mirror of
https://github.com/libretro/scummvm.git
synced 2024-12-22 01:39:57 +00:00
452 lines
13 KiB
C++
452 lines
13 KiB
C++
/* ScummVM - Graphic Adventure Engine
|
|
*
|
|
* ScummVM is the legal property of its developers, whose names
|
|
* are too numerous to list here. Please refer to the COPYRIGHT
|
|
* file distributed with this source distribution.
|
|
*
|
|
* This program is free software; you can redistribute it and/or
|
|
* modify it under the terms of the GNU General Public License
|
|
* as published by the Free Software Foundation; either version 2
|
|
* of the License, or (at your option) any later version.
|
|
|
|
* This program is distributed in the hope that it will be useful,
|
|
* but WITHOUT ANY WARRANTY; without even the implied warranty of
|
|
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
|
|
* GNU General Public License for more details.
|
|
|
|
* You should have received a copy of the GNU General Public License
|
|
* along with this program; if not, write to the Free Software
|
|
* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
|
|
*
|
|
*/
|
|
|
|
/*
|
|
* This file is based on WME Lite.
|
|
* http://dead-code.org/redir.php?target=wmelite
|
|
* Copyright (c) 2011 Jan Nedoma
|
|
*/
|
|
|
|
#include "engines/wintermute/dcgf.h"
|
|
#include "engines/wintermute/BRenderSDL.h"
|
|
#include "engines/wintermute/BRegistry.h"
|
|
#include "engines/wintermute/BSurfaceSDL.h"
|
|
#include "engines/wintermute/BSurfaceStorage.h"
|
|
#include "engines/wintermute/BImage.h"
|
|
#include "engines/wintermute/MathUtil.h"
|
|
#include "engines/wintermute/BGame.h"
|
|
#include "engines/wintermute/BSprite.h"
|
|
#include "common/system.h"
|
|
|
|
namespace WinterMute {
|
|
|
|
// TODO: Redo everything here.
|
|
|
|
//////////////////////////////////////////////////////////////////////////
|
|
CBRenderSDL::CBRenderSDL(CBGame *inGame) : CBRenderer(inGame) {
|
|
/* _renderer = NULL;
|
|
_win = NULL;*/
|
|
_renderSurface = NULL;
|
|
|
|
_borderLeft = _borderRight = _borderTop = _borderBottom = 0;
|
|
_ratioX = _ratioY = 1.0f;
|
|
}
|
|
|
|
//////////////////////////////////////////////////////////////////////////
|
|
CBRenderSDL::~CBRenderSDL() {
|
|
#if 0
|
|
if (_renderer) SDL_DestroyRenderer(_renderer);
|
|
if (_win) SDL_DestroyWindow(_win);
|
|
SDL_Quit();
|
|
#endif
|
|
}
|
|
|
|
//////////////////////////////////////////////////////////////////////////
|
|
HRESULT CBRenderSDL::InitRenderer(int width, int height, bool windowed) {
|
|
//if (SDL_Init(SDL_INIT_VIDEO) < 0) return E_FAIL;
|
|
|
|
#if 0
|
|
SDL_GL_SetAttribute(SDL_GL_DEPTH_SIZE, 0);
|
|
SDL_GL_SetAttribute(SDL_GL_RETAINED_BACKING, 1);
|
|
#endif
|
|
|
|
_width = width;
|
|
_height = height;
|
|
|
|
_realWidth = width;
|
|
_realHeight = height;
|
|
|
|
|
|
// find suitable resolution
|
|
#ifdef __IPHONEOS__
|
|
_realWidth = 480;
|
|
_realHeight = 320;
|
|
|
|
int numModes = SDL_GetNumDisplayModes(0);
