scummvm/engines/ags/engine/main/engine_setup.cpp
Thierry Crozat 3a4d94bf0b AGS: Updated Multitasking setting
* Added `[misc] multitasking=[0,1]` to config, acting as a *starting*
  setting, which may be changed by runtime call to `SetMultitaskingMode`;
* Ensure multitasking mode is overridden by connected external debugger
  (always on, if possible);
* Let multitasking mode work in "fullscreen desktop" gfx mode (still
  disabled in exclusive fullscreen);
* Now correctly reset multitasking mode if gfx mode changes.

From upstream 9f091926e393f75c90c951f9597710bf17395332
2022-06-23 23:57:27 +01:00

301 lines
10 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 3 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, see <http://www.gnu.org/licenses/>.
*
*/
#include "ags/shared/core/platform.h"
#include "ags/shared/ac/common.h"
#include "ags/engine/ac/display.h"
#include "ags/engine/ac/draw.h"
#include "ags/shared/ac/game_version.h"
#include "ags/engine/ac/game_setup.h"
#include "ags/shared/ac/game_setup_struct.h"
#include "ags/engine/ac/game_state.h"
#include "ags/engine/ac/global_game.h"
#include "ags/engine/ac/mouse.h"
#include "ags/engine/ac/runtime_defines.h"
#include "ags/engine/ac/walk_behind.h"
#include "ags/engine/ac/dynobj/script_system.h"
#include "ags/shared/debugging/out.h"
#include "ags/engine/device/mouse_w32.h"
#include "ags/shared/font/fonts.h"
#include "ags/engine/gfx/graphics_driver.h"
#include "ags/shared/gui/gui_main.h"
#include "ags/shared/gui/gui_inv.h"
#include "ags/engine/main/graphics_mode.h"
#include "ags/engine/main/engine_setup.h"
#include "ags/engine/media/video/video.h"
#include "ags/engine/platform/base/ags_platform_driver.h"
#include "ags/engine/platform/base/sys_main.h"
#include "ags/globals.h"
namespace AGS3 {
using namespace AGS::Shared;
using namespace AGS::Engine;
// Convert guis position and size to proper game resolution.
// Necessary for pre 3.1.0 games only to sync with modern engine.
void convert_gui_to_game_resolution(GameDataVersion filever) {
if (filever >= kGameVersion_310)
return;
const int mul = _GP(game).GetDataUpscaleMult();
for (int i = 0; i < _GP(game).numcursors; ++i) {
_GP(game).mcurs[i].hotx *= mul;
_GP(game).mcurs[i].hoty *= mul;
}
for (int i = 0; i < _GP(game).numinvitems; ++i) {
_GP(game).invinfo[i].hotx *= mul;
_GP(game).invinfo[i].hoty *= mul;
}
for (int i = 0; i < _GP(game).numgui; ++i) {
GUIMain *cgp = &_GP(guis)[i];
cgp->X *= mul;
cgp->Y *= mul;
if (cgp->Width < 1)
cgp->Width = 1;
if (cgp->Height < 1)
cgp->Height = 1;
// This is probably a way to fix GUIs meant to be covering whole screen
if (cgp->Width == _GP(game).GetDataRes().Width - 1)
cgp->Width = _GP(game).GetDataRes().Width;
cgp->Width *= mul;
cgp->Height *= mul;
cgp->PopupAtMouseY *= mul;
for (int j = 0; j < cgp->GetControlCount(); ++j) {
GUIObject *guio = cgp->GetControl(j);
guio->X *= mul;
guio->Y *= mul;
guio->Width *= mul;
guio->Height *= mul;
guio->IsActivated = false;
guio->OnResized();
}
}
}
// Convert certain coordinates to data resolution (only if it's different from game resolution).
