scummvm/backends/platform/sdl/sdl-window.cpp
Colin Snover de2bbe3b97 BACKENDS: Refactor OpenGL & SDL graphics backends
This patch refactors the OpenGL and SDL graphics backends,
primarily to unify window scaling and mouse handling, and to
fix coordinate mapping between the ScummVM window and the
virtual game screen when they have different aspect ratios.

Unified code for these two backends has been moved to a new
header-only WindowedGraphicsManager class, so named because it
contains code for managing graphics managers that interact with
a windowing system and render virtual screens within a larger
physical content window.

The biggest behavioral change here is with the coordinate
system mapping:

Previously, mouse offsets were converted by mapping the whole
space within the window as input to the virtual game screen
without maintaining aspect ratio. This was done to prevent
'stickiness' when the mouse cursor was within the window but
outside of the virtual game screen, but it caused noticeable
distortion of mouse movement speed on the axis with blank
space.

Instead of introducing mouse speed distortion to prevent
stickiness, this patch changes coordinate transformation to
show the system cursor when the mouse moves outside of the virtual
game screen when mouse grab is off, or by holding the mouse inside
the virtual game screen (instead of the entire window) when mouse
grab is on.

This patch also improves some other properties of the
GraphicsManager/PaletteManager interfaces:

* Nullipotent operations (getWidth, getHeight, etc.) of the
  PaletteManager/GraphicsManager interfaces are now const
* Methods marked `virtual` but not inherited by any subclass have
  been de-virtualized
* Extra unnecessary calculations of hardware height in
  SurfaceSdlGraphicsManager have been removed
* Methods have been renamed where appropriate for clarity
  (setWindowSize -> handleResize, etc.)
* C++11 support improved with `override` specifier added on
  overridden virtual methods in subclasses (primarily to avoid
  myself accidentally creating new methods in the subclasses
  by changing types/names during refactoring)

Additional refactoring can and should be done at some point to
continue to deduplicate code between the OpenGL and SDL backends.
Since the primary goal here was to improve the coordinate mapping,
full refactoring of these backends was not completed here.
2017-10-15 13:24:20 -05:00