|
|
for (int i = 0; i < numModes; i++) {
|
|
SDL_DisplayMode mode;
|
|
SDL_GetDisplayMode(0, i, &mode);
|
|
|
|
if (mode.w > mode.h) {
|
|
_realWidth = mode.w;
|
|
_realHeight = mode.h;
|
|
break;
|
|
}
|
|
}
|
|
#else
|
|
_realWidth = Game->_registry->ReadInt("Debug", "ForceResWidth", _width);
|
|
_realHeight = Game->_registry->ReadInt("Debug", "ForceResHeight", _height);
|
|
#endif
|
|
|
|
/*
|
|
_realWidth = 480;
|
|
_realHeight = 320;
|
|
*/
|
|
|
|
|
|
float origAspect = (float)_width / (float)_height;
|
|
float realAspect = (float)_realWidth / (float)_realHeight;
|
|
|
|
float ratio;
|
|
if (origAspect < realAspect) {
|
|
// normal to wide
|
|
ratio = (float)_realHeight / (float)_height;
|
|
} else {
|
|
// wide to normal
|
|
ratio = (float)_realWidth / (float)_width;
|
|
}
|
|
|
|
_borderLeft = (_realWidth - (_width * ratio)) / 2;
|
|
_borderRight = _realWidth - (_width * ratio) - _borderLeft;
|
|
|
|
_borderTop = (_realHeight - (_height * ratio)) / 2;
|
|
_borderBottom = _realHeight - (_height * ratio) - _borderTop;
|
|
|
|
|
|
|
|
_ratioX = (float)(_realWidth - _borderLeft - _borderRight) / (float)_width;
|
|
_ratioY = (float)(_realHeight - _borderTop - _borderBottom) / (float)_height;
|
|
|
|
#if 0
|
|
Uint32 flags = SDL_WINDOW_SHOWN;
|
|
#endif
|
|
#ifdef __IPHONEOS__
|
|
flags |= SDL_WINDOW_OPENGL | SDL_WINDOW_BORDERLESS;
|
|
#endif
|
|
|
|
//_windowed = Game->_registry->ReadBool("Video", "Windowed", true);
|
|
// if (!windowed) flags |= SDL_WINDOW_FULLSCREEN;
|
|
|
|
#if 0
|
|
_win = SDL_CreateWindow("WME Lite",
|
|
SDL_WINDOWPOS_UNDEFINED,
|
|
SDL_WINDOWPOS_UNDEFINED,
|
|
_realWidth, _realHeight,
|
|
flags);
|
|
|
|
if (!_win) return E_FAIL;
|
|
#endif
|
|
|
|
warning("TODO: Hide cursor");
|
|
//SDL_ShowCursor(SDL_DISABLE);
|
|
|
|
#ifdef __IPHONEOS__
|
|
// SDL defaults to OGL ES2, which doesn't work on old devices
|
|
SDL_SetHint(SDL_HINT_RENDER_DRIVER, "opengles");
|
|
#else
|
|
//SDL_SetHint(SDL_HINT_RENDER_DRIVER, "opengl");
|
|
#endif
|
|
#if 0
|
|
_renderer = SDL_CreateRenderer(_win, -1, 0);
|
|
|
|
if (!_renderer) return E_FAIL;
|
|
#endif
|
|
_renderSurface = new Graphics::Surface();
|
|
_renderSurface->create(g_system->getWidth(), g_system->getHeight(), g_system->getScreenFormat());
|
|
_active = true;
|
|
|
|
|
|
return S_OK;
|
|
}
|
|
|
|
//////////////////////////////////////////////////////////////////////////
|
|
HRESULT CBRenderSDL::Flip() {
|
|
|
|
#ifdef __IPHONEOS__
|
|
// hack: until viewports work correctly, we just paint black bars instead
|
|
SDL_SetRenderDrawColor(_renderer, 0x00, 0x00, 0x00, 0xFF);
|
|
|
|
static bool firstRefresh = true; // prevents a weird color glitch
|
|
if (firstRefresh) {
|
|
firstRefresh = false;
|
|
} else {
|
|
SDL_Rect rect;
|
|
if (_borderLeft > 0) {
|
|
rect.x = 0;
|
|
rect.y = 0;
|
|
rect.w = _borderLeft;
|
|
rect.h = _realHeight;
|
|
SDL_RenderFillRect(_renderer, &rect);
|
|
}
