.0f, 0.0f, 0.0f, 0.0f);
|
|
if (_keyboardView == nil) {
|
|
_keyboardView = [[SoftKeyboard alloc] initWithFrame:keyFrame];
|
|
[_keyboardView setInputDelegate:self];
|
|
}
|
|
|
|
[self addSubview:[_keyboardView inputView]];
|
|
[self addSubview: _keyboardView];
|
|
[[_keyboardView inputView] becomeFirstResponder];
|
|
overlayPortraitRatio = (_videoContext.overlayHeight * ratio) / _videoContext.overlayWidth;
|
|
}
|
|
|
|
_overlayRect = CGRectMake(0, 0, screenWidth, screenHeight * overlayPortraitRatio);
|
|
|
|
_gameScreenVertCoords[0] = _gameScreenVertCoords[4] = CGRectGetMinX(_gameScreenRect);
|
|
_gameScreenVertCoords[1] = _gameScreenVertCoords[3] = CGRectGetMinY(_gameScreenRect);
|
|
_gameScreenVertCoords[2] = _gameScreenVertCoords[6] = CGRectGetMaxX(_gameScreenRect);
|
|
_gameScreenVertCoords[5] = _gameScreenVertCoords[7] = CGRectGetMaxY(_gameScreenRect);
|
|
|
|
_overlayVertCoords[2] = _overlayVertCoords[6] = CGRectGetMaxX(_overlayRect);
|
|
_overlayVertCoords[5] = _overlayVertCoords[7] = CGRectGetMaxY(_overlayRect);
|
|
|
|
[self setViewTransformation];
|
|
[self updateMouseCursorScaling];
|
|
}
|
|
|
|
- (void)setViewTransformation {
|
|
// Set the modelview matrix. This matrix will be used for the shake offset
|
|
// support.
|
|
glMatrixMode(GL_MODELVIEW);
|
|
glLoadIdentity();
|
|
|
|
// Scale the shake offset according to the overlay size. We need this to
|
|
// adjust the overlay mouse click coordinates when an offset is set.
|
|
_scaledShakeOffsetY = (int)(_videoContext.shakeOffsetY / (GLfloat)_videoContext.screenHeight * CGRectGetHeight(_overlayRect));
|
|
|
|
// Apply the shakeing to the output screen.
|
|
glTranslatef(0, -_scaledShakeOffsetY, 0);
|
|
}
|
|
|
|
- (void)clearColorBuffer {
|
|
// The color buffer is triple-buffered, so we clear it multiple times right away to avid doing any glClears later.
|
|
int clearCount = 5;
|
|
while (clearCount-- > 0) {
|
|
glClear(GL_COLOR_BUFFER_BIT); printOpenGLError();
|
|
[_context presentRenderbuffer:GL_RENDERBUFFER_OES];
|
|
}
|
|
}
|
|
|
|
- (void)addEvent:(InternalEvent)event {
|
|
[_eventLock lock];
|
|
_events.push_back(event);
|
|
[_eventLock unlock];
|
|
}
|
|
|
|
- (bool)fetchEvent:(InternalEvent *)event {
|
|
[_eventLock lock];
|
|
if (_events.empty()) {
|
|
[_eventLock unlock];
|
|
return false;
|
|
}
|
|
|
|
*event = *_events.begin();
|
|
_events.pop_front();
|
|
[_eventLock unlock];
|
|
return true;
|
|
}
|
|
|
|
/**
|
|
* Converts portrait mode coordinates into rotated mode coordinates.
|
|
*/
|
|
- (bool)convertToRotatedCoords:(CGPoint)point result:(CGPoint *)result {
|
|
switch (_orientation) {
|
|
case UIDeviceOrientationLandscapeLeft:
|
|
result->x = point.y;
|
|
result->y = _renderBufferWidth - point.x;
|
|
return true;
|
|
|
|
case UIDeviceOrientationLandscapeRight:
|
|
result->x = _renderBufferHeight - point.y;
|
|
result->y = point.x;
|
|
return true;
|
|
|
|
case UIDeviceOrientationPortrait:
|
|
result->x = point.x;
|
|
result->y = point.y;
|
|
return true;
|
|
|
|
default:
|
|
return false;
|
|
}
|
|
}
|
|
|
|
- (bool)getMouseCoords:(CGPoint)point eventX:(int *)x eventY:(int *)y {
|
|
if (![self convertToRotatedCoords:point result:&point])
|
|
return false;
|
|
|
|
CGRect *area;
|
|
int width, height, offsetY;
|
|
if (_videoContext.overlayVisible) {
|
|
area = &_overlayRect;
|
|
width = _videoContext.overlayWidth;
|
|
height = _videoContext.overlayHeight;
|
|
offsetY = _scaledShakeOffsetY;
|
|
} else {
|
|
area = &_gameScreenRect;
|
|
width = _videoContext.screenWidth;
|
|
height = _videoContext.screenHeight;
|
|
offsetY = _videoContext.shakeOffsetY;
|
|
}
|
|
|
|
point.x = (point.x - CGRectGetMinX(*area)) / CGRectGetWidth(*area);
|
|
point.y = (point.y - CGRectGetMinY(*area)) / CGRectGetHeight(*area);
|
|
|
|
*x = (int)(point.x * width);
|
|
// offsetY describes the translation of the screen in the upward direction,
|
|
// thus we need to add it here.
