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This ensures the window gets resized properly when a user changes the scaler options in the GUI. Simply unlocking the window size on a call to setGraphicsMode is not good enough, because the scaler mode can be changed by games during mode switches, and we don't want to reset the window size in that case.
258 lines
8.0 KiB
C++
258 lines
8.0 KiB
C++
/* 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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*
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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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*
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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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#include "backends/graphics/sdl/sdl-graphics.h"
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#include "backends/platform/sdl/sdl-sys.h"
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#include "backends/events/sdl/sdl-events.h"
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#include "common/config-manager.h"
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#include "common/textconsole.h"
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#include "graphics/scaler/aspect.h"
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SdlGraphicsManager::SdlGraphicsManager(SdlEventSource *source, SdlWindow *window)
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: _eventSource(source), _window(window), _hwScreen(nullptr)
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#if SDL_VERSION_ATLEAST(2, 0, 0)
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, _allowWindowSizeReset(false), _hintedWidth(0), _hintedHeight(0), _lastFlags(0)
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#endif
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{}
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void SdlGraphicsManager::activateManager() {
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_eventSource->setGraphicsManager(this);
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}
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void SdlGraphicsManager::deactivateManager() {
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_eventSource->setGraphicsManager(0);
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}
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SdlGraphicsManager::State SdlGraphicsManager::getState() const {
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State state;
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state.screenWidth = getWidth();
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state.screenHeight = getHeight();
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state.aspectRatio = getFeatureState(OSystem::kFeatureAspectRatioCorrection);
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state.fullscreen = getFeatureState(OSystem::kFeatureFullscreenMode);
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state.cursorPalette = getFeatureState(OSystem::kFeatureCursorPalette);
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#ifdef USE_RGB_COLOR
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state.pixelFormat = getScreenFormat();
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#endif
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return state;
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}
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bool SdlGraphicsManager::setState(const State &state) {
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beginGFXTransaction();
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#ifdef USE_RGB_COLOR
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initSize(state.screenWidth, state.screenHeight, &state.pixelFormat);
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#else
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initSize(state.screenWidth, state.screenHeight, nullptr);
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#endif
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setFeatureState(OSystem::kFeatureAspectRatioCorrection, state.aspectRatio);
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setFeatureState(OSystem::kFeatureFullscreenMode, state.fullscreen);
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setFeatureState(OSystem::kFeatureCursorPalette, state.cursorPalette);
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if (endGFXTransaction() != OSystem::kTransactionSuccess) {
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return false;
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} else {
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return true;
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}
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}
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bool SdlGraphicsManager::defaultGraphicsModeConfig() const {
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const Common::ConfigManager::Domain *transientDomain = ConfMan.getDomain(Common::ConfigManager::kTransientDomain);
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if (transientDomain && transientDomain->contains("gfx_mode")) {
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const Common::String &mode = transientDomain->getVal("gfx_mode");
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if (!mode.equalsIgnoreCase("normal") && !mode.equalsIgnoreCase("default")) {
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return false;
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}
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}
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const Common::ConfigManager::Domain *gameDomain = ConfMan.getActiveDomain();
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if (gameDomain && gameDomain->contains("gfx_mode")) {
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const Common::String &mode = gameDomain->getVal("gfx_mode");
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if (!mode.equalsIgnoreCase("normal") && !mode.equalsIgnoreCase("default")) {
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return false;
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}
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}
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return true;
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}
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int SdlGraphicsManager::getGraphicsModeIdByName(const Common::String &name) const {
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const OSystem::GraphicsMode *mode = getSupportedGraphicsModes();
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while (mode && mode->name != nullptr) {
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if (name.equalsIgnoreCase(mode->name)) {
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return mode->id;
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}
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++mode;
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}
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return -1;
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}
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void SdlGraphicsManager::initSizeHint(const Graphics::ModeList &modes) {
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#if SDL_VERSION_ATLEAST(2, 0, 0)
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const bool useDefault = defaultGraphicsModeConfig();
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int scale = getGraphicsModeScale(getGraphicsModeIdByName(ConfMan.get("gfx_mode")));
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if (scale == -1) {
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warning("Unknown scaler; defaulting to 1");
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scale = 1;
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}
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int16 bestWidth = 0, bestHeight = 0;
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const Graphics::ModeList::const_iterator end = modes.end();
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for (Graphics::ModeList::const_iterator it = modes.begin(); it != end; ++it) {
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int16 width = it->width, height = it->height;
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// TODO: Normalize AR correction by passing a PAR in the mode list
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// instead of checking the dimensions here like this, since not all
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// 320x200/640x400 uses are with non-square pixels (e.g. DreamWeb).