|
|
if (_borderRight > 0) {
|
|
rect.x = (_realWidth - _borderRight);
|
|
rect.y = 0;
|
|
rect.w = _borderRight;
|
|
rect.h = _realHeight;
|
|
SDL_RenderFillRect(_renderer, &rect);
|
|
}
|
|
if (_borderTop > 0) {
|
|
rect.x = 0;
|
|
rect.y = 0;
|
|
rect.w = _realWidth;
|
|
rect.h = _borderTop;
|
|
SDL_RenderFillRect(_renderer, &rect);
|
|
}
|
|
if (_borderBottom > 0) {
|
|
rect.x = 0;
|
|
rect.y = _realHeight - _borderBottom;
|
|
rect.w = _realWidth;
|
|
rect.h = _borderBottom;
|
|
SDL_RenderFillRect(_renderer, &rect);
|
|
}
|
|
}
|
|
#endif
|
|
g_system->copyRectToScreen((byte*)_renderSurface->pixels, _renderSurface->pitch, 0, 0, _renderSurface->w, _renderSurface->h);
|
|
g_system->updateScreen();
|
|
//SDL_RenderPresent(_renderer);
|
|
|
|
return S_OK;
|
|
}
|
|
|
|
//////////////////////////////////////////////////////////////////////////
|
|
HRESULT CBRenderSDL::Fill(byte r, byte g, byte b, RECT *rect) {
|
|
//SDL_SetRenderDrawColor(_renderer, r, g, b, 0xFF);
|
|
//SDL_RenderClear(_renderer);
|
|
|
|
return S_OK;
|
|
}
|
|
|
|
//////////////////////////////////////////////////////////////////////////
|
|
HRESULT CBRenderSDL::Fade(WORD Alpha) {
|
|
uint32 dwAlpha = 255 - Alpha;
|
|
return FadeToColor(dwAlpha << 24);
|
|
}
|
|
|
|
|
|
//////////////////////////////////////////////////////////////////////////
|
|
HRESULT CBRenderSDL::FadeToColor(uint32 Color, RECT *rect) {
|
|
// This particular warning is rather messy, as this function is called a ton,
|
|
// thus we avoid printing it more than once.
|
|
static bool hasWarned = false;
|
|
if (!hasWarned) {
|
|
warning("Implement CBRenderSDL::FadeToColor"); // TODO.
|
|
hasWarned = true;
|
|
}
|
|
#if 0
|
|
SDL_Rect fillRect;
|
|
|
|
if (rect) {
|
|
fillRect.x = rect->left;
|
|
fillRect.y = rect->top;
|
|
fillRect.w = rect->right - rect->left;
|
|
fillRect.h = rect->bottom - rect->top;
|
|
} else {
|
|
RECT rc;
|
|
Game->GetCurrentViewportRect(&rc);
|
|
fillRect.x = rc.left;
|
|
fillRect.y = rc.top;
|
|
fillRect.w = rc.right - rc.left;
|
|
fillRect.h = rc.bottom - rc.top;
|
|
}
|
|
ModTargetRect(&fillRect);
|
|
|
|
byte r = D3DCOLGetR(Color);
|
|
byte g = D3DCOLGetG(Color);
|
|
byte b = D3DCOLGetB(Color);
|
|
byte a = D3DCOLGetA(Color);
|
|
|
|
//SDL_SetRenderDrawColor(_renderer, r, g, b, a);
|
|
//SDL_SetRenderDrawBlendMode(_renderer, SDL_BLENDMODE_BLEND);
|
|
//SDL_RenderFillRect(_renderer, &fillRect);
|
|
#endif
|
|
return S_OK;
|
|
}
|
|
|
|
// Replacement for SDL2's SDL_RenderCopy
|
|
void CBRenderSDL::drawFromSurface(Graphics::Surface *surf, Common::Rect *srcRect, Common::Rect *dstRect) {
|
|
for (int i = 0; i < srcRect->height(); i++) {
|
|
void *destPtr = _renderSurface->getBasePtr(dstRect->left, dstRect->top + i);
|
|
void *srcPtr = surf->getBasePtr(srcRect->left, srcRect->top + i);
|
|
for (int j = 0; j < srcRect->width(); j++) {
|
|
// TODO: Replace this with something less ugly, and more portable.