|
|
*y = (int)(point.y * height + offsetY);
|
|
|
|
// Clip coordinates
|
|
if (*x < 0 || *x > width || *y < 0 || *y > height)
|
|
return false;
|
|
|
|
return true;
|
|
}
|
|
|
|
- (void)deviceOrientationChanged:(UIDeviceOrientation)orientation {
|
|
switch (orientation) {
|
|
case UIDeviceOrientationLandscapeLeft:
|
|
case UIDeviceOrientationLandscapeRight:
|
|
case UIDeviceOrientationPortrait:
|
|
_orientation = orientation;
|
|
break;
|
|
|
|
default:
|
|
return;
|
|
}
|
|
|
|
[self addEvent:InternalEvent(kInputOrientationChanged, orientation, 0)];
|
|
}
|
|
|
|
- (void)touchesBegan:(NSSet *)touches withEvent:(UIEvent *)event {
|
|
NSSet *allTouches = [event allTouches];
|
|
int x, y;
|
|
|
|
switch ([allTouches count]) {
|
|
case 1: {
|
|
UITouch *touch = [touches anyObject];
|
|
CGPoint point = [touch locationInView:self];
|
|
if (![self getMouseCoords:point eventX:&x eventY:&y])
|
|
return;
|
|
|
|
_firstTouch = touch;
|
|
[self addEvent:InternalEvent(kInputMouseDown, x, y)];
|
|
break;
|
|
}
|
|
|
|
case 2: {
|
|
UITouch *touch = [touches anyObject];
|
|
CGPoint point = [touch locationInView:self];
|
|
if (![self getMouseCoords:point eventX:&x eventY:&y])
|
|
return;
|
|
|
|
_secondTouch = touch;
|
|
[self addEvent:InternalEvent(kInputMouseSecondDown, x, y)];
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
- (void)touchesMoved:(NSSet *)touches withEvent:(UIEvent *)event {
|
|
//NSSet *allTouches = [event allTouches];
|
|
int x, y;
|
|
|
|
for (UITouch *touch in touches) {
|
|
if (touch == _firstTouch) {
|
|
CGPoint point = [touch locationInView:self];
|
|
if (![self getMouseCoords:point eventX:&x eventY:&y])
|
|
return;
|
|
|
|
[self addEvent:InternalEvent(kInputMouseDragged, x, y)];
|
|
} else if (touch == _secondTouch) {
|
|
CGPoint point = [touch locationInView:self];
|
|
if (![self getMouseCoords:point eventX:&x eventY:&y])
|
|
return;
|
|
|
|
[self addEvent:InternalEvent(kInputMouseSecondDragged, x, y)];
|
|
}
|
|
}
|
|
}
|
|
|
|
- (void)touchesEnded:(NSSet *)touches withEvent:(UIEvent *)event {
|
|
NSSet *allTouches = [event allTouches];
|
|
int x, y;
|
|
|
|
switch ([allTouches count]) {
|
|
case 1: {
|
|
UITouch *touch = [[allTouches allObjects] objectAtIndex:0];
|
|
CGPoint point = [touch locationInView:self];
|
|
if (![self getMouseCoords:point eventX:&x eventY:&y])
|
|
return;
|
|
|
|
[self addEvent:InternalEvent(kInputMouseUp, x, y)];
|
|
break;
|
|
}
|
|
|
|
case 2: {
|
|
UITouch *touch = [[allTouches allObjects] objectAtIndex:1];
|
|
CGPoint point = [touch locationInView:self];
|
|
if (![self getMouseCoords:point eventX:&x eventY:&y])
|
|
return;
|
|
|
|
[self addEvent:InternalEvent(kInputMouseSecondUp, x, y)];
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
- (void)touchesCancelled:(NSSet *)touches withEvent:(UIEvent *)event {
|
|
}
|
|
|
|
- (void)handleKeyPress:(unichar)c {
|
|
[self addEvent:InternalEvent(kInputKeyPressed, c, 0)];
|
|
}
|
|
|
|
- (BOOL)canHandleSwipes {
|
|
return TRUE;
|
|
}
|
|
|
|
- (int)swipe:(int)num withEvent:(struct __GSEvent *)event {
|
|
//printf("swipe: %i\n", num);
|
|
|
|
[self addEvent:InternalEvent(kInputSwipe, num, 0)];
|
|
return 0;
|
|
}
|
|
|
|
- (void)applicationSuspend {
|
|
[self addEvent:InternalEvent(kInputApplicationSuspended, 0, 0)];
|
|
}
|
|
|
|
- (void)applicationResume {
|
|
[self addEvent:InternalEvent(kInputApplicationResumed, 0, 0)];
|
|
}
|
|
|
|
@end
|