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if (ConfMan.getBool("aspect_ratio")) {
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if ((width == 320 && height == 200) || (width == 640 && height == 400)) {
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height = real2Aspect(height);
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}
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}
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if (!useDefault || width <= 320) {
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width *= scale;
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height *= scale;
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}
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if (bestWidth < width) {
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bestWidth = width;
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}
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if (bestHeight < height) {
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bestHeight = height;
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}
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}
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_hintedWidth = bestWidth;
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_hintedHeight = bestHeight;
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#endif
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}
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bool SdlGraphicsManager::showMouse(const bool visible) {
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if (visible == _cursorVisible) {
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return visible;
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}
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int showCursor = SDL_DISABLE;
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if (visible) {
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// _cursorX and _cursorY are currently always clipped to the active
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// area, so we need to ask SDL where the system's mouse cursor is
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// instead
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int x, y;
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SDL_GetMouseState(&x, &y);
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if (!_activeArea.drawRect.contains(Common::Point(x, y))) {
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showCursor = SDL_ENABLE;
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}
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}
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SDL_ShowCursor(showCursor);
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return WindowedGraphicsManager::showMouse(visible);
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}
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bool SdlGraphicsManager::notifyMousePosition(Common::Point &mouse) {
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int showCursor = SDL_DISABLE;
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bool valid = true;
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if (_activeArea.drawRect.contains(mouse)) {
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_cursorLastInActiveArea = true;
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} else {
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mouse.x = CLIP<int>(mouse.x, _activeArea.drawRect.left, _activeArea.drawRect.right - 1);
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mouse.y = CLIP<int>(mouse.y, _activeArea.drawRect.top, _activeArea.drawRect.bottom - 1);
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if (_window->mouseIsGrabbed() ||
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// Keep the mouse inside the game area during dragging to prevent an
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// event mismatch where the mouseup event gets lost because it is
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// performed outside of the game area
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(_cursorLastInActiveArea && SDL_GetMouseState(nullptr, nullptr) != 0)) {
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setSystemMousePosition(mouse.x, mouse.y);
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} else {
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// Allow the in-game mouse to get a final movement event to the edge
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// of the window if the mouse was moved out of the game area
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if (_cursorLastInActiveArea) {
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_cursorLastInActiveArea = false;
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} else if (_cursorVisible) {
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// Keep sending events to the game if the cursor is invisible,
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// since otherwise if a game lets you skip a cutscene by
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// clicking and the user moved the mouse outside the active
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// area, the clicks wouldn't do anything, which would be
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// confusing
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valid = false;
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}
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if (_cursorVisible) {
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showCursor = SDL_ENABLE;
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}
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}
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}
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SDL_ShowCursor(showCursor);
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if (valid) {
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setMousePosition(mouse.x, mouse.y);
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mouse = convertWindowToVirtual(mouse.x, mouse.y);
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}
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return valid;
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}
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void SdlGraphicsManager::setSystemMousePosition(const int x, const int y) {
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assert(_window);
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if (!_window->warpMouseInWindow(x, y)) {
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_eventSource->fakeWarpMouse(x, y);
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}
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}
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void SdlGraphicsManager::handleResizeImpl(const int width, const int height) {
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_eventSource->resetKeyboardEmulation(width - 1, height - 1);
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_forceRedraw = true;
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}
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#if SDL_VERSION_ATLEAST(2, 0, 0)
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bool SdlGraphicsManager::createOrUpdateWindow(int width, int height, const Uint32 flags) {
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if (!_window) {
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return false;
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}
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// We only update the actual window when flags change (which usually means
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// fullscreen mode is entered/exited), when updates are forced so that we
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// do not reset the window size whenever a game makes a call to change the
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// size or pixel format of the internal game surface (since a user may have
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// resized the game window), or when the launcher is visible (since a user
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// may change the scaler, which should reset the window size)
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if (!_window->getSDLWindow() || _lastFlags != flags || _overlayVisible || _allowWindowSizeReset) {
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if (_hintedWidth) {
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width = _hintedWidth;
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}
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if (_hintedHeight) {
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height = _hintedHeight;
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}
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if (!_window->createOrUpdateWindow(width, height, flags)) {
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return false;
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}
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_lastFlags = flags;
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_allowWindowSizeReset = false;
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}
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return true;
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}
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#endif
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