|
|
if (((byte*)srcPtr)[0] == 255) {
|
|
memcpy(destPtr, srcPtr, _renderSurface->format.bytesPerPixel);
|
|
}
|
|
((byte*)srcPtr)+=_renderSurface->format.bytesPerPixel;
|
|
((byte*)destPtr)+=_renderSurface->format.bytesPerPixel;
|
|
}
|
|
}
|
|
}
|
|
//////////////////////////////////////////////////////////////////////////
|
|
HRESULT CBRenderSDL::DrawLine(int X1, int Y1, int X2, int Y2, uint32 Color) {
|
|
byte r = D3DCOLGetR(Color);
|
|
byte g = D3DCOLGetG(Color);
|
|
byte b = D3DCOLGetB(Color);
|
|
byte a = D3DCOLGetA(Color);
|
|
|
|
//SDL_SetRenderDrawColor(_renderer, r, g, b, a);
|
|
//SDL_SetRenderDrawBlendMode(_renderer, SDL_BLENDMODE_BLEND);
|
|
|
|
POINT point1, point2;
|
|
point1.x = X1;
|
|
point1.y = Y1;
|
|
PointToScreen(&point1);
|
|
|
|
point2.x = X2;
|
|
point2.y = Y2;
|
|
PointToScreen(&point2);
|
|
|
|
|
|
//SDL_RenderDrawLine(_renderer, point1.x, point1.y, point2.x, point2.y);
|
|
return S_OK;
|
|
}
|
|
|
|
//////////////////////////////////////////////////////////////////////////
|
|
CBImage *CBRenderSDL::TakeScreenshot() {
|
|
// TODO: Fix this
|
|
#if 0
|
|
SDL_Rect viewport;
|
|
|
|
SDL_RenderGetViewport(_renderer, &viewport);
|
|
|
|
SDL_Surface *surface = SDL_CreateRGBSurface(0, viewport.w, viewport.h, 24, FI_RGBA_RED_MASK, FI_RGBA_GREEN_MASK, FI_RGBA_BLUE_MASK, 0x00000000);
|
|
if (!surface) return NULL;
|
|
|
|
if (SDL_RenderReadPixels(_renderer, NULL, surface->format->format, surface->pixels, surface->pitch) < 0) return NULL;
|
|
|
|
FIBITMAP *dib = FreeImage_Allocate(viewport.w, viewport.h, 24, FI_RGBA_RED_MASK, FI_RGBA_GREEN_MASK, FI_RGBA_BLUE_MASK);
|
|
|
|
int bytespp = FreeImage_GetLine(dib) / FreeImage_GetWidth(dib);
|
|
|
|
for (unsigned y = 0; y < FreeImage_GetHeight(dib); y++) {
|
|
byte *bits = FreeImage_GetScanLine(dib, y);
|
|
byte *src = (byte *)surface->pixels + (viewport.h - y - 1) * surface->pitch;
|
|
memcpy(bits, src, bytespp * viewport.w);
|
|
}
|
|
|
|
return new CBImage(Game, dib);
|
|
#endif
|
|
return NULL;
|
|
}
|
|
|
|
//////////////////////////////////////////////////////////////////////////
|
|
HRESULT CBRenderSDL::SwitchFullscreen() {
|
|
/*if (_windowed) SDL_SetWindowFullscreen(_win, SDL_TRUE);
|
|
else SDL_SetWindowFullscreen(_win, SDL_FALSE);
|
|
|
|
_windowed = !_windowed;
|
|
*/
|
|
Game->_registry->WriteBool("Video", "Windowed", _windowed);
|
|
|
|
return S_OK;
|
|
}
|
|
|
|
//////////////////////////////////////////////////////////////////////////
|
|
const char *CBRenderSDL::GetName() {
|
|
if (_name.empty()) {
|
|
#if 0
|
|
if (_renderer) {
|
|
SDL_RendererInfo info;
|
|
SDL_GetRendererInfo(_renderer, &info);
|
|
_name = AnsiString(info.name);
|
|
}
|
|
#endif
|
|
}
|
|
return _name.c_str();
|
|
}
|
|
|
|
//////////////////////////////////////////////////////////////////////////
|
|
HRESULT CBRenderSDL::SetViewport(int left, int top, int right, int bottom) {
|
|
Common::Rect rect;
|
|
// TODO: Hopefully this is the same logic that ScummVM uses.