// Necessary for 3.1.0 and above games with legacy "low-res coordinates" setting.
void convert_objects_to_data_resolution(GameDataVersion filever) {
if (filever < kGameVersion_310 || _GP(game).GetDataUpscaleMult() == 1)
return;
const int mul = _GP(game).GetDataUpscaleMult();
for (int i = 0; i < _GP(game).numcharacters; ++i) {
_GP(game).chars[i].x /= mul;
_GP(game).chars[i].y /= mul;
}
for (auto &inv : _GP(guiinv)) {
inv.ItemWidth /= mul;
inv.ItemHeight /= mul;
inv.OnResized();
}
}
void engine_setup_system_gamesize() {
_GP(scsystem).width = _GP(game).GetGameRes().Width;
_GP(scsystem).height = _GP(game).GetGameRes().Height;
_GP(scsystem).viewport_width = game_to_data_coord(_GP(play).GetMainViewport().GetWidth());
_GP(scsystem).viewport_height = game_to_data_coord(_GP(play).GetMainViewport().GetHeight());
}
void engine_init_resolution_settings(const Size game_size) {
Debug::Printf("Initializing resolution settings");
_GP(usetup).textheight = get_font_height_outlined(0) + 1;
Debug::Printf(kDbgMsg_Info, "Game native resolution: %d x %d (%d bit)%s", game_size.Width, game_size.Height, _GP(game).color_depth * 8,
_GP(game).IsLegacyLetterbox() ? " letterbox-by-design" : "");
convert_gui_to_game_resolution(_G(loaded_game_file_version));
convert_objects_to_data_resolution(_G(loaded_game_file_version));
Rect viewport = RectWH(game_size);
_GP(play).SetMainViewport(viewport);
_GP(play).SetUIViewport(viewport);
engine_setup_system_gamesize();
}
void engine_adjust_for_rotation_settings() {
#if 0
switch (_GP(usetup).rotation) {
case ScreenRotation::kScreenRotation_Portrait:
SDL_SetHint(SDL_HINT_ORIENTATIONS, "Portrait PortraitUpsideDown");
break;
case ScreenRotation::kScreenRotation_Landscape:
SDL_SetHint(SDL_HINT_ORIENTATIONS, "LandscapeLeft LandscapeRight");
break;
case kScreenRotation_Unlocked:
// let the user rotate as wished. No adjustment needed.
default:
break;
}
#endif
}
// Setup gfx driver callbacks and options
void engine_post_gfxmode_driver_setup() {
_G(gfxDriver)->SetCallbackForPolling(update_polled_stuff_if_runtime);
_G(gfxDriver)->SetCallbackToDrawScreen(draw_game_screen_callback, construct_engine_overlay);
_G(gfxDriver)->SetCallbackForNullSprite(GfxDriverNullSpriteCallback);
}
// Reset gfx driver callbacks
void engine_pre_gfxmode_driver_cleanup() {
_G(gfxDriver)->SetCallbackForPolling(nullptr);
_G(gfxDriver)->SetCallbackToDrawScreen(nullptr, nullptr);
_G(gfxDriver)->SetCallbackForNullSprite(nullptr);
_G(gfxDriver)->SetMemoryBackBuffer(nullptr);
}
// Setup color conversion parameters
void engine_setup_color_conversions(int coldepth) {
// default shifts for how we store the sprite data
_G(_rgb_r_shift_32) = 16;
_G(_rgb_g_shift_32) = 8;
_G(_rgb_b_shift_32) = 0;
_G(_rgb_r_shift_16) = 11;
_G(_rgb_g_shift_16) = 5;
_G(_rgb_b_shift_16) = 0;
_G(_rgb_r_shift_15) = 10;
_G(_rgb_g_shift_15) = 5;
_G(_rgb_b_shift_15) = 0;
// TODO: investigate if this is still necessary, and under which circumstances?
// the color conversion should likely be done when preparing textures or
// rendering to final output instead, not in the main engine code.