316 lines
9.2 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.
*
*/
#define FORBIDDEN_SYMBOL_ALLOW_ALL
#include "backends/platform/sdl/sdl-window.h"
#include "common/textconsole.h"
#include "icons/scummvm.xpm"
#if SDL_VERSION_ATLEAST(2, 0, 0)
static const uint32 fullscreenMask = SDL_WINDOW_FULLSCREEN_DESKTOP | SDL_WINDOW_FULLSCREEN;
#endif
SdlWindow::SdlWindow()
#if SDL_VERSION_ATLEAST(2, 0, 0)
: _window(nullptr), _inputGrabState(false), _windowCaption("ScummVM"),
_lastFlags(0), _lastX(SDL_WINDOWPOS_UNDEFINED), _lastY(SDL_WINDOWPOS_UNDEFINED)
#endif
{
}
SdlWindow::~SdlWindow() {
#if SDL_VERSION_ATLEAST(2, 0, 0)
destroyWindow();
#endif
}
void SdlWindow::setupIcon() {
int x, y, w, h, ncols, nbytes, i;
unsigned int rgba[256];
unsigned int *icon;
if (sscanf(scummvm_icon[0], "%d %d %d %d", &w, &h, &ncols, &nbytes) != 4) {
warning("Wrong format of scummvm_icon[0] (%s)", scummvm_icon[0]);
return;
}
if ((w > 512) || (h > 512) || (ncols > 255) || (nbytes > 1)) {
warning("Could not load the built-in icon (%d %d %d %d)", w, h, ncols, nbytes);
return;
}
icon = (unsigned int*)malloc(w*h*sizeof(unsigned int));
if (!icon) {
warning("Could not allocate temp storage for the built-in icon");
return;
}
for (i = 0; i < ncols; i++) {
unsigned char code;
char color[32];
memset(color, 0, sizeof(color));
unsigned int col;
if (sscanf(scummvm_icon[1 + i], "%c c %s", &code, color) != 2) {
warning("Wrong format of scummvm_icon[%d] (%s)", 1 + i, scummvm_icon[1 + i]);
}
if (!strcmp(color, "None"))
col = 0x00000000;
else if (!strcmp(color, "black"))
col = 0xFF000000;
else if (color[0] == '#') {
if (sscanf(color + 1, "%06x", &col) != 1) {
warning("Wrong format of color (%s)", color + 1);
}
col |= 0xFF000000;
} else {
warning("Could not load the built-in icon (%d %s - %s) ", code, color, scummvm_icon[1 + i]);
free(icon);
return;
}
rgba[code] = col;
}
for (y = 0; y < h; y++) {
const char *line = scummvm_icon[1 + ncols + y];
for (x = 0; x < w; x++) {
icon[x + w * y] = rgba[(int)line[x]];
}
}
SDL_Surface *sdl_surf = SDL_CreateRGBSurfaceFrom(icon, w, h, 32, w * 4, 0xFF0000, 0x00FF00, 0x0000FF, 0xFF000000);
if (!sdl_surf) {
warning("SDL_CreateRGBSurfaceFrom(icon) failed");
}
#if SDL_VERSION_ATLEAST(2, 0, 0)
if (_window) {
SDL_SetWindowIcon(_window, sdl_surf);
}
#else
SDL_WM_SetIcon(sdl_surf, NULL);
#endif
SDL_FreeSurface(sdl_surf);
free(icon);
}
void SdlWindow::setWindowCaption(const Common::String &caption) {
#if SDL_VERSION_ATLEAST(2, 0, 0)
_windowCaption = caption;
if (_window) {
SDL_SetWindowTitle(_window, caption.c_str());
}
#else
SDL_WM_SetCaption(caption.c_str(), caption.c_str());
#endif
}
void SdlWindow::toggleMouseGrab() {
#if SDL_VERSION_ATLEAST(2, 0, 0)
if (_window) {
_inputGrabState = !(SDL_GetWindowGrab(_window) == SDL_TRUE);
SDL_SetWindowGrab(_window, _inputGrabState ? SDL_TRUE : SDL_FALSE);
}
#else
if (SDL_WM_GrabInput(SDL_GRAB_QUERY) == SDL_GRAB_OFF) {
SDL_WM_GrabInput(SDL_GRAB_ON);
_inputGrabState = true;
} else {
SDL_WM_GrabInput(SDL_GRAB_OFF);
_inputGrabState = false;
}
#endif
}
bool SdlWindow::hasMouseFocus() const {
#if SDL_VERSION_ATLEAST(2, 0, 0)
if (_window) {
return (SDL_GetWindowFlags(_window) & SDL_WINDOW_MOUSE_FOCUS);
} else {
return false;
}
#else
return (SDL_GetAppState() & SDL_APPMOUSEFOCUS);
#endif
}
void SdlWindow::warpMouseInWindow(int x, int y) {
if (hasMouseFocus()) {
#if SDL_VERSION_ATLEAST(2, 0, 0)
if (_window) {
SDL_WarpMouseInWindow(_window, x, y);
}
#else
SDL_WarpMouse(x, y);
#endif
}
}
void SdlWindow::iconifyWindow() {
#if SDL_VERSION_ATLEAST(2, 0, 0)
if (_window) {
SDL_MinimizeWindow(_window);
}
#else
SDL_WM_IconifyWindow();
#endif
}
bool SdlWindow::getSDLWMInformation(SDL_SysWMinfo *info) const {
SDL_VERSION(&info->version);
#if SDL_VERSION_ATLEAST(2, 0, 0)
return SDL_GetWindowWMInfo(_window, info);
#else
return SDL_GetWMInfo(info);
#endif
}
#if SDL_VERSION_ATLEAST(2, 0, 0)
SDL_Surface *copySDLSurface(SDL_Surface *src) {
const bool locked = SDL_MUSTLOCK(src) == SDL_TRUE;
if (locked) {
if (SDL_LockSurface(src) != 0) {
return nullptr;
}
}