|
|
rect.left = left + _borderLeft;
|
|
rect.top = top + _borderTop;
|
|
rect.right = (right - left) * _ratioX;
|
|
rect.bottom = (bottom - top) * _ratioY;
|
|
|
|
// TODO fix this once viewports work correctly in SDL/landscape
|
|
#ifndef __IPHONEOS__
|
|
//SDL_RenderSetViewport(GetSdlRenderer(), &rect);
|
|
#endif
|
|
return S_OK;
|
|
}
|
|
|
|
//////////////////////////////////////////////////////////////////////////
|
|
void CBRenderSDL::ModTargetRect(Common::Rect *rect) {
|
|
#if 0
|
|
SDL_Rect viewportRect;
|
|
SDL_RenderGetViewport(GetSdlRenderer(), &viewportRect);
|
|
|
|
rect->x = MathUtil::Round(rect->x * _ratioX + _borderLeft - viewportRect.x);
|
|
rect->y = MathUtil::Round(rect->y * _ratioY + _borderTop - viewportRect.y);
|
|
rect->w = MathUtil::RoundUp(rect->w * _ratioX);
|
|
rect->h = MathUtil::RoundUp(rect->h * _ratioY);
|
|
#endif
|
|
}
|
|
|
|
//////////////////////////////////////////////////////////////////////////
|
|
void CBRenderSDL::PointFromScreen(POINT *point) {
|
|
#if 0
|
|
SDL_Rect viewportRect;
|
|
SDL_RenderGetViewport(GetSdlRenderer(), &viewportRect);
|
|
|
|
point->x = point->x / _ratioX - _borderLeft / _ratioX + viewportRect.x;
|
|
point->y = point->y / _ratioY - _borderTop / _ratioY + viewportRect.y;
|
|
#endif
|
|
}
|
|
|
|
|
|
//////////////////////////////////////////////////////////////////////////
|
|
void CBRenderSDL::PointToScreen(POINT *point) {
|
|
#if 0
|
|
SDL_Rect viewportRect;
|
|
SDL_RenderGetViewport(GetSdlRenderer(), &viewportRect);
|
|
|
|
point->x = MathUtil::RoundUp(point->x * _ratioX) + _borderLeft - viewportRect.x;
|
|
point->y = MathUtil::RoundUp(point->y * _ratioY) + _borderTop - viewportRect.y;
|
|
#endif
|
|
}
|
|
|
|
//////////////////////////////////////////////////////////////////////////
|
|
void CBRenderSDL::DumpData(char *Filename) {
|
|
FILE *f = fopen(Filename, "wt");
|
|
if (!f) return;
|
|
|
|
CBSurfaceStorage *Mgr = Game->_surfaceStorage;
|
|
|
|
int TotalKB = 0;
|
|
int TotalLoss = 0;
|
|
fprintf(f, "Filename;Usage;Size;KBytes\n");
|
|
for (int i = 0; i < Mgr->_surfaces.GetSize(); i++) {
|
|
CBSurfaceSDL *Surf = (CBSurfaceSDL *)Mgr->_surfaces[i];
|
|
if (!Surf->_filename) continue;
|
|
if (!Surf->_valid) continue;
|
|
|
|
fprintf(f, "%s;%d;", Surf->_filename, Surf->_referenceCount);
|
|
fprintf(f, "%dx%d;", Surf->GetWidth(), Surf->GetHeight());
|
|
|
|
int kb = Surf->GetWidth() * Surf->GetHeight() * 4 / 1024;
|
|
|
|
TotalKB += kb;
|
|
fprintf(f, "%d;", kb);
|
|
fprintf(f, "\n");
|
|
}
|
|
fprintf(f, "Total %d;;;%d\n", Mgr->_surfaces.GetSize(), TotalKB);
|
|
|
|
|
|
fclose(f);
|
|
Game->LOG(0, "Texture Stats Dump completed.");
|
|
Game->QuickMessage("Texture Stats Dump completed.");
|
|
}
|
|
|
|
} // end of namespace WinterMute
|