if (coldepth < 16) {
// ensure that any 32-bit graphics displayed are converted
// properly to the current depth
#if AGS_PLATFORM_OS_WINDOWS
_G(_rgb_r_shift_32) = 16;
_G(_rgb_g_shift_32) = 8;
_G(_rgb_b_shift_32) = 0;
#else
_G(_rgb_r_shift_32) = 0;
_G(_rgb_g_shift_32) = 8;
_G(_rgb_b_shift_32) = 16;
_G(_rgb_b_shift_15) = 0;
_G(_rgb_g_shift_15) = 5;
_G(_rgb_r_shift_15) = 10;
#endif
}
set_color_conversion(COLORCONV_MOST | COLORCONV_EXPAND_256);
}
// Setup drawing modes and color conversions;
// they depend primarily on gfx driver capabilities and new color depth
void engine_post_gfxmode_draw_setup(const DisplayMode &dm) {
engine_setup_color_conversions(dm.ColorDepth);
init_draw_method();
}
// Cleanup auxiliary drawing objects
void engine_pre_gfxmode_draw_cleanup() {
dispose_draw_method();
}
// Setup mouse control mode and graphic area
void engine_post_gfxmode_mouse_setup(const Size &init_desktop) {
// Assign mouse control parameters.
//
// NOTE that we setup speed and other related properties regardless of
// whether mouse control was requested because it may be enabled later.
_GP(mouse).SetSpeedUnit(1.f);
if (_GP(usetup).mouse_speed_def == kMouseSpeed_CurrentDisplay) {
Size cur_desktop;
if (sys_get_desktop_resolution(cur_desktop.Width, cur_desktop.Height) == 0)
_GP(mouse).SetSpeedUnit(MAX((float)cur_desktop.Width / (float)init_desktop.Width,
(float)cur_desktop.Height / (float)init_desktop.Height));
}
Mouse_EnableControl(_GP(usetup).mouse_ctrl_enabled);
Debug::Printf(kDbgMsg_Info, "Mouse speed control: %s, unit: %f, user value: %f",
_GP(usetup).mouse_ctrl_enabled ? "enabled" : "disabled", _GP(mouse).GetSpeedUnit(), _GP(mouse).GetSpeed());
on_coordinates_scaling_changed();
// If auto lock option is set, lock mouse to the game window
if (_GP(usetup).mouse_auto_lock && _GP(scsystem).windowed != 0)
_GP(mouse).TryLockToWindow();
}
// Reset mouse controls before changing gfx mode
void engine_pre_gfxmode_mouse_cleanup() {
// Always disable mouse control and unlock mouse when releasing down gfx mode
_GP(mouse).SetMovementControl(false);
_GP(mouse).UnlockFromWindow();
}
// Fill in _GP(scsystem) struct with display mode parameters
void engine_setup_scsystem_screen(const DisplayMode &dm) {
_GP(scsystem).coldepth = dm.ColorDepth;
_GP(scsystem).windowed = dm.IsWindowed();
_GP(scsystem).vsync = dm.Vsync;
}
void engine_post_gfxmode_setup(const Size &init_desktop) {
DisplayMode dm = _G(gfxDriver)->GetDisplayMode();
// If color depth has changed (or graphics mode was inited for the
// very first time), we also need to recreate bitmaps
bool has_driver_changed = _GP(scsystem).coldepth != dm.ColorDepth;
engine_setup_scsystem_screen(dm);
engine_post_gfxmode_driver_setup();
if (has_driver_changed) {
engine_post_gfxmode_draw_setup(dm);
}
engine_post_gfxmode_mouse_setup(init_desktop);
// reset multitasking (may be overridden by the current display mode)
SetMultitasking(_GP(usetup).multitasking);
invalidate_screen();
}
void engine_pre_gfxmode_release() {
engine_pre_gfxmode_mouse_cleanup();
engine_pre_gfxmode_driver_cleanup();
}
void engine_pre_gfxsystem_shutdown() {
engine_pre_gfxmode_release();
engine_pre_gfxmode_draw_cleanup();
}
void on_coordinates_scaling_changed() {
// Reset mouse graphic area and bounds
_GP(mouse).UpdateGraphicArea();
// If mouse bounds do not have valid values yet, then limit cursor to viewport
if (_GP(play).mboundx1 == 0 && _GP(play).mboundy1 == 0 && _GP(play).mboundx2 == 0 && _GP(play).mboundy2 == 0)
_GP(mouse).SetMoveLimit(_GP(play).GetMainViewport());
else
_GP(mouse).SetMoveLimit(Rect(_GP(play).mboundx1, _GP(play).mboundy1, _GP(play).mboundx2, _GP(play).mboundy2));
}
} // namespace AGS3