SDL_Surface *res = SDL_CreateRGBSurfaceFrom(src->pixels,
src->w, src->h, src->format->BitsPerPixel,
src->pitch, src->format->Rmask, src->format->Gmask,
src->format->Bmask, src->format->Amask);
if (locked) {
SDL_UnlockSurface(src);
}
return res;
}
bool SdlWindow::createOrUpdateWindow(int width, int height, uint32 flags) {
if (_inputGrabState) {
flags |= SDL_WINDOW_INPUT_GRABBED;
}
// SDL_WINDOW_RESIZABLE can also be updated without recreating the window
// starting with SDL 2.0.5, but it is not treated as updateable here
// because:
// 1. It is currently only changed in conjunction with the SDL_WINDOW_OPENGL
// flag, so the window will always be recreated anyway when changing
// resizability; and
// 2. Users (particularly on Windows) will sometimes swap older SDL DLLs
// to avoid bugs, which would be impossible if the feature was enabled
// at compile time using SDL_VERSION_ATLEAST.
const uint32 updateableFlagsMask = fullscreenMask | SDL_WINDOW_INPUT_GRABBED;
const uint32 oldNonUpdateableFlags = _lastFlags & ~updateableFlagsMask;
const uint32 newNonUpdateableFlags = flags & ~updateableFlagsMask;
const uint32 fullscreenFlags = flags & fullscreenMask;
// This is terrible, but there is no way in SDL to get information on the
// maximum bounds of a window with decoration, and SDL is too dumb to make
// sure the window's surface doesn't grow beyond the display bounds, which
// can easily happen with 3x scalers. There is a function in SDL to get the
// window decoration size, but it only exists starting in SDL 2.0.5, which
// is a buggy release on some platforms so we can't safely use 2.0.5+
// features since some users replace the SDL dynamic library with 2.0.4, and
// the documentation says it only works on X11 anyway, which means it is
// basically worthless. So we'll just try to keep things closeish to the
// maximum for now.
SDL_DisplayMode displayMode;
SDL_GetDesktopDisplayMode(0, &displayMode);
if (!fullscreenFlags) {
displayMode.w -= 20;
displayMode.h -= 30;
}
if (width > displayMode.w) {
width = displayMode.w;
}
if (height > displayMode.h) {
height = displayMode.h;
}
if (!_window || oldNonUpdateableFlags != newNonUpdateableFlags) {
destroyWindow();
_window = SDL_CreateWindow(_windowCaption.c_str(), _lastX,
_lastY, width, height, flags);
if (_window) {
setupIcon();
}
} else {
if (fullscreenFlags) {
SDL_DisplayMode fullscreenMode;
fullscreenMode.w = width;
fullscreenMode.h = height;
fullscreenMode.driverdata = nullptr;
fullscreenMode.format = 0;
fullscreenMode.refresh_rate = 0;
SDL_SetWindowDisplayMode(_window, &fullscreenMode);
} else {
SDL_SetWindowSize(_window, width, height);
}
SDL_SetWindowFullscreen(_window, fullscreenFlags);
SDL_SetWindowGrab(_window, (flags & SDL_WINDOW_INPUT_GRABBED) ? SDL_TRUE : SDL_FALSE);
}
if (!_window) {
return false;
}
#if defined(MACOSX)
// macOS windows with the flag SDL_WINDOW_FULLSCREEN_DESKTOP exiting their fullscreen space
// ignore the size set by SDL_SetWindowSize while they were in fullscreen mode.
// Instead, they revert back to their previous windowed mode size.
// This is a bug in SDL2: https://bugzilla.libsdl.org/show_bug.cgi?id=3719.
// TODO: Remove the call to SDL_SetWindowSize below once the SDL bug is fixed.
// In some cases at this point there may be a pending SDL resize event with the old size.
// This happens for example if we destroyed the window, or when switching between windowed
// and fullscreen modes. If we changed the window size here, this pending event will have the
// old (and incorrect) size. To avoid any issue we call SDL_SetWindowSize() to generate another
// resize event (SDL_WINDOWEVENT_SIZE_CHANGED) so that the last resize event we receive has
// the correct size. This fixes for exmample bug #9971: SDL2: Fullscreen to RTL launcher resolution
SDL_SetWindowSize(_window, width, height);
#endif
_lastFlags = flags;
return true;
}
void SdlWindow::destroyWindow() {
if (_window) {
if (!(_lastFlags & fullscreenMask)) {
SDL_GetWindowPosition(_window, &_lastX, &_lastY);
}
SDL_DestroyWindow(_window);
_window = nullptr;
}
}